Druid Changes ideas

By Tonarin with Nation of Dragons

                The druid class is one of three hybrid classes in the game. Capable of fulfilling the role of tank, damage dealer (DPS), and healer. In these roles the druid has a total of four specializations that are the following: Balance, Feral, Guardian, and Restoration. Making it the only class in the game with four specializations. Even though the druid has had more work put into it then most other classes but there is room for growth. The following are changes I believe might improve or worsen the state of druids in World of Warcraft and are from lore or thoughts I produced.

                Before we get into the specializations you should know that the druid is a class that takes insertion from other classes in the game.  Balance druids and restoration druids are they two that are the most different from any other class in the game. Yes, all healers heal but the druid is the foremost healer of its healing style. Balance druids are like mages except that they use a different system for casting, and they don’t use mana to cast their spells. While the feral and guardian draw off other classes in the game a bit heavier then liked. Feral druids use assassination rogues as the base and are build up from there. Guardian druids use protection warriors mixed with arms warriors as a base.

                Starting with the Balance specialization. This is the druids range caster specialization allowing it to deal magic damage to the enemies while keeping out of harm’s way. In the current state the balance specialization is in a good spot among the other DPS in the game. But there are talents that are not worth taking. Before we get to the changes I have thought of, let us go over the current state of this specialization. This is the talent tree for balance druids, and we will go over each row and what they do. After I will adjust where each should go based on what each row is meant to do.

Row 15:

                Nature’s Balance – While in combat you generate 1 Astral Power every 2 seconds. When out of combat you Astral Power rebalances to 50 instead of depleting to empty.

                Warrior of Elune – Your next 3 Starfires are instant cast and generate 40% increased Astral Power.

                Force of Nature – Summon a stand of 3 Treants for 10 seconds which immediately taunt and attack enemies in the targeted area. Generates 20 Astral Power.

                This row has not changed much in the name of the talents but have changed in what they do. Nature’s balance has always generated astral power and balanced you out at 50 astral powers. Warrior of Elune has not always made the next three casts of starfire instant but has increased the astral power you got from each. It was at one point that for a set amount of time you could cast starfire instant speed. This was considered to strong and was change to what it is now. I believe the set amount of time to be able to cast off as many starfires as you like should be brought back. The starfire spell is affected by the global cool down so a 1.5 second timer. The time should match the same time you are affected by the druid’s Eclipse ability. Eclipse is around for 15 seconds meaning the druid can get at most 10 casts of starfire off. Force of nature talent needs a rework. It is a summoning spell that summons treants for only 10 seconds. The damage output is on the lower end for what it does. It can do without the astral power generate ability making it a straight utility talent. Later I will introduce you to another talent that also generates astral power at a greater rate. The cool down of force of nature is 1 minute long. If this were just a utility talent that would be fine, but as it stands for astral power generation it is to slow.

Row 25:

                Tiger Dash – Shift into Cat form, increasing your movement speed by 200%, reducing gradually over 5 seconds.

                Renewal – Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.

                Wild Charge – Grants movement ability that varies by shapeshift form.

                This row is meant to be movement focus row, but it has a self-healing talent in it. Tiger dash and wild charge are the two major movement abilities in the row. Druids have an ability called dash already making tiger dash redundant. But it is a talent taken by a respectable number of druids. This talent can be altogether removed or moved to a feral specialization only ability. This would open a spot on this row which I believe can be filled with another talent later in another row. Renewal is a notable talent that has been taken away at times and given back at times. It has also been nerfed and powered up over the course of this talent’s life. As it stands now renewal is at a good spot in power. Wild Charge changes depending on what form you are in. As a humanoid form you can target an ally and fly to them. In Moonkin form you can jump backwards. In bear form you charge at the enemy. In cat form you jump behind the enemy. Travel form on the ground jumps you forward 20 yards while in water increases your speed by 150% for 5 seconds.  This talent should be a given to all druids and not a talent requirement to get these abilities. This would make two spots open or one after the talent is moved here that I believe should be. This would allow a utility talent to be made that could benefit the druid if taken. I do believe that row 25 and row 30 should be swapped.  I will explain after going over row 30.

Row 30:

                Feral Affinity – gain some feral abilities

                Guardian Affinity – gain some guardian abilities

                Restoration Affinity – gain some restoration abilities

                This row is all about you being a hybrid class. You normally get some ability to deal damage either as a caster or in melee in cat form. You can take on the bear form which has benefits that could help the party. You also can help heal with limited healing spells. This row changes what secondary role you what you take. Although, during parties you will be most likely to only take one affinity over the others. Restoration affinity in all dungeon groups unless you are restoration then you have the option for balance affinity which you take to help with DPS, but more on that later. If you take the feral affinity, you gain more melee damaging abilities and you are always faster by 15% and not just in cat form. If you take guardian affinity, you reduce damage taken by 6% and gain access to a AOE damage ability and a self-healing ability that uses rage, more on that later. If you take the restoration affinity, you gain a passive healing ability that first heals you and if you are at full health then heals others. The healing is not much but can be helpful. Affinities are great talents. It drives druids to be more in the mind of being a hybrid and not signally focus on one thing. All I would like to see is this row changed with row 25 to allow access to these faster.

Row 35:

                Mighty Bash – stuns an enemy in melee range

                Mass Entanglement – roots a group of closely patched enemies.

                Heart of the Wild – Impowers your chosen affinity.

                This row is meant for focus on crowd control, but there is one talent that should be moved to row 25(30 after swap) and opening the ability to take another crowd control talent or make a passive talent that effects your crowd control abilities.  Druids have three crowd control abilities before taking anything from this row. First one is entangling roots which roots the enemy you are targeting. Second one is hibernate which puts beasts and dragon type enemies to sleep. Only one target can be put to sleep at a time. Third one is cyclone which makes one enemy not able to do anything for 6 seconds. Mighty bash is a great ability to stun one enemy you are in melee range with. Mass entanglement has limit use but can be helpful to tanks that get in over their head. Heart of the wild is a top talent but miss placed in the tree. This talent can be moved to make room for a new talent that can either change how one of the crowd control abilities work that we have already or give us another option.

Row 40:

                Soul of the Forest – adds to the eclipse ability making it stronger.

                Starlord – Adds haste every time you use either starfall or starsurge.

                Incarnation: Chosen of Elune – Replaces your celestial alignment.

                This row does not mess well with each other. Starlord and incarnation both increase haste, but soul of the forest does not do that. Soul of the forest can be moved down on the talent rows to make it a bit more useful. Starlord increases your haste for each starfall or starsurge you cast. Stacking up to 12% but not increasing the time you are buffed. The buff lasts for 15 seconds. Incarnation replaces celestial alignment but also gives you the effect of it plus adds 10% more critical strike chance. Lasts for 30 seconds. Celestial alignment gives you 10% haste and making it, so you are affected by both types of eclipse. If you removed soul of the forest talent, I would add the following to replace it. Every time you enter eclipse you are granted 6% haste for 8 seconds. Also adding the ability of solstice to this talent. That is half the time you would be in eclipse. I believe this would make all talents more worth taking on this row.

Row 45:

                Twin Moons – increases moonfires damage and makes it hit a second target close to the primary target.

                Stellar Drift – Makes starfall deal 50% more damage and allows you to move while casting but gives the spell a 12 second cool down.

                Stellar Flare – Give you a third damage over time spell. Generates 8 astral power.

                Like the row before this row changes up how spell is used but also gives you an option for a new spell. Stellar flare should be taken out. Twin moons is the go-to ability in this row without contest. I would still like to change it up a little bit. Instead of just increasing moonfire damage have it also increase sunfire damage as well. The second part that allows moonfire to hit a second target it great. Stellar drift needs a change. Besides increasing the damage of starfall and allowing you to move while casting it should also increase the time starfall is up for. Right now, starfall is only up for 8 seconds but if you have stellar drift add 4 more seconds to the time it would increase the usefulness of the talent. Also adding the damage over time effect of stellar flare on each enemy hit with starfall. Again, take out stellar flare.

Row 50:

                Solstice – The first 6 seconds of eclipse, shotting stars happen 250% more often

                Fury of Elune – Calls down a pure beam of astral power that follows the target dealing damage and dealing damage to other enemies around target.  Lasts for 8 seconds. Generates 40 astral power over 8 seconds.

                New Moon – This spell is three spells in one. You first cast new moon which turns into half-moon which in turn becomes full moon.

                This is the final row and there isn’t much to help the druid overall.  As I stated before I believe that solstice should be combine with the new talent for row 40 making it more usable. Solstice as it is now requiring you to keep up on both moonfire and sunfire, which should be done, but the chance of this ability going off is right now unknown and doesn’t seem to go off that much over the course of a minute.  This talent as a standalone is a wasted talent.  Fury of Elune I believe is fine as it is but needs to be moved to row 15 to replace force of nature talent.  This talent also has a one-minute cool down just like force of nature. Lasts only eight seconds long but generates 40 astral powers over the 20 astral power that force of nature give you. New moon should become a spell you just had and changed to be more useful. Instead of generating astral power it should cost astral power. Starting with new moon that astral power required should be 20, half the cost of starsurge, half-moon should cost 30 astral power, 10 astral power less than starsurge but still weaker in damage, and full moon should cost 50 astral powers, 10 more than starsurge and the same as starfall but overall stronger than both on damage it deals.  The damage for each phase is fine but I would make all phases instant cast just like starsurge and starfall. This would give another option that could be empowered with talents in this row for this row will be empty of talents.

                Here are the talent rows as I described above.

Row 15:

                Nature’s Balance – While in combat you generate 1 Astral Power every 2 sec. When out of combat you Astral Power rebalances to 50 instead of depleting to empty.

                Warrior of Elune – For the next 15 sec your Starfire are instant cast and generate 40% increased Astral Power.  45 Second cool down.

                Fury of Elune – Calls down a beam of pure celestial energy that follows the enemy, dealing up to [8*2*(16.5% of Spell Power)] Astral damage over 8 sec within its area. Damage reduced on secondary targets. 40-yard range, instant cast, 1 minute cooldown, generates 40 Astral Power over its duration.

Row 25:

                Feral Affinity – You gain: Feline Swiftness, Increases your movement speed by 15%. You also learn: Rake, Rip, Swipe, Main. Your energy regeneration is increased by 35%.

                Guardian Affinity – You gain: Thick Hide, reduces all damage taken by 6%. You also learn: Thrash, Frenzied Regeneration, Incapacitating Roar.

                Restoration Affinity – You gain: Ysera’s Gift, Heals you for 3%of your maximum health every 5 sec. If you are at full health, an injured party or raid member will be healed instead. You also learn Rejuvenation, Swiftmend, Wild Growth, Ursol’s Vortex.

Row 30:

                Renewal – Instantly heals you for 30% of maximum health. Usable in all shapeshift forms. Instant cast, 1.5-minute cooldown.

                Heart of the Wild – Abilities associated with your chosen Affinity are substantially empowered for 45 sec. Restoration Affinity, Restoration: Healing of your Restoration spells is increased by 30%, and mana costs reduced by 50%. Feral Affinity, Feral: Damage of your Feral abilities increased by 30%, and critical strike with attacks that generate a combo point generate an additional combo point. Guardian Affinity, Guardian: Bear form gives an additional 20% Stamina, multiple uses of Ironfur may overlap, and Frenzied Regeneration has 2 charges. Instant cast, 5 min cooldown.

                New Talent – Reduces the cooldown of Solar Beam by 15 sec.

Row 35:

                Mighty Bash – Invokes the spirit of Ursoc to stun the target for 4 sec. Usable in all shapeshift forms. Instant cast, one minute cooldown.

                Mass Entanglement – Roots the target and all enemies within 15 yards in place for 30 sec. Damage may interrupt the effect. Usable in all shapeshift forms. 30-yard range, instant cast, 30 sec cooldown.

                Force of Nature – Summon a stand of 3 Treants for 10 seconds which immediately taunt and attack enemies in the targeted area. 40-yard range, instant cast, one minute cooldown.

Row 40:

                New Talent – During the first 8 sec of every Eclipse, you gain 6% Haste. During the first 8 sec of every Eclipse, Shooting Star falls 250% more often.

                Starlord – Starsurge, Starfall, New Moon, Half Moon, and Full Moon grant you 4% Haste for 15 sec. Stacks up to 3 times. Gaining a stack does not refresh the duration.

                Incarnation: Chosen of Elune – An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 sec. You may shapeshift in and out of this improved Moonkin Form for its duration. Instant, 3 min cooldown.

Row 45:

                Twin Moons – Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yardsof the target. Sunfire deals 10% increased damage.

                Stellar Drift – Starfall deals 50% increased damage, duration increased by 4 sec, and allows you to cast while moving while it is active but has a 12 sec cooldown.

                Soul of the Forest – While in Eclipse, Wrath deals 10% increased damage and increases Astral power generation by 50%, and Starfire deals 10% increased damage to target and increased area effect damage by 150%.

Row 50:

                New Talent – Every 20th Moonfire tick calls down a Full Moon upon its target.

                New Talent – Every 45 sec while in combat, cast a spell based on your form: No Form: Wild Growth, Cat Form: Primal Wrath, Bear Form: Barkskin, Moonkin form: Starfall.

                Open talent spot

                Moving on with the feral specialization. This is the druid’s melee damage specialization allowing it to deal damage to the enemies up close and personal. In the current state the feral specialization is not in a good spot among the other DPS in the game. There are talents that are not worth taking and there is no balance among the rows. It feels like the tree was build using a dart board and a drunk person was play at the time. Before we get to the changes I have thought of, let us go over the current state of this specialization. This is the talent tree for feral druids, and we will go over each row and what they do. After I will adjust where each should go based on what each row is meant to do.

Row 15:

                Predator – Makes your tiger’s fury ability come off cooldown if an enemy dies with a bleed on them. Also increases the duration of tiger’s fury by 5 seconds.

                Sabertooth – Makes ferocious bite deal 20% more damage and increases rip’s time on target per combo point spent.

                Lunar Inspiration – Allows moonfire to be used in cat form and granting you one combo point when used.

                This row, like 40, 45, and 50, has too much spread among the rows.  The talents don’t even do remotely the same then. One changes how one of your energy generation abilities works. One changes how one of you combo spenders works. The last one gives you another ability to use in cat form that is not needed.  This row should be worked over to only deal with energy generating abilities. I would move tow talents in a later row here to make them do the same. Predator still could use a small change where it doesn’t make tiger’s fury come off cooldown but adds to the timer of tiger’s fury while still increasing the duration of the ability at the start. Tiger’s fury lasts only 10 seconds without this talent. This talent would make it a 15 second ability while also adding 5 seconds and granting 20 energy each time an enemy is killed with a bleed on them. This would make the talent more useful in trash pulls but keeping the same pace on boss pulls.

Row 25:

                Tiger Dash – Shift into Cat form, increasing your movement speed by 200%, reducing gradually over 5 seconds.

                Renewal – Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.

                Wild Charge – Grants movement ability that varies by shapeshift form.

                This row is meant to be movement focus row, but it has a self-healing talent in it. Tiger dash and wild charge are the two major movement abilities in the row. Druids have an ability called dash already making tiger dash redundant. But it is a talent taken by a respectable number of druids. This talent can be altogether removed or moved to a feral specialization only ability. This would open a spot on this row which I believe can be filled with another talent later in another row. Renewal is a notable talent that has been taken away at times and given back at times. It has also been nerfed and powered up over the course of this talent’s life. As it stands now renewal is at a good spot in power. Wild Charge changes depending on what form you are in. As a humanoid form you can target an ally and fly to them. In Moonkin form you can jump backwards. In bear form you charge at the enemy. In cat form you jump behind the enemy. Travel form on the ground jumps you forward 20 yards while in water increases your speed by 150% for 5 seconds.  This talent should be a given to all druids and not a talent requirement to get these abilities. This would make two spots open or one after the talent is moved here that I believe should be. This would allow a utility talent to be made that could benefit the druid if taken. I do believe that row 25 and row 30 should be swapped.  I will explain after going over row 30.

Row 30:

                Balance Affinity – gain some balance abilities

                Guardian Affinity – gain some guardian abilities

                Restoration Affinity – gain some restoration abilities

                This row is all about you being a hybrid class. You normally get some ability to deal damage either as a caster or in melee in cat form. You can take on the bear form which has benefits that could help the party. You also can help heal with limited healing spells. This row changes what secondary role you what you take. Although, during parties you will be most likely to only take one affinity over the others. Restoration affinity in all dungeon groups unless you are restoration then you have the option for balance affinity which you take to help with DPS, but more on that later. If you take the balance affinity you get the moonkin form and spells to cast from it but also all you abilities, including melee abilities, have an increase range by 5 yards. If you take guardian affinity, you reduce damage taken by 6% and gain access to a AOE damage ability and a self-healing ability that uses rage, more on that later. If you take the restoration affinity, you gain a passive healing ability that first heals you and if you are at full health then heals others. The healing is not much but can be helpful. Affinities are great talents. It drives druids to be more in the mind of being a hybrid and not signally focus on one thing. All I would like to see is this row changed with row 25 to allow access to these faster.

Row 35:

                Mighty Bash – stuns an enemy in melee range

                Mass Entanglement – roots a group of closely patched enemies.

                Heart of the Wild – Impowers your chosen affinity.

                This row is meant for focus on crowd control, but there is one talent that should be moved to row 25(30 after swap) and opening the ability to take another crowd control talent or make a passive talent that effects your crowd control abilities.  Druids have three crowd control abilities before taking anything from this row. First one is entangling roots which roots the enemy you are targeting. Second one is hibernate which puts beasts and dragon type enemies to sleep. Only one target can be put to sleep at a time. Third one is cyclone which makes one enemy not able to do anything for 6 seconds. Mighty bash is a great ability to stun one enemy you are in melee range with. Mass entanglement has limit use but can be helpful to tanks that get in over their head. Heart of the wild is a top talent but miss placed in the tree. This talent can be moved to make room for a new talent that can either change how one of the crowd control abilities work that we have already or give us another option.

Row 40:

                Soul of the Forest – increases the damage of finishing moves and grants energy back after use of finishing moves.

                Savage Roar – increases damage and energy regeneration base off how many combo points spent.

                Incarnation: King of the Jungle – replaces berserk but gives same effects and reduces energy of all abilities.

                Both should of the forest and savage roar should be moved down to row 15 for they deal with energy generation while incarnation deals with reducing energy costs. If you move soul of the forest a small change can happen to make it a little more appealing to take. I would make it that for each combo point spent you get back 20 energies. This will give you a total of 100 energy if you spend 5 combo points on a finishing move. I would also leave the damage increase it has for finishing moves at 5%. This would look to be a good talent against bosses while not doing well against trash pulls that much. Savage roar moved as its is would be the middle ground between the two talents in row 15. Incarnation: king of the jungle is a good talent and doesn’t need a change. A talent later should be moved to this row to help balance the row out while also adding a new talent. This new talent would give your finishing moves a percentage chance to reduce the cost of your combo generating abilities.

Row 45:

                Scent of Blood – Thrash reduces the cost of swipe for each enemy hit.

                Brutal Slash – Replaces swipe with a stronger hitting ability that also awards a combo point.

                Primal Wrath – A finishing move that deals damage and adds rip on every enemy hit.

                The major problem with this row is it has three talents that don’t compete at all. Scent of blood has a combo generating ability reduce the cost of a non-finishing move ability. Brutal slash replaces a non-combo spending ability with a better version that also gives you one combo point when used. Also, it has 3 charges that recharge in a short amount of time. Primal wrath is a finishing move that deals damage and adds rip scaling up depending on the amount of combo points spent when used. It adds the needed AOE finishing move that feral druid lack but when pared against brutal slash it is not worth taking. Scent of blood can just go. Yes, it save some energy but does not add any real power to the table. Brutal slash and primal wrath need to be moved apart. They fill different roles and are not even the same, one adds combo points the other spends them. Primal wrath could be moved down to row 50 and be replaced with two of the talents from there.

Row 50:

                Moment of Clarity – Increases your maximum energy by 30 while also increase damage done by three abilities by 15%. Also makes Omen of Clarity proc 50% more often.

                Bloodtalons – use three different combo generating abilities within 4 sec, increase damage two finishing moves.

                Feral Frenzy – An attack the hits 5 times and awards 5 combo points.

                Again, with this row as the last all three talents do something different from each other. One is a new ability that is okay at best. Hitting an enemy 5 times doing good damage and giving you 5 combo points is nice but is hard to master.  Worth it if you can master and time it well. If this talent was moved to be on row 45 it would give the druid, the choice of either AOE or single target DPS. Another one that effects shred, thrash, or swipe by increasing their damage and allowing you to stack two stacks of omen of clarity which allows you to use one of the three for free but the proc chance is based off your auto attacks. This talent should be moved t row 40 as it would balance with that row as being a energy cost reduction ability. Bloodtalons effects rip and ferocious bite 2 times if you use three combo generating abilities within 4 secs of each. If bloodtalons was changed to 6 sec and effects all finishing moves and not just the two it would be even better. Also moving this down to row 45 would be better.

                Here is the talent rows as I described above:

Row 15:

                Predator – Tiger’s Fury lasts 5 seconds longer. Every time a target dies with one of your Bleed effects active, increase the time of Tiger’s Fury by 5 seconds and instantly restore 10 energies.

                Savage Roar – Finishing move that increases damage by 15% and energy regeneration rate by 10%while in Cat Form. Lasts longer per combo point: 1 point: 12 seconds, 2 points: 18 seconds, 3 points: 24 seconds, 4 points: 30 seconds, 5 points: 36 seconds. 25 energy/1-5 combo points, instant cast.

                Soul of the Forest – Your finishing moves grant 10 Energy per combo point spent and deal 5% increased Damage.

Row 25:

                Balance Affinity – You gain: Astral Influence, Increases the range of all of your abilities by 5 yards. You also learn: Moonkin Form, Starsurge, Starfall, Sunfire, Typhoon.

                Guardian Affinity – You gain: Thick Hide, reduces all damage taken by 6%. You also learn: Thrash, Frenzied Regeneration, Incapacitating Roar.

                Restoration Affinity – You gain: Ysera’s Gift, Heals you for 3%of your maximum health every 5 sec. If you are at full health, an injured party or raid member will be healed instead. You also learn Rejuvenation, Swiftmend, Wild Growth, Ursol’s Vortex.

Row 30:

                Renewal – Instantly heals you for 30% of maximum health. Usable in all shapeshift forms. Instant cast, 1.5-minute cooldown.

                Heart of the Wild – Abilities associated with your chosen Affinity are substantially empowered for 45 sec. Restoration Affinity, Restoration: Healing of your Restoration spells is increased by 30%, and mana costs reduced by 50%. Feral Affinity, Feral: Damage of your Feral abilities increased by 30%, and critical strike with attacks that generate a combo point generate an additional combo point. Guardian Affinity, Guardian: Bear form gives an additional 20% Stamina, multiple uses of Ironfur may overlap, and Frenzied Regeneration has 2 charges. Instant cast, 5 min cooldown.

