Jump to content
FORUMS
Damien

Restoration Druid 7.3

Recommended Posts

Guest Mitrez
12 hours ago, Guest Mitrez said:

Efflorescence doesnt count, but the Hot effect that gets added through the Spring Blossoms talent does. Germination also counts. But since you can't have both the Germination and the Spring Blossom talents, the max. amount would be 6.

Scenario Wand = cenarion ward, also counts but ofc only the Hot portion of it (so after it has procced from taking damage)

 

Forgot all about cultivation, which counts as well - so the max is infact 7 :)

Share this post


Link to post
Share on other sites
15 hours ago, Guest Mitrez said:

Efflorescence doesnt count, but the Hot effect that gets added through the Spring Blossoms talent does. Germination also counts. But since you can't have both the Germination and the Spring Blossom talents, the max. amount would be 6.

Scenario Wand = cenarion ward, also counts but ofc only the Hot portion of it (so after it has procced from taking damage)

 

Made an account just to correct something I posted earlier, cause for some reason it wouldn't let me do it as guest.

Anyway, I forgot all about cultivation here, which also counts. So the max amount would actually be 7 instead of 6.

 

 

Apologies for the double post! (As guest and user)

For some reason my guest post wasn't showing up!

Edited by Mitrez
Sorry!

Share this post


Link to post
Share on other sites

Thanks for those posts above and clarifying the information. Helps when I don't know bits of it!

Share this post


Link to post
Share on other sites
Guest Dream

Why is the Flask worse than Thrumming Gossamer?  Isn't haste better than mastery?

Share this post


Link to post
Share on other sites
17 minutes ago, Guest Dream said:

Why is the Flask worse than Thrumming Gossamer?  Isn't haste better than mastery?

I believe the disparity is mainly due to the way that the Flask effect works. It starts at 20 stacks, goes down and only last 10 seconds. The Mastery one is a 20 second buff and goes up. 

Share this post


Link to post
Share on other sites

Generic comment being mass posted over the comments threads guys.

We are aware of the changes and our writers are working hard to update the guides to suit what has changed. Currently, there is a lot of work still to be done and it's unlikely that every guide will be up-to-date immediately. Expect a flood of updates over the coming days that will answer all of your questions about what is now best after X change, in time for the reset next week.

Thanks for your understanding and patience.

Share this post


Link to post
Share on other sites
2 hours ago, sgtevmckay said:

OK....what happened to the PAWN addon strings????

Are you sure that we had them for Resto druid? I don't remember them being added for Legion, but perhaps I am wrong.

Share this post


Link to post
Share on other sites
Guest Lamba@ShadowsongEU

Hey.

 

So I'm in big trouble. I've been trolling my guild since I started Legion a couple of weeks after them signing up for raids and stuff, and today they actually brought me, I think I only messed up once and we downed 6/7 on normal without too many wipes (3 total I think).

 

So my druid now looks like this (click for amory profile) - I'm aware of that I should proberbly change Germination to the tranq talent and Stonebark to Flourish when I go from only doing heroics and the odd mythic (which was the plan for the next month or so), but what exactly should I do when healing?

 

Tonight, we were a priest, a pala, a monk and 3 druid healers so I mainly focused on dispelling (when I was supposed to), throwing around SotF + WG, keeping up effloresence and throwing the odd swiftmend, rejuv and regrowth on proc when I felt it was needed.

 

I had exactly no time to prepare and I did raid mythic with them in HFC, so they know I'm not an über scrub, but druid healing... it's been a while.

 

So can anyone perhaps give some pointers? Like am I on the right track with talents (difference between 5 man stuff and raids) and how much ilvl is better than taking the best stats?  Ideally, when healing is needed, am I doing the right things, or should I resort to using healing touch more often or throwing around more rejuvs or...?

 

My style is simple; I don't care about meters, if things die, we do OK. If they don't, we/someone has to improve.

 

Bonus info; my weapon is level 17 (or 18) currently. Followed the artifact stuff in this guide.

 

Sorry for the wall of text, but if they're sort of going to rely on the guild troll as the main backup healer, said troll should perhaps be just a bit prepared. :-)

Share this post


Link to post
Share on other sites
10 minutes ago, Guest Lamba@ShadowsongEU said:

So can anyone perhaps give some pointers?

The majority of your questions are answered in the guide, but I'll reiterate it to just give you the answers:

Are you on the right track with talents? 

Yes, mostly. Germination can still be used and can still be very useful, but you're right in that the other two talents have the ability to outperform it in certain raid situations.

Again, you already know, Flourish is better than Stonebark.

