Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts

Thursday, May 1, 2014

What's That Build!? - It's Build 18179 - WoW: WoD Alpha Changes - Mana Changes Galore

We got a new build this week in the Alpha client and there was a ton of new changes. The biggest news were the mana changes for all of the healing classe.

Healing Class Changes

Restoration Druid

You may remember, in the first datamined information from the WoD Alpha there was a buff to pretty much every healing spell in the game that reduced it's base mana costs by about 2% on each spell. I thought that was kind of low for how much they said they wanted to change healing and it seems I was write. There was another string of buffs to healing spells that reduced mana costs again for pretty much all classes. Big spells for classes like Rejuvenation and Healing touch got big buffs while others got smaller buffs again. Below is the full list for Druids.

  • Healing Touch cost reduced by 7% base mana.
  • Rejuvenation cost reduced by 6.5% base mana.
  • Cenarion Ward cost reduced by 5.7% base mana.
  • Lifebloom cost reduced by 2% base mana.
  • Regrowth cost reduced by 15% base mana.
  • Swiftmend cost reduced by 5% base mana.
  • Tranquility cost reduced by 2% base mana.
  • Wild Growth cost reduced by 1.5% base mana.
  • Wild Mushroom cost reduced by 3% base mana.
  • Wild Muchroom: Bloom cost reduced by 4% base mana.

Glyph of Travel was changed. Before, it would give you increased 60% mount speed but you couldn't cast it in combat. Although there weren't a lot of instances that were outside that you could even use Travel Form during a raid encounter, there were enough that this glyph would never be used by raiders outside of dailies or questing. However, it's been changed so that if you cast Travel Form while in combat you don't get the glyph affect. So this minor glyph is definitely getting much more appealing.

Holy Paladin

  • Flash of Light cost reduced by 15% base mana.
  • Word of Glory got a buff, increasing its healing to 104% of spellpower, up from 73%. This change also applied for Eternal Flame.
  • Execution Sentence, Holy Prism and Light's Hammer have all gotten nerfed by quite a bit (50-75%) in terms of healing output.
  • Divine Plea now regains 7% maximum mana, a 2.5% increase.'
  • Holy Light (the original Divine Light) cost reduced by 7% base mana.
  • Holy Radiance cost reduced by 5% base mana.
  • Holy Shock cost reduced by 5.5% base mana.
Holy and Disc Priests
  • Flash Heal cost reduced by 2.8% base mana.
  • Heal cost reduced by 1.5% base mana.
  • Power Word: Shield cost reduced by 2% base mana.
  • Prayer of Mending cost reduced by 0.4% base mana.
  • Saving Grace (Level 100 Talent Choice) cost reduced by 5.5% base mana.
  • Prayer of Healing cost reduced by 0.5% base mana.
  • Binding Heal cost reduced by 1.1% base mana.
      Discipline
  • Holy Nova cost reduced by 0.1% base mana.
  • Penance now regains mana if used to damage enemies and it no longer procs Atonement. Each tick replenishes 1.1% mana, down from 1.5%.
      Holy
  • Chakra: Sanctuary has changed so that each heal casts now reduced the Circle of Healing spell by 0.5 seconds instead of a passive 2 seconds off of Circle of Healing.
  • Chakra: Serenity now causes single target heals to refresh renew on that target.
  • Circle of Healing cost reduced by 0.3% base mana.
  • Divine Hymn cost reduced 0.6% base mana.
  • Lightwell cost reduced 0.5% base mana.
  • Renew cost reduced 1% base mana.
Restoration Shaman
  • Chain Heal cost reduced by 2% base mana.
  • Healing Rain cost reduced by 27% base mana.
  • Healing Stream Totem cost reduced by 1% base mana.
  • Healing Surge cost reduced by 14% base mana.
  • Unleash Elements cost reduced by 5% base mana.
  • Earth Shield cost reduced by 8.5% base mana.
  • Healing Tide Totem cost reduced by 0.5% base mana.
  • Healing Wave cost reduced by 7% base mana.
  • Resurgence now gives back 812 mana after casting critical spells up from 347 mana.
  • Riptide cost reduced by 5.5% base mana.
  • Tidal Waves now increase the critical strike chance of Healing Surge by 70%.
  • Shamans also received the same Travel Form glyph for Ghost Wolf form along with the new change.
Mistweaver Monks
  • Expel Harm cost reduced by 2.2% base mana.
  • Spinning Crane Kick cost reduced by 0.7% base mana.
  • Surging Mist got a nerf about about 130% of spell power.
  • Enveloping Mist got a buff of about 220% of Spell power.
  • Life Cacoon cost reduced by 1.6% base mana.
  • Renewing Mist cost reduced by 0.7% base mana.
  • Revival cost increased by 0.7% of base mana.
  • Soothing Mist got a buff of about 300% (double it's current healing) of spell power.

Tuesday, April 15, 2014

The Weekly Innervate - World of Warcraft - Weak Auras for Restoration Druids

Anyone who watches my stream knows that I like to use Weak Auras. I don't like to have a lot of action bars on my screen and would rather just have an icon pop up somewhere when it is off cooldown. I use Weak Auras a lot on new healers to remind myself to use abilities. I've been a Restoration Druid for 10 years so I don't need to remember how to use abilities in sequence like I do with my Resto Shamans Unleash Elements/Healing Rain combination. But even after 10 years I still suck at remembering to use Lifebloom.


So I finally decided to sit down and show people how to do the Weak Auras that I have. Some people might ask how I'm able to play like this. Easy, most of the stuff that's on the middle of the screen is never up at the same time because it's all proc based. So there's only ever one or two icons up at any given time.

Innervate Key Steps To This Guide
  1. All of these Auras are set for Restoration Druid Specced Druids only except for the Low Mana Aura which will appear on all characters. If you'd like to use the Meta Gem/Legendary Cloak Proc Weak Auras on another healing character be sure to go the top and click the Load tab and uncheck the Class and Specialization boxes.
  2. All of these Auras (except for your Buff icon, Symbiosis and the icons at the bottom) are In Combat only. So if you want to test them out to see if they're working properly then go to the Load and be sure to uncheck the In Combat button twice (if you click it once it will give you an Out of Combat red text and it won't show up in combat).
  3. These Auras aren't set in stone. They're customizable even if you import them. I don't like spell icons and like to have other icons that are a bit smaller or more see through because I've been playing a Druid so long I know what they are. If you'd like to change the icons or make them look like the actual spell icon then right click the Aura after you import it and select Icon under Convert To.
  4. Have fun with Weak Auras! They don't affect anyone else but you and can really help your master your class whether it's a Restoration Druid or not! You can make it look however you want! There's no wrong way to set up a Weak Auras.
Top 3 Icons - Raid Mana Cooldowns

These are the three big mana cooldowns. The left one will appear when a Priest in your raid is using Hymn of Hope. The middle one is when a Shaman in your raid has placed down a Mana Tide Totem. These two icons will only appear when they are in use. The right one is Innervate. This icon will stay on the screen anytime your Innervate is off cooldown.

