08-27-2006, 04:20 PM
Looks like some awesome druid changes if these are real! Here's the google translated version:
http://translate.google.com/translate?u=ht...angpair=de%7Cen
Here's the stuff I found particularly interesting:
Balance:
* Supposedly Moonfury now gives a bonus to +spell damage in addition to the base damage it does now.
* Cyclone spell to toss people in the air and disorient them for 3 seconds.
* Control Beast spell so we can have a pet!
* Strength of the Moon talent to increase spell damage by 25% of Int.
* Empowered Starfire talent to increase +spell damage by 10%.
Feral:
* Feral Strike spell to dump extra rage and generate more threat. Druid tanks on Vael ftw?
* Feral Recovery talent increases healing effects on you by 20%. This is huge! It's almost like taking 20% less damage (since druids usually have anough health to live through spikes anyway).
* Heightened Senses talent adds 50% of Int to your attack power. This should go a long way toward making "balanced" gear viable in all forms.
* Sent of the Pack talent looks like it reduces damage by 0.4% in bear form and increases damage done by 0.6% in cat form for each nearby groupmember who has MotW/GotW. If this counts raid members then, considering a 25-man instance cap, this would give a bonus of 10% reduced damage or 15% increased damage. If it only counts party members, this would only be a 2%/3% talent. Not much, but probably still worth it for only 1 point.
Restoration:
* Enervate skill sounds like a new form of innervate that will regen rage/energy or mana over 20 seconds. Not sure exactly how this will work (the translation sucks) but it sounds interesting none-the-less.
* Natural Resilience talent increases mana regen by 30%. I wonder if this effects thinks like mana/5 and BoW, etc or just base mana regen. Interesting in either case.
* Nature's Reprieve talent gives you free healing spells on targets below 20% health. In addition to free heals for rezzed players, this should have some interesting consequences in situations where people normally have to bandage b/c healers don't have anough mana to go around. Might not work that well with the long-casting HT, but should synergize well with rejuv and swiftmend.
* Harmonize talent divides damage taken between all group members for 30 seconds. This is a big increase to a tank's effective health pool and might even make tranquility useful ;-)
Sounds like I'm going to have an even harder time figuring out how to spec in the future! :-P
http://translate.google.com/translate?u=ht...angpair=de%7Cen
Here's the stuff I found particularly interesting:
Balance:
* Supposedly Moonfury now gives a bonus to +spell damage in addition to the base damage it does now.
* Cyclone spell to toss people in the air and disorient them for 3 seconds.
* Control Beast spell so we can have a pet!
* Strength of the Moon talent to increase spell damage by 25% of Int.
* Empowered Starfire talent to increase +spell damage by 10%.
Feral:
* Feral Strike spell to dump extra rage and generate more threat. Druid tanks on Vael ftw?
* Feral Recovery talent increases healing effects on you by 20%. This is huge! It's almost like taking 20% less damage (since druids usually have anough health to live through spikes anyway).
* Heightened Senses talent adds 50% of Int to your attack power. This should go a long way toward making "balanced" gear viable in all forms.
* Sent of the Pack talent looks like it reduces damage by 0.4% in bear form and increases damage done by 0.6% in cat form for each nearby groupmember who has MotW/GotW. If this counts raid members then, considering a 25-man instance cap, this would give a bonus of 10% reduced damage or 15% increased damage. If it only counts party members, this would only be a 2%/3% talent. Not much, but probably still worth it for only 1 point.
Restoration:
* Enervate skill sounds like a new form of innervate that will regen rage/energy or mana over 20 seconds. Not sure exactly how this will work (the translation sucks) but it sounds interesting none-the-less.
* Natural Resilience talent increases mana regen by 30%. I wonder if this effects thinks like mana/5 and BoW, etc or just base mana regen. Interesting in either case.
* Nature's Reprieve talent gives you free healing spells on targets below 20% health. In addition to free heals for rezzed players, this should have some interesting consequences in situations where people normally have to bandage b/c healers don't have anough mana to go around. Might not work that well with the long-casting HT, but should synergize well with rejuv and swiftmend.
* Harmonize talent divides damage taken between all group members for 30 seconds. This is a big increase to a tank's effective health pool and might even make tranquility useful ;-)
Sounds like I'm going to have an even harder time figuring out how to spec in the future! :-P