The Legion beta has been data mined and some of the changes are out. Check out WoW Head for the full listing. Because there is so much information, I’ve broken it up into several posts. This post is about spell changes. The other ones are on Druid Affinities and Feral Talents. As always check out the Fluid Druid Forums for good spec discussion.
Major Glyphs removed – Makes sense. They were very set and forget for Feral. Just make them baseline (I’m looking at you Glyph of Stampeding Roar).
Raid buffs like Mark of the Wild, Blessing of Might appear to be removed –
Bear Form: Tooltip rewording.
Cat Form: Tooltip rewording.
Cyclone: Now 2 sec cast
No real thoughts on this for now. Could have some impact for PVP but I’m not qualified to make those kind of predictions.
Dash: Now Feral only Given the focus on class / spec fantasy this change makes sense. I’m a little surprised that the other specs don’t get access to an on-use movement speed spell give that Dash has been baseline since Vanilla. The Feral Affinity compensates for this by slightly by providing 15% passive movement speed, but it’s not the same as an on-demand speed boost.
Ferocious Bite: Feral only With the changes coming to allow healing specs to level as a healer, the only reason to be in Cat Form would for utility (fall damage reduction, prowling) and not damage, so this makes sense. Another upside to reducing the available spells from the offspecs is a reduction in unnecessary button bloat and spell book clutter. If you chose the Feral Affinity you will get back access to FB and other Feral Spells – See the post on Druid Affinities.
Frenzied Regeneration – Now Guardian only. Heals you for 100% of the damage taken in the last 6 sec over 6 sec
It’s been a while since I did any serious tanking but I’ll have a crack at this one. Similar to Ferocious Bite being Feral only, this will significantly reduce Bear Form’s utility as we don’t have access to Savage Defence either, leaving no active mitigation available to the non-Guardian specs. However, the Guardian Affinity grants Frenzied Regeneration in addition to Thick Hide and Iron Fur. This affinity sounds like the Bear-Catting that was mentioned at Blizzcon. Also a good option for soaking a mechanic / add tanking or if you need another “OH SH!T” button. The heal being changed from a direct heal to a heal-over-time will hopefully smooth out incoming damage to be less spiky, and scale with the content.
Growl: Now Guardian only
Fits with the new focus on flavour, and granted back by the Guardian Affinity.
Healing Touch: Now Instant
This is interesting. With the removal of casting Rejuvenation in Cat Form in Legion, Healing Touch will be doing more of our overall healing (talents withheld). However, if it is now instant, how will it interact, if at all, with Predatory Swiftness and Bloodtalons? (check talents)
Mangle: Guardian only
Again fits with the new focus on flavour, and granted back by the Guardian Affinity.
Mark of the Wild: Now Restoration only. Infuse a friendly target with the power of the wild, increasing their Strength, Agility and Intellect by 5% and their Stamina by 0%. Only one ally may be marked at a time.
Originally I thought this is what would help Resto Druids level, giving them a boost. But the wording of the spell is not quite clear. It doesn’t directly say you can’t cast it on yourself, but it’s ambiguous. Looking more broadly at the spell, does this mean that each raid will require a set number of Resto Druids to maximise the team members with Mark of the Wild? Will their be arguments over the target? We need more information.
Moonfire: Usable in Bear Form
Very odd flavour decision. Having another ranged pull option is nice. But I’m still not sure what the purpose of this is.
Primal Fury: tooltip update
Prowl: No longer reduces movement speed by 30%
The Warlords of Draenor Enchanced Prowl perk is now baseline. I’m so used to this now that I actually forgot it was a perk. Happy they made it permanent.
Rebirth: Now instant
Now we aren’t reliant on Predatory Swiftness for an instant battle rez – not that you couldn’t plan around it somewhat.
Rejuvenation – Restoration only. Now lasts 15 secs instead of 12.
We found out since Blizzcon that Feral’s would be losing Rejuv. Increased duration and power is a buff. No complaints.
Revive: Now Restoration only. Returns all dead party member to life with 35% maximum health and mana. Not castable in combat.
I’m upset that we have list this as it was good in the open world – which is where the Devs want us. Seems like a very weak appeal to flavour. Though reducing our utility and making our niche more narrow is harking back to Burning Crusade. Could potentially draw in the “BC was better” crowd.
Shred: Now Feral only. Tooltip re-wording
It is interesting to note that Shred no longer applies Infected Wounds Rake does. As I read on the Fluid Druid forums, this is good because it only takes 1 GCD and 35 energy to apply the slow instead of 2 GCDs and 75 energy. Taking the Feral Affinity also grand Shred.
Stampeding Roar: Now Feral and Guardian only.
The range on this spell is STILL only 10 yards and with it being restricted to Feral and Guardian only the glyph will get even less usage. Just make it baseline already. There had better be some really compelling glyph choices in Legion to make me give up this glyph.
Sunfire: A quick beam of solar light burns the enemy for 1 Nature damage and then an additional 4 Nature damage over 8 sec to the primary target and all enemies within 5 yards.
Moonkin spell, not my speciality. No comment.
Thrash (Guardian): Strikes all enemy targets within 8 yards, dealing 1 Bleed damage and applying Lacerate for an additional 0 Bleed damage over 15 sec.
This change is odd, but there is a strong chance that having Lacerate on the target as a Guardian will be beneficial.
Wrath: New name: Solar Wrath: Now Restoration only.
A dedicated spell to help Resto’s level without swapping specs.
Soothe – This isn’t really a surprise. It is basically a left over mechanic that can be worked around through other forms of CC or simply out healing it, as mentioned in my other posts about Soothe and enrage effects.
Be sure to check out the other posts on Druid Affinities and Feral Talents. Stay tuned for more Feral News.