Hymn of Hope

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Mana Tide Totem

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Innervate

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Spirit Mender (2 Set Bonus)


This Aura will only appear when you have 5 stacks of Spirit Mender which gives you an instant cast Healing Touch.

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3 Icons in the Middle - Healing Cooldowns to Track


These are healing cooldowns for Druids to keep track of. If you're raiding in Normals/Heroics then you're going for the 13,000 Haste breakpoint which can be reached at around 560 ilvl with pretty much all Haste gear (there's a lot of it this tier thankfully). Once you hit this breakpoint you should be switching over the Soul of the Forest talent which gives you 100% haste on one ability after you cast Swiftmend which is usually paired with Wild Growth to give WG a zillion ticks. 

The tree icon in the middle is for Lifebloom. This icon will only appear when Lifebloom cannot be found on any targets in the raid. I'm actually considering changing it because it can be hard to see but it is useful if you're like me and forget to restack if it gets hectic. The blue one is for when Swiftmend is off cooldown and can be used. This will appear when anyone in the raid can have Swiftmend used on them (and not just you) since when making a standard WA for Swiftmend can be tricky since if you don't have Rejuvenation on you it is considered unusable unless you have something else targeted. The green one is when Wild Growth is off cooldown and can be used. I used to have a huge problem remembering to use WG when it started getting strong in Cata because I had gotten so used to Regrowth spam. The icons spin in different directions. If you don't want them to spin you can turn it off under the Animations tab.

Lifebloom (Not On A Raid Member)

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Swiftmend (Action Usable)

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Wild Growth (Action Usable)

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Legendary Item Procs


The orange icon on the left is for the Legendary Cloak when it procs. With Druids, if you use the Treant Glyph the Cloak animations will just not show up. This just lets me know to use Genesis instead of wasting mana blanking hurt people with Rejuvenation. The dark blue glyph is for the Legendary Meta Gem when it procs. This lets you know you can blanket the raid without using any mana. You can usually get off around 8 Rejuvenations with no cost if you're fast. Reminder: The Load settings are for Restoration Druids only, non-RDruids need to go to the Load option at the top and uncheck these boxes for them to work.

Legendary Cloak Proc

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Legendary Meta Gem Proc

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Low Mana Indiction (80% or less)


This icon will appear whenever you hit 80% mana or lower. It won't stay up the whole time, just about 5-10 seconds to let you know. When you hit 80% mana for the first time in an encounter you should pop Innervate and then use it on cooldown there after.

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Druid Buff Missing


This lets you know how many people in your group/raid do not have Mark of the Wild. Please Note: This is only for your buff so if other Druids/Paladins/Monks are buffing this will still appear. Also, if someone in your raid dies this icon will appear because technically they don't have the buff even though they can't receive it. Just keeps this in mind.

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Symbiosis Buff Missing


Yes, that is Alexstrasza looking down on my Druid with disappointment, she's even fully animated and moves around! This is for when you don't have Symbiosis on anyone in the raid. I decided to have fun with this one because Symbiosis should be cast before you ever pull and stays up even during wipes so she will never get in your way! And models are funny, I wanted to use Ysera but her model isn't an option. I'll be really sad when WoD comes out and this WA will go away along with Symbiosis. Please Note: The settings are for this to only appear Out of Combat (so it will disappear once you enter combat whether Symbiosis is up or not) and in 10 Man Raid Instances only so if you raid 25 mans just change the Instance Type to 25 Man under the Load option.) 

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Druid Cooldowns


In order of Left to Right is Nature's Swiftness, Ironbark, Tranquility, Wild Mushroom: Bloom (w/ Optional Overheal Progress Bar), Heart of the Wild, and Berserking, These are all of the Druid healing cooldowns you'll need to keep track of. If you're not a Troll Druid than you can replace Berserking with Heart of the Wild or Incarnation: Tree of Life if you use those talents or just not have anything there. The Wild Mushroom: Bloom is a two part Aura. The icon shows when Bloom is off cooldown and can be used. The progress on the bottom tracks how close the Mushroom is to being maxxed out on healing potential. Please Note: All of these icons will appear outside of combat, if you want them to disappear until combat starts go to the Load tab and select the In Combat box. PS: The Wild Mushroom Bloom icon will appear whether or not you have a Mushroom placed on the field. It keeps track of the cooldown.

Nature's Swiftness (Action Usable)

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Ironbark (Action Usable)

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Tranquility (aka the Jesus Heal)

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Wild Mushroom: Bloom (Action Usable)

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Wild Mushroom: Bloom (Overhealing Progression Bar)

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Heart of the Wild (Action Usable)

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Berserking (Action Usable)

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Special Bonus Round (Siegecrafter Blackfuse Healing Trinket Aura)


I actually made this while writing this post. This will show up when the buff Restless Spirit from your trinket off of Siegecrafrer Blackfuse is active. If you don't have this trinket or don't want it (don't know why, its best in slot for like every healer) then you can just skip it!

dudOcaGleX2uvZuIQ5kvnBvCtkLCBvs7Ks2lz3kA)iOFsP6Viv)gudvIsdgrz4QuhuICmv5CG0cruTuvILd1JLWtPAzG45atebmvinzbnDLoSKUkc0LfDDuAJiLHHQndX2rKEMa9vjkMMu(oLIttX3uy0cy8iKtIe3cjDnHopc1NrXRPuQXjvwpHk3iNYCtmsTi7Puapb9(DEo0TQlloPxUHjWontg7KM4dCnuoqoes4KeLFvEO8qHkVa(aJfQSEIw8hFXXNZHaD0gnUqOgBYcIOf)XxC85CiqhTrJleQXMSckAXF8fhFohc0rB04cHASPvoozmWtuIVt5Bs0YIt5Bs0YIt5uMBIrQfzFPWq4jOVmz12LyXvqFzHTjXLyXvGTYqtTVelUc6lXIR)MCISJGaYvwCs4C(Rl4JhB)Uru(InmmjwOYHTzAFEiwKlFwVMaHkRN8ljypjaqiz(TbBwTALBcLFjb7jbacjZVnyZk3gt4gq0gb76gVXN)gDb74DcHARjhdV11apL1RJlFYEffByysmqwp5bsdtGv0I)2N3ngJ3pcHd9leQTM8dCnuOYzbj9Itfae5YXWNuOYVYEwJq1QvoliPdUZcrUCWDwiu5aZK5KYQPvEXPcacvoWmzoPCcCHGuiGwTYj2occixrlYh)ih6NdfA8bjieHqT91kVku5xsWEsaGqY8Bd2SYPm3eJulYEkfWtqVFNNdDR6YIt6LBycStZKXoPj(axd1kNuz9ApUwja

Phew, and that's that. When you look at it all at once it sure does look like a lot, but trust me, once you're in combat everything disappears except for one to two icons at a time and it becomes much more manageable. Weak Auras are really great for min/maxing your performance during a raid.

