In 5.4, knockbacks will now share a very harsh diminishing return, rendering people immune to further knockbacks for ten seconds after the first.
- Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: Fellash, Gorefiend’s Grasp, Glyph of Explosive Trap, Thunderstorm, Typhoon, Ursol’s Vortex, and Whiplash.
Not being able to typhoon back into a Vortex is going to be pretty bad. I get wanting to block class stacking knockbacks in arena, but double-tapping moonkin is just silly.
MMO-Champion has datamined the season 14 PVP set. Your thoughts? Click to enlarge.
Another change in the never-ending saga that is Cyclone … it’s range is now 20 yards. The tier gloves, however, continue to extend the range by 5 yards.
The cooldown has also been lowered for ferals from 30 seconds to 20 seconds.
New patch notes for PTR were posted, and a few additions and changes were made:
- Cyclone range has been increased to 30 yards (was 20), and it now has a 30-second cooldown for Feral Druids. In addition, it will now share diminishing returns with Banish, Seduction, Bind Elemental, Hex, Freezing Trap, Wyvern Sting, Gouge, Sap, Hibernate, Paralysis, Polymorph, Ring of Frost, Repentance, and Quaking Palm.
- Starfall will no longer strike targets that are affected by crowd control effects.
- Balance/Restoration Druid PvP Gloves: Bonus now increases Cyclone duration by 2 seconds (previously increased Cyclone range by 5 yards).
A few changes came out after this, which haven’t been officially posted:
- Cyclone range was reduced to 25 yards, but now the Balance/Restoration Druid PvP Gloves yet again increase range by 5 yards.
I’m excited if Starfall not breaking CC actually works.
For nostalgia, here’s a hotfix that was applied back on July 1st, 2011:
Starfall is no longer hitting targets that are within 40 yards if they are not in combat with the druid or his/her party/raid members. It is targeting all hostile characters in combat with the druid’s party/raid members, is not hitting Stealth characters, is not breaking crowd control effects, and is not targeting nearby critters.
Maybe now it’ll actually work.
I missed this in the previous preview, but the Druid Tier 14 set has been datamined by MMO-Champion. What do you think? Click the image to see the full size version.
There was quite a bit of Moonkin PvP today in Dawn’s Blossom on beta, and I was able to get a feel for how PvP is shaping up. I’m a bit concerned.
First off, the loss of Insect Swarm as a DoT really makes hardcasting much more important, and it’s still very hard to do that considering how many classes have an interrupt/spell pool lockout. And to counter, Solar Beam still has a high cooldown and is not effective against a caster more than once.
So far it appears our snares and roots are right where they should be, although I’m not sure about reducing the charges on Nature’s Grasp from 3 to 1.
Right now, besides hardcasting, the only option we have is to spam moonfire and utilize Lunar Showers. Additionally, we will no longer get Nature’s Grace right out of the gate in arena, since it is solely tied to Eclipse now.
An ability that should be useful for druids is Celestial Alignment, but honestly, the usefulness is limited for a few reasons:
- The initial strike is not applied for both moonfire and sunfire, you only get the additional DoT ticks. This is pretty crippling.
- Since there’s only one initial strike it only stacks lunar shower once per application.
- Lunar/Solar energy resets to 0 when you’re done.
I think the issues with Celestial Alignment are easily fixable. Right now, it sets your energy to 0 at the start and finish of Celestial Alignment. I propose we no longer set the energy to 0 at the end. Starfire, Starsurge, and Wrath do not gain/consume energy under Celestial Alignment, so the only energy gains would be from our 4 piece PVP bonus. I’ve verified that we properly get energy when crit under Celestial Alignment.
Also, causing Moonfire to apply the Sunfire initial damage under Celestial Alignment would help out a lot for burst as well.
Fixing Celestial Alignment alone won’t fix our problems with hardcasting and interrupts, but it’s a start. Perhaps some sort of interrupt immunity (or even 50% change of immunity) while under Owlkin Frenzy would do the trick.
Hi all. Monsterbaby of the all Druid guild “Druids of the Beast” sent me this a few weeks back and I missed it in my inbox. I’d like to invite you to our first guest poster, who writes a great opinion on season 10 PVP. Please leave your feedback. I’m always looking for guest posters, and if you are engaging enough, there may be a more permanent spot for you!
