Druid patch notes from the Beta


  • Brambles (Balance): Now increases the damage done by your Treants, and also damage caused from your Treants and Barkskin has a 5/10/15% chance to Daze the target for 3 sec.
  • Celestial Focus (Balance): The stun proc now works with Starfall.
  • Entangling Roots: Can now be used indoors.
  • Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent.
  • Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent.
  • Feral Charge (Feral): Can now be used in Cat form.
  • Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%.
  • Focused Starlight (Balance): Now also works with Starfall.
  • Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
  • Hurricane: No longer has a cooldown (was 1 minute).
  • Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %.
  • Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent.
  • Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%.
  • Mangle (Feral): Now increases the damage done by Maul in addition to Shred.
  • Moonglow (Balance): Now also works with Starfall.
  • Moonkin Form (Balance) no longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell.
  • Nature’s Focus (Restoration): Now a 3 point talent, down from a 5-point talent. Also moved to Tier 1, up from Tier 2. Now also includes Nourish.
  • Nature’s Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect.
  • Nature’s Grasp (Balance): Can now be used and can proc indoors.
  • Nature’s Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
  • New Spell: Revive – Returns the spirit to the body, restoring a dead target to life with health and mana. Cannot be cast when in combat. (Ranks 1-7 added)
  • Omen of Clarity (Restoration): Now a passive spell. Now also works for spells (healing and damage). Proc rate is roughly 6% with a 10 second internal cooldown.
  • Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%.
  • Remove Curse can now be used in Tree of Life form.
  • Soothe Animal can now be used on Dragonkin as well as Beasts.
  • Soothe Animal is now instant cast.
  • Subtlety (Restoration): Now a 3-point talent, down from a 5-point talent. Also moved to Tier 2, up from Tier 3. Also now only reduced threat for Restoration spells, and reduces the chance that your healing over time spells (Lifebloom, Regrowth and Rejuvenation) will be dispelled, rather than all Druid spells. Threat management for Balance can now be found in the Balance tree, within Nature’s Reach.
  • Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.
  • The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed.
  • Tranquil Spirit (Restoration) now also includes Nourish.
  • Tree of Life (Restoration): 30% snare penalty has been removed.
  • Tree of Life (Restoration): Can now cast Dispel Curse.
  • Tree of Life (Restoration): You can now cast all Restoration spells (Healing Touch) in the form, but Tree of Life now only reduces the mana cost of your healing over time spells (Rejuvenation, Lifebloom, Regrowth and Flourish) by 20%.
  • Vengeance (Balance): Now also works with Starfall.

Other Stuff:

  • Spellpower:
    • All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    • For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    • Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.
  • Okay, first… Cat form Feral Charge!!!! Holy shit!!!

    Sorry, had to get that out of the way.

    An Out of Combat res! Holy hannah!

    Moonkin get mana regen by critting instead of whacking with a stick: Woohoo!

    Hey, wait… Feral Instinct no longer boosts bear threat?

    Maul gets boosted by Mangle?

    Trees are no longer slowpokes?

    Hmmm…. interesting. Looks like a lot of tings may buff our damage output, and buff threat generation taht way, rather than the percentage we got from FI.

    With the removal of Blessing of Salvation, though, this might scare the hell out of me. I’m sure I’m not reading what Banana Shoulders wrote on Blessing of Salvation being turned into Hand of Salvation cast on the bad guy correctly.

    If they are consolidating Spell Damage and Spell Healing into Spellpower… can someone PLEASE create a guide to what +Healing high/+Damage low would translate into as the equivalent +Spellpower soΒ I can see if old gear becomes new Shadow Priest upgrades? Please? And yes, I know we will get new gear as we level in the expansion… but if I can aim for some sweet stuff now….


    16 thoughts on “Druid patch notes from the Beta

    1. One thing that just occurred to me: items with +shadow or +arcane (ie: spell-specific bonuses) might translate differently. If we go on the statmods from the linked page, that puts 100 +school at +81 spell. That said, I’m betting that they will translate directly, since Blizzard has said that casters won’t notice a difference in their damage output (which would be wrong if they scaled +school down.)

      Ok, I’m done now. Probably. πŸ˜›

      No, wait! Hand of Salvation : you cast it on a party or raid member. It reduces their total threat by 2% per second for 10 seconds. I’m not sure whether that means it reduces it in total by 20% over 10 seconds or by 18.29% (100%-(100%-2%)^10) over 10 seconds. Either way, it’s an on-demand threat reduction for a specific party or raid member.

      Ok, NOW I’m done. πŸ˜€


    2. from what i’ve been reading, it seems that the threat bonus from Feral Instinct is probably granted to bears untalented. there appears to be a simmilar thing with warriors, with defensive stance gaining a larger threat bonus, and defiance changed completely.


    3. @Luke: I hope you are right.

      @BBB: You missed the new Kitty finishing move…

      Savage Roar (replaces the Alpha’s Lockjaw)

      Finishing move that increases attack power by 25%. Lasts longer per combo point:

      1 point : 9 seconds
      2 points: 12 seconds
      3 points: 15 seconds
      4 points: 18 seconds
      5 points: 21 seconds


    4. So, did Primal Tenacity get better or worst? I never took it before, but the way it reads now, it almost seems worst.


    5. Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.

      Do you think this will mean changes to the “uncrittable” cap?


    6. @Sizzler: The uncrittable cap will likely increase to coincide with raid bosses (probably) being lvl 83. That’s the only reason I can see for doubling the crit reduction of SotF.

      Of course…it could also mean that Blizzard intends to “itemize” druids for tanking instead of our gear (give us more crit reduction and maintaining the status quo of no defense rating on higher lvl leather pieces)…but I doubt that.


    7. @Sizzler: The uncrittable cap will likely increase to coincide with raid bosses (probably) being lvl 83. That’s the only reason I can see for doubling the crit reduction of SotF.

      What’s more likely is that they’re going to not give feral druids a reason to get resilience for PvE. As it stands in WotLK, druids will not need any extra defense or resilience to hit the uncrittable cap. This allows for itemization to be shared between rogues and druids more. The only difference is armor.

      However, if they’re getting rid of crushing blows (which is very likely) chances are that they can’t stack druids with armor like before, which points to druids and rogues sharing gear even more.


    8. Landorien, no one anywhere has been able to actually provide me with a link to any Blizz person that has said that about Res. Anywhere.

      i’m not jumping down your throat on this, I thought I had read it somewhere also, and Matticus agreed with me… but nowhere has any actual proof been able to be found that came from any Blizzard employee, bluposter, interviewed designer, etc. Nada.

      If you can actually provide a link stating a direct quote that indicates Resilience will not apply in PvE, please do so. I guarantee it will appear in WoW Insider, cause no one there could find reference to it as confirmed as being said either, and I put them all to work on it.

      Until we can find proof, let’s not be saying that Res will not work in PvE as a definitive known in WotLK, ok?


    9. BBB, it wasn’t a blue post; it was part of the alpha patch notes. I’ll see if I can find a cached copy. It should be fairly easy to test.

      Dire Cat was mentioned at the WWI. It isn’t in the game yet, but I very much expect it to be.


    10. Oooo, thanks for the link to the pally stuff, looks like a pretty nice boost is in store for pall tanks in the expansion. πŸ˜€ Also, anyone know if Blizz has actually posted notes from the Beta or is this from people typing it up? Just curious about pally talent tree reworks but can’t find anything on it. <— beta n00b



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