The point is not to never run out of mana off course, Mana management is an important part in skillful gaming.
The point of this is to bring an element of melee into the playstyle which causes it to better reflect the class. Some are saying that it shouldn't be useable at all because it's a caster... you mean because it's a mage caster, i wasn't aware that a caster had to fit the typeset of a mage. A druid caster is different, I like the fact that other parts of the class play a role, including the feral school hence the project of broadening the scope of mana on melee from what it is now, to something that makes using your feral forms useful and desirable.
I liked the mana on melee idea when it was introduced because it neatly linked melee in the druid to casting, which became a necessary thing to do once the range dealer had no need for melee any more and vice versa. Rather than have the build ignore it's melee side, I believe it's it's melee and healing other aspects that make it unique, therefore they should play a role. Healing does play a role, I am satisfied with the role it plays, a small one, very useful but only needed once in a while, that's where i'd like melee to be for the druid. Melee for the druid is fun because it involves using other forms, why on earth would you never want that to play a part in the balance druid?
Using it once in a while does not stop it from being a caster, it makes it a different sort of caster. Going to melee is not that daunting at all, although it's not useable in all situations.
Erdulf, I use to suggest this mana on melee have a 10 min cooldown, but as you say, there are limited occasions when it actually makes sense to use it, and it is a bit risky. Although theoretically with the strength of the ability described you could never run out of mana, I think it won't be practical or beneficial to use your cat form ever 15awxa out of 45s in any part of the game, but nonetheless, this is why after some of the points you've raised were pointed out, someone suggested that the cooldown restrictions be dropped, so I used his recommendation.
Ofc for many reasons it won't be practical or desirable to run into melee every 15secs out of 45secs, no matter what Ocyr thinks - he is thinking I want the balance druid to be an elemental shaman, but as usual he is wrong, and if he had been paying attention more closely to the discussion he would not have made that error of judgment, one more in a long line: For me a caster druid, that is too much time meleeing, I wouldn't do it if it meant I won't run out of mana b/c:
1. In PvE, you'd spend too much time outside your aura, and too many situations or times moving back and forth.
2. In PvP, spend that amount of time in a weakened form you'd be trounced.
3. In PvE solo, it's not really ideal to waste time going to cat form that often when you don't need to, much more fun to nuke for as long as you can, burn your innervate, your treants etc, and when all on cooldown, then instead of whack in moonkin form, melee in feral form.
4. I'm a caster, I want to nuke mainly and only desire a little melee because I can change into cool forms, which is why I rolled a druid caster instead of a mage or warlock, but for me 12-15secs of melee every 10 mins is about enough, sometimes i'd need to use it more, but very very rarely. Same with healing, i love the druid caster because it has a melee element and a healing element, or it should have a melee element, this is not quite repaired once melee lost it's usefulness to balance after the buff.
10-15secs every 10 odd ins is how often I'd use it or want to. Now to be useable in a raid setting it would have to have incredible benefits, including compensate you for dps loss, this encourages you to shift because you make up far more mana than you lose, you get to use your special abilities because they cause the buff, and your party gets compensation for losing your aura for 10-15secs by getting some mana reduction.
Again it's something you would only use once in a long mana intensive fight, and not something you would often use. Even better if it was an alternative to intensity. There are risks going forward in melee, even though this a mastereable.
A developer wants you to cast your spells cunningly this is why you have mana, however also being able to employ cunning ways of replenishing it is part of clever play. The balance you want to hit, is to allow the druid more mana generation but not unlimited even if using feral forms is tough, the special buff can easily be controlled with a cooldown slapped on it of 5 mins or 10mins, but that will depend on use. I wouldn't bother if I were a dev, because I only see it being useable once in a while despite the nice buff. If it is being effectively used to some how cheat mana regen at the expense of skill, I won't remove it, it's too useful to remove, not when it opens up the feral school to be useable to this playstyle, I simply put a cooldown on it.