“The new season was kick started a while back and it is already possible to spot the new strengths and weaknesses of the classes. A great number of restoration druids have turned feral – if they didn’t already during the last season. Feral is superior in arena, and you very frequently see your opponent consisting of a feral druid.
However resto druids are not to be underestimated, despite you get the feeling they lack the powerful direct heal for arena. Resto druids are a key element to Rated Battlegrounds. Usually resto druids are to be found as offensive healers, while they can heal a great number of people while running, without getting interrupted.
Moonkins are still the rarest druid spec to find in PvP, you do however bump into them once in a while, usually when you find them in RBG in the top of damage done, with their powerful and fast dots and starfall.
However the druid is still very doable in PvP in all three specs in this season, and having three sets of PvP gear to choose from, you have loads of possibilities.
The gear in season 10, is a major upgrade compared to the last set. Many smaller guilds, which haven’t started in Firelands, nearly stopped raiding, due to the fact, the Honor and Conquest gear is such a big upgrade, compared to the PvE gear.
So when it comes to ups and downs in the new season, it is definitely positive, that druids are still strong in every spec. In arena, you will mostly find druids being feral, due to the lack of abilities of moonkins, and the less powerful direct healing, compared to other healing classes. But it is definitely not impossible to go far in arena, with any spec – as long as you have the skills for it.
The downside of this season is definitely the massive upgrade of gear. The size of the upgrade compared to the amount of time you need to spend to get it, is very unbalanced in my eyes. This also leads to a lot of inexperience people, entering battlegrounds just to farm honor, to receive a strong set of gear, with no intention of using it for PvP further on. But this isn’t really any news, while it has been like that in most seasons.
Another downside with the new season is, you cannot cap conquest points by doing arenas only. This leads to a lot of inexperienced people, wanting to do RBGs, while the skill level and tactical requirement is a lot higher than arenas. Again, it is just to receive a strong set of gear, without having any intention in heading into high rating – so most people are fooling around at incredible low rating.
What I can recommend is, to do Rated Battleground with the same team, over and over again. It is great fun, and with the flexibility of going into several specs, that are all equally strong in RBGs, you can always be sure to get a spot, in case a healer, ranged dps or melee is missing. “
As promised, there have been some more PVP tweaks made in the latest 4.0.6 builds.
- Moonkin Form now grants 15% damage reduction instead of increased armor. In addition, shapeshifting in or out of this form now breaks roots. Note this is not stated in the tooltip.
- Sudden Eclipse now restores 20 Solar or 13 Lunar Energy. Up from 5 Solar or 7 Lunar.
The change to Moonkin Form is nice, it’s basically giving us Disentanglement. I’m curious to see if they meant “all rooting effects”, (such as frost nova). I’d hope so.
The Sudden Eclipse change (4pc PVP bonus) seems like a pretty drastic one, although I would have expected it to grant 20 lunar and 13 solar energy.
I apologize for the tardiness in my posts. I have been really busy working away from home (but in sunny Southern California) the last few weeks, and will continue to be working here through June. I’ve stopped raiding at this point and you guys are my only connection to my World of Warcraft world! Also, kudos to Balourd for stepping in and posting in my absense.
It looks like we may have spoken too soon. There are some following 4.0.6 changes which begin to slowly balance out the recent nerfs:
- Fungal growth duration has been increased to 20 seconds, up from 10. In addition, it should now be much more responsive when detonating Wild Mushrooms.
- Moonkin Form now grants 15% damage reduction instead of increased armor.
- Starfall will no longer strike targets that are not in combat and will now drop stars at a slightly faster rate.
- Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 30%.
The fungal growth seems like it’s going to be our new main staple for snaring / slowing people on the run. The Moonkin Form change is a nice buff for damage from spellcasters, but really still does nothing when we’re rooted in frost nova being shattered by a frost mage. The starfall buff is GREAT for dungeons. The Wild Mushroom buff is an additional 15% from it’s previously stated 15% buff.
Also, Zarhym hints that while Balance druids will not be able to get ‘Entanglement’ which removes roots when shapeshifting, there are other plans that will be released after the holiday weekend.
From the World of Warcraft blog, the following changes are being planned for the next patch (ETA unknown):
- We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
- We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
I think both of these are very important changes. I don’t think this is going to fix the PVP issues for balance, but I know Wild Mushroom needed some work in both the PvP and PvE environments.