1. #1
    Deleted

    Ideas for druid glyphs and set bonuses. (mostly balance and resto)

    So, here is some of my ideas for future sets and new glyphs. Please, share yours too.

    Balance druid sets:

    1.
    -2pc: Your starfire increases the critical strike chance of your next wrath by 5%, Wrath decreases the cast time of your next Starfire by 5%.
    Stacks up to 5 times. (As: Casting 5 starfires increase crit for next 5 wraths etc.)
    -4pc: Cooldown of your starfall now resets when you reach Solar eclipse and deals 50% of the normal damage as nature damage.

    2.
    -2pc: Solar and lunar eclipses increase your critical strike chance and damage of starfire and wrath by 10%.
    -4pc: Shooting stars now stacks up to 2 times.

    3.
    -2pc: Your starsurge critical strikes deal an additional 10% damage over 5 seconds.
    -4pc: While not in eclipse the cast time of your wrath and starfire is reduced by 10%.

    4.
    -2pc: Your most recent Moonfire and Sunfire damage over time effects generate 2 solar or lunar energy when not in eclipse.
    -4pc: Celestial Alignment will increase your casting speed, critical strike chance by 20% for 15 seconds.



    Restoration sets:
    1.
    -2pc: Your healing touch now refreshes the duration of your rejuvenation and regrowth. Also reduces mana cost and cast time of healing touch by 10%.
    -4pc: Casting healing touch or nourish will reduce the cooldown of your wild growth by 2 seconds.

    2.
    -2pc: Your heal over time spell overhealing will create an absorbtion shield on the target equal to 25% of the healed amount.
    -4pc: Cooldown of Ironbark is reduced by 10 seconds and casting Ironbark will reduce the cooldown of your tranquility by 15 seconds.

    3.
    -2pc: Regrowths heal over time effect will heal 50% more and last 100% longer and your lifebloom will heal a nearby ally for 25%.
    -4pc: Each time rejuvenation heals a target you have a 5% chance to make your next Genesis to refresh the duration of 3 nearest rejuventions and free to cast.

    4.
    -2pc: Casting Genesis will increase the healing done by your next 2 spells by 20% and reduce their mana cost by 15%.
    -4pc: Your Swiftmend will heal two nearby targets for 50% of the amount healed over 12 seconds. Increases healing done by swiftmend by 15%.

    Glyphs:
    1.Glyph Of The Treant: Your treant now has only 1 charge but it deals 250% damage and has a recharge time of 50 seconds.
    2.Glyph Of Moon and Sun: Your Sunfire and Moonfire heals you for 0.25% of your max health everytime it damages an enemy.
    3.Glyph Of Touching: Reduces the cast time and healing of your healing touch by 50%.
    4.Glyph Of Nature's Guardian: When your health falls below 20% you will automatically cast a free Rejuvenation on your self.
    5.Glyph Of The Moonkin: Your hair colow affects the color of your moonkin form.
    6.Glyph Of Lunar Shower: Direct damage from Moonfire and Sunfire generate 10 lunar or solar energy, even while in eclipse.
    7.Glyph of Endruring Growth: Regrowths heal over time effect last 50% longer, but heals for 10% less.
    8.Glyph of Nourishing: When your nourish heals a target you will be healer for 10% of the amount healed.
    9.Glyph of Dream of Cenarius: Your Moonfire will heal a nearby target for 100% of damage done.

  2. #2
    Deleted
    Glyph of Insect Swarm: Replaces Sunfire with Insect Swarm.

    Glyph of Flames: Your Cat, Bear, Treant and Moonkin forms are engulfed in flames.

  3. #3
    Quote Originally Posted by quikbunny View Post
    Glyph of Flames: Your Cat, Bear, Treant and Moonkin forms are engulfed in flames.
    Just make a campfire to light your Treant form into fire!

    Some of the ideas are acutally quite neat and interesting to read. My imagination isn't enough for them though. Post more!

  4. #4
    "Glyph Of Touching: Reduces the cast time and healing of your healing touch by 50%"

    Didn't a variation of this exist previously?

  5. #5
    Deleted
    Some of these are pretty funny, some of them seem a bit weird. I've jolted down some thoughts on it
    Quote Originally Posted by Midru View Post
    Balance druid sets:

    1.
    -2pc: Your starfire increases the critical strike chance of your next wrath by 5%, Wrath decreases the cast time of your next Starfire by 5%.
    Stacks up to 5 times. (As: Casting 5 starfires increase crit for next 5 wraths etc.)
    -4pc: Cooldown of your starfall now resets when you reach Solar eclipse and deals 50% of the normal damage as nature damage.
    2 part is a bit odd. It takes us 10 casts to go from lunar to solar, so that will be five casts that are just sort of.. wasted. I think it could be a little bit more practical (and also fun) if it was "Increases crit chance for your wrath by up to 10% for 8 seconds" - that way, it scales better with haste, and you have a limited time to use this. The same could be done for starfire. 4 part is pretty damn solid. More utility, but only 50% of the original damage (which is lower than in lunar because it's not eclipsed) would be effected by solar eclipse.

    Quote Originally Posted by Midru View Post
    2.
    -2pc: Solar and lunar eclipses increase your critical strike chance and damage of starfire and wrath by 10%.
    -4pc: Shooting stars now stacks up to 2 times.
    4 part doesn't seem like a real noticable benefit. You don't get starsurge procs all that often, except when you are multidotting or using Celestial Alignment, so I think that, for the most part, you can manage to get your first proc off before the second one comes along and overwrites it.

    Quote Originally Posted by Midru View Post
    3.
    -2pc: Your starsurge critical strikes deal an additional 10% damage over 5 seconds.
    -4pc: While not in eclipse the cast time of your wrath and starfire is reduced by 10%.
    4 part would be good for early-expansion tiers. While it only (currently) affects 3 or 4 casts for wrath and starfire uneclipsed respectively, it could be good for a damage boost in early raids - but near the end of an expansion, you might be haste capped.

    Quote Originally Posted by Midru View Post
    4.
    -2pc: Your most recent Moonfire and Sunfire damage over time effects generate 2 solar or lunar energy when not in eclipse.
    -4pc: Celestial Alignment will increase your casting speed, critical strike chance by 20% for 15 seconds.
    2 part: Lets just assume that you have a dot rolling that ticks every 0.5 seconds. Thats 4 eclipse power per second. Compare that to 30 eclipse power per wrath cast (when not in eclipse) or 40 per starfire. It might be a great way to generate some eclipse power while moving, but if you are standing still, then you'll generally generate enough eclipse power to put you into the next eclipse, before the dot power generates enough to make a difference :P 4 part bonus seems a bit cray-cray :P

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