Moderator: Demon Hunters
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
* Glyph of Berserk: Increases the duration of Berserk by 5 sec
* Monsoon Glyph: Reduces the cooldown of your Typhoon spell by 3 sec.
* Glyph of Nourish: Your Nourish heals an additional 6% for each of your heal over time effects present on the target.
* Glyph of Savage Roar: Your Savage Roar ability grants an additional 6% bonus damage done.
* Glyph of Wild Growth: Wild Growth now affects up to 6 targets.
If we are supposed to be rolling them like you said GC then whats the point of the return bonus?
To acknowledge that you can’t always roll them. Sometimes rolling isn’t needed. Sometimes you have to do something else, like heal another player or run away. This is especially true in PvP where you aren’t just rolling 3 stacks on the whole team constantly.GC, if you're still around, can you confirm whether or not the mana return is a static value or not? As in, is it always calculated off of the base untalented cost, or does it take into account all talents and buffs (such as tree)? The first way is the way I hope it's implemented.
It is the first way. You can game it a little.
Apologies. It wasn't intended as a sarcastic response. I can time Lifebloom on say Loatheb or Maexxna to bloom at the right time. I think all the time about whether to renew a LB or not on non MTs.
Someone asked whether we were intending to change the Resto druid's role. We aren't. All of these changes fall, in our minds at least, into the realms of balance or polish.
Fixing mana regeneration and Lifebloom efficiency are balance problems. Both were too good.
Separating the roles of Nourish and Regrowth a little is a polish issue. They were too close together.
One of the things I still feel works the best about the Resto druid is in how different players can heal using different strategies and still be succesful. We have a long way to go with some classes and specs to give them that level of variety.
This is the problem. The current numbers show that Nourish is now as efficient with regards to HPM as a 3xLB stack. Lifebloom will effectively lose its niche if the change goes through.
I said above that we don’t want Lifebloom to be both the highest HPM and HPS spell available. We do want efficiency to matter more than it currently does on live, but you still need to keep the raid alive in the short term too.
Nevertheless, I also said above that if the price becomes so steep that the spell becomes unattractive, then we can try the spell at 75 or 80% more expensive rather than 100%. Maybe less. But we haven’t seen enough theorycrafting yet to convince us that is the case and certainly not enough Ulduar healing yet.
- Starfall cooldown has been lowered from 3 min to 1.5 min.
- Eclipse now gives you a 33% chance of increasing damage done by Wrath by 30% (up from 20%) when you critically hit with Starfire.
- Owlkin Frenzy now affects all attacks. (Old - Physical melee and ranged attacks only)
- Celestial Focus now reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Cyclone by 23/46/70% and increases your total spell haste by 1/2/3%.
- Nature's Grace now increasing your spell casting speed by 20% for 3 sec. (Old - Reduced the casting time of your next spell by 0.5 sec.)
- Faerie Fire and Faerie Fire (Feral) now reduces the armor of the target for 5 min. (Up from 40 sec)
- Tree of Life mana cost has been changed from 28% of base mana to 13% of base mana.
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