If you have any questions or are having problems with any of the Auras don't be afraid to contact me! I'm available on Twitter @GGElaina or you can find me ingame through whispering me ingame at Innervate on US-Thrall, Battletag Elaina#1618 or by stopping by the stream and you can get a visual explanation!

Tuesday, April 8, 2014

The Weekly Innervate - World of Warcraft - Patch 6.0 - Druid, Class and Healing Changes Oh My!

The Pre-Expansion Patch Notes have been released and man is there a lot to go through here. This patch is the patch that will be released before the expansion actually drops and includes most of the changes we are going to see. We're going to go over the changes that are most important to Druids and Healing as a whole in this overview.

New Row of Talents Unlocked At Level 100


Pretty obvious that we were going to get another talent to choose from with the new expansion. Things have changed with the new talent row this time around; the choice of talents now change depending on what specialization you are in. These changes do not occur in any of the old talents.



  • Moment of Clarity - Omen of Clarity now lasts 5 seconds instead of 1 cast.
  • Germination - You can now cast 2 Rejuvenations on a single target.
  • Rampant Growth - You Swiftmend consumes Rejuvenation or Regrowth but has no cooldown.

Assuming that healing is going to be the same as it was in Cataclysm and Pandaria in the beginning where all healers are mana hungry until we get some decent gear then Moments of Clarity is going to be the talent we initially pick up as it gives us the Legendary Gem as a passive ability. After that phase is over however, it isn't yet known which of the two abilities will be stronger in terms of throughput. Two Rejuvenations on a target or a non-cooldown Swiftmend. With Efflorescence no longer being tied to Swiftmend I'd like to think that two Rejuvenations will be stronger but they are nerfing HoTs and Instant Cast heals in Draenor so it isn't yet clear.

New Feature: Warlords of Draenor Perks

Blizzard is adding a new feature called Leveling Perks which means every level you gain from 91 to 99 you will receive a random passive perk. Since you will be leveling in a DPS specialization (more than likely) you won't get to see these perks until you hit max level. Here are the healing pertinent ones for Restoration:
  • Increases Healing Touch by 20%
  • Increases Rejuvenation duration by 3 seconds. This will give Rejuvenation an additional tick.
  • Rebirth no longer has a cast time.
  • Increases Regrowths periodic healing by 30%
  • Ironbark now grants increased healing from your period spells by 20% on the target.
  • Living Seed healing increased by 20% of your Critical Heals.
  • Healing Touch is increased by 20% on target of your Lifebloom.
Some pretty good perks in there. The instant Rebirth is going to be pretty awesome since this now makes ours unanimously the most powerful combined with the fact we're one of the few that can resurrect someone at full health. Also like the Ironbark perk and the extra tick on Rejuvenation as well.

Garrisons Available

Although Garrisons are in the 6.0 Patch Notes we can assume that since the Garrisons are in Draenor they won't be available until the game launches. However, it seems as though Garrisons are going to be unlocked through an "epic" Quest line. Not exactly sure how I feel about that because if I have to do this quest line for all of my alternate character I will be super demotivated to do it on more than one character unless it's like the farms in Halfhill where I get something out of it that's super important (ie Goldun Lotus) to my main character progression.

Statistic Squish

The long awaited item squish is occurring. Obviously this is going to be put in before the release of the expansion so that people can get used to it. This will also lay to rest the doubts of those we aren't paying attention about whether or not we can still solo older raid bosses with the squish. Obviously, you can, but people will still ask because they're dumb. I'm looking forward to the squish because I'm sick of all of the numbers.

Player Health and Resilience Changes

Basically what happened is that with the gigantic health pools in PvP and Warlocks still one shotting people anyway they wanted to change it so that people didn't take huge chunks of damage at a time in PvP but not changing anything for PvE. So they doubled players Health Pools after the Stat Squish and increased the damage that PvE mobs do. So Players don't chunk as hard without changing how hard PvE mobs hit. 

Now, Base Resilience has been removed but Battle Fatigue has been removed as well. This means that the healing reduction is completely gone from PvP which makes me a very happy tree. They've also increased the amount of healing effectiveness by 50% and decreased Healing Critical Hits to 150% of the normal heal in PvP from 200%.

Healing Changes

What was happening before is that Blizzard was pretty much forced to make all damage hard hitting and bursty because healers could heal 1/3rd or more of a health bar the more gear that they received. If someone wasn't at full health then there was always the worry that they could suddenly die. They wanted to make it so that players could spend time not at 100% without making the healers have anxiety attacks over their raid mates suddenly dropping dead. So they are making it so heals are a little less effective but they stay more consistant throughout the expansion. So the healing that we are doing at the end of the first tier won't change much from the amount of healing that we're doing at the end of the expansion because they're going to increase player health and healing output pretty identically.

They're also changing our healing spells a bit. The cheap spells such as Heal and Holy Light are being completely removed. This means Nourish is going. Which I don't mind because I don't think I've used Nourish at all since iLevel 463. Also, the fast expensive spells (Regrowth) and the long cast medium cost spells (Healing Touch) are now going to heal for the same amount. So your Healing Touch is going to cost half as much as your Regrowth but heal for the same amount. This makes it so you choosing your spells is going to be based on how much mana and time before death you have. This seems like a really odd change at first but I like the consolidation of abilities. I never really liked having Flash Heal, Heal and Greater Heal all on my Priest. It also feels nice not to think about having to do two Regrowth to do as much healing as a Healing Touch but doing the same amount in terms of time spent casting (2 Regrowths can be cast during a Healing Touch cast).

Racial Traits

With the removal of so many secondary stats such as Hit, Expertise, Dodge and Parry there needed to be a rebalancing of racial traits.

  • Night Elf - 2% Increased Movement Speed and Dodge Rate
                      1% Haste Rating at Night, 1% Critical Strike Rating During the Day
  • Troll - Berserking Now Increases Haste by 15%
               Increases EXP earned from killing beasts by 20%
  • Tauren - Increases Critical Strike rating by 2%
                   Increases Stamina scaling with Character Level
First off, what on Azeroth is up with that Night Elf change? I mean, most people are going to be raiding at night so the 1% Haste will kind of be the raid racial but it just seems so freaking weird. None of the racials are very interesting for Restoration Druids other than the Stamina increase for Tauren to help with staying alive for the first few weeks of progression. I'll be sticking with the Troll for the ease of leveling and then I might change to Tauren but that will be based entirely on the new character models and which one I like better.

Abilities Being Removed

We already talked about Nourish getting removed along with all of the other cheap filler heals. Other Restoration spells getting the axe include Innervate and Symbiosis. I'm really disappointed to see Innervate go because... well I named my character and pretty much all of my other MMO Characters after this spell. When it was revealed in the WoW beta so many years ago I knew that it was something I wanted stuck to me forever. So to see it be taken away is actually really sad for me. Symbiosis being removed doesn't really make me sad at all. It was nothing but a huge mess that was a nightmare for balancing and players alike. For Restoration we only ever put it on two classes to either give Shadow Priests Tranquility or Shamans so we could run and Tranquility.