Only ratings and healing/spelldmg get merged, the rest stays the same. Meaning the Moonkin hit talent still only affects melee hit and moonkin aura only spellcrit, same for other classes with similar talents. So only hit and crit rating of gear would increase the moonkin melee dps. Sad part about it is that those are % increases and not absolute, so your very low DPS gets increased by x% which results in still very low DPS.
Improved Faerie Fire: Increases spell hit too now.
You also forget spell/melee haste rating converison. This raise mana gained per second.
With raid wide totems, battle shout etc. + feral ap staff you gain something like 2000-3000ap. Also wind fury totem give +20% more hits with increased ap(more mana). If someone will tell me what is Moonkin base weapon speed and damage I can tell how much melee dps(not much but over 0dps) moonkin will do and how good/bad mana regen is. Auto attack regen isn't best way to get mana but in some encounters isn't too hard to get couple melee swings. In sunwell you can melee attack demon in Kalecgos, Brutallus(if you are front row), skeletons in Felmyst, Eredar Twins p2 if reverse. I don't know about M'uru or Kil'jaeden.
If fight is so long that mana is problem encounter usually have then multiple different phases. If there is even one phase where dps or survibility isn't so streched then you allways can imagine some way to regen mana in melee range. I don't think that best way to deal moonkin mana problems is some feralish talent. There is way to melee regen in Moonkin form just improve current don't invent another wheel.
there is a reason the real melee classes have high dodge / heavy armor etc
In melee range there rarely(never) is any eatable physical damage. Sometime you have to avoid whirl wind but it's more 5-10man mechanic than 25man. Also moonkin have very good survibility(someone use this form to tanking).
The point of this is to bring an element of melee into the playstyle which causes it to better reflect the class.
You mean, better reflect your vision of how you want the class to be?
Let's try to stick to the topic of discussing the actual and real Druid talents as they exist in the actual and real PTR.
For instance, what are your thoughts on Improved Moonkin Aura and what it means to Druid raid positions (e.g. with that talent alone, it's a given every raid will take 1 Balance Druid at minimum, maybe 2 in the 25-mans). Also, with the apparent resurrection of the Mage Arcane tree, the Balance talent Nature's Fury will also pretty well ensure a Druid in every encounter.
Now, combined with Feral and Restoration all being highly desirable, raids are looking at guaranteeing 4-5 Druids per raid. And probably as many Shaman. Now all of a sudden the most desirable raid composition consists of 2/5 the spots being filled by 1/5 the classes. At this point, looking at that, is there any realistic reason to argue for - or expect - additional buffs to a class that is already guaranteed an outsized portion of raid spots as-is?
Ocyr, you have bad attitude. I didn't want to say anything to you, but you've gone too far. If you'd actually read any of the discussions, all what you've said has been mentioned before. You are merely yapping because you want to find something to complain about, and an idea that you can't grasp because it may force you to be optimistic or adventurous off course you just go on with so much BS you could spare yourself by actually reading. You're annoying me now and are symptomatic with what's rotten on forums. Trolls that go round knocking everything said because they have nothing to do, no ideas of their own, but to attach themselves like parasites and spread their pessimism and negativity in a cloak of fancy language and irrelevant facts meant to disguise the fact that they simply don't like innovation, don't like new concepts and don't like changes.
You are talking about losing dps, when if you even read the ability you should be able to figure out that you do dps in cat form and the ability suggested gives you 40% spell damage back for 6secs per move used, compensating you adequately for time spent dpsing. I don't see Mana on melee in moonkin form doing that.
You just won't admit it because you've been shown wrong and are either too stubborn or too stupidly proud to do so or just love your pessimism. For crying out loud why bother to mention all this stuff you have done when it's been explained? I'm sure exactly to counter arguements like that or to point out to people to slow to get the full depths of it at first glance or too stubborn and caught up in their own noise to really pay attention or hear anything that others really have to say.
Maybe for a change in your life, listen instead of talk, don't just "hear" (i.e. in one ear, and out the other) but pay attention, and consider the merits of a concept, read all the angles before giving a response and making a fool of yourself. You probably read one paragraph, mis-interpreted something or disagreed with the angle and then you've screeched at the whole thing, Better consideration would benefit every reader who has a mind enough to weight and consider arguements.
Just because some ppl don't like your ideea that doesn't make them stupid, pessimistic or stubborn. I personally think you've gone too far there. We can all see your arguments and i doubt someone replied to this thread without actually reading everything you said. Though i can see your point and we're you're going with all this melee on mana for moonkins (even if i think it will never be implemented or a good ideea) i don't see your logic in this post, calling ppl that don't agree with you parasites that spread negativity.
I really doubt the 40% spell dmg buff for 6 seconds will compensate the loss of dps. I agree with you that the ability you have described would be fun but that's all; I don't see it really usefull in any situation within the current game content. Again I'm not saying it shouldn't be implemented, I'm saying I don't find it usefull as there are other ways to deal with mana.
Let's try to stick to the topic of discussing the actual and real Druid talents as they exist in the actual and real PTR.
For instance, what are your thoughts on Improved Moonkin Aura and what it means to Druid raid positions (e.g. with that talent alone, it's a given every raid will take 1 Balance Druid at minimum, maybe 2 in the 25-mans). Also, with the apparent resurrection of the Mage Arcane tree, the Balance talent Nature's Fury will also pretty well ensure a Druid in every encounter.
Now, combined with Feral and Restoration all being highly desirable, raids are looking at guaranteeing 4-5 Druids per raid. And probably as many Shaman. Now all of a sudden the most desirable raid composition consists of 2/5 the spots being filled by 1/5 the classes. At this point, looking at that, is there any realistic reason to argue for - or expect - additional buffs to a class that is already guaranteed an outsized portion of raid spots as-is?
At the moment druids look very much like the class to have at least 1 of each specc in a raid, 2 of each not being exactly bad either (if you assume 2 caster, 1 melee and 1 hunter group). It will largely depend on how they rework the party/raidwide buffs. If the auras get toned down and made raidwide it would probably prevent moonkins taking over shaman stacking in caster groups.
I would guess of the 3 speccs balance will actually be the hardest to replace, IFF alone will change how people set up their gear.
IFF (Leveling, won't be in many fights against +3 level mobs)
Eclipse (at best a marginal raiding talent)
Nature's Fury (5-talent points to do 6% extra damage during the last half of a mob's life?)
In resto, get ready for the tier/3 talents. take
2/2 IMotW
3/3 Nature's Focus
3/3 Natural Shapeshifter
1/5 Naturalist
Leveling, spend points
One more point in Naturalist
3/3 Intensity and 2/2 Master Shapeshifter. Order of these two depend on your mana situation.
Last four points into Nature's Fury.
Edit: Using the talent calculator at Talent Calculator - World of Warcraft, my starting 52/0/9 would actually be 56/0/9. To fix that I think I'd either
1) Drop 2 points each from Improved Moonkin Form and Moonglow
or
2) Drop the four points from tier-2 resto. (Changing the build to 56/0/5).
I think it's cool that Owlkin frenzy AND control of nature are both available, Moonkins should be going for Owlkin Frenzy , but to an extent will still find control of nature useful, it's resto druids that would be going largely for control of nature.
I would still like Control of nature or maybe Gale winds to reduce cyclone cast time. That would be brilliant. Better if Galewinds, as Resto druids are good enough
Also would be nice if Nature's Grace in addition to taking 0.5secs off next spell, removed the global cooldown of the next spell cast, or at least reduced it by 0.5s also. Remember when NG use to give 1sec cast time reduction ?
I still think for balance it was gimped for including healing spells to go down to 0.5secs, however it would finally make up for that if the GCD was removed on that next spell cast in addition to the 0.5s cast time reduction.
I honestly do not understand any of these suggestions, and on the whole all of your suggestions seem to be attempts to incredibly overpower the spec, or totally change the playstyle/focus of it without really understanding the mechanics of the game or the existing abilities/new abilities.
