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Old 06/02/08, 7:57 AM   #68 (permalink)
Balancemoon
Von Kaiser
 
Night Elf Druid
 
Ravenholdt (EU)
So, there are some really nice additions to cat dps, which I think all would help contribute to tanking bear druids in tanking emphasized gear to still output some decent dps when converting to cat form to dps, which really is the sweet pvE appeal for a Feral Druid. Now they've removed the extra 10% AC Reinforced hide, armor once gain becomes more of a consideration on gear pieces, but the increase to SotF should at least allow more uniformity in feral druid tanking and dps gear. The holy grail being to have one set capable of doing both.

One thing left out is any improvement to claw. I do not think it is good design to have any ability become redundant. Reduced importance yes, this happens in most classes when you spec down a tree, making abilities you have in other spell schools less important, but still useable, Afterall the entire idea is to add diversity through more abilities to master. At the moment only levelling druids use claw, dps feral abilities. A large chunk I might add, of the feral arsenal being completely useless to balance and resto druids atm, I look forward to blizzard introducing a way that balance spell casting can benefit from occasionally and for short periods meleeing using feral forms, so those abilities aren't completely useless but see occasional use and also look forward for the feral tree once more providing just as good an alternative means of dps for Resto druids as the balance tree is, something the change to +healing on gear put the final nail in the resto/feral synergy coffin. No review has yet addressed that.

So that leaves Claw of any use only to feral druids, who ditch it once mangle comes. A talent that makes claw have a use again would be nice. Maybe a mangle critical hit gives your next claw a 40 energy reduction and 1.5 sec global cooldown reduction, would be nice. An alternative could also be, say Mangle crit on bleeding targets will cause your next claw to do twice as much damage at half the energy cost.

Or, we could go for effect, Claw could have 100% chance to do something cool every 10secs. Weaving it back into the ability cycle and back onto the action bar
 
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