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Making way for new class changes in Legion

One of the hottest topics of any new expansion is the changing of class rotations. One of the most common things in recent expansions has been the removal of old abilities and making way for new class rotations. People are often concerned over the loss of spells they once enjoyed (crying the tears of “pruning). However, our memories tend to be pretty short and after the expansion launches with all the changes, we often don’t miss the spells we lost. For example, what abilities got removed in each of the previous expansions? To remember this, I have to look it up in old posts because I don’t much miss those spells a year or 10 years later. The newest Draenor expansion removed several spells, including Symbosis, Nature’s Grasp, Nourish and other spells. In most cases, we forget that abilities often got removed even in the first several expansions. Legion also comes with an “out with the old, in with the new” policy in the design decisions. With that in mind, I want to talk about these changes more objectively and talk about some of the stated design goals.


Design goal #1: Abilities should fit the fantasy theme for each class and specialization.

A major change for the Legion expansion was the removal of any tool that didn’t fit the design theme. In some cases, specializations got entire new design themes, such as Outlaw Rogues when “combat” was too bland of a theme to work with. Blizzard did a series of previews for each class talking about the particular theme and core abilities for each specialization. For example, a core theme of balance druids is “leveraging the sacred powers of the sun, moon, and stars”. This meant that for balance druids, over time we have lost most of the spells that leveraged nature – in favor of space-themed abilities.

This also came with the removal of Eclipse and replacement with a “build and spend” resource system, as well as renaming wrath (solar wrath) and starfire (lunar strike) to better fit the thematic elements. Things that didn’t fit with the thematic elements were removed or redesigned, with the goal of “easy to learn, hard to master”. To calrify, as Eclipse was “hard to learn, easy to master”, time spent watching the interface bar move back and forth wasn’t particularly good for balance druids. Once you understood how the bar worked, the rotation was easy with little room for mastery above the basics.

The “hard to master” design often comes in the form of additional spells you pick up via talents. This means there are also more unique talents for each spec, though the classes do still share some common talents (thus, some of the original shared talents are now spec-specific). So, while your spell book might seem small when you first log into your character, you can often pick up many new abilities via talents (thus, a 5 button rotation can easily become an 11 button rotation via talents and artifact weapons, and even those 5 buttons may have much more complex interactions).

Restoration’s core healing buttons remain largely unchanged (with the exception of ‘merging’ swiftmend and Nature’s Swiftness), with the primary changes to restoration being in the form of changes to utility. Feral and Guardian also don’t have major reductions in their core ability sets overall, but still see substantial changes overall.

Design goal #2: Utility should feel unique for each class and specialization

One of Blizzard’s new design goals is to reduce some of the redundancy in spells across the classes, particularly with regards to utility. A major concern has been with how the ability creep has turned into the dreaded “homogenization” feel. Over time, everyone has needed X ability because everyone else had it. In utility, if you didn’t bring equal amounts compared to everyone else, you worried about losing your spots to others who brought more. So, the solution over time to this was often giving everyone more and more utility until everyone had a bunch of mostly redundant things. This is changing in Legion, and is why the watered down utility of having access to ability sets for all 4 specs wasn’t going to work for druids. That means balance and restoration druids also lost utility spells (e.g., stampeding roar).

New Affinity System:   Druids lost a set of baseline abilities common to other specializations. For example, balance druids no longer get a full rotational set of feral, guardian, and restoration abilities baseline. These had become substantially watered down over time as it was difficult to make druids the master of 4 roles at a time, and so you became the master of 1 with some extra buttons you couldn’t really utilize to their full extent. However, as we discussed above with regards to added complexity via talents, the new Affinity talents allow you to choose one off-spec role where you will be at least half-decent.

  • Feral Affinty: Gives you a movement speed bonus and a set of damage abilities – Shred, rip, ferocious bite, and swipe. This would give guardians and resto druids the opportunity to do substantial single-target damage and some AOE damage (via swipe) when they aren’t being called on to perform their main role.
  • Guardian Affinity: Gives you an armor bonus and a set of tanking abilities – Growl (taunt), mangle and thrash (damage), plus iron fur and frenzied regen (survivability). This should be enough to off-tank for short periods of time in a situation where an encounter or situation might call for it.
  • Restoration Affinity: Gives you passive healing (4% HP to you or a nearby ally every 5 sec), plus a set of healing abilities – Rejuv, regrowth, and swiftmend (you already get healing touch baseline). However, you don’t get access to an AOE heal, somewhat limiting your ability to off-heal raid situations, but allowing for saving yourself or a tank from death in some situations.
  • Balance Affinity: Increases your range by 5 yards and a set of ranged damage abilities – Moonkin form (on a 30 sec cooldown), solar wrath, lunar strike, Sunfire (you already get moonfire baseline), and starsurge. This allows you to do relatively decent single-target damage with a little bit of AOE splash damage (via multi-DOT and lunar strike). Note that the cooldown on moonkin form will make the feral affinity higher sustained damage and balance likely better for short bursts, depending on overall balancing.

