Archive for May, 2013
Blizzard made a few attempts to fix Force of Nature — the problem was that they would start to walk around and act crazy if their Wrath cast time was less then that of the global cooldown.
First, Blizzard increased the cast duration from 2.0 seconds to 2.5 seconds (while increasing the damage by 25%). This helped, but with the meta gem proc and Nature’s Grace, it was still very easy to hit the global cooldown.
Next, they reduced the global cooldown to .5 seconds. This has solved the problem. Force of Nature seems to be very viable on most of the fights in ToT. Enjoy treants that for the first time in WoW history … don’t suck!
Also, a small hotfix was made to Solar Beam. It seems you could spell reflect the silence back onto yourself:
5.3 goes live this week, and there’s not too many changes for balance druids (for better, worse, or indifferent):
Here’s a recap:
- Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges. Balance Force of Nature will cast entangling roots before casting Wrath.
- Glyph of Solar Beam changed to Glyph of Omens: While you are not in an Eclipse, the following abilities now grant 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol’s Vortex, and Mighty Bash.
One small note:
It seems that Force of Nature gets crazy at high values of haste (9.5k+), when the meta gem or Nature’s Grace proc. At those high values of haste, the trees begin to walk around and cast entangling roots and not cast as many Wrath as they are supposed to. (Possibly GCD capped?). Slippykins has discussed this in the MMO-Champion forum post here.