WoW Cataclysm closed beta druid spell, ability, mastery and talent list

The WoW Cataclysm closed beta has officially begun and the NDA has lifted. MMO-Champion is one of the first out of the gate to post a complete list of the current druid spells, abilities and talents, including masteries, new spells and recent dev comments about class changes.

Blizzard developer Twitter chat notes for Druids

On Friday, Blizzard held a Twitter dev chat about the upcoming Cataclysm expansion and the recently announced class changes. Here's the Druid parts followed by links to reaction by prominent Druid bloggers.

Q. Why are Restoration druids the only spec in the game not receiving a new spell?

A. Restoration druids are actually getting a fair bit. For one, Tree of Life is getting a whole new model (think Ancients of War) and will also "morph" some of your spells to do crazy things while in the form, such as cause Regrowth to be instant, or Lifebloom to apply two applications at once. Tranquility will be raid-wide. We're also touching nearly every Restoration druid spell to make sure each has a niche and feels good. In general, playing a Restoration druid should feel a lot different (better!) in Cataclysm than it does today.

Q: How will haste affect channeled spells. Will it be similar to DoTs and HoTs?

A: They will channel faster but their duration will remain unchanged. You will get more ticks on the same cast.

Q. Is every healer supposed to be able to tank-heal efficiently, or will we still see specs excel in it more than others?

A. Each healer is intended to have a different niche, and different strengths. Such as Restoration druids with HoTs, or paladins at direct healing, Discipline priests at absorption/prevention, etc. That said, each healer should be able to keep up a tank and have some deeper "tank healing gameplay" as they do now.


Q: Will relics and wands be getting any new attention in Cataclysm?

A: With relics, the plan is to make them class agnostic. In other words, there might be a +strength relic that a death knight or paladin might want to equip. We think that will let us add more of them to the game without them being so specialized. They will feel more like wands.

How to make wands and relics a bigger part of gameplay is something we've had many, many discussions on. Ultimately though we'd rather see warlocks, mages and priests casting their spells, not zapping someone with a wand. In Cataclysm we don't expect to see much wanding, even at lower level.

Q: With armor class bringing mastery bonuses, will players never want to "downrank" from, say, leather to cloth?

A: That's the idea, really. They still can wear the older armor, but they'll lose some stats from doing so.

Q: How will "active spell is more powerful" be handled with no more dot clipping?

A: How about we get rid of "a more powerful spell is active" altogether? If you have some bonehead overwriting your more powerful buff or debuff, we'd rather you handle that issue socially.

Q. What change are you most excited about?

A. Some of the new Balance talents for druids, like Solar Beam, which works like Freya's spell where it instantly silences a target and they have to move out of the beam to get rid of the debuff.

Full transcript can be found on WoW.com.

Blogger reaction:

Reaction to WoW Druid Cataclysm class change announcement

I usually don't link to opinion posts. I like to keep the links restricted to helpful guides and strats. But everyone wants to know what the recently announced Cataclysm class changes mean for Druids. So here's a round up of thoughts from prominent Druid bloggers:

Balance

Feral

Resto

Also the Dreambound blog covers all four specs in one post.

WoW Druid Cataclysm class changes announced

Yesterday Blizzard laid out the plan for massive changes to the Druid class scheduled to take effect with the launch of the WoW Cataclysm expansion. Details below:

In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!

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

Feral (Cat)
Melee Damage
Melee Critical Damage
Bleed Damage

Feral (Bear)
Damage Reduction
Vengeance
Savage Defense

Restoration
Healing
Meditation
HoT Scale Healing

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.

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.

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.

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.

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.

WoW Patch 3.3.3 notes for Druids

WoW Patch 3.3.3 goes live today with the following changes for Druids:
 

Druids

  • Nature's Grasp: Now has 3 charges, up from 1.
  • Talents
    • Balance
      • Starfall: The damage done by this spell has been significantly increased.
      • Typhoon: Mana cost reduced to 25%, down from 32%.
    • Feral Combat
      • Mangle: The debuff from this talent now lasts 60 seconds, up from 12 seconds.

Items

  • Glyphs
    • Druids
      • Glyph of Focus: Now increases the damage done by Starfall by 10%, down from 20%.
      • Glyph of Mangle: This glyph now provides 10% increased damage done by Mangle instead of increasing the duration of the debuff.

Bug Fixes

  • Classes
    • Druids
      • Cower: This ability can no longer trigger effects on items that trigger from melee weapon attacks.
      • Frenzied Regeneration: This ability is no longer noted as Rank 1 (it has no subsequent ranks).
      • Hurricane: If a druid begins casting this spell while in Bear Form, Dire Bear Form, or Cat Form, the spell will now cast as normal instead of immediately canceling the channel.
      • Lifebloom: The final bloom heal from this spell can no longer trigger talents, trinkets, and set bonuses for the player being healed.
      • Rake: This ability will now always land. It will no longer sometimes give a "more powerful spell" error message.
      • Tier-10 Balance 4-Piece Set Bonus: Corrected a grammatical error in tooltip.
      • Tier-10 Restoration 4-Piece Set Bonus: The Rejuvenation effect caused by this set bonus can now be overwritten by the druid's own Rejuvenation spell casts. In addition, the combat log tooltip for this Rejuvenation effect no longer spuriously claims it requires Tree of Life Form.
      • Tranquility: The combat log tooltip for this ability will no longer spuriously claim a range of 100 yards.
      • Tree of Life Form: Corrected a misspelling in the tooltip.
      • Typhoon: Lower ranks of this spell displayed incorrect damage information on tooltips.

The Daily Druid is moving to a new site

On Monday, January 4th, 2010 The Daily Druid will be moving to a new site. There is no change of ownership, it's still just me finding great guides, strats and Druid info around the blogosphere and posting links to them for you. I'm expanding to cover other WoW classes and wanted an umbrella site for all the different class blogs to fall under.

