Apr 152012
 

As promised, I’ve posted my full thoughts on feral in the beta on the WoW forums here (http://us.battle.net/wow/en/forum/topic/4427707211). I encourage you to go read and discuss there; perhaps we can encourage some feedback. (Or perhaps it’ll get deleted like the last long feral thread did. Dunno.) A revised version of that post will also go live on WoW Insider later today, so hopefully there will be a bit of traffic.

Apr 102012
 

I need to take the time to flesh this into a full post, but here’s a quick outline as to what I’m seeing so far.

Like:
-Wild Charge and Ursol’s Vortex are both great and fun to use, though probably OP.
-Healing/Ranged spells are much more effective, though mana-limited. Tossing a few Wraths or Healing Touches as feral is cool.
-The glyph redesign nails the design intent (fun, not mandatory) very well (though the Glyph of Cat Form with its +20% healing received is too strong as-is).

Maybe:
-Now that there’s an ability that can remove bleeds (Monk Detox), Rip needs some form of dispel protection; ideally, an ability that scales in effectiveness based on the number of CP’s Rip was applied with. I’m not a PvP’er at all, so I have no idea if this would work or not, but I like the idea of 1-2 ticks of damage being instantly applied if it’s dispelled. For that matter, Savage Roar needs something similar, I’ve made this point before, but having an expensive effect removed by a less expensive effect sucks. Now, if dispels end up being very expensive, that’s a different story.
-With Disentanglement and Wild Charge, our uptime (PvP) will be significantly increased, which means our burst damage will go down quite a bit. Depending on how strong/expensive healing is in Mists, that could either be good or bad.

Dislike:
-Reversion of SR from 70% white damage to 30% all damage, making it much more important + significantly decreased crit chance + no free Ravages = more difficult rotation. FB mostly eliminated from rotation except during Berserk. It won’t be as bad as it was in WOTLK (no Mangle debuff to keep up, Rake 15sec baseline) but it subverts Cataclysm’s design intent of “make the feral rotation less punishing.”
-The above + generally increased white damage overall means a much greater DPS penalty from pausing your rotation as damage profiles will shift away from DoTs.So, why brez/clone/do all that other fun hybrid stuff we’re encouraging druids to do? Let’s not even talk about how fun target changes are going to be (though Symbiosis-ing with a rogue/lock might counteract that to a degree).

Mar 242012
 

Even though leveling isn’t really in the beta yet, several people have combed through the datamined info and created a rough idea of what Symbiosis currently looks like. Thanks to Mihir, Ristaccia, and Starfyre for the original work. I’ve got some more detailed analysis coming in this Sunday’s column on WoW Insider, but suffice it to say that you’re going to have to pick between what’s best for you vs. what’s best for your raid.

Granted Abilities

Death Knight
Blood – Survival Instincts
Frost / Unholy – Wild Mushroom: Plague

Hunter
Dash

Mage
Healing Touch

Monk
Brewmaster – Growl
Windwalker – Berserk
Mistwalker – Entangling Roots

Paladin
Holy – Rebirth
Retribution – Tiger’s Fury
Protection – Might of Ursoc

Priest
Discipline / Holy – Tranquility
Shadow – Cyclone

Rogue
Barkskin

Shaman
Elemental / Enhancement – Solar Beam
Resto – Prowl

Warlock
Rejuvenation

Warrior
Arms / Fury – Enrage
Protection – Frenzied Regeneration

Gained Abilities

Balance
Death Knight – Chains of Ice
Hunter – Misdirection
Mage – Mirror Image
Monk – to be announced
Paladin – Hammer of Justice
Priest – Mass Dispel
Rogue – Smoke Bomb
Shaman – Purge
Warlock – Soulshatter
Warrior – Recklessness

Feral
Death Knight – Unholy Frenzy
Hunter – Play Dead
Mage – Frost Nova
Monk – to be announced
Paladin – Divine Shield
Priest – Dispersion
Rogue – Redirect
Shaman – Feral Spirit
Warlock – Soul Swap
Warrior – Shattering Blow

Guardian
Death Knight – Icebound Fortitude
Hunter – Ice Trap
Mage – Mage Ward
Monk – to be announced
Paladin – Consecration
Priest – Fear Ward
Rogue – Evasion
Shaman – Lightning Shield
Warlock – Twilight Ward
Warrior – Spell Reflection

Resto
Death Knight – Anti-Magic Shell
Hunter – Deterrence
Mage – Ice Block
Monk – to be announced
Paladin – Hand of Sacrifice
Priest – Leap of Faith
Rogue – Cloak of Shadows
Shaman – Spiritwalker’s Grace
Warlock – Demonic Circle: Teleport
Warrior – Intimidating Roar

 

 

Mar 222012
 

So, I was totally wrong about the timing of the beta…it’s out now. No access for me, sadly (though I do have the client DL’ed) but MMOC has put up a database, which I’ll be mining in the next few days for infos.

(Remember, totally datamined from an early beta and I’m half asleep, so recommend saving rage; go look things up on MMOC yourself. I’ll be looking at tooltips for abilities and things later.)

New Glyphs:

Glyph of Amberskin Protection
Reduces the chance you’ll be critically hit by 25% while Barkskin is active.

Glyph of Cat Form
Increases healing done to you by 20% while in Cat Form.

Glyph of Claw
Your Claw and Mangle (Cat) attacks reduce the movement speed of the target by 50% for 12 sec.

Glyph of Cyclone
Increases the range of your Cyclone spell by 4 yards.

Glyph of Fae Silence
Faerie Fire used in Bear Form also silences the target for 3 sec, but triggers a 15 sec cooldown.

Glyph of Frenzied Regeneration
While Frenzied Regeneration is active healing effects on you are 40% more powerful, but causes your Frenzied Regeneration to cost 60 Rage initially and no longer convert rage into health.

Glyph of Healing Touch
When you cast Healing Touch, the cooldown on your Swiftmend is reduced by 1 sec.

Glyph of Lifebloom
While not in Tree of Life Form, casting Lifebloom on a new target grants that target as many applications as the old target had. (Ed: WOOT!)

Glyph of Master Shapeshifter
Reduces the mana cost of all shapeshifts by 90%

Glyph of Might of Ursoc
Increases the health gain from Might of Ursoc by 20% (from 30% to 50%), but increases the cooldown by 2 min (from 3 min to 5 min).

Glyph of Prowl
Reduces the movement penalty of Prowl by 100%.

Glyph of Rejuvenation
While Rejuvenation is active on three or more targets, the cast time of your Nourish is reduced.

Glyph of Shred (old): baked into Rip

Glyph of Shred (new)
While Berserk or Tiger’s Fury is active, Shred and Ravage have no positional requirement.

Glyph of Stampeding Roar
Increases the radius of Stampeding Roar by 30 yards.

Glyph of Survival Instincts
Reduces the cooldown of Survival Instincts by 60 sec, but reduces its duration by 50%.

Blood in the Water: baked into Ferocious Bite