3.3.3: A Balance Druid recap

by on Mar.19, 2010, under General

3.3.3 should be live this week.  Here is a recap of the changes.

Starfall

The co-efficients of Starfall have been dramatically increased.  Before, Starfall took little boost from spellpower.  It will now scale very well.  To see the exact number break down, you can check out my previous post: Starfall by the Numbers.

To not make Starfall so insane for PvP, [item]Glyph of Focus[/item] has been nerfed to only provide a 10% buff.  What does this mean for PvE?  It’s rather clear cut that the glyphs to have as of 3.3.3 are [item]Glyph of Starfall[/item], [item]Glyph of Moonfire[/item], and [item]Glyph of Starfire[/item].  Yes, I know you may think [item]Glyph of Insect Swarm[/item] is better then Moonfire or Starfire, but they in combination (since they play off each other), make them a better choice, and you only really ever want one DoT up, not two.

I’ve played around on the PTR with Starfall on 1, 2, 3, and 4 targets, with the nerfed glyph of focus.  I’ve posted the results to World of Logs.  As you can see, Starfall does grant a rather dramatic boost in damage.

Typhoon

Typhoon’s base mana cost has been reduced from 32% to 25% base mana.  This should help out in both PvP, as well as PvE (where it has become rather useful in Icecrown Citadel.)

Nature’s Grasp

Nature’s Grasp has been given three charges.  This means that it WILL allow you to root multiple individuals (although you will not be able to do this simply by casting [spell]Entangling Roots[/spell] on individual people.).  See the screenshot below for an example of both a hunter and his pet rooted.  There’s a brief delay in the use of charges to prevent a rogue or other melee from absorbing two charges instantaneously.



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5 Comments for this entry

  • Andrewida-EU

    I personally welcome all of those changes, however my instict says that other classes will beg soon for starfall nerf :D

  • Sunfyre

    Starfall is easily stoppable via stun, purge, fear or disorient.

  • Balourd

    Its a cooldown to watch for when playing against moonkins, and be quick about CCing. its a great addition because people will be more careful about ccing us by fear of getting caught without any CCs left to burn on us when we pop starfall.

  • Fearon

    In my opinion it’s still not enough. It’s simply to easy to stop. In my opinion it should always damage the opponent. Nomatter what condition you are in (except for: dead).

    This way they would actually need to consider it (heal themselves, run los).

    • Sunfyre

      It’s more then just a PVP buff, though, it’s also a PVE buff. It raises my boss DPS by about 750 DPS.

      It would be OP if it damaged in any condition. I’ve seen it do 200k+ damage to 5 mobs. Even with resilience, that’d be way too much in an arena.

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