Redesigning Druid Raid Utility: In this discussion, it’s important to talk about the primary baseline utility available in raids. Only feral and guardian bring stampeding roar. Instead, balance brings back Innervate (buffing mana of healers). Restoration brings a single-target mark of the wild buff that adds to the base stats of one player in your raid. The major concern of the utility changes is that restoration may not bring enough unique utility that helps the raid in day-saving ways. Being able to move your entire raid out of the fire quickly allows you to save the day more than a passive minor DPS boost to one of your raiders each encounter. Keep in mind that resto druids won’t often be tanking or doing significant DPS in raids, making the affinity relatively minor in terms of frequently used off-role utility (whereas the other specs may benefit from the affinity utility more for raiding).

Design goal #3: PVP abilities are now chosen in the PVP talent trees, instead of being baseline

One of the biggest loss of baseline buttons happens in the way of PVP abilities no longer being baseline. In some cases, they significantly reduced the number of crowd control and survivability buttons aimed at PVP effectiveness. This is felt in forms such as Cyclone no longer being baseline for all druids. Instead, cyclone is an optional PVP talent, with decisions still being made about which specs will or won’t have access to cyclone via PVP talents.  This is also a factor of why some of the druid utility was taken away – as the goal was to trim down survivability, crowd control, and movement abilities across all the classes. In the PVP talent tree, you will choose 6 talents that augment your primary role, including being able to re-acquire some abilities that are no longer baseline.


Every class is worried about the removal of abilities in Legion. However, at this point, many classes have buttons they don’t use very often, are redundant with buttons other specs have access to, don’t fit the core thematic design, and/or are PVP buttons better suited for the PVP talent tree. Thus, while there may be fewer baseline abilities, the total maximum set of buttons for every class is still on the order of 20 to 25. If you aren’t happy with around 20 buttons, then the problem is with the design of those buttons, rather than needing more buttons. I would anticipate many more changes between now and the launch of Legion. Thus, it is better to focus on discussing why druids need a specific button to be effective and fun, rather than worrying about the total number of buttons available. With alpha soon resuming (and other specs likely to open for testing soon), we’ll still have a lot of work to do. However, in giving feedback, keep in mind these three core design goals for how abilities and talents are designed for Legion. Saying you want more buttons just for the sake of having lots of buttons isn’t an effective feedback strategy. However, resto druids got back Cyclone as a PVP talent by showing that the spec needed strong crowd control options in terms of fulfilling the core playstyle that was still consistent with the design goals.

The most important design goal of Legion is to make sure that class specializations feel unique, effective, and fun. In many cases, I think removing some abilities to make room for new design goals might help the game overall move forward. Don’t let fear of change and fear of “pruning” impact our ability to give solid design feedback. It’s too soon in the development process to panic, as anything broken now allows time for it to be fixed. Things that are broken can only be fixed with giving good constructive and specific feedback about what Legion things aren’t working in the context of Legion’s goals. I for one welcome this “out with the old, in with the new” design style for the next expansion.

Posted in Beta Feedback, Druid - General, Feral Bear tanking, Feral DPS Cat, Legion, Moonkin Balance DPS, Player Versus Player, Restoration Healing Trees, Written By Lissanna

Repost: Talent points: When more isn’t better

Remember back in Wrath of the Lich King (not that long ago), when we had these hugely cumbersome talent trees? You had to invest 5 points in things that you get for 1 or 2 points now. New players looked at the giant web of 1% increases to abilities, and talents buffing abilities you didn’t normally even use (ie. Improved faerie fire for moonkin was a source of constant frustration for the druid community for a long time). You spent talent points on buffs and debuffs that benefited your raid, so everyone spent 2 of those talent points improving Mark of the Wild (we spent 5 points on improved MOTW back in Vanilla & TBC). As a reminder of how daunting those talent trees used to be, lets take a look at a picture of the WOTLK talent calculator:


Why am I showing this to you? Well, lets take a look at our very recent history. In this case, the final talent point in a tree is 51 points deep. For Cataclysm, rather than making the talent trees 56 points deep (and then 61 in MoP), they shrunk the talent trees for  Cataclysm. This streamlining got rid of a lot of talent point sinks (no more Improved Mark of the Wild), and reduced the point cost of a lot of talents (ie. Cataclysm’s tree has mostly 1 to 3 point investments). Cataclysm also constrained you to only being able to put points in one tree until you hit the end, to stop the endless cycle of trying to create ultimate hybrid builds by investing points split more evenly between two trees (ie. the “restokin” specs this blog was named after).

As someone who maintains a leveling guide for WOW, I often interact with new players to the game who are first trying to navigate the druid class and figure out how to spend their talents. Talent trees largely have a “right” and “wrong” answer. For a restoration druid at level 85, Wild Growth is NOT optional, it’s NOT a choice. It is something you HAVE to take or you will fail at being a restoration druid. What is the difference between automatically receiving Wild Growth as you level and placing a talent point in Wild Growth? Well, really absolutely nothing. The only real decisions you get to make are for talents that increase your damage/healing/survivability/utility by leess than .05%, as those end up being non-mandatory talents, and when you run out of “mandatory” talents, you are free to pick through whatever unhelpful dredges are left in the talent tree to figure out which ones are the most likely to provide some benefit (and often times, people make the wrong choices even for “optional” talents).

However, Mists of Pandaria (and beyond) have the same problem of needing to give you more talent points and additional class progression in a way that has the ability to turn talents back into this sort of jumbled mess.More levels means more points, and that means more filler junk, more confusion,  more spreadsheets, and creates all sorts of balancing issues.

My recent adventures in Star Wars: The Old Republic has taught me one thing… That more talent points isn’t always better. The SWTOR talent system is modeled off of the Burning Crusade and WotLK style talent trees. When I started my first character, I had to figure out what talents I wanted to invest in. As a brand-new character, I looked at the talent tree on Torhed (wowhead’s SWTOR equivalent) and saw a bunch of talents that largely say: “Improves your Blah by 1%”. When you are new to a class or game, you don’t know what those abilities do, just that the talent says it makes the ability a tiny bit better. You often invest points in talents that you realize later you aren’t ever actually using. I ended up having to change my talent spec somewhere between level 20 and level 25 because I realized that my talents just weren’t fitting the rotation I was actually using in combat. The talents just didn’t seem to  be doing anything to help me, and getting to place a talent point in minor stat upgrades every level didn’t really have any real meaning at all – it just slowed down my leveling process by having to go out in search of trainers that could help me undo all my mistakes (and it took me half an hour to find a trainer that would unlearn my talents in SWTOR).

Another approach to “talents”: Diablo III
In addition, I spent some time playing with the Diablo III beta, and saw how their skill system ended up feeling a lot more meaningful than the talent choices I was making in SWTOR. In Diablo III, you choose what skills you want to use (and add runes to augment those abilities), and your choice of one ability prevents you from having access to others, as there is a limit on how many abilities you can have at one point in time. In Diablo III’s skill calculator, you can have up to 6 active skills (which you can change if you need to), and you get to choose 1 of 5 possible runestones to modify that ability, and you get 3 passive skills that also improve your effectiveness. In this case, there isn’t an obvious answer as to what “spec” you should be, since every Wizzard may end up with a slightly different arrangement of skills, runestones, and passive abilities. While you still have the opportunity of making bad choices, you do get the ability to make your character’s build much different from other people and it allows for much more variety.

Based on all of this, I decided that I am all in favor of Mists of Pandaria’s new talent trees.

The MoP system keeps the best part of WoW’s talent system for each class (ie. the core choice of being resto, moonkin, cat, or bear for druids), and borrowed some of the better choice mechanics from other games that force you to pick one at the exclusion of being able to have another ability instead. In MoP’s system, you don’t choose your core spells through this new talent tree. Instead, you choose utility abilities that will augment your character’s power (regardless of which specialization you choose). All those old “mandatory” talents become things you automatically pick up, which were never really about making choices in the first place.

Does the Pre-Beta version of the MoP talent calculator still have flaws? Sure. Some of the utility choices don’t really provide something every druid would want to use. However, I think those individual talents in the MoP system are a lot easier to fix than a plagued system that permeates too many video games. I welcome the simplification in terms of number of points, and I welcome the increased complexity of not always having a “right” answer. Sometimes, simple systems still have a lot of complexity. At the very least, the MoP talent system allows for a lot more growing room for future expansions.

Posted in Druid - General, Feral Bear tanking, Feral DPS Cat, Moonkin Balance DPS, Restoration Healing Trees, Written By Lissanna

Repost: Bearcat Madness

OK, so I (Garnaph) know this is a Resto/Boomkin blog, but it’s about time I posted something that’s pretty hardcore Feral. Blizzard is soon going to split Feral into two separate trees, and what I’m about to say is the reason why. Also, with this being the last tier in which I’ll be able to pull off this trick, this is the perfect time to blog about it.

My raiding team got into P2 madness this week on 10 man normal, in spite of the fact that most of my top raiders are away, and I had to grab guys from the other team (which is also having attendance issues), alts, basically whatever I could find to get a group together. It’s not a kill, but progression is progression, and this was a pretty big deal for us.

Our success came down to a few things. Naturally, the team worked together well, but I’d like to think I pushed everything I could out of my Druid. Arielle and Reesi talk a lot about Bearcatting. Here is why it’s the most OP crap in Wow right now.

That’s me, tanking tentacles when my Pally tank gets an impale, but otherwise staying in cat as much as possible. My gear is optimised for cat, with reforges into stats that are good for both (Mastery, then Crit), with Mastery and Agi enchants, DPS leg enchant, and Assassin’s Step on boots, because I just can’t live without the speed increase in Bear. Oh, and the DPS meta.

Then, I have a spec that’s as pure cat as I can get it, with the vital Bear talents thrown in : Thick HideNatural Reaction, and Pulverize. When I shift bear, everyting works as intended. I had to make sure I took Stampede for Kitty 4pc, and Blood in the Water for 2pc. With 4pc, the kitty rotation is a joke. About to drop Rip? Either 1+CP Bite at under 60%, or pop Tiger’s Fury, get a free Ravage and 2 Shreds with the energy you just got, and you’re good to go for a 5CP Rip. If your target is over 80% health, Ravage is basically a Guaranteed 2CP.

Speaking of tier bonuses, I make sure I’m in bear when we’re on the 4th platform (we do Blue last, so we eat the shard on the last platform), which means my FR 4pc is up as the raid takes the mental burst. 15% health + 30% healing taken (make sure to have the FR major glyph). I also stay in bear when we’re killing the shard, since I don’t want to strain my healers any more than they already are.

So basically, rather than sitting around being useless when I’m not needed as a tank, I push DPS as good as the next guy, which helps to get over the fairly rough DPS check on later platforms, where you start losing haste, dmg done, while having to deal with adds that are increasingly hard to kill, especially once Alexstrasza decides to take a nap.

In spite of the emphasis on cat dps, remember there are times that a bear can push nice AOE. When bloods are about to spawn, I shift bear, autoattack the limb to get some rage, then as they move in range, I pop enrage (15% dmg anyone?), and Swipe-Thrash-Swipe. With the Spellweaver splash damage, plus the Vengeance that you quickly get, this is some intense burst AOE.

Oh, one final tip. Since cats really suffer on target switches, ask your raid leader really nicely if you can stay on limbs, and not have to switch to take down Blistering Tentacles. It makes your life a lot easier, and you push way more DPS, which in the end is good for the raid. Alternatively, just don’t switch, and see if anyone notices :P Being a raid leader myself, I get away with murder sometimes…

Druids are the only class in game with 2 specs in one. Enjoy it while it lasts.

Posted in Feral Bear tanking, Feral DPS Cat, Written By Garnaph

Repost: The Baleroc Feral trick

The Baleroc Feral trick

via Restokin by Garnaph on 7/14/11


We were told you needed to 2 tank Bale, and that solo tanking it wasn’t possible in 359 gear. Yet we pulled it off, due to a few tricks that we came up with. They worked so well, I felt it would be useful to share what we did, as it’s pretty druid-specific :

Our DK was our tank for the encounter. He popped AMS for inferno blade, and popped Dancing Rune Weapon for decimation blade (he dodged+parried half of them). Also, since Death strike scales with DMG taken, a DS right after a decimation blade hit was very effective.

The point I want to mention, however, is what I ended up doing on the fight. I went as kitty DPS, but took all the spell dmg tank talents (2/2 Natural Reaction, 3/3Perseverance), and kept my FR glyph on. When it was time for me to tank a shard (I picked up each odd one as it spawned), I went bear, popped BS and SI or FR (and got our disc priest to PS me on the 3rd one when SI/FR were both on CD), and tanked it to around 20 stacks, running out only when my health dipped under 50% (most dps can only survive to around 10 in our raid). This helped our healers get incredibly high stacks of Vital Spark, which made the single tank strat work really nicely. I also managed to push 16k DPS, in spite of being in bearform for 40% of the fight.

Our hunter picked up the remainder of my shard, and our warlock (with Shadow Ward and Soul Link) tanked the even shards, with our rogue picking up the remainder there.

The Holy Pally was the first one to heal me, on the very first shard, and this is no doubt why his healing was well ahead of the others in the end.

I thought I’d try this as a gimmick – I honestly didn’t expect it to work as well as it did. I can certainly recommend it for any other ferals, especially if you’re MS kitty.

Our WoL parse for the kill using this strat :

Posted in Feral Bear tanking, Written By Garnaph


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