Crowd Control Changes

Lots of Diminishing Returns and Crowd Controls are being removed or changed. For Druids, Cyclone can now be removed from Immunities such as Divine Shield and dispelled from Mass Dispell. Also, Cyclone cannot be made into an instant cast spell from Nature's Swiftness. Some other good changes are that long duration fears are being reduced to calculate run back time and pet CCs such as Sucubus Sleep is being removed.

Instant Cast Heal Changes

A lot of former Instant Cast spells for healers are now getting cast times. Paladins are getting hit the hardest with this, most of the instant Holy Power consuming abilities are now getting a 1.5 second cast time. With so many instant cast abilities in the Druid Healing arsenal you would think we would get hit hard but Wild Growth is the only one getting a cast time. The cast time is equivalent to a Regrowth so it won't put a big hit on the timings.

Vengeance Changes

Vengeance was a weird ability that always seemed to get changed with each patch. It's getting removed now. It's getting replaced with Resolve which now increases self healing and absorbs from the Tank based on their Stamina and Health pool. This will be good for healers and survivability but will be for us who like to hog healing meters when the tanks start beating us.

Druid Class Changes

  • Survival Instrincts is given to all specializations and has been changed to be a 70% damage reduction with a 2 minute cooldown for Restoration. This was given to us because we are going to lose a lot of survivability cooldowns when they take away Symbiosis. I feel like this is a ridiculous cooldown to give us (I mean 70% is A LOT) and I expect it to get nerfed.
  • Tranquility is being simplified. It now heals all targets within range every 2 seconds for 8 seconds. No more HoT application like it does now. The healing output hasn't been changed with this.
  • Swift Rejuvenation is being removed. So Rejuvenations cooldown is 1 second which is going to seem like an eternity when this goes in after it being 0.5 seconds for so long. They removed this because Rejuvenation blanketing was too strong and was really the only option for Restoration Druids.
  • Efflorescence is now attached to Wild Mushroom by default, the glyph is being removed. I'm glad Blizzard is making this change since it was obvious that permanent Efflorescence was really good and instead of nerfing it or taking it away they just decided to give it to us without making us waste a Glyph spot for it.
Lots of information after a bit of a drought. As always, since these are Alpha Patch notes, everything is subject to change anytime after 04/04/2014 when these Patch Notes were released. Interesting changes for Restoration Druids and I'm sure there are more to come! It's good to be back!

Thursday, November 21, 2013

Warlord Watch - WoW: WoD News - Week of 11/15/2013 - No Need to Sag!

Trial of the Gladiator


People have been worried about TotG since it was announced at Blizzcon. Trial of the Gladiator will be a mode of arenas that will be more skill based than gear based. You will buy gear/gems/enchants off of a vendor and then go to battle. People mistook this for replacing Arena Ladders or the Arena Tournament realm. It won't. This is will be for those top end players who don't want to be distracted by gear requirement and simply want to prove they are the best team or player and will be separate from the Arena Ladders. This can be queued for by any player but rating can only be earned at a certain time of day when the amount of high level players is more concentrated.

Stat Changes for Warlords

It was mentioned at Blizzcon that Stats would changed based on what Spec you were in but it was a bit confusing. Some details have emerged that kind of scares me when it comes to distributing loot for 20 man Mythic. As it stands right now, based on your spec will determine the main stat (Str, Agil and Intellect) of the item but the secondary stat (Haste/Mastery/Crit) will remain the same no matter what. So we can assume that all items going foreward when they drop off of the boss will be rolled on based on secondary stat needs. So all plate items will be rolled on by Tanks, Healers (Pallies) and DPS and the main stat will appear on whoever wins it. Deciding who gets Tokens first during progression is already a nightmare if one token is particularly stacked. So as a Resto Druid not only will I need to compete for Tier Tokens with Bears, Cats and Boomkins but belts and boots too. Only necks, rings, trinkets, cloaks and weapons will have Spirit on them at all making it more obvious who should get what. But if two specs like a particular stat (Cats and Resto Druids like Haste and Mastery) you can swap specs and get the Agility or Intellect you want for your offspec. It was also said at Blizzcon that there would just be "Druid Set bonuses" for tier so getting Tier with secondary stats every spec likes seems like a tall order.

New Female Undead and Cloak Models


Blizzard is working on revamping the character models for all of the older races in lieu of adding anymore classes or races. As usual, Blizzard is finishing the male models first and leaving us girls in the dust as it has always been done with releasing new races. The concept art for the female Undead looks really good right now with a much needed update to the chest region. Just because you're dead doesn't mean you need to be saggy ladies! The cloaks are also getting a new bone structure so that they flow more naturally. Blizzard is also adding more sizes and shapes to cloaks. I'm very impartial to the longer cloaks and don't like the shorter models at all but that's just me. Needless to say, everything coming out of Blizzard from the art department is looking good! Word around the web is that Blizzard wants to use the new bone technology to implement in robes to make them flow better as well. It isn't known if that will make it into WoD however.

Thursday, October 10, 2013

The Weekly Innervate - World of Warcraft - Expansion Theories: What Races Could Druids Be?

Welcome back to the Weekly Innervate where every week I talk about something healing related going on in the video game world! One tiny little announcement, the Weekly Innervate is going back to Thursdays starting this week because I realized that I sleep through the maintenance and have too much to do on Tuesdays to actually get any serious work done. With that out of the way, we're going to start a month long series of what could be fun to have in the next expansion that will end with Live Blogging Blizzcon 2014. And this week it is all about Druids!

I've played a Restoration Druid since the launch of the game and it will be a class that I always stride to be in all things that I do now. Even in other games I tend to lean towards Nature classes or plant like races. Druids as the game stands right now currently have the shortest stick when it comes to Race/Class combinations. For nearly 6 years we only had one race to choose from depending on the faction we chose. In Cataclysm we received two more races for a total of four yet we still have the smallest number of races we can be across all 11 classes. The highest number is Warrior which can be all 13 races and the median is 9 race/class combinations. We all know why it takes Blizzard longer to put out new races that Druids can be, and that's the Druid Forms which have to be unique for the race that they do.

I'd like to personally thank Kittlore who had about a 2 hour conversation with me which brought up this series in the first place! There will be a few things we looked into when it came to coming to a consensus. Lore trumps all - if it is not supported by the lore or couldn't be then it's a no.

So let's go down the list shall we?

Human Druids? - Survey Says: Yes!


Not a lot of fan art for human druids sadly. Regardless, we think that Human Druids are possible. I originally said no when it was first brought up because I remembered reading somewhere that the only reason that Gilneans could be Druids (since they are technically human from the start) was because of their Worgen Curse and could only shapeshift after they were cursed. However, it is pointed out that the Gilnean Druid Trainer, Gwen Armstead, is human and not afflicted by the curse of the Worgen. We have never seen her change and there hasn't been any instances of other humans shape shifting but she is a keeper of the old Druid religion which differs from the Night Elf teachings of Druidism. So to say that a Human could not learn to shape shift with extensive training isn't entirely clear but there are obviously humans who study the religion.