It was announced at Blizzcon 2015 that after the convention, the Devs would be releasing a series of blogs about each spec indicating their design direction. These blogs were to come out on a schedule in the days following Blizzcon, with Druids being published on the 11th November with Warriors and Monks.
“In the coming days, we’ll be sharing more details about the direction of each class in Legion, discussing their updated designs and sharing a look at their core combat abilities. It’s important to note that the base spells of a specialization represent a foundation upon which talents and Artifact traits will be built. Talents in particular will add a tremendous amount of depth—in Legion we’re quadrupling the number of spec-specific talents, which reinforce the distinction between specializations giving players interesting ways to customize their characters to suit their play styles.”
For those of you who were not aware, Blizzcon is currently on this weekend and we have out first bit of Legion news – Feral Druid Artifact Weapons, the Fangs of Ashamane
The massive gray panther Ashamane, one of the first Wild Gods, was one of many to answer the call of the demigod Cenarius and defend the world of Azeroth during the War of the Ancients. She fell in battle against the Legion, but saved countless lives in the process. A great shrine was built in her honor in Val’sharah, and her fangs were adorned and put on display there. It is said they still carry much of her power.
It appears that Ferals (and Guardians) are going to be dual wielding from Legion onwards. This is interesting to think about. In the short term, how will this affect us mechanically? Since Cataclysm when Feral Attack Power was removed, all of our attacks have been based on the Weapon Damage portion of the weapon. A single handed weapon like a dagger has less weapon damage than a two handed weapon such a staff / polearm / mace which is what Ferals normally use. Now I’m not a game designer, or even a theory crafter, but I have two ideas as to what could be done:
Complete spec rework to no longer use weapon damage. Having the ‘option’ to dual wield in the future brings us inline with Rogues and Monks – Monks because it is likely we will have the option to dual wield or use a two-hander, and Rogues because there will be another class that can use agility daggers for better loot distribution.
Adding the two weapons together – either to get an average or a total or higher value something equivalent of a two-hander.
Artifact weapons in Legion are going to allow a lot of customisation of their appearance. For Druids, whose weapon is concealed while in animal form, we will instead get to customise our animal form. I was HUGE fan of fire kitty from Firelands and am really excited for this in Legion. We will have to wait and see what else gets revealed.
Artifact weapons for Druids changes their animal form.
With Patch 6.2.2 comes some new rares that drop some battle pets and toys, but they are only accessible by flying. Meaning you will need to have earned the Draenor Pathfinder achievement. They are found in two locations, Nagrand and Tanaan Jungle. These rares are soloable as a Feral Druid, but depending on gear, they may take a few attempts.
These rares have a short respawn time, but you can’t farm them as the loot lockout is daily. There is a macro script for each one to tell the status of your lock out. You can copy and paste it from here into your chat or you can make it into a macro. It’s a good idea to flask up, eat some well fed and use your Hyper Augmentation runes and if you have any to spare, pre-potting will speed up the process. So let’s start in Nagrand.
The macro script can be made in to a macro or copied into the text box.
If it returns ‘true’ then you have received your loot for the day. If it returns ‘false’ then you should head out.
The Hallow’s End even it is currently on running from the 19th October through to the 2nd of November. With this years event comes 4 new daily quests available from you garrison, which needs to be fully upgraded. The quest giver is located near your fountain for Alliance players.
Alliance quest givers are at the fountain in a level 3 garrison.
Time for part 2 of Hellfire Citadel. Check out Part 1 if you haven’t seen it yet. Don’t forget to check out the strategy conversations over at the Fluid Druid.
Solid single target fight for the most part. If you get targeted with Fel Chakram you can use Skull Bash to get back to the boss after it targets you. In my team we had the melee just run back behind the boss. Using a combination of Dash, Stampeding Roar and Skull Bash, it is possible to stay on the boss while you have Phantasmal Winds. If your group is good at passing the Eye of of Anzu it shouldn’t be a problem. There is a really useful addon called Iskar Assist that can help with the passing of the Eye of Anzu. It’s basically a set of raid frames that shows the buffs debuffs and you just left click on the players unit frame of who you want to pass it too. It’s much simpler and faster than targeting the person and using the extra action button.
This addon lets you pass the Eye of Iskar simply by left clicking on the unit frame that has the blue clouds on it and lets you know who is holding the eye via an icon.
Soul Capacitor is a trinket that drops from Socrethar in Hellfire Citadel. This is a unique trinket because of the way it works. When it procs, you are actually doing no damage because it is being temporarily ‘stored’ for the duration of the proc. When it ends, your built up damage comes out of storage and is dealt in one massive hit with a multiplier. It can be great for high burst, singlet target and AOE damage.
Soul Capacitor trinket.
However there are certain situations where you might not want it to go off (the proc to finish) e.g. running away from the boss due to an ability. Obviously while you are away from the boss you are not doing any damage – thus not putting any damage into ‘storage’, and if the proc ends when no enemies are around you will deal no damage. The best way to get around this is to use a /cancelaura macro. Activating this macro cancels the proc (called Spirit Shift) from the trinket causing it to deal how ever much damage was stored at the time. This will help you get the most out of your trinket.
/cancelaura Spirit Shift
Since I’ve earned my legendary ring, I’ve been having some threat issues, particularly on the pull with this trinket. Pre pot + Berserk & Incarnation + legendary ring + heroism, and then a trinket proc on top often leaves me dead from a boss one shot. Being able to cancel the proc early helps reduce some of these threat issues.
For some further reading about this trinket I’ll direct you to an article written by zoopercat from Ask Mr. Robot at Blizzard Watch. There is also a discussion threat for this trinket over at the Fluid Druid.