I like to move it move it! MOVE IT!

First of all, sorry about the follow up from my last entry. It is still on the oven. I’ve already worked the data, and yes, Druids are not versatile at all compared to pallies and monks. But I’ll give you proof in a week, tops.

Now for today’s entertainment I decided to give another try on the MoP Talents. As the name of this post suggests, my motivation was to experiment the relocation of our shapeshifting tier to somewhere else besides Tier 6.

While we feel like this to move it move it…

… Blizz is like that:

You know what? Blizz probably has a good reason to do so. Blizz probably was told, on that last huge survey, by many many players, that Druids wanted to change roles during combat.

How it got implemented, however, is the main issue. I agree with most of my Druid comrades that a final tier HAS to affect your main role. It would be terribly weird if it doesn’t. And to be quite honest, the way Blizz gave up and altered her original design intent was not elegant in my modest opinion. Looks like Blizz just cracked under pressure.

Blizzard hybridized the hybrid tier.

I mean, now Tier 6 is a mix between off-role and on-role performance.

… Seriously? To get HotW and forget it exists just because of the passive output boost?

As many of us Druids have suggested on the forums (for quite a while now) I have reverted back the shapeshift tier to just off-role performance and relocated it. This is how things look now:

Tier 1: Cat – Movement
Tier 2: Caster – Survivability
Tier 3: Bear – CC
Tier 4: Moonkin – Management
Tier 5: Shapeshifting – off role performance only
Tier 6: Get one cool thing from one of the old 3 specs and give it to all druids.

And, of course, the link to the talent grid so you can check the details and all the nice icons I took forever to choose. 🙂

(Thanks again Longwritter for building it!)

As usual, your constructive feedback is greatly appreciated!

– Fakegamedesigner

Everyone gets a Tranquility!

I was wondering something, and I want your opinions.

Currently we have Tranquility as a powerful Class Skill healing cooldown. All druids can pop Tranquility to help on heals if needed. But the same is not true about our other roles.

I think it might be an improvement for Druid design in MoP if the other specs got a powerful, long cooldown similar to Tranquility, because it would make the hybrid flavor easier to design.

Lets imagine 3 new Class Skills:

 

Frenzy

29 energy

8 min Cooldown

Increases Melee damage of 5 nearby allies with lower attack power. Lasts 8 sec.

———————————

Trance

29% of base mana

8 min Cooldown

Increases Spell damage of 5 nearby allies with lower spellpower. Lasts 8 sec.

——————————-

Territoriality

29 Rage

8 min Cooldown

Reduces damage taken of 5 nearby allies with lowest health. Lasts 8 sec.

—————————–

Now, imagine Dream of Cenarius (people, this is just an example!) like this:

 

Dream of Cenarius

Frenzy and Trance increase your healing done by 30% for 10 sec.

Territoriality and Tranquility increase your damage done by 30% for 10 sec.

Oh, so nice of you! You just stopped healing to help up burning the boss! Here, take some 30% healing boost with you.

Does it make sense? Do you think it would be a reasonable hybrid talent?

What would you do?

-Fakegamedesigner

Mad Science: MoP Druid Talents Experiment

Hello there readers!

As promised, I’ll release an attempt for new and reworked Druid talents.

But first I would like to congratulate Longwriter for his amazing tool to design MoP talent “grids”, as he would call them.

You should TOTALLY check it out: http://mop-talent-grid-maker.appspot.com/

I would also like to thank Lissanna for her inspiration and guidance to build this talent tree.

Go take a look so I can explain changes and news a bit.

http://mop-talent-grid-maker.appspot.com/talentgridmaker?theAction=view&gridId=40001

(Note: I’ll not spoil it 100% so you can have the pleasure to look yourself. :D)

First alteration lies in Displacer Beast. Currently on Beta DB is just a bad version of Blink. I’ve drawn inspiration from the original AD&D Displacer Panther, which exact location cannot be precisely seen. So, in this version, if you use an active skill to enhance your movement speed, you will rock!

If you look closely at Wild Charge, you will see some sweetness going on. Moonkins and Resto, I’m looking at you!

Cenarion Ward was altered because it worked like Living Seed, blowing after you receive the huge strike. It now has a brand new function. I’ll admit that it might be a little bit OP, and I would love feedback on it.

Tier 3 is all that is left of our 2 CC tiers. While I’ve kept Ursol’s Vortex and Faerie Swarm, I’ve altered Mass Entanglement so it became barely useful.

The new Tier 4 is about Shapeshifting! But don’t worry, it doesn’t suck as much as Blizzard’s. There are some bold experiments there, which means feedback is more than appreciated again. HotW suffered a complete overhaul. DoC a light one, and Archdruidism is a brand new off-role performance talent. Go check them! 😀

Tier 5 is an output tier that is almost 100% new. No spoilers, go read them.

Tier 6 has SotF, our lazy output enhancer talent, FoN and Might of the Ancients. This last talent is Incarnation with a new flavor. I went extreme on Blizzcon explanation that this tier was supposed to grab one skill from each Druid spec, and Incarnation was “giving ToL for everyone”. Read the talent and you will agree with me that NOW it provides ToL for everyone.

Hope you guys like it!

– Fakegamedesigner