Survival Instincts is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3), and for Feral and Guardian specializations can have up to 2 charges (up from 1).
Guardian Druids have had increased Armor as their Mastery for a while now. However, one of the new secondary stats available to all tanks is Bonus Armor. We didn't feel that the