Dwarven Druids? - Survey Says: No!

Yes, Dwarves can be Shaman but Shamanism and Druidism are almost nothing alike even though sometimes it seems like they are. Dwarves are very much tied to the Earth and spend much of their existence underground. We don't feel as though Dwarves should be tied to Priests or Paladins either as they don't seem to be tied to the Light however Shamans do make some amount of sense. But Druids definitely are more tied to Nature than the Earth and it just doesn't feel like it fits the motif.

Gnome Druids? - Survey Says: No!

Don't get me wrong, Gnome Druids sound super cute in theory as their models would no doubt be small animals like cubs or kittens instead of full ground forms and I would definitely roll one. But Gnomes just don't make sense as any healers and we're still confused as to why Gnomes can be priests. Gnomes are the same as Goblins in the way that they have no Nature, Elemental or Holy Light ties and their strengths come from their engineering. If they wanted Gnomes/Goblins to be able to be healers then a class that heals using healing concoction bombs and healing lasers (which would be awesome). Gnome Priests make absolutely no sense to me other than to give Gnomes a healing class and nothing else makes sense (Priests don't make sense either).

Draenei Druids? - Survey Says: Yes!


Draenei are the liberalists of World of Warcraft. They have shown to have been able to learn outside views from other philosophies since coming to Azeroth. They came into Burning Crusade being able to be all of the healing classes aside from Druids and also able to be Monks as well. It was also learned in Cataclysm that the lands of Exodar were open to any stranded Gilneans who landed there similar to Darnassus. Which means that Draenei have been exposed to the Gilneans (including Gilnean Druids) for as long as the Gilneans have been in the Alliance. With how open to learning other cultures and religions to understand them they are it wouldn't be surprising that some of them picked up on Druidism.

Orc Druids? - Survey Says: No!

This one was a pretty difficult one in all honesty. I originally said yes but later changed my mind the more that I thought about it. To me, Orcs are extremely savage and have very low intelligence as a general population. They are the race that picks up the closest heavy weapon they can find and start bludgening things with it. They do not seem the nature loving, peace keeping kind. Even if they went into a form of Dark Druid I still don't see them as Druids based on just their general base nature. However, they can be Monks which surprised me in all honesty but if they can be Monks then that leads me to believe they might be Druids because Monks are very much about inner peace and serenity. I still say no in general however.

Undead Druids? - Survey Says: Yes!


Now before we start the hate, let me explain my reasoning and how they could do this. First, my reasoning behind this is that when you die and rise as a Foresaken you retain your free will as well as your memories. Which makes me believe that if you are a Druid and are killed and resurrected as a Foresake wouldn't you still be a Druid? The only thing would be that Gilneans cannot be ressurected but all other races of Druids could be. Also, if Undead could be Druids then I don't think they would be the same as a Night Elf Druid, they would have their own kind of Druidism. The would become Dark Druids that instead of harmonizing with Nature they would twist and control it. This would make their forms also be twisted and deformed.

Blood Elf Druid? - Survey Says: Yes!


First and foremost - the Lore supports it. It begins all the way back in the Warcraft 2 Game Guide where Elven Druids (note this is separate from Night Elves) are mentioned but are never followed up on or mentioned again. Also, when Blood Elves were introduced in Burning Crusade the Botanica was filled Blood Elves that used Restoration Druid spells and one of them even shape shifted into a Treant. This shows that we have back lore that supports not only Druidism in Blood elf culture but also the ability to shapshift as well.

Goblin Druids? - Survey Says: No!

Pretty much the same reason as Gnomes. They don't seem to be particularly tied to any elemental/natural spells and I feel like they are only Priests/Shamans so that they can have healing classes and so that people would race change to them during Cataclysm. They're definitely more like Engineers and not focused on harmonizing with the Elements.

Pandaren Druids? - Survey Says: Yes!


I feel like Pandaren makes the most sense out of everything else and if Blizzard does decide to give Druids another race it would be Pandaren. I feel like the only reason they weren't Druids in the first place was because they had no instruction on how to be Druids and now that they have influence from the other Druid races they could be Druids. Very similar to Draenei they seem very open to learning new things.

All in all that gives us five classes for each faction that can be Druids out of a total seven. Which makes class balance for Druids even which is always a good thing because Druids have always been super balanced when it comes to having the same amount for both factions. Personally, I'd really like to see at least two new races (one for each side) that could be Druids. However, I feel like Blizzard would go with the easy way and go with Pandarens which would disappoint me. I really don't like Pandarens for my main race, they're just too chubby which makes gear look terrible since they're so compact (which is why I generally just don't like short races because the gear patterns end up being squished and look bad. I would never race change my main to a Pandaren Druid but I would consider rolling an alt. I would really like to see either Blood Elf or Undead druids for Horde. I don't know if I would race change my main to an Undead because it's just not my style unfortunately but I would change to Blood Elf in a heart beat and never look back. I would be happy with either Human or Draenei but would like Draenei more because Humans are just boring in general in a fantasy MMO.

What do you think? What do you think will be the next race to receive the pact of the Druid? Would you race change your main to something particular or would you keep your main the same and maybe roll an alt? Next week on the Weekly Innervate I go over what a cool race would be for WoW and how it could work.

Friday, September 27, 2013

The Weekly Innervate - World of Warcraft - Patch 5.4 Restoration Druid Best In Slot Gear List (w/ Haste Math Breakdown)

Welcome to the Weekly Innervate where I go over something healing related in one of the many MMOs out there! This week we're continuing with the Patch 5.4 guides by going over the Restoration Druids best in slot gear list from Siege of Orgrimmar. Please keep in mind that the numbers that you see below are based on flex level numbers and this list may be different based on other raid difficulties but the numbers are not that far off, as a general rule increase 100 of your stat choice per difficulty increase. Your best in slot item for that slot will always be the item on top. So let's get right into it!

Helms

Helm of the Shattered Vale (Tier 16) - Thok the Bloodthirsty*
Self-Reflecting Mask

Tier Helmet has Haste with a Red Gem socket and will be your best in slot item for your helm. We already have our tier replacement item with our chest piece so we need the helm for our 4-piece.

Necks

Rising New Moon Talisman - Ordos, Fire-God of the Yaungol*
Necklace of Fading Light
Lost Necklace of the Mogu Empress

Our best in slot neck piece comes from Ordos, he is a World Boss on the Timeless Isle that can only be accessed if you have the Legendary cloak. The Fading Light neck piece is just as good but has about 300 less Haste so you'll need to add a Haste gem to make up the difference. You have 3 yellow gems so this is not a big deal.