Anyone coming to http://www.thedailydruid.com will be automatically forwarded to the new site. I'll post another notice on Monday the 4th to remind everyone following by RSS reader to update their feeds.

Thanks!

Dan O'Halloran

WoW Patch 3.3 Icecrown Frozen Halls guide for all Druid Specs

Allison Robert at WoW.com has devoted this week's Shifting Perspectives druid column to playing well in PuGs and also druid strats for the Icecrown 5-man Frozen Halls instances. She covers tactics for Feral Bear Tanks, Feral Cat druids, Balance Moonkin and Resto Trees for Forge of Souls, Pit of Saron and Halls of Reflection.

WoW Druid Tier 10 Lasherweave Armor Sets

WoW Patch 3.3 Icecrown Citadel is live. Here are the final stats on the Druid Tier 10 Armor.

There are 3 sets of T10 Druid Armor that come from adventuring in Icecrown Citadel that went live with WoW Patch 3.3:

  • T10: 10-man
  • T10.25: 25-man (Normal raid)
  • T10.50: 25-man (Heroic raid)

The T10 can be purchased with Emblems of Frost. Emblems are gained through doing the Daily Dungeon, Daily Heroic or Weekly Raid.

The T10.25 can be purchased by turning in your T10 piece plus a Vanquisher's Mark of Vindication which drops from raid bosses in Icecrown Citadel on 25-man Normal mode.

The T10.50 can be purchased by turning in your T10.25 piece plus Vanquisher's Mark of Vindication (Heroic) which drops from 25-man raid bosses in Icecrown Citadel on Heroic mode.

So all raiders who want the top level gear must first get the earlier versions. Welcome to the new progression.

Druid T10 10-man gear

The 10-man gear (iLevel 251) can be purchased with Emblems of Frost: 60 for the shoulder and gloves, 95 for the head, chest and pants.

Druid T10.25 25-man (Normal) gear

25-man (Normal) gear (iLevel 264) can be purchased by turning in your 10-man piece plus a Vanquisher's Mark of Vindication which drops from raid bosses in Icecrown Citadel on 25-man Normal mode.

Druid T10.50 25-man (Heroic) gear

25-man (Heroic) gear (iLevel 277) can be purchased by turning in your 25-man (Normal) piece plus a Vanquisher's Mark of Vindication (Heroic) which drops from 25-man raid bosses in Icecrown Citadel on Heroic mode.

T10 Set Bonus

Restoration

  • 2P Bonus – The healing granted by your Wild Growth spell reduces 30% less over time.
  • 4P Bonus – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.

Balance

  • 2P Bonus – When you gain Clearcasting from your Omen of Clarity talent, you deal 15% additional Nature and Arcane damage for 6 sec.
  • 4P Bonus – Your critical strikes from Starfire and Wrath cause the target languish for an additional 7% of your spell's damage over 4 sec.

Feral

  • 2P Bonus – Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
  • 4P Bonus – Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.

Blizzard has put a preview of what the new armor looks like.

T10 Druid Relics

Tier 10 relics for Druids. They can be purchased for 30 Emblems of Frost from Magistar Arlan in Dalaran. Emblems can be gained from the Daily Dungeon/Daily Heroic/Weekly Raid.

  • Balance: Idol of the Lunar Eclipse – Equip: The periodic damage from your Insect Swarm and Moonfire spells grants 44 critical strike rating for 15 sec.  Stacks up to 5 times.
  • Feral: Idol of the Crying Moon – Equip: The periodic damage from your Lacerate and Rake abilities grants 44 Agility for 15 sec.  Stacks up to 5 times..
  • Restoration: Idol of the Black Willow – Equip: The periodic healing from your Rejuvenation spell grants 32 spell power for 15 sec.  Stacks up to 8 times..

WoW Patch 3.3 Icecrown notes for Druids

Druids

  • Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.
  • Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
  • Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.
  • Tranquility: The cooldown on this spell has been reduced to 8 minutes, down from 10 minutes.
  • Talents
    • Balance
      • Eclipse: This effect will not activate again within 15 seconds of either type of Eclipse effect firing, in addition to the existing 30-second cooldown for each type of Eclipse. In addition, Eclipse now grants a 40% critical strike chance to Starfire and 40% increased damage to Wrath, up from 30%.
      • Force of Nature: Health on the treants has been increased.
    • Feral Combat
      • Predatory Strikes: The Predatory Swiftness buff from this talent now has an 8-second duration.
    • Restoration
      • Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% and reduces the base global cooldown of Lifebloom by 2/4/6/8/10% instead of its previous effects.
  • Pets
    • Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
  • Glyph of Rapid Rejuvenation: This glyph allows for the druid’s haste to reduce the time between the periodic healing effects of Rejuvenation.

Bug Fixes

  • Glyph of Hurricane: Now modifies the spell tooltip on Hurricane to indicate the spell also applies a movement slowing effect.
  • Hurricane: When cast from Bear Form, Cat Form, or Dire Bear Form, this spell will now channel properly instead of stopping the channel as soon as the shapeshift is cancelled.
  • Infected Wounds: This ability is no longer considered to be in the magical defense category; therefore spell hit no longer applies to its activation. Tooltip error corrected.
  • Nature's Grace: The tooltip now correctly indicates that it will not be activated from periodic spell critical strikes.
  • Swipe (Bear): Tooltip corrected to display 8 yard range.
  • Rejuvenation: Druids will no longer get a more powerful spell error message when attempting to overwrite a Rejuvenation they cast.

WoW Druid leveling guide 1-80

WoW.com's Druid columnist Allison Robert has completed her extensive (and up to date) Druid leveling guide: