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Official Dragonflight Druid Talent Tree Preview

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Blizzard previewed all the talents coming with the Druid talent tree in Dragonflight, for all 4 specs.

Blizzard LogoDruid Talents (Source)

    We’re working on a couple of corrections to what was posted:

    • Shred should be in the baseline abilities list.
    • Adaptive Swarm in row 10 of the Restoration tree should be a square.
     

    The Dragonflight talent update is a great opportunity to let the Druid explore the flexibility inherent to the class. In many ways, the Affinity concept from Legion through Shadowlands was anticipating something that we’re hoping to re-emphasize here: the ability to choose elements of various shapeshift forms and roles. That idea is now expanded into a class talent tree that has paths relating to every specialization, where deeper investment obtains more of that spec’s fundamental buttons. Various utility and crowd control are placed in optional locations off of every branch, as well as in a central area that is easy for every specialization to access. Our hope is that every spec can play in a somewhat traditional manner where it fills out the complete path laid out for it in the core tree and then picks up a choice of miscellaneous utility, or a more customized manner where it reaches deeper into the other specs’ paths.


    Druid Talent Trees (click or tap to enlarge)


    Druid Ability and Talent Tooltips

    Below you'll find a list of all baseline abilities and talents available for Druids, including class-shared and specialization-specific talents.

    Baseline Druid Abilities

    All maximum level Druids will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

    Wrath: Hurl a ball of energy at the target, dealing Nature damage.

    Moonfire: A quick beam of lunar light burns the enemy for a small amount of Arcane damage and then additional Arcane damage over 16 seconds.

    Regrowth: Heals a friendly target and deals additional healing over 12 seconds.

    Revive: Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.

    Entangling Roots: Roots the target in place for 30 seconds. Damage may cancel the effect.

    Bear Form (Shapeshift): Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25%, granting protection from Polymorph effects, and increasing threat generation. The act of shapeshifting frees you from movement impairing effects.

    Barkskin: Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 seconds. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms.

    Growl: Taunts the target to attack you.

    Cat Form (Shapeshift): Shapeshift into Cat Form, increasing auto-attack damage by 40%, movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage.

    Prowl: Shift into Cat Form and enter stealth.

    Dash: Shift into Cat Form and increase your movement speed by 60% while in Cat Form for 10 seconds.

    Ferocious Bite: Finishing move that causes Physical damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.

    Aquatic Form: Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater.

    Travel Form (Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.

    Flight Form: Your Travel Form allows you to fly and increases your movement speed by 150%.

    Teleport: Moonglade: Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point.

    Mark of the Wild: Increases the target's Speed and critical strike chance by 3% and reduces their magic damage taken by 3% for 60 minutes. If the target is in your party or raid, all party and raid members will be affected.

    Rebirth: Returns the spirit to the body, restoring a dead target to life with 100% health and at least 20% mana. Castable in combat.

    Druid Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Row 1

    Rake: Rake the target for Bleed damage and additional Bleed damage over 15 seconds. Awards 1 combo point.

    • Granted by default when selecting Feral Specialization.

    Frenzied Regeneration: Heals you for 20% health over 3 seconds.

    • Granted by default when selecting Guardian Specialization.

    Rejuvenation: Heals the target over 12 seconds.

    • Granted by default when selecting Restoration Specialization.

    Starfire: Call down a burst of energy, causing Arcane damage to the target, and a small amount of Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power.

    • Granted by default when selecting Balance Specialization.

    Row 2

    Thrash: Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form.

    • Granted by default when selecting Feral or Guardian Specializations.

    Improved Barkskin: Barkskin duration increased by [2/4] seconds. Two Rank Talent.

    Swiftmend: Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for a large amount.

    • Granted by default when selecting Restoration Specialization.

    Starsurge: Launch a surge of stellar energies at the target, dealing Astral damage, and empowering the damage bonus of any active Eclipse for its duration.

    • Granted by default when selecting Balance Specialization.

    Row 3

    Rip: Finishing move that causes Bleed damage over time. Lasts longer per combo point.

    Swipe: Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form.

    Improved Frenzied Regeneration [NNF]: Frenzied Regeneration and Barkskin increase all healing received by 20%.

    Remove Corruption: Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.

    Moonkin Form: Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects.


    Row 4

    Maim: Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point:

    Increased Armor and Physical Damage [NNF]: Armor and Physical damage dealt increased by [2]/[4]/[6]%. Three Rank Talent.

    Ironfur: Increases armor for 7 seconds.

    Increased Healing and Magic Damage [NNF]: Healing and Magic damage dealt increased by [2]/[4]/[6%]. Three Rank Talent.

    Hibernate: Forces the enemy target to sleep for up to 40 seconds. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.


    Row 5

    Feline Swiftness: Movement speed by [8/15]%. Two Rank Talent.

    Skull Bash: You charge and bash the target's skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 seconds.

    Thick Hide: Reduces all damage taken by [3/6%]. Two Rank Talent.

    Choice Node:

    • Wild Charge: Fly to a nearby ally's position.
    • Tiger Dash: Shift into Cat Form and increase your movement speed by 200%, reducing gradually over 5 seconds.

    Increased Healing & Healing Taken [NNF]: Healing done and healing taken increased by [3/6]%. Two Rank Talent.

    Cyclone: Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 seconds. Only one target can be affected by your Cyclone at a time.

    Astral Influence:

    • Feral & Guardian: Increases the range of all your abilities by [1/3] yards. Two Rank talent.
    • Restoration & Balance: Increases the range of all your abilities by [3/5] yards. Two Rank Talent.

    Row 6

    Tireless Pursuit: For 2 sec after leaving Cat Form or Travel Form, you retain up to 40% movement speed.

    Soothe: Soothes the target, dispelling all Enrage effects.

    Sunfire: A quick beam of solar light burns the enemy for a small amount of Nature damage and then an additional Nature damage over 12 seconds.

    Typhoon: Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 seconds. Usable in all shapeshift forms.


    Row 7

    Primal Fury: When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect.

    Ursoc’s Endurance [NNF]: When you use Barkskin or Survival Instincts, absorb a small amount of damage over 8 seconds.

    Stampeding Roar: Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 seconds.

    Wild Growth: Heals up to 5 injured allies within 30 yards of the target over 7 seconds. Healing starts high and declines over the duration.

    Improved Sunfire [NNF]: Sunfire now applies its damage over time effect to all enemies within 8 yards.


    Row 8

    Choice Node:

    • Incapacitating Roar: Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 seconds. Damage will cancel the effect.
    • Mighty Bash: Invokes the spirit of Ursoc to stun the target for 4 seconds. Usable in all shapeshift forms.

    Ursine Vigor: For 4 sec after shifting into Bear Form, your health and armor are increased by [15/30]%. Two Rank Talent.

    Lycara’s Teachings [NNF]: You gain [1%/2%/3%] of a stat based on your current form.

    • No Form: Haste
    • Cat Form: Critical Strike
    • Bear Form: Versatility
    • Moonkin Form: Mastery

    Improved Rejuvenation [NNF]: Rejuvenation's duration is increased by 3 seconds.

    Choice Node:

    • Mass Entanglement: Roots the target and all enemies within 15 yards in place for 30 seconds. Damage may interrupt the effect. Usable in all shapeshift forms.
    • Ursol's Vortex: Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.

    Row 9

    Well-Honed Instincts: When you fall below 40% health, you cast Frenzied Regeneration, up to once every [120/90] seconds. Two Rank Talent.

    Improved Stampeding Roar [NNF]: Cooldown reduced by 60 seconds.

    Renewal: Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.

    Innervate: Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 seconds.


    Row 10

    Furor: When you shift into a form you haven't been in for 20 sec, abilities cost no Rage, Energy, Astral Power, or Mana for 4 seconds.

    Heart of the Wild: Abilities not associated with your chosen specialization are substantially empowered for 45 seconds.

    Nature's Vigil: For 20 sec, all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells. 1.5 min cooldown.


     

    Balance Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Balance Row 1

    Eclipse: Casting 2 Starfires empowers Wrath for 15 seconds. Casting 2 Wraths empowers Starfire for 15 seconds. These Eclipses occur in alternation.
    Eclipse (Solar): Wrath cast time reduced 8% and damage increased 20%.
    Eclipse (Lunar): Starfire cast time reduced 8% and critical strike chance increased 20%.


    Balance Row 2

    Improved Eclipse [NNF]: Eclipse now reduces the cast time of affected spells by 15%.

    Improved Moonfire and Sunfire [NNF]: Moonfire and Sunfire duration increased by [3/6] seconds. Two Rank Talent.


    Balance Row 3

    Force of Nature: Summons a stand of 3 Treants for 10 sec which immediately taunt and attack enemies in the targeted area. Generates 20 Astral Power.

    Nature's Balance: While in combat you generate [1/2] Astral Power every 2 seconds. While out of combat your Astral Power rebalances to 50 instead of depleting to empty. Two Rank Talent.

    Warrior of Elune: Your next 3 Starfires are instant cast and generate 40% increased Astral Power.


    Balance Row 4

    Starfall: Calls down waves of falling stars upon enemies within 40 yds, dealing Astral damage over 8 seconds.

    Improved Moonkin Form [NNF]: While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.

    Celestial Alignment: Bring the celestial bodies into alignment over the target area applying Moonfire and Sunfire to all enemies. For 20 sec, both Eclipses are maintained and you gain 10% haste.


    Balance Row 5

    Improved Starsurge: Starsurge further empowers the damage bonus of any active Eclipse.

    Solar Beam: Summons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies within the beam. Lasts 8 seconds.

    Shooting Stars: Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing Astral damage and generating 2 Astral Power.


    Balance Row 6

    Improved Starfall: Casting Starfall extends the duration of active Moonfires and Sunfires by [2/4] seconds. Two Rank Talent.

    Power of Goldrinn: Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals Arcane damage to the target. Two Rank Talent.

    Starlord: Starsurge and Starfall grant you [2/4]% Haste for 15 seconds. Stacks up to 3 times. Gaining a stack does not refresh the duration. Two Rank Talent.


    Balance Row 7

    Stellar Drift: Starfall deals 50% additional damage and allows you to cast while moving while it is active, but now has a 12 sec cooldown.

    Stellar Inspiration: Starsurge and Starfall have a [10/15/20]% chance to empower Eclipse or extend Moonfire and Sunfire by double the amount. Three Rank Talent.

    Light of the Sun: Reduces the remaining cooldown on Solar Beam by 15 seconds when it interrupts the primary target.

    Umbral Intensity: Eclipse's damage bonus to Wrath and Starfire starts [10/20/30] stronger. Three Rank Talent.

    Precise Alignment: The duration of Celestial Alignment is increased by 5 seconds.


    Balance Row 8

    Choice Node:

    • Blessing of Elune: Lunar Eclipse is 3 seconds longer and Solar Eclipse is 3 seconds shorter.
    • Blessing of An’she: Solar Eclipse is 3 seconds longer and Lunar Eclipse is 3 seconds shorter.

    Soul of the Forest: Eclipse increases Wrath's Astral power generation 50%, and increases Starfire's area effect damage by 150%.

    Fury of the Skies: Moonfire increases your Arcane damage to the target, and Sunfire increases your Nature damage to the target, by [1/2]%. Two Rank Talent.

    Choice Node:

    • Twin Moons: Moonfire deals 10% increased damage and also hits another nearby enemy within 15 yds of the target.
    • Stellar Flare: Burns the target for a small amount of Astral damage, and then additional Astral damage over 24 seconds. Generates 8 Astral Power.

    Solstice: During the first 6 sec of every Eclipse, Shooting Stars fall 250% more often. Two Rank talent.


    Balance Row 9

    Choice Node:

    • Oneth's Clear Vision [NNF]: Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free.
    • Timeworn Dreambinder [NNF]: Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times.

    Umbral Infusion [NNF]: While in an Eclipse, the cost of Starsurge and Starfall is reduced by [5/10]%. Two Rank Talent.

    Choice Node:

    • Incarnation: Chosen of Elune: An improved Moonkin Form that grants the benefits of Celestial Alignment, and 10% critical strike chance. Lasts 30 seconds. You may shapeshift in and out of this improved Moonkin Form for its duration.
    • Convoke the Spirits: Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Starsurge, Starfall, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

    Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time. Two Rank Talent.

    Choice Node:

    • Syzygy: Celestial Alignment now blasts all targets between you and the selected area for Astral damage and applies Moonfire and Sunfire to them.
    • Primordial Arcanic Pulsar: Every 400 Astral Power spent grants Celestial Alignment for 12 seconds.

    Balance Row 10

    Choice Node:

    • New Moon: Deals Astral damage to the target and empowers New Moon to become Half Moon. Generates 10 Astral Power.
    • Fury of Elune: Calls down a beam of pure celestial energy that follows the enemy, dealing Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration.

    Improved Incarnation/Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

    Choice Node:

    • Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
    • Balance of All Things: Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 24%, decreasing by 3% every 1 seconds.

    Orbit Breaker: Every 30th Shooting Star calls down a Full Moon upon its target.

     

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    Feral Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Feral Druid Baseline Abilities

    Feral Instinct: Reduces the chance enemies have to detect you while Prowl is active.

    Feline Adept: Soothe and Remove Corruption are usable in Cat Form.


    Feral Row 1

    Tiger's Fury: Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 seconds.


    Feral Row 2

    Increased Energy [NNF]: Energy increased by [10/20/30]. Three Rank Talent.

    Omen of Clarity: Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy.

    Improved Tiger's Fury [NNF]: Tiger's Fury generates an additional [10/20/30] energy. Three Rank Talent.


    Feral Row 3

    Improved Shred [NNF]: While stealthed, Shred generates 1 additional combo point.

    Scent of Blood: Each enemy hit by Thrash reduces the cost of Swipe by 3 Energy for the next 6 seconds.

    Choice Node:

    • Predator: The cooldown on Tiger's Fury resets when a target dies with one of your Bleed effects active, and Tiger's Fury lasts 5 additional seconds.
    • Sabertooth: Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 1 sec per combo point spent.

    Feral Row 4

    Improved Prowl [NNF]: While stealthed, Shred deals increased damage, and has double the chance to critically strike. While stealthed, Rake will stun the target for 4 sec, and deal increased damage.

    Improved Shred and Swipe [NNF]: Shred & Swipe deal 20% increased damage against bleeding targets. Two Rank Talent. Swipe deals 20% increased damage against bleeding targets.


    Feral Row 5

    Sudden Ambush: Finishing moves have a [1/2/3] % chance per combo point spent to make your next Rake or Shred deal damage as though you were stealthed. Three Rank Talent.

    Berserk: Relentlessness: Go berserk for 20 sec, giving finishing moves a 20% chance per combo point spent to refund 2 combo points. Combines with other Berserk abilities, granting all known Berserk effects while active.

    Taste for Blood: Ferocious Bite deals [2/4/6]% increased damage for each of your Bleeds on the target. Three Rank Talent.


    Feral Row 6

    Lunar Inspiration: Moonfire is usable in Cat Form, costs 30 energy, and generates 1 combo point.

    Primal Wrath: Finishing move that deals instant damage and applies Rip to all enemies within 8 yards. Lasts longer per combo point.

    Moment of Clarity: Omen of Clarity now triggers 50% more often, can accumulate up to 2 charges, and increases the damage of your next Shred, Thrash, or Swipe by 15%.

    Brutal Slash: Strikes all nearby enemies with a massive slash, inflicting Physical damage. Deals reduced damage beyond 5 targets. Awards 1 combo point.

    Savage Roar: Finishing move that increases damage by 15% and energy regeneration rate by 10% while in Cat Form. Lasts longer per combo point.


    Feral Row 7

    Predatory Swiftness: Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms.

    Infected Wounds: Rake causes an Infected Wound in the target, reducing the target's movement speed by 20% for 12 seconds.

    *Survival Instincts: Reduces all damage you take by 50% for 6 seconds.


    Feral Row 8

    Berserk: Jungle Stalker: Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed and allowing the use of Prowl once while in combat. Combines with other Berserk abilities, granting all known Berserk effects while active.

    Carnivorous Instinct: Tiger's Fury's damage bonus is increased by [3/6]%. Two Rank Talent.

    Eye of Fearful Symmetry: Tiger's Fury causes your next 2 finishing moves to restore [1/2] combo points. Two Rank Talent.

    Cat-Eye Curio: Clearcast abilities generate [15/30]% of their Energy cost. Two Rank Talent.

    Berserk: Frenzy: Go berserk for 20 sec, causing your combo point-generating abilities to bleed the target for an additional 150% of their damage over 8 seconds. Combines with other Berserk abilities, granting all known Berserk effects while active. Passive: Combo-point generating abilities reduce the cooldown of Berserk by 0.3 seconds.


    Feral Row 9

    Choice Node:

    • Feral Frenzy: Unleash a furious frenzy, clawing your target 5 times for Physical damage and additional Bleed damage over 6 seconds. Awards 5 combo points.
    • Bloodtalons: When you use 3 different combo point-generating abilities within 4 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.

    Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

    Choice Node:

    • Incarnation: Avatar of Ashamane: An improved Cat Form that grants all of your known Berserk effects and reduces the Energy cost of all Cat Form abilities by 20%. Lasts 30 seconds. You may shapeshift in and out of this improved Cat Form for its duration.
    • Convoke the Spirits: Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Ferocious Bite, Shred, Tiger’s Fury, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

    Soul of the Forest: Your finishing moves grant 5 Energy per combo point spent and deal 5% increased damage.

    Choice Node:

    • Draught of Deep Focus: When Moonfire, Rake, Rip, or Rejuvenation are active on a single target, their effects are increased 40%.
    • Apex Predator's Craving: Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.

    Feral Row 10

    Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

    Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

     

    GO03FE89WQY81653669937765.png

    Guardian Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Guardian Row 1

    Maul: Maul the target for Physical damage.


    Guardian Row 2

    Gore: Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage.

    Survival Instincts: Reduces all damage you take by 50% for 6 seconds.


    Guardian Row 3

    Choice Node:

    • Brambles: Sharp brambles protect you, absorbing and reflecting damage from each attack. While Barkskin is active, the brambles also deal Nature damage to all nearby enemies every 1 seconds.
    • Bristling Fur: Bristle your fur, causing you to generate Rage based on damage taken for 8 seconds.

    Improved Bear Form (or Ursine Adept) [NNF]: Bear Form gives an additional 20% stamina. Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form.

    Improved Survival Instincts: Survival Instincts now has 2 charges.

    Improved Mangle: Mangle deals 20% additional damage against bleeding targets.


    Guardian Row 4

    Innate Resolve: Regrowth and Frenzied Regeneration healing is increased by 12.0% on yourself.

    Infected Wounds: Mangle and Maul cause an Infected Wound in the target, reducing their movement speed by 50% for 12 seconds.

    Berserk: Ravage: Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, and Growl by 100%. Combines with other Berserk abilities, granting all known Berserk effects while active.

    Ursoc's Endurance: Increases the duration of Barkskin and Ironfur by 1 seconds.

    Gory Fur: Mangle has a 15% chance to reduce the Rage cost of your next Ironfur by 25%.


    Guardian Row 5

    Pawsitive Outlook: Thrash has a [10/20]% chance to trigger an additional Thrash. Two Rank Talent.

    Scintillating Moonlight: Moonfire reduces damage dealt to you by [2/4]%. Two Rank Talent.

    Tooth and Claw: Autoattacks have a 20% chance to empower your next Maul, stacking up to 2 times. Empowered Maul deals 40% increased damage and reduces the target's damage to you by 15% for 6 seconds.

    Layered Mane: Ironfur has a 5/10% chance to grant two applications. Two Rank Talent.


    Guardian Row 6

    Earthwarden: When you deal direct damage with Thrash, you gain a charge of Earthwarden, reducing the damage of the next auto attack you take by 30%. Earthwarden may have up to 3 charges.

    Twin Moonfire: Moonfire deals 20% increased damage and also hits another nearby enemy within 15 yds of the target.

    Galactic Guardian: Your damage has a 5% chance to trigger a free automatic Moonfire on that target. When this occurs, the next Moonfire you cast generates 8 Rage, and deals 300% increased direct damage.

    Vulnerable Flesh: Maul has an additional [15/30]% chance to critically strike. Two Rank Talent.

    Vicious Cycle: Mangle increases the damage of your next Maul, and Maul increases the damage of your next Mangle by [10/15]%. Stacks up to 3. Two Rank Talent.

    Reinforced Fur: Ironfur increases armor by an additional 4% and Barkskin reduces damage by an additional 5%.


    Guardian Row 7

    Berserk: Persistence: Go berserk for 15 sec, reducing the cooldown of Frenzied Regeneration by 100% and the cost of Ironfur by 50%. . Combines with other Berserk abilities, granting all known Berserk effects while active.

    Fury of Nature: While in Bear From, you deal [10/20]% increased Arcane damage. Two Rank Talent.

    Front of the Pack: Increases your movement speed by [5/10]%. Stampeding Roar’s radius and duration are increased by [15/30]%. Two Rank Talent.

    Berserk: Unchecked Aggression: Go berserk for 15 sec, increasing haste by 15%, and reducing the rage cost of Maul by 10. Combines with other Berserk abilities, granting all known Berserk effects while active.


    Guardian Row 8

    Choice Node:

    • Dream of Cenarius: When you take non-periodic damage, you have a chance equal to your critical strike to cause your next Regrowth to be instant, free, and castable in all forms. Cannot occur more than once every 20 seconds.
    • Ursoc's Fury: Maul & Thrash grants you an absorb shield for 75% of all damage they deal.

    Elune's Favored: While in Bear From, you deal 30% increased Arcane damage, and are healed for 30% of all Arcane damage done.

    Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

    Choice Node:

    • Guardian of Elune: Mangle increases the duration of your next Ironfur by 2 sec, or the healing of your next Frenzied Regeneration by 20%.
    • After the Wildfire: Each time you spend 200 Rage, you heal nearby allies for 3% of your maximum health.

    Guardian Row 9

    Reinvigoration: Frenzied Regeneration's cooldown is reduced by 10.0%.

    Pulverize: A devastating blow that consumes 2 stacks of your Thrash on the target to deal Physical damage and reduce the damage they deal to you by 35% for 10 seconds.

    Choice Node:

    • Convoke the Spirits: Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Mangle Ironfur, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.
    • Incarnation, Guardian of Ursoc: An improved Bear Form that grants all of your known Berserk effects, causes Mangle to hit up to 3 targets, and increases maximum health by 30%. Lasts 30 seconds. You may freely shapeshift in and out of this improved Bear Form for its duration.

    Choice Node:

    • Blood Frenzy: Thrash also generates 2 Rage each time it deals damage.
    • Soul of the Forest: Mangle generates 5 more Rage and deals 25% more damage.

    Survival of the Fittest: Reduces the cooldowns of Barkskin and Survival Instincts by 33%.


    Guardian Row 10

    Choice Node:

    • Untamed Savagery: Increases the damage and radius of Thrash by 25%.
    • Rend and Tear: Each stack of Thrash reduces the target's damage to you by 2% and increases your damage to them by 2%.

    Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

    Rage of the Sleeper: Unleashes the rage of Ursoc for 10 sec, preventing 25% of all damage you take and reflecting Nature damage back at your attackers. While active, you are immune to loss of control effects.

     

    V0YPXNJOHR5O1653669937773.png

    Restoration Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Restoration Druid Baseline Abilities

    Nature’s Cure: Cures harmful effects on the friendly target, removing all Magic effects. Combines with Remove Corruption if known.


    Restoration Row 1

    Lifebloom: Heals the target over 15 seconds. When Lifebloom expires or is dispelled, the target is instantly healed. May be active on one target at a time.


    Restoration Row 2

    Efflorescence: Grows a healing blossom at the target location, restoring a small amount of health to three injured allies within 10 yards every 2 seconds for 30 seconds. Limit 1.

    Nature's Swiftness: Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.

    Omen of Clarity: Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana.


    Restoration Row 3

    Improved Lifebloom: Lifebloom is now treated as [1/2] additional Restoration heal over time effect(s) for Mastery: Harmony. Two Rank Talent.

    Improved Nature’s Swiftness [NNF]: Nature’s Swiftness cooldown is reduced by [10/20] seconds. Two rank Talent.

    Ironbark: The target's skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 seconds.


    Restoration Row 4

    Improved Wild Growth [NNF]: Wild Growth heals 1 additional target.

    Improved Regrowth [NNF]: Regrowth's initial heal has a [20%/40%] increased chance for a critical effect if the target is already affected by Regrowth. Two Rank Talent.

    Improved Ironbark [NNF]: Ironbark cooldown is reduced by [10/20] seconds. Two Rank Talent.


    Restoration Row 5

    Unstoppable Growth: Wild Growth's healing falls off [15/30]% less over time. Two Rank Talent.

    Tranquility: Heals all allies within 40 yards 8 seconds. Each heal heals the target for a small amount over 8 sec, stacking. Healing increased by 100% when not in a raid.

    Ysera's Gift: Heals you for [2/4]% of your maximum health every 5 seconds. If you are at full health, an injured party or raid member will be healed instead. Two Rank Talent.


    Restoration Row 6

    Nourish: Heals a friendly target. Receives triple bonus from Mastery: Harmony.

    Soul of the Forest: Swiftmend increases the healing of your next Regrowth or Rejuvenation by 200%, or your next Wild Growth by 75%.

    Inner Peace: Reduces the cooldown of Tranquility by [30/60] seconds. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks. Two Rank Talent.

    Cultivation: When Rejuvenation heals a target below 60% health, it applies Cultivation to the target, healing them for a small amount over 6 seconds.


    Restoration Row 7

    Improved Tranquility and Wild Growth[NNF]: Increases healing done by Tranquility and Wild Growth based on t: he current health of the target. Lower heal targets are healed for more.

    Choice Node:

    • Cenarion Ward: Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target over 8 seconds.
    • Abundance: For each Rejuvenation you have active, Regrowth's cost is reduced by 6% and critical effect chance is increased by 6%.

    Stonebark: Ironbark increases healing from your heal over time effects by [10/20%]. Two Rank Talent.


    Restoration Row 8

    Choice Node:

    • Spring Blossoms: Each target healed by Efflorescence is healed for a small amount of additional healing over 6 seconds.
    • Overgrowth: Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to an ally.

    Rampant Growth: Regrowth heals for more over its duration, and its healing over time effect also applies to the target of your Lifebloom.

    Autumn Leaves: Rejuvenation's duration is increased by 1 sec, and it heals for an additional amount when it is your only heal over time on the target.

    Grove Tending: Swiftmend heals the target for over 9 seconds.

    Choice Node:

    • Invigorate: Your heal over time effects on the target complete their healing 100% faster. 45 second cooldown.
    • Memory of the Mother Tree: Wild Growth has a 40% chance to cause your next Rejuvenation or Regrowth to apply to 3 additional allies within 20 yards of the target.

    Restoration Row 9

    Germination: You can apply Rejuvenation twice to the same target. Rejuvenation's duration is increased by 2 seconds.

    Choice Node:

    • Incarnation: Tree of Life: Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting protection from Polymorph effects. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. Lasts 30 seconds. You may shapeshift in and out of this form for its duration.
    • Convoke the Spirits: Call upon the Druidic ancestors for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, Rake, and Thrash on appropriate nearby targets, favoring your current shapeshift form.

    Improved Innervate [NNF]: If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Passive: Mana regeneration increased 5%.


    Restoration Row 10

    Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.

    Choice Node:

    • Photosynthesis: While your Lifebloom is on yourself, your periodic heals heal 20% faster. While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom.
    • The Dark Titan's Lesson: You may Lifebloom two targets at once.

    Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

    Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.

    Ephemeral Incarnation: Every 3 casts of Swiftmend grants you Incarnation: Tree of Life for 9 seconds.

    Choice Node:

    • Flourish: Extends the duration of all of your heal over time effects on friendly targets within 60 yards by 8 sec, and increases the rate of your heal over time effects by 100% for 8 seconds.
    • Verdant Infusion: Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 seconds.

    Vision of Unending Growth: Rejuvenation healing has a 2% chance to create a new Rejuvenation on a nearby target.

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    Certainly not a fan of baseline Skull Bash.

    The other two specs that have two kicks are at least tanks, why add Boomkin to them?

    Also, no baseline Boomkin form for Balance, seriously?

    Edited by Teufel

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    1 minute ago, Teufel said:

    Certainly not a fan of baseline Skull Bash.

    The other two specs that have two kicks are at least tanks, why add Boomkin to them?

    It's not baseline? it's a talent, granted a class talent so boomkins could have 2, but it's still a talent.

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    Just now, Bobbis said:

    It's not baseline? it's a talent, granted a class talent so boomkins could have 2, but it's still a talent.

    Pretty much what I meant.

    "Avaliable baseline" would probably sound better.

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    1 minute ago, Teufel said:

    Pretty much what I meant.

    "Avaliable baseline" would probably sound better.

    Fair enough, still unsure why you'd be unhappy with this. It means resto druids get an interrupt, and boomkins can choose between a melee ish one, ranged, or both. 

    Overall I'm not in awe of the system, there's a lot of current stuff being taken away so we can choose what we get back. Which is exactly what I expected, so I shall wait to see how it actually plays, some stuff we won't miss.

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    Just now, Bobbis said:

    Fair enough, still unsure why you'd be unhappy with this. It means resto druids get an interrupt, and boomkins can choose between a melee ish one, ranged, or both. 

    Overall I'm not in awe of the system, there's a lot of current stuff being taken away so we can choose what we get back. Which is exactly what I expected, so I shall wait to see how it actually plays, some stuff we won't miss.

    Just think of the infamous Solar Beam+Root/Ursol/Massroot combo. Now add having a 2nd interrupt to worry about once you're out of it. On a rather bursty DPS spec, since Convoke stays. Ouch.

    Also, I think it starts chipping away at identity with healers. Shamans are the only ones so far who have it, and it's kinda their thing - their utility bag is massive, even if their healing in 5-man, where utility matters most, is not as impressive.

    Considering Monks and Paladins have an excuse to get an interrupt because well, they are in melee already, it's basically shafting Priests. Unless you want to hand them over Silence, which is rather puny as an interrupt as is, and returns us to "blanket silence" problem.

    • Haha 1

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    7 hours ago, Teufel said:

    Just think of the infamous Solar Beam+Root/Ursol/Massroot combo. Now add having a 2nd interrupt to worry about once you're out of it. On a rather bursty DPS spec, since Convoke stays. Ouch.

    Also, I think it starts chipping away at identity with healers. Shamans are the only ones so far who have it, and it's kinda their thing - their utility bag is massive, even if their healing in 5-man, where utility matters most, is not as impressive.

    Considering Monks and Paladins have an excuse to get an interrupt because well, they are in melee already, it's basically shafting Priests. Unless you want to hand them over Silence, which is rather puny as an interrupt as is, and returns us to "blanket silence" problem.

    Honestly so what?  The games gameplay was at its absolute best in MoP when there was the most overlap in history anyway.  The game being fun matters far far far more than these fake delusional concepts of 'class identity' which are really just some neurotic goalposts people keep moving around just to have something to be negative about.

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    1 hour ago, skitzy129 said:

    Honestly so what?  The games gameplay was at its absolute best in MoP when there was the most overlap in history anyway.  The game being fun matters far far far more than these fake delusional concepts of 'class identity' which are really just some neurotic goalposts people keep moving around just to have something to be negative about.

    Are you also among those who praise Skyrim as "BEST RPG EVER", despite it objectively not understanding what "R" letter stands for? Because that's very close to what you're saying here. 

    An RPG game is supposed to have class identity at its core. It is supposed to provide different experiences depending on what you're playing. It is supposed to restrict you from having it all at the same time, to have tradeoffs, or why have such system at all? What you call 'neurotic goalposts' is the core concept of the genre. Need I remind you that Legion, which excatly made major effort in establishing class idenity, both in terms of abilities and content, is hailed to be one of, if not THE best expansion, depending on who you ask?

    Also, definition of 'fun' heavily varies from person to person, so dragging it here is pointless.

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    On 6/4/2022 at 3:01 AM, Teufel said:

    Just think of the infamous Solar Beam+Root/Ursol/Massroot combo. Now add having a 2nd interrupt to worry about once you're out of it. On a rather bursty DPS spec, since Convoke stays. Ouch.

    Also, I think it starts chipping away at identity with healers. Shamans are the only ones so far who have it, and it's kinda their thing - their utility bag is massive, even if their healing in 5-man, where utility matters most, is not as impressive.

    Considering Monks and Paladins have an excuse to get an interrupt because well, they are in melee already, it's basically shafting Priests. Unless you want to hand them over Silence, which is rather puny as an interrupt as is, and returns us to "blanket silence" problem.

    I can understand what people mean when they say, that people are very, different.

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    On 6/4/2022 at 12:59 PM, Teufel said:

    Are you also among those who praise Skyrim as "BEST RPG EVER", despite it objectively not understanding what "R" letter stands for? Because that's very close to what you're saying here. 

    An RPG game is supposed to have class identity at its core. It is supposed to provide different experiences depending on what you're playing. It is supposed to restrict you from having it all at the same time, to have tradeoffs, or why have such system at all? What you call 'neurotic goalposts' is the core concept of the genre. Need I remind you that Legion, which excatly made major effort in establishing class idenity, both in terms of abilities and content, is hailed to be one of, if not THE best expansion, depending on who you ask?

    Also, definition of 'fun' heavily varies from person to person, so dragging it here is pointless.

    Idk what you are on, but I feel like I'm playing a very different class when changing characters. So there's that.

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    1 hour ago, Znifler said:

    Idk what you are on, but I feel like I'm playing a very different class when changing characters. So there's that.

    Maybe you should read the entire conversation, not pluck away at words without context, then reply and not look stupid? 
    Usually that works. 

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    On 6/6/2022 at 5:21 PM, Teufel said:

    Maybe you should read the entire conversation, not pluck away at words without context, then reply and not look stupid? 
    Usually that works. 

    Did, and still stand by my words. But now I understand why you said what you said 😉

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