Personally, I generally go by the rule of 10 item levels for something like resto druid and gearing up. As for how you are performing, it's a bit more difficult. I'd recommend making a thread in our Druid forum with a log or two so we can take a look at help on that front.

Other than that, take a look at the guide again and you should be fine! :)

P.S. Very disappointed you don't play a troll. 

Share this post


Link to post
Share on other sites
46 minutes ago, Guest Lamba@ShadowsongEU said:

Hey.

Also, edit bug so adding here:

The item level upgrade advice doesn't apply to off-pieces (rings/cloak) since they do not have primary stats on them.

Share this post


Link to post
Share on other sites
Guest Hippo

Whats the most worth it if I have 2 items, one that gives +70 int and the other one with +150 haste?

Share this post


Link to post
Share on other sites
6 minutes ago, Guest Hippo said:

Whats the most worth it if I have 2 items, one that gives +70 int and the other one with +150 haste?

Does anything else change on the item?

Share this post


Link to post
Share on other sites
On 9/16/2016 at 2:16 PM, Guest ThjokeR said:

So I have a lvl 80 druid healer, what would be the best way to do the artifacts?, just pick the healer artifact and run balance?

Dunno if you still need an answer, but 100-102 resto vs balance is mostly personal preference (don't have to save your AP items in bag vs slight speed increase, respectively). At 102, you'll pick up whichever artifact you didn't get, and just run balance for solo content. For the most part dump all AP into Resto, but if you've got some artifact knowledge and are using using off spec artifacts a lot it doesn't hurt too much to bring them up to 13 traits. (13/34 for all three off spec artifacts costs 19500 AP, which is like half a trait by the time you're in the 19-21 range. Just balance is 6500, which you can get in less than a day.)

Share this post


Link to post
Share on other sites
Guest Lamba@ShadowsongEU

Thanks.

 

I knew I might've been sort of on the right track, I was mainly hoping for hidden pointers I might not have noticed. Like I just re-discovered that the healer staff has an active ability.

 

I think it's going alright though. I was just told today that I was 3rd or 4th in healing done out of 6, so it can't have been all to bad. :)

Share this post


Link to post
Share on other sites
5 hours ago, Guest Lamba@ShadowsongEU said:

I think it's going alright though. I was just told today that I was 3rd or 4th in healing done out of 6, so it can't have been all to bad. :)

As long as someone else is doing worse, it's all OK!

Share this post


Link to post
Share on other sites
Guest Lamba@ShadowsongEU
On 2/10/2016 at 5:42 AM, Blainie said:

As long as someone else is doing worse, it's all OK!

I don't really mind.

 

Imo, people are failing at healing when all they look at is healing meters and spamming their mana like they're a DPS who only has to worry about GCD. Often in that one complete normal run, I'd have >80% man left when the other 5 were below 30%, not because I'm just AFK'ing, but because it seems like they're all spamhealing like it's a race or something. So I just cast wrath's or something until they start being a bit conservative with their mana.

 

Also, I'm having a hard time understanding why a 30 man raid with 3 druid healers, people rush to top off people. It's not like normal is all that full of one shot mechanics and with 3 druids, everyone will eventually be topped with hots. Hakuna matata and all that. :)

 

Hence I'm trying to focus on how I can improve in 5 man content. I'm not quite sure wether to go for Germination or the tranq talent for example. I never REALLY feel like tranq is on CD when I need it, maybe because I use it too seldom in reality. On the other hand, I've never done anything harder 5 man content than mythic+ at the lowest level, so I don't know if Germination is weaker than the tranq talent at higher difficulty. I'm not quite sure how to use the staff ability either. From your page it seems like I should throw up a lot of hots, then use staff.

 

So would it be like if I know there's a lot of damage coming the group's way, I should (double) hot up, maybe use a swiftmend if need be and then do a 5 person WG, then use staff? Or do I use staff before?

 

- Also, would the rotation for raidhealing in that regarde be something like throw around some rejuvs, swiftmend, WG, staff and then flourish while keep adding rejuvs afterward... or?

 

Thanks in advance. :)

Share this post


Link to post
Share on other sites
Guest Lamba@ShadowsongEU

Seemingly no way to edit. Just wanted to add to the previous post about healing done, that the healing officer was a bit surprised that I healed pretty much the same as the main resto druid, but did it in a very different way, specifically he noted that I did almost the same amount of healing with WG and rejuv, while normally, the druids do a significant part with their rejuvs.

 

I've played druid healer since BC, but often only as the odd 3rd or 4th alt, so I've never really dived deep into how it works. Last I played, you pretty much pressed (instant) WG whenever possible and used lifebloom and rejuv to cover rest. Never really played when the shroom was a thing and still "learning" that Healing Touch is sorta the new Nourish.