Cyclone is already a 1.4 second cast time spell with the pvp gloves. Wearing a decent amount of haste, you'll be casting it at 1.3 to 1.2 seconds easily. Instant cyclone is a ridiculous concept, that should never be considered in any sort of competitive environment. So having the talent reduce it to 1.0 seconds (The lowest you could reasonably see it go to) would eliminate gear strategy/usefulness. And make NG useless with it. Neither are good design decisions.
PVP balance is getting several huge buffs between thorns damage buff, starfall, owlkin frenzy, and a twenty second aoe knockback. The only buff I could think being reasonable, without testing, would be making force of nature have some form of aoe/CC resistance, but certainly not immunity. Can't tell for sure without playing with things.
I'm not sure I understand the purpose of NG removing the GCD. You're always going to have a .5 second or so time between pressing the button and the server responding (Even with the best of lag you still have to physically release your held down button to trigger something). It also becomes unbalanced in favor of use with instant cast spells, as you get more benefit using it with them, as opposed to a flat cast spell. On a spell that has a cast time of 1.5 seconds or greater, removing the GCD does absolutely nothing. Unless you're wanting NG to interact with wrath better, but you'd never want to use it like that; you'd use it to have a zero time moonfire, insect swarm, lifebloom, rejuv macroed with a wrath, starfire, nourish, regrowth. This change would make NG one of the most powerful (Overpowered to be exact) one point talents in the game, for resto or balance.
The only really useful change to NG would be a short duration haste rating buff (Equivalent to .5 seconds off of starfire), which would also interact nicely with the new improved moonkin aura percentage buff. But not really necessary.
Honestly, I'd be perfectly happy with everything if intensity just switched into T2 of resto. Those extra two points are really the main sticking point I have, and thats the best way to get them.
1) Drop 2 points each from Improved Moonkin Form and Moonglow
or
2) Drop the four points from tier-2 resto. (Changing the build to 56/0/5).
For your 56/0/9 build, is the balance tree something like this?
I'd drop balance of power first. The mitigation is, at best, minimal(caster mobs are fairly rare in game), and if you're currently hitcapped, your gear alone should keep you above 5% even at 80(assuming you don't upgrade pieces that have hit to pieces that don't).
I'd drop 1 point in resto(to get 3/3 natural shapeshifter), drop balance of power, and drop a point in brambles.
For your 56/0/9 build, is the balance tree something like this?
I'd drop balance of power first. The mitigation is, at best, minimal(caster mobs are fairly rare in game), and if you're currently hitcapped, your gear alone should keep you above 5% even at 80(assuming you don't upgrade pieces that have hit to pieces that don't).
I'd drop 1 point in resto(to get 3/3 natural shapeshifter), drop balance of power, and drop a point in brambles.
How about this? Grinding in PvP gear (assuming WotLK mobs hit hard), so keep 1 point of BoP. Add Gale Winds, which looks like it will make Typhoon nice (better than Wrath) against as few as two targets, and Hurricane good against three. Not bothering with Shapeshifter at 70. Wait to see actual Thorns numbers before getting a third point in brambles.
I imagine Blizzard will be very wary of arena play if and when they improve moonkin mana regeneration so becoming able to shift, feral charge and bash to get 20% mana restored seems unlikely to me.
Shapeshift into Moonkin Form. While in this form the armor contribution from items is increased by 400%, attack power is increased by 150% of your level and all party members within 30 yards have their spell critical chance increased by 5%. Melee attacks in this form have a chance on hit to regenerate mana based on attack power.
I imagine that's why Unity wrote "if they improve it". There was a lot of discussion on the last few pages about if and how mana for melee should be implemented in feral forms as well (provided you have the moonkin form talent).
It should be removed. Are you not thinking of the complications arising from the 30% ranged threat buffer which gets destoryed when you go into melee a boss? Not to mention that the swing timer is reset upon casting any spell, and the tremendous loss of dps involved in traveling 20+ yds to go melee.
