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cat-a-clysm

 
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Cov



Joined: 26 Nov 2006
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PostPosted: Sat Apr 10, 2010 9:20 am    Post subject: cat-a-clysm Reply with quote

Quote:
New Druid Abilities

Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.

Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.

Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.


Changes to Abilities and Mechanics

In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.

* All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.
* Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.
* We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.
* Barkskin will be innately undispellable.
* We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.
* Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.



New Talents and Talent Changes

* Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.
* We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.
* Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target's movement speed. 10-second cooldown.
* Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.
* We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.
* We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.



Mastery Passive Talent Tree Bonuses

Balance

* Spell Damage
* Spell Haste
* Eclipse


Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.

Feral (Cat)

* Melee Damage
* Melee Critical Damage
* Bleed Damage


Feral (Bear)

* Damage Reduction
* Vengeance
* Savage Defense


Bleed Damage and Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form -- these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today -- there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.

Restoration

* Healing
* Meditation
* HoT Scale Healing


HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.



oder in kurz:
baerchen sollen mehr knoepfe kriegen (seltsam, meine tankrota besteht aus 5 spells) inkl. einem kurzen aoe-bleed mit 5s cd. (also thrash, swipe, swipe, swipe, repeat). die wut aenderungen betreffen den baeren auch, mal gucken wie sich das anfuehlt. dazu soll es noch einen brauchbaren spellinterrupt geben
katze-dps soll (mal wieder) vereinfacht werden, klingt nach deutlich laengeren savage-roar laufzeiten. *gaehn*
nicht viel neues fuer den resto, die haste-skalierung der hots kennen wir ja schon.
und die eule wird minenfelder von getarnten pilzen legen. das wird unsere pilzliebhaber freuen Mr. Green
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Talian



Joined: 01 Jan 2007
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PostPosted: Sat Apr 10, 2010 10:01 am    Post subject: Reply with quote

Ghostcrawler sieht sich wohl momentan mit einer wütenden Horde aus Druiden konfrontiert, die gerne weiter als Baum rumlaufen würden. So hübsch ist die ja nun auch wieder nicht...

Das Preview hat mich auch nicht umgehauen, aber
Quote:
We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt.

klingt doch vielversprechend. Bislang war die Maxime doch: Wie ein Schurke/Krieger, nur mit viel weniger Utility. Da könnte also noch das ein oder andere interessante Use Talent kommen. Andererseits, Utility beim Enhancer?
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Cov



Joined: 26 Nov 2006
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PostPosted: Sat Apr 10, 2010 10:20 am    Post subject: Reply with quote

@utility
das versteh ich uebrigens nicht so ganz. _mehr_ utility als battle-rezz, anregen, notfall-tranquility? dazu die wohl beste pve-ueberlebensfaehigkeit von jedem melee. ich konnte bislang ganz gut auf kicks verzichten.

und so schlecht sind die feral-buffs ja nun auch nicht. (mdw, ff, critaura + selfheal fuer melees)
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Gefjun



Joined: 21 Sep 2007
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PostPosted: Sat Apr 10, 2010 11:19 am    Post subject: Reply with quote

Ich finds klasse, endlich nicht mehr ständig als Stück Holz rumlaufen.
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Miacis



Joined: 07 Jul 2009
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PostPosted: Sat Apr 10, 2010 11:56 am    Post subject: Reply with quote

klingt alles scheiße, kein arp als mastery in cat und wozu gibt es shreddern dann überhaupt noch wenn zerfleischen genauso stark wird... damit man keinen unterschied mehr merkt wenn man vorm boss steht, außer den durch parry vielleicht?
und ne ich will überhaupt keinen kick, wozu auch, ich hab doch jetz schon 3 spellinterrupts, mit wirbeln sogar 4.
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Gefjun



Joined: 21 Sep 2007
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PostPosted: Sat Apr 10, 2010 11:59 am    Post subject: Reply with quote

Miacis wrote:
klingt alles scheiße, kein arp als mastery in cat und wozu gibt es shreddern dann überhaupt noch wenn zerfleischen genauso stark wird... damit man keinen unterschied mehr merkt wenn man vorm boss steht, außer den durch parry vielleicht?
und ne ich will überhaupt keinen kick, wozu auch, ich hab doch jetz schon 3 spellinterrupts, mit wirbeln sogar 4.


Ich würd erstmal abwarten was die Talente bringen, bevor ich rumstöffel Wink Emphasis on Bleeding Effects klingt doch erstmal ganz nett, also find ich zumindest, das könnte durchaus was werden. Und wieso beschwerst du dich über einen zusätzlichen Interrupt, für den du nicht extra wechseln musst oä. und der nichts kostet? Hast du Angst dass du womöglich irgendwann in die Pflicht gerätst, ihn benutzen zu müssen?
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Cov



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PostPosted: Sat Apr 10, 2010 12:05 pm    Post subject: Reply with quote

die frage ist eher: was muss man fuer den zusaetzlichen interrupt aufgeben im vergleich zu den anderen.

ich wuerde ja lieber so eine nebelbombe nehmen Wink
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Thunder



Joined: 08 Dec 2006
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PostPosted: Tue Apr 13, 2010 3:58 pm    Post subject: Reply with quote

Quote:
ich hab doch jetz schon 3 spellinterrupts, mit wirbeln sogar 4.


als bär 3 bzw 4 stück? also ich würde mich nicht trauen beim tanken nen wirbel zu benutzten Mr. Green

ich denke die änderung ist für bären gedacht und ist somit nicht für die katz (wort-wörtlich)
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Gefjun



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PostPosted: Tue Apr 13, 2010 4:23 pm    Post subject: Reply with quote

Thunder wrote:

ich denke die änderung ist für bären gedacht und ist somit nicht für die katz (wort-wörtlich)






Quote:
* We plan on giving Feral cats and bears a Kick/Pummel equivalent


Wink
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Miacis



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PostPosted: Tue Apr 13, 2010 8:15 pm    Post subject: Re: cat-a-clysm Reply with quote

Quote:
If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.