Shoulders

Mantle of the Shattered Vale (Tier 16) Siegecrafter Blackfuse*
Shoulders of the Roiling Inferno
Hopeglow Spaulders

Although Garrosh's Shoulders has Haste instead of Mastery, the 2 Red Gem sockets push the favor to your Tier Shoulders because the Garrosh Shoulders come with 2 Yellow Gem sockets when youre already getting extra Haste from the shoulders. You would put Mastery gems inside the Garrosh Shoulders (which is what the Tier Shoulders have) and Intellect gems in your Tier Shoulders giving you more Intellect overall from your Tier (and you don't need more Haste as explained at the end of this list).

Cloak

Jina-Kang, Kindness of Chi-Ji
Black-Blooded Drape

Obviously, the Legendary Cloak you've been working on for the entire expansion on at least one of your characters is your best in slot. Not only are the stats increased but you have three secondary stats instead of two and a Red Gem slot. If you're gearing a Druid alt that you bever bothered to do the Legendary quest line then the Black-Blooded Drape is your only other option. It's not a terrible one, at least it doesn't have Crit on it!

Chest

Amber Parasite Wraps Paragons of the Klaxxi*
Robes of the Shattered Vale (Tier 16)
Robes of the Warrior's Fall

Your chest piece, much like last tier, is your replacement item. Usually, we replace one of our pieces with a Boomkin tier piece because it is better itemized for us but this time around all of the Boomkin Tier Gear has no Spirit on it. The Paragons chest piece has a lot of Haste on it (over 1,000 to be in fact) and is the biggest increase of Haste you will get from any singular item. The Tier gear has Mastery on it and 3 Red Gem slots so it is not a bad thing to have if you happen to get it before you can get it to drop from Paragons but you'll have to do some different gemming/reforging to make up for the loss of Haste.

Bracers

Bracers of Averted Fatality Malkorok*
Bracers of Purified Spirit
Castlebreaker Bracers

Bracers of Averted Fatality will be our BiS because of the Haste, however there are Bracers of every different kind of stat to choose from so if you want to do something crazy we at least have the option. It also doesn't pidgeon hole Boomkins and Mistweavers to be all fighting over the same bracers.

Gloves

Handwraps of the Shattered Vale (Tier 16) General Nazgrim*
Klaxxi Grips of Rejuvenations

Not only do our Tier Gloves have Haste on them but they also have two Red Gem slots making them our best in slot.

Belts

Seal of Karmic Return Garrosh Hellscream*
Dragonmaw Emergency Strap

Our belt choice is pretty obvious because neither have Haste and the Dragonmaw belt has Critical Strike as it's second secondary stat (say that five times fast).

Pants

Legwraps of the Shattered Vale (Tier 16) Paragons of the Klaxxi*
Shado-Pan Reliquary Kilt

Must like our belt the only other choice apart from our tier are pants with Critical Strike on them and we need the pants for our four set bonus. The pants have two yellow slots so if you're looking for places to put your Haste/Mastery Gems here they are!

Feet

Boots of Perilous Infusion Malkorok*
Salt Water Sandals
Boots of Broken Reliance

I go with Malkork boots because we already have enough Haste to not need pure Haste boots. Malkorks boots have Haste and Mastery so you should reforge off the Haste and go Spirit. All of our items have Spirit Haste on them giving us more Haste than we need this tier. So for once, we're reforging out to get as close to the breakpoint as possible.

Rings

Seal of Eternal Sorrow Immerseus*
Signet of the Dinomancers Thok the Bloodthirsty*
Laser-Slice Signet
Seal of Sullen Fury

These rings gave me a heck of a time trying to figure out which two we wanted. I went with Thok's ring which has Haste and Mastery but no Spirit due to us having our Legendary Meta gem and all of our items having a spirit component (including one of our best in slot trinkets). So choosing one ring without Spirit but two of our most useful secondary stats seemed like a fair trade. If you'd rather not have the Mastery and go Spirit and Haste then Iron Juggernauts ring is just as useful.

Trinkets

Thok's Acid-Grooved Tooth Thok the Bloodthirsty*
Dysmorphic Samophlange of Discontinuity Siegecrafter Blackfuse*
Contemplation of Chi-Ji
Prismatic Prison of Pride
Nazgrim's Burnished Insignia

Oh, trinkets! Trinkets are always an extremely tricky thing as there is always a billion of them and each person has a different idea of what they prefer from them. Some like activated trinkets, some like straight equip only trinkets. When I look at Trinkets I personally like to go for one thoroughput equip automatic proc trinket and one activated trinket that gives me spirit. The interesting thing with the trinkets this time around is that almost all of them hold an equip effect that they share and a second ability that's different.

Thok's trinket gives us a 3% chance when we heal to heal up to 5 people with the same amount. A lot of people disagree with me but for Druids I love trinkets that give us a chance for another heal and have always gotten that trinket since they began with Alysrazor's trinket. Ontop of this it gives a 15% chance to increase our Intellect by 10,420 on a 1.5 minute internal cooldown. This effect is shared with almost every healing trinket in this tier.

Blackfuse's trinket is also an interesting one that gives us a flat 1,735 Intellect and gives us a chance to gain 20,840 Spirit for 10 seconds that slowly decreases every .5 seconds for it's duration and has a proc rating of about once a minute. That means about 6-10 times a boss fight this will proc. Making this very good for healers to ensure we never run out of mana. If you find you're not coming close to running out of mana you might want to experiment with other trinkets.

Weapons and Off-Hands

Hellscream's Warmace
Revelations of Y'Shaarj

Kardris' Scepter
Horned Mace of the Old Ones
Purehearted Cricket Cage
Juggernaut's Power Core
Hellscream's Tome of Destruction

Gaze of Arrogance
Drakebinder Greatstaff
Lever of the Megantholithic Apparatus
Hellscream's War Staff

So the weapon choices for Flexible Raiders and higher are super interesting this time around and I'm surprised I haven't heard more about. Most of the weapons that Garrosh Hellscream drops on Flexible, Normal and Heroic are BoA 90-100 weapons. This makes me assume that we will be able to keep these weapons until at least the next raid tier (or at least until Heroic Dungeons depending on itemization) in the next expansion and we won't replace it as we level up. But why is it 90-100? It seems odd that Blizzard would give us weapons we would use from 90-95, put in our bank for 2 years, and then whip back out to level with in the next expansion especially since it has no experience gain on it (yet). Is this Blizzard telling us that the next expansions level cap is going to be 100?

Either way, let's look at the present use as we could speculate in circles for days about this. We're going to be going for one hander and off-hand this Tier. The primary reason is because none of the two handed weapons have Spirit and Haste as a combination. The other reason is that the two handers have a maximum of three gem slots (if you use the Eye of Wrathion to add another gem slot) while the one hander/off hands have a total maximum of four with three on the weapon and one additional on the off hand.

Only downside is that both of our best in slot weapons in both slots come from the final boss so it will be a bit.

