A New Day, A New Beta

29 07 2008

Well, we arise today to find a new Beta build implemented and some great changes for Druids and other exciting news. Go here to see the complete listing. 


There are not actually a lot of direct Druid changes and especially not for Balance. But scroll down a bit and you get this:


  • Glyph of Natural Force (Class: Druid) – Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.
  • Glyph of Moonfire (Class: Druid) – Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.
  • Glyph of Thorns (Class: Druid) – Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.
  • Glyph of Wild Endurance (Class: Druid) – Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.
  • Glyph of the White Bear – Changes the appearance of your bear and dire bear forms to that of a polar bear.
  • Glyph of Frenzied Regeneration – While Frenzied Regeration is active, healing effects on you are 20% more powerful.
  • Glyph of Growl – Increases the chance for your Growl ability to work successfully by 8%.
  • Glyph of Mangle – Increases the duration of Mangle by 6 sec.
  • Glyph of Swipe – Your Swipe ability now hits 1 additional target.
  • Glyph of Shred – Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
  • Glyph of Rip – Increases the duration of your Rip ability by 3 sec.
  • Glyph of Rake – Your Rake ability prevents targets from fleeing.
  • Glyph of Swiftmend – Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.
  • Glyph of Innervate – Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.
  • Glyph of Rebirth – Increases the amount of health on a character brought back to life via Rebirth by 100%.
  • Glyph of Regrowth – Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.
  • Glyph of Rejuvenation- While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.
  • Glyph of Healing Touch – Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by -25% and the amount healed by -50%.
  • Glyph of Lifebloom – Increases the duration of Lifebloom by 1 sec.
  • Glyph of Starfire – Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.
  • Glyph of Insect Swarm – Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim’s chance to hit.
  • Glyph of Hurricane – Your Hurricane ability now also slows the movement speed of its victims by -20%.
  • Glyph of Starfall- Increases the duration of Starfall by 2 sec.
  • Glyph of Wrath – Increases the chance you’ll resist spell interruption when casting your Wrath spell by 50%.
  • Glyph of Moonfire – Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.
  • Glyph of Entangling Roots – Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.
An awful lot of examples solely for Druids based on the new Inscription profession. From Polar Bears to more useful things like increasing the duration of Starfall. Yet some of these seem to be trade offs. More Insect Swarm damage for less of a debuff. More Moonfire DoT for less upfront damage. I’d rather the buffs were more modest without the side effects personally. 
Primal Tenacity keeps getting changed around as well, but I lack the knowledge necessary to adequately evaluate the constant changes. 
And Replenish got a very, very slight buff (from 4 rage to 5). Hurrah!
Now for some other interesting tidbits:
Improved Scorch – More damage types added, now your Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to Fire, Frost and Arcane damage, increasing damage taken by 2/4/6/8/10% and lasts 30 seconds. Stacks up to 5 times. 
This is poorly worded however. The debuff is 2% and stacks 5 times, not 10%. Another nice buff for our Arcane spells. This was kindly pointed out to me by Phaelia of Resto4Life (a kind soul if ever there was one). Now I wonder if another class will get the other spell types in there as well, as this seems to be noticeably lacking the other half, or 2/3 of the spell types that we would like to see (like, ahem, NATURE). A quick “find” search of the document lists no Nature buffs yet implemented. We can only hope. 
And besides that, if you read the very first list of changes at MMO-Champion, you will see some very interesting things like the Barbershop finally implemented, an ugly skeletal Gryphon mount for the Death Knights and a very significant Potion debuff which prevents more than 1 potion consumption per combat. This means less strain on wallets and probably significantly reworked raid mechanics. I suggest checking out WoW Insider, over there on the blogroll, for some specific posts regarding these changes. 
That’s all I have time for now. Thanks to Phaelia at Resto4Life and MMO-Champion for these updates. 



6 responses

30 07 2008

I think that a lot of the beta involves balancing the new spells, talents, and abilities with other classes. They don’t want to have a class so overwhelmingly powerful that it reduces the viability of other classes in raids or their ability to compete in PvP, but they also don’t want to nerf a class or cpec so much that a full scale revolt occurs.

I look back on a lot of the talents and abilities just before the game went live and giggle a little. It’s interesting to see how they’ve evolved over time. For example, I remember when priests had a combat resurrection!

30 07 2008

I’ve heard of the great things that went on in vanilla WoW’s Beta, and unfortunately I wasn’t there. It’s actually kind of sad how we (at least I) hang on to all these little bits of information when it’s going to change so much over the next few months before Wrath is finalized and released. But it’s also sort of important to keep track in order to provide feedback. Then again, that only really matters if you are actually in the beta, so I’m just sort flailing out there in the nether (the Twisted variety, perhaps) with all this info.

As for classes being overwhelmingly powerful, from what I hear they need to work on Death Knights with that. But I’m very excited to get my hands on that new class!


30 07 2008

here’s hoping to “cosmetic” glyphs, such as alternate colors/graphics to spells or effects. polar bear form ftw! polymorph: penguin ftw!

30 07 2008

err, i meant, “more cosmetic glyphs,” since we already have a bunch.

4 08 2008

Nature debuf you have, kinda. Today Stormstrike increases the next two sources of nature damage by 20%. Enhancement Shammies are able to eat up about 1.5 charges themselves. (That is, 2 one cycle, 1 the next, 2 the next, etc.)

But with Wrath they’ll be able to add two charges and reduce the cooldown by two seconds, this means that they’ll only be burning one charge per CD, leaving you or an elemental shammy to eat up the other three every 8 seconds.

So it’s not gonna benefit all your casts, but hey, it is a bigger damage boost.

4 08 2008

Wait, you have an ehance shammy, you know all this already! <.<

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