                New Talent – Increases the duration of Maim stun affect by 1 second for each combo point spent.

Row 35:

                Mighty Bash – Invokes the spirit of Ursoc to stun the target for 4 sec. Usable in all shapeshift forms. Instant cast, one minute cooldown.

                Mass Entanglement – Roots the target and all enemies within 15 yards in place for 30 sec. Damage may interrupt the effect. Usable in all shapeshift forms. 30-yard range, instant cast, 30 sec cooldown.

                New Talent – Allow you to cast Entangling Roots, Hibernate, and Cyclone while in Cat Form.

Row 40:

                Moment of Clarity – Omen of Clarity now triggers 50% more often, can accumulate up to (1u + 1) charges, and increases the damage of your next Shred, Thrash, Swipe (Brutal Slash), or Feral Frenzy by 15%. Your maximum Energy is increased by 30.

                Incarnation: King of the jungle – An improved Cat Form that grants the benefits of Berserk, reducing the Energy cost of all Cat Form abilities by 20%, and allows the use of Prowl once per combat. Lasts 30 sec. You may shapeshift in and out of this improved Cat Form for its duration. Replaces Berserk, instant cast, 3 min cooldown.

                Open talent spot

Row 45:

                Bloodtalons – When you use 3 different combo point-generating abilities within 6 sec, the damage of your next 2 finishing moves is increased by 30%

                Brutal Slash – Strikes all nearby enemies with a massive slash, inflicting (82.8% of attack power) Physical damage. Deals reduced damage beyond 5 targets. Awards 1 combo point. Replaces Swipe, 25 energy, instant cast, 3 charges, 8 sec recharge.

                Feral Frenzy – Unleash a furious frenzy, clawing your target 5 times for [(7.5% of attack power)*5] Physical damage and an additional [5*(15% of attack power)*6/2] Bleed damage over 6 sec. Awards 5 combo points. 25 Energy, instant cast, 30 sec cooldown.

Row 50:

                Sabertooth – Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.

                Primal Wrath – Finishing move that deals instant damage and applies Rip to all enemies within 8 yards. Lasts longer per combo point. 1 point: [(5.5% attack power)*2] plus Rip for 4 sec. 2 points: [(6.5% attack power)*3] plus Rip for 6 sec. 3 points: [(7.5% attack power)*2] plus Rip for 8 sec. 4 points: [(8.5% attack power)*2] plus Rip for 10 sec. 5 points: [(9.5% attack power)*2] plus Rip for 12 sec. 20 energy / 1 – 5 combo points, instant, 8 yard range.

                Open talent spot

                Moving on with the guardian specialization. This is the druids tank specialization allowing it to deal damage to the enemies up close and personal while being able to take a hit. In the current state the guardian specialization is in a good spot among the other tanks in the game. But there are talents that are not worth taking. Before we get to the changes I have thought of, let us go over the current state of this specialization. This is the talent tree for balance druids, and we will go over each row and what they do. After I will adjust where each should go based on what each row is meant to do.

                Moving on with the restoration specialization. This is the druids healing specialization allowing it to heal party and raid members keeping them alive throughout the run. In the current state the restoration specialization is in a good spot among the other healers in the game. But there are talents that are not worth taking. Before we get to the changes I have thought of, let us go over the current state of this specialization. This is the talent tree for balance druids, and we will go over each row and what they do. After I will adjust where each should go based on what each row is meant to do.

Spell gained for being druid class: Wild Charge.

Spell gained for being Balance specialization: New Moon.

Spell gained for being Feral specialization: Tiger Dash.

2 thoughts on “Druid Changes ideas

  1. Cheapest eBooks Store

    Its such as you learn my mind! You seem to understand so much approximately this,
    like you wrote the guide in it or something.

    I believe that you just could do with some p.c.
    to drive the message house a little bit, however instead of that, this is great
    blog. A fantastic read. I will certainly be back.

Comments are closed.