I was thinking of the possibilities when combining this talent with SoTF and not using the regrowth glyph personally and allowing the swiftmend to consume the regrowth HoT. This would mean you can use wild growth on CD with SoTF nearly all the time or even putting a hasted rejuv on a tank after using regrowth on them during heavy damage phases.
obviously u missed the fact that 90% of the classes can hit one button to do this already. Some with harder hitting dots. Or maybe u fail to see the problem of how long it takes to dot 5 targets then drop the dots duration to 4 seconds/? CA is a 3 min cd.... unless it becomes 1minute we are going to be serverly useless in a lot ofsituation
I've just realized that Might of Malorne not only makes mastery the best stat and increases Incarnation power making it 100% uptime during it's duration.
It's also making Dream of Cenarius a 100% uptime Incarnation with a constant +25% bonus damage being always in an eclipsed state.
Now I'm sure their going to nerf the talent or add something like "...but your damage is reduced by x%"
Re-posting this from comments on guild site
Balance - Don't play Balance but if I had to guess probably be Might of Malorne for permanent Eclipse switching for Will of Malfurion when all of the adds have to die.
Feral - I can't hold all of these choices. Single target probably be Might of Malorne with cleave being Will of Malfurion. Touch of Elune provides Feral with a decent ranged ability cp generator so /shrug.
Guardian - can't tell if they're all weak or fairly good. Would have to see how the Touch of Elune bubble scales with Vengeance/attack power. Will of Malfurion is decent passive physical damage mitigation and probably be my go-to. Might of Malorne is mostly reliant on whether or not it only works against special abilities; if so then holy shit this is an awesome talent, otherwise meh.
Resto - Touch of Elune for 5 second long OoC regrowth spam (makes Incarnation more powerful). Might of Malorne may have its uses in consuming nearly finished Rejuvs to get some empowered WG or new Rejuvs out assuming they always proc SotF.
I have never played a druid, I don't ever hate on blizz and I'm looking forward to WoD extremely, but have they really just copy pasted shield barrier tooltip to the letter and slapped it on a druid? -.- Bit more imagination with that one would have been nice.
I like it, however they'll just nerf overall damage to bring it in line with everyone else. At least we'll be more static and less dynamic, which is a good thing in this instance.
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We've been on the low end of the spectrum in many regards for a long, long time. Any benefit they give us will likely be good. The thing about Moonkins has always been that it can't get much worse.
Looking at the resto talents - they are rather underwhelming at this stage.
5 Sec duration OoC.-- meh, limited chain casting of RG could fun for a bit . Saves mana.
1 Extra sec on rejuv when gensis'd-- meh that's what, 1-2 extra ticks per rejuv when you use genesis? Genesis is a good tool, but doesn't see huge amounts of use (at least personally). Seems rather niche for a talent (don't feel you'd get that much bang for your buck in this choice). Spends mana (by encouraging more genesis use)
No CD swiftmend but back to consuming hot. Potentially powerful. A lot more spike healing potential. Could be a hassle if other druids could consume your hot's to power their swiftmend (which is how it used to work back in the day)
It's a start...but thus far..not that exciting. Lets see what future revisions bring.
PS (anyone else surprised how many of these place holders are near copies of abilities from Diablo 3? Bola Shot, Storm Armor, Meteor, etc.)
I talked to Greg for a little bit at the CTR party, expect the older talents to change quite a bit, they just weren't ready to show those and instead wanted us to check out level 100 stuff. He is obiviously aware of the lack of AoE compared to other classes, hence they were for sure going to add some sort of AoE buffing talent (WoM in this case). While this specific one might not stay, something AoE related will be here.
But all in all, don't bother thinking too much about how SotF, Inc, FoN, HotW, DoC, and NV interact with the new talents - a lot of those are likely to change quite a bit. I told him when one talent doesn't get used the entire expansion (SotF), it probably needs to be reworked for that spec, which he agreed.
Last edited by Stommped; 2013-11-11 at 08:23 PM.
Resto talents don't mean much until they balance shields in the healing meta. Disc priests now have the option to turn their greater heal into a shield outside of Spirit Shell.
Agreed on the healing metagame/absorb issue. A suggestion I saw tossed around that I think could be interesting (if blizz could pull it off) is to change absorbs to only soak a percentage of damage taken.
For example, PW: Shield absorbs 70% of the damage taken up to 100k total (based on spellpower/mastery etc) over 15 secs.
It would allow other non-absorb healing a chance to matter more, as well as prevent absorbs from drastically neutering certain boss mechanics. Might have to extend the duration of absorb effects to balance that, but its an idea.
Back on topic, @Stommped good to know they plan on revisiting the older talents as well.
Last edited by Keiyra; 2013-11-11 at 09:10 PM.
I wonder if they will change Efflo to be stuck the shroom by default, being able to stack a few Efflos with No CD Swiftmend could be quite powerful, if not, probably means that when you take that talent, you unglyph Efflo (For AoE healing, if you are tank healing the bonus 20% on the Glyph could be worth keeping.) Early days...