* We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.




klingt eigtl sogar viel eher nach der katze die nen richtigen kick bekommt als nach nem bär... auch wenn da beim 2ten absatz bär mit dabei steht scheint das hier eher allgemein auf ferals bezogen zu sein, immerhin is nen bär auch kein klassischer "melee" sondern nen "tank" in der wow-sprache. feralbären sind ja imerhin im gleichen baum unterwegs, also wirds wahrscheinlich über den talentbaum eingebaut, also nur als feral möglich, aber ich denk mal dann auch nur in katzenform, zum tanken gibt das talent dann wohl nen andren bonus... zumindest hört sich das für mich so an. ^^
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Lilitu



Joined: 03 Apr 2009
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PostPosted: Mon Apr 19, 2010 12:54 pm    Post subject: Reply with quote

Hier die Vorschau auf Deutsch

http://www.buffed.de/wow/features/6272/WoW-Cataclysm-Der-Druide


Hier ein kleiner Blog, der die Vorschau ein wenig beleuchtet (Feral)

http://wowdata.buffed.de/class/blog/11/1011
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Cov



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PostPosted: Sat Jul 17, 2010 10:05 am    Post subject: Reply with quote

developer q&a zum druiden:
Quote:
Q. Will druids finally get shapeshifting on a separate global cooldown like hunter aspects & warrior stances?
A. We have no plans to remove shapeshifting from the global cooldown. Shapeshifting can be used to escape Root and Polymorph mechanics, and so cannot have no global cooldown.

Q. Is Moonfire designed to be a damage-over-time spell with an instant cast nuke, or the other way around?
A. Both. We want the instant nuke to be more meaningful in Cataclysm, especially on the move.

Q: Cat and Bear builds are only off by about 3 talent points. Why not just consolidate fully at that point?
A. This is definitely one of our concerns. We don’t want a player to be able to have an optimal DPS specialization in Cat Form and be able to tank. We will definitely engineer the Feral tree such that being a viable tank, or even off-tank, will have some cost in terms of lost DPS while in Cat Form. The druid talent trees currently in beta are very rough and need more polish.

Q: Will Arcane spells do more damage with higher Lunar power on the scale? And will more Mastery increase that bonus damage?
A. Currently, the plan is for Mastery to increase the damage bonus of Eclipse (both Lunar and Solar).

Q. Last time I checked the Feral druid tree, there were only 5 points in the first tier which means NO choices. Is that getting fixed?
A. Still working on early Feral.

Q: Last time I checked feral druid tree, there were only 5 points in the first tier which means NO choices. Is that getting fixed?
A. Yes.

Q. What's the deal with Typhoon? Is it going back into talents or will it be a standard druid spell?
A. Typhoon is now back in the tree. Sorry about that.

Q. Druids now get Swiftmend at level 10 for being Restoration, but it is a talent in the tree. What is the plan there?
A. This was a data error and has been corrected.

Q: Any word on that cosmetic Tree of Life Form glyph? Some players are sad to lose Tree of Life Form completely.
A. The only new glyph we are ready to announce right now is the Glyph of Divine Shield, which reduces the cast time of your Hearthstone whenever Divine Shield is active.

Q. Druids were always a "jack of all trades, but master of none" and usually mocked when specializing. Will new talents change this?
A. In my own raids, I find druids of all 3 specializations that excel at their chosen specialization. So, I don’t understand your question.

Q. Why was the Feral druid's mana reduction cost removed from King of the Jungle? And what happened to two combo points on critical strikes?
A. These are data errors that will be corrected. Neither is intended to be cut.

Q: Moonkin: What are your plans for Eclipse, and why does it infect so many of our talents? What are your plans to make Moonkin fun?
A. The model we are trying now lets Solar and Lunar Eclipse procs last for about 45 seconds, and each spell of the appropriate type that you cast moves the bar back closer to the middle again. The buff is canceled by reaching the middle. This should let Moonkin "hold" the buff for short periods of time when they need to move or get out of the fire.

Q: Moonkin: What are your plans for Eclipse, and why does it infect so many of our talents? What are your plans to make Moonkin fun?
A. The model we are trying now lets Solar and Lunar Eclipse procs last for about 45 seconds, and each spell of the appropriate type that you cast moves the bar back closer to the middle again. The buff is canceled by reaching the middle. This should let Moonkin "hold" the buff for short periods of time when they need to move or get out of the fire.

Q. Skull Bash has a 1-minute cooldown. Is it supposed to be that way, or can we expect it to be lowered to the likes of Shield Bash?
A. The base cooldown is 60 seconds to keep the ability from being used by Balance and Restoration druids to layer too much crowd control. A Feral tree talent reduces the cooldown to 10 seconds, putting it in line with Kick and other similar interrupt abilities.


oder in kurz: es ist die beta, mann! wir arbeiten dran
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