- - -

So now that we have a full list of what we want; we need reasoning, we already explained why we want each pieces as an individual as opposed to our other choices but how do they work together as a whole? If we have every single one of our best in slot pieces we end up with 6650 Haste (our primary stat) without any reforging, gems or enchantments. 6,652 Haste is the amount most Druids aim towards as it gives us our 9th tick of Wild Growth. The next important Haste Breakpoint is 12,458 which gives us our 10th tick of Wild Growth. It is theoretically possibly to reach this Haste Breakpoint if we get every piece of gear that has Haste on it, including upgrading every piece of our gear twice and completely gem for Haste ignoring all of our socket bonuses. However, the amount of Intellect (most of our gear has red gem sockets with Intellect bonuses) and Mastery we would lose to gain one more tick of Wild Growth which isn't even our top heal (or even top 3) with maximum uptime is not worth it. I would stick with the 6,652 breakpoint. So close to the breakpoint you only need to upgrade one item once to reach the breakpoint. Blizzard was finally kind to us and almost every single piece has a Haste option!

Total Stat Amounts w/ My Gems and Enchantments (Inc 2 Int JC Gems and 2 Int Ring Enchants)

Stamina: 17,998
Intellect: 22,646
Spirit: 9833
Haste: 6650
Mastery: 8722

Note: These calculations are made with the Legendary Healing Cloak. If you do no have the cloak the calculations will be slightly off due to the increased Haste gained from the Cloak as well as not being able to obtain the best in slot neck from Ordos.

Thursday, September 12, 2013

The Weekly Innervate - World of Warcraft: Patch 5.4: Siege of Orgrimmar - How Your Leaves Have Changed (Restoration Druid Changes)

Welcome back to an article about Restoration Druids (we haven't seen one of these in a while!). And for good reason as we haven't really seen any new content in quite a while. But Blizzard is about to change that with a super mega awesomely huge content patch that has a little something for everyone! It personally has made me resub to the game (as I generally do once new content comes out) with a lot of excitement! So here's how this is going to work; I am going to first go over the general changes to the game that will effect the general player base from an old hardcore raider/casual players point of view. Then we'll dig into the Restoration Druid specific changes. Then, in a separate article later on this week (probably between Friday-Sunday) I will cover the Resto Druid T16 best in slot gear list. So let's get started!

Siege of Orgimmar (Raid Instance) and Raid Release Schedule


The Siege of Orgrimmar is definitely the crowning jewel of the patch as raids usually are. This new raid instance will contain fourteen new boss encounters (one of the largest instances we've seen in multiple expansions) on four different difficulties. Twenty-eight bosses for guilds to work on (if guilds work to kill everything on Heroic Mode) gives Blizzard plenty of time before they'll have to release the next expansion, which for the record I am slating for May/June 2014. I haven't completed any of the content myself so I cannot specifically comment on the difficulty of the encounters themselves but new content is never something I will turn away.

As with every tier of content since the inception of the Raid Finder (and even before that with ICC) the different wings will be separated and will be released gradually across several weeks. This time around they chose a model that is quite generous with their time in between wings for the Raid Finder/Flex Raid difficulties.
  • Looking For Raid - The first wing will be available on September 17th, a week after the patch has released. Wing two will be released the week after and then wing three and four will have to wait two weeks finally ending on October 22nd, over a month after the first wings release.
  • Flex Raid - The first wing will be available September 10th, the day of the patch release. Wing two will be released the week after and the final two wings will be released in two week intervals with the final wing opening on October 15th. 
I honestly can't think of why they would space the content out so much and release Flex and LFR difficulty wings on different dates since the two don't care a difficulty and I'm not even sure the same players would be participating in both. If I can get into a Flex Raid I probably won't do LFR as well in the same week as I have no need to burn myself out on the content so fast so having them be separate just seems like an extended forced gated system that isn't necessary.

Flexible Raid Difficulty

Flexible Raid Difficulty is the fourth raid level difficulty being introduced to World of Warcraft. It is an easier difficulty, harder than LFR but easier than Normal mode and is designed for players who are more casual and aren't able to keep to a strict schedule. The biggest thing about this difficulty is not about how easy or difficult it is, however, it is big because of how the raid is set up. You can have anywhere between 10 and 25 people inside of this raid difficulty so you do not have to have exactly 25 people to do a raid, the raid instance itself will scale based on how many people you have inside of the instance. I honestly kind of wish they had made it so that it would have lowered as low as 7 players because it is sometimes difficult to get 10 friends on at the same time but we assume that this difficulty will be easily puggable as it is easier than Normal Modes.

Arena Team Changes

Arenas are seeing a big change this patch. The Arena team is essentially completely disappating and Arena Rating is going to be unique to the person who is playing. Previously, you had to join and unjoin (or put everyone) a team if you were pugging or playing with multiple friends based on who was on at the team. Then there would be a team MMR and a team Arena Rating that everyone would share as long as they had played some games with the team. So if you were doing 2v2s with a friend, logged off and he started playing with a PuG and lost a bunch of games you would be screwed because you shared the same rating. Now the rating is attached to the account so you can play with as many or as few different players as you want and your Arena Rating will only be reflected on you. The match making system will take all of the participants ratings and average them together to determine the type of teams you will playing against.

Proving Grounds

Proving Grounds is a new feature that a lot of players have been asking for for a long time now that leveling has become such an easy feat. Proving Grounds is a solo instance, similar to how some Scenarios are, that will give you tasks based on the role you wish to practice. It will put you into a party as if you were in a party with other players (so your unit frames will retain for healers) and groups of mobs will spawn in waves. There is a soulwell, reforger and drink vendor inside. The challenge was pretty similar for how real encounters would be with raid damage, effects on the ground that needed to be moved from (and DPS NPCs who didnt move out right away for added realism) and even dispelling. This gives players who want to try out a new role such as tanking or healing that they haven't done a lot of at max level a chance to see if they can stack up against what they would face in a PvE environment with other players. It also gives pure DPS classes the chance to try out new specs or new reforging to compare their numbers against something a little better than a training dummy. There are four different modes, Bronze, Silver, Gold and Endless and there is currently no ranking system or public scoreboard but there is a Score presented at the end of the Proving Grounds that you can compare to other players. This will be a good way for high end players or bloggers to present a score on how they do in a Proving Grounds so others can see if they are getting close to where they might want to be in terms of their specific role.

Legendary Quest Finale


The Legendary Quest line that most of us have been working on since the beginning of the expansion will finally come to a close during Patch 5.4. The quest involves Wrathion instructing you to go to the newly uncovered island called Timeless Isle and kill the Four Celestial world bosses. After this occurs, he will ask you to collect 5,000 coins by searching chests and completing quests along the Isle. 5,000 sounds like a lot but if you're lucky with chest spawns it can take as little as 10 minutes to get all of the coins you need. A few more quests later and you've completed your Legendary cloak which now includes an amazing spell effect when the ability procs.

General Game Changes

There aren't a lot of general class changes that will be affecting everyone this patch however, the changes that are going into affect are important as tanks are getting some love.

  • Taunts - All taunt abilities now generate 200% threat on that target while the Taunt is active. This gives tanks not only a jump on threat but it also makes it so their abilities do twice as much threat than anyone else. This will make tank swapping with certain classes a tiny bit easier in raid encounters when tank swapping is crucial to survival. This will also help tanks who have trouble pulling things back in dungeons when an overly geared Warlock decides to pop all of his cooldowns on a trash pack to boost his numbers.
  • Vengeance - Vengeance is getting quite a few changes this patch. Vengeance has been something that since it's implementation has been changed over and over and can't seem to be gotten right by the developers. First off, tank specializationed specced players will now generate 40% more threat (because apparently the 300% increase they got a while ago just wasn't enough). Vengeance now grants 1.5% attach power equal to the amount of damage taken, this was a .3% nerf. Vengeance from Critical Hits have been reduced by 50%. Honestly, not sure how this would even be possible as from what I understood tanks now automatically couldn't be critically hit by being a tank spec. There are also diminishing returns on pulls that have multiple targets such as multi-boss encounters and trash packs.
  • Knockback Diminishing Returns - Knock backs now have diminishing returns, within their own catagory, once you have been knocked back you are then immune to being knocked back again for 10 seconds. This is a PvP change that will help with players who were lucky enough to not get knocked off of Lumbermill to not be able to be knocked off again.
Druids


Now for the best part of the patch, the Druid changes! And we've gotten quite a few of them!

  • Bear Form now increases Stamina contribution from cloth and leather items by 40%. This is a big change for both tanks and PvP Resto Druids. We're essentially receiving a 20% increase to our health pools.
  • Innervate now restores mana based on the Druid's Spirit. This is a buff to Restoration Druids and a nerf to Balance Druids. Before, Innervate would restore a flat 10% of your mana and since everyone's mana pool was normalized with Mists of Pandaria it would only restore around 30,000 mana. With the new changes, it restores mana based on 50% of your Spirit amount per second for 10 seconds. Most Resto Druids have anywhere between 10,000 and 15,000 spirit depending on gear level. which means your Innervate will now restore anywhere between 50,000 to 75,000 mana. This is nearly a 200% buff on Innervate for Restoration Druids.
  • Wild Mushroom has gone through a huge change. Now, Wild Mushroom only casts one Mushroom and on the targets location so it no longer has to be pointed and placed on the ground. Instead of a GCD for Wild Mushroom Cast and 9 second cooldown for Wild Mushroom: Bloom they now both share a 3 second cooldown period making the time it takes to use it by nearly 1/4th. This is a significant buff and may finally make us Druids use it.
  • Genesis is a new spell all Restoration Druids level 88 or above recieve. Genesis targets all party/raid members within 60 yards and if they are affected Rejuvenation it will tick and heal at a 400% increased rate and costs the same amount of mana as Rejuvenation (8,700 mana at max level). This will be a great burst heal for fights where you must quickly blanket the group in hots and will increase our healing output during large AoE damage encounters.
  • Living Seed can now stack, up to 50% of the Druid's maximum health, and will no longer be triggered if the target is at full health. Another buff as anything that prevents unnecessary overhealing is always great, especially for a HoT class that has a lot of built in over-healing.
  • Swiftmend's AoE effect is now called Efflorescence. By far the most important change in Patch 5.4. I have no idea why on Earth they ever changed this in the first place. In all honesty, this will just make it easier to see in logs the difference between the healing of Swiftmend and the healing of Efflorescence.
  • Dream of Cenarius for Restoration Druids now causes Wrath to deal 20% more damage (for a total for 30% since there was a separate 10% damage buff) and the damage will heal a nearby ally for 100% of the damage done. Wrath's mana was increased by 50% (now 5,300 which is still less than the cost of one Rejuv) so I'm not exactly sure how useful this will actually be. It eventually gives us Priest Attunement capabilities and could be useful on fights that have low damage burn phases.
  • Heart of the Wild now gives 25% increased healing during it's duration when activated along side it's other abilities for Restoration Druids only. The increased healing ability will be a reason to pick this talent up for fights where you need an extra cooldown.
  • Nature's Swiftness has been removed as a talent and is now an ability that can be learned by Resto and Balance Druids at level 30. This is essentially reverting the ability back to the way it was before the new talent system was introduced. No other changes to the ability itself have been made. NS has been replaced with Ysera's Gift.
  • Ysera's Gift is a level 30 talent that heals either the Druid or a nearby ally (if the Druid is at full HP) for 5% of the Druids maximum health. Depending on your health (mine is 450k at 525 ilevel) this will heal for 27,000 or so every 5 seconds. This will have the highest healing output of the three talents due to the 30 second cooldown on Cenarion Ward.
  • Nature's Vigil now grants a healing increase by 12% (from 10%) and also heals another ally for 25% of the direct heal's worth ontop of the 25% damage done to an enemy. With the new changes to Heart of the Wild and Dream of Cenarius I still think this spell is still lacking since the DPS is minimal at best.
  • Soul of the Forest now causes the Druid to gain 100% Haste on their next spell after casting Swiftmend. Still not a very useful spell in my eyes while comparing it to the other options we have.
  • Glyph of Efflorescence is a new glyph that puts Efflorescence on Wild Mushroom and increases Swiftmend's healing by 20%. This essensially makes your Efflorescence permanent as the Efflo effect will remain as long as you don't bloom the Mushroom. Essentially, you can set down the mushroom in melee range, have a permanent AoE Heal and when a large burst of damage comes, bloom the Mushroom for a burst of healing and then replace the Efflorescense in 3 seconds. From what I've seen, this has boosted Resto Druid healing by quite a large amount and will not be surprised if this gets nerfed soon.
  • Glyph of One with Nature is a new minor glyph that randomly teleports you to a random spot in the world with no cooldown and a 2.6 second cooldown. I haven't been able to confirm/deny if this works inside of instances like dungeons and raids but if it does we just got a buffed Bubble-Hearth and it sounds like it could be incredibly useful getting out of dungeon/LFR wipes without a repair bill.
Miscellaneous Game Changes


The first eight bosses in Siege of Orgrimmar have a chance to drop Sigils of Power, Sigils of Wisdom, Secrets of the Emperor and Titan Runestones. This gives you 8 additional chances a week to get a piece of whatever phase of the legendary cloak you are on!

Loot drop chances from both bosses and bonus rolls have increased on LFR difficulty (Normal Mode has received the bonus roll loot buff only). Throne of Thunder bosses have all received a 20% health and damage debuff.

Base Resilience now reduces damage taken from players by 72% (a 7% increase). Not sure that this honestly needed a buff, I'm of a firm belief that players without any PvP gear should be at a disadvantage until they get some gear or else there's no real point in even having PvP gear at all.

All in all, a lot of really good content changes for WoW. I'm really excited for the new raid instance (the Druid tier looks pretty AWESOME) as well as all of the new Resto Druid buffs that we have recieved. You thought that we were powerful AoE healers now, just wait and see what we bring to the table now... I think we're finally going to dethrone the Priests from their number 1 healing status.