The Washington Post helps perpetuate a common and pernicious misreading of the decision, referring to "the Supreme Court’s judgment that corporations have the same rights as people when it comes to political speech." What the Supreme Court actually said is that people do not lose their free speech rights when they organize as corporations, including nonprofit interest groups as well as businesses.
Only Paladins and Shaman can cast instant spells and not have their swing timer reset.
The Washington Post helps perpetuate a common and pernicious misreading of the decision, referring to "the Supreme Court’s judgment that corporations have the same rights as people when it comes to political speech." What the Supreme Court actually said is that people do not lose their free speech rights when they organize as corporations, including nonprofit interest groups as well as businesses.
From the Beta patch notes, interesting changes bolded:
Druid
o 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. o Celestial Focus (Balance): The stun proc now works with Starfall.
o Entangling Roots: Can now be used indoors.
o Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent.
o Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent.
o Feral Charge (Feral): Can now be used in Cat form.
o Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%. o Focused Starlight (Balance): Now also works with Starfall. o Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3.
o Hurricane: No longer has a cooldown (was 1 minute).
o Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %.
o Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent.
o Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%.
o Mangle (Feral): Now increases the damage done by Maul in addition to Shred. o Moonglow (Balance): Now also works with Starfall. o 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.
o 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. o Nature's Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect. !!!
o Nature's Grasp (Balance): Can now be used and can proc indoors.
o Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%.
o 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) o 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. !!!
o Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%.
o Remove Curse can now be used in Tree of Life form.
o Soothe Animal can now be used on Dragonkin as well as Beasts.
o Soothe Animal is now instant cast.
o 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.
o Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%.
o The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed.
o Tranquil Spirit (Restoration) now also includes Nourish.
o Tree of Life (Restoration): 30% snare penalty has been removed.
o Tree of Life (Restoration): Can now cast Dispel Curse.
o 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%. o Vengeance (Balance): Now also works with Starfall.
With all of these changes affecting mana, I doubt we'll have any problems in the future. Just the MK change alone is worth a ton, and OoC proccing off of spells is something we've asked for for a while. The Nature's Grace change significantly increases Wrath's viability, such that Eclipse may be an interesting talent choice. In all, we're definitely to the point where we're going to have multiple choices in how to spec even for just raiding, not to mention the differences for PvP.
One thing notably lacking, however, is extending MK Aura to the raid. Paladin auras, Totems, and even Blood Pact are getting this treatment. I'm wondering if this is just an oversight or intentional.
Didnt we have those notes as fake already in some earlier 2.x.x PTR? I seem to remember the NG affecting wrath and crits regen % mana as incredibly silly. Was at the same time as the questionable 50% of the ap in bearform gets added as +heal to you "leaked".
With current values you could reach 50% crit easily, leading to endless wrath spam beating destro locks at the time.
OoC seems like a decent change though, always wondered why druids dont get a similar mechanic as most passive clearcasting procs.
The wording of the NG proc change and the error in the ToL snare plus adding the remove curse change twice (once with the wrong name) got written fake or at least wishlist edited all over for me, but i guess we will see.
The long awaited change to the moonkin form mana regeneration is a boon to the mana shortage we will be facing in WotLK. While i believe that we still will be facing mana problems, it offers a scaleable effect, and adresses an often critizied mechanic. Of course the proc rate will in the end determine the usefulness, but still, this change is appreciated.
Didnt we have those notes as fake already in some earlier 2.x.x PTR? I seem to remember the NG affecting wrath and crits regen % mana as incredibly silly. Was at the same time as the questionable 50% of the ap in bearform gets added as +heal to you "leaked".
Those earlier patch notes were not fake. You're thinking of >this< set of patch notes. Just under half of those notes ultimately went live in some form. How do I know this? Because I bet 500 gold that over half would go live and lost by 1-2 changes. These notes are also not fake, or else multiple completely unconnected sources are in collusion with one another. These are the actual, current beta notes.
This is all confirmed information via beta patchnotes from Blizzard. Obviously, things are still subject to change, but none of what you're reading right now is fake.