Share this post


Link to post
Share on other sites
On 10/3/2016 at 10:22 AM, Guest Lamba@ShadowsongEU said:

Hence I'm trying to focus on how I can improve in 5 man content.

The choice between the talents depends entirely on what you're doing, basically. Different dungeons have different requirements, as well as your group. If you need the big tranquility constantly due to group-wide damage in high M+, you take the tranq talent. Otherwise, I'd take Germination the majority of the time.

As for the artifact, yes. You basically want as much value from it as possible, so you want as many HoTs up as possible before using it. 

I'd flourish before the artifact ability, otherwise yes.

Share this post


Link to post
Share on other sites
Guest Hawklan

Just a little alternative build / play style I cam up with.

Performs quite well imo despite it being based on two of the talents not recommended by this guide: AbundanceAbundance and Moment of ClarityMoment of Clarity.

As far as I do understand the math keeping up 4 RejuvenationRejuvenation on your party/raid will give you a 100% crit chance with RegrowthRegrowth (similar to the glyph in WoD).
Tip: PersistencePersistence will make keeping up the Rejuvs easier - one could even consider GerminationGermination though I prefer Inner PeaceInner Peace.

Having 100% crit on Regrowth also guarantees you Living SeedLiving Seed every time.
Taking Seeds of the World TreeSeeds of the World Tree into account that gives you 2.8 x Regrowth for the price of one  - quite impressive I think.

Of course Regrowth is an expensive spell - that is when Moment of Clarity shines in this build.
Also with the 4 Rejuvenations running you have a considerably reduced cast time for Healing TouchHealing Touch in case you really need to save mana.

Finally add the effects of Blessing of the World TreeBlessing of the World Tree and Power of the ArchdruidPower of the Archdruid and you get a very well performing build.

Share this post


Link to post
Share on other sites
Guest Hawklan

Sorry, got that numbers mixed up - it is not 2.8 x RegrowthRegrowth but  3.6 for the price of one.

Also forgot to mention an important fact many people do not know about Living SeedLiving Seed.
If you cast a 100% crit regrowth on a target that already has a Living Seed buff on them ... the seeds stack.
After the cast there will be one seed buff on the target with the timer reset and double the heal amount.

Share this post


Link to post
Share on other sites
On 10/5/2016 at 10:34 PM, Guest Hawklan said:

Just a little alternative build / play style I cam up with.

Fair enough and thanks for contributing, but a few things to note:

On 10/5/2016 at 10:34 PM, Guest Hawklan said:

As far as I do understand the math keeping up 4 RejuvenationRejuvenation on your party/raid will give you a 100% crit chance with RegrowthRegrowth (similar to the glyph in WoD).

I'm not sure why you need 100% crit chance on regrowth, since it already has a very high chance to crit without any additional input. 

On 10/5/2016 at 10:34 PM, Guest Hawklan said:

Having 100% crit on Regrowth also guarantees you Living SeedLiving Seed every time.
Taking Seeds of the World TreeSeeds of the World Tree into account that gives you 2.8 x Regrowth for the price of one  - quite impressive I think.

Please note that the target has to be attacked, so for 95% of the raid, this means nothing. It has to be a single target attack, which means only the tanks will benefit from this, and even then, only the one that is actively tanking at the time.

On 10/5/2016 at 11:21 PM, Guest Hawklan said:

Also forgot to mention an important fact many people do not know about Living SeedLiving Seed.
If you cast a 100% crit regrowth on a target that already has a Living Seed buff on them ... the seeds stack.
After the cast there will be one seed buff on the target with the timer reset and double the heal amount.

See comment above.

Share this post


Link to post
Share on other sites
Guest Hawklan
Quote

 It has to be a single target attack, which means only the tanks will benefit from this, and even then, only the one that is actively tanking at the time.

Thanks for pointing that out.
I had assumed that Living Seed is triggered by any damage a player takes - be it direkt, AOE or whatever.


Still maybe a powerful spec for mythic+ and specialized tank healing in raids but not useful for raid healing.

Share this post


Link to post
Share on other sites
On 10/8/2016 at 10:40 PM, Guest Hawklan said:

Thanks for pointing that out.
I had assumed that Living Seed is triggered by any damage a player takes - be it direkt, AOE or whatever.


Still maybe a powerful spec for mythic+ and specialized tank healing in raids but not useful for raid healing.

Definitely possible that it could work in M+, yeah, but I agree. For raid healing, it just doesn't quite do the job!

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
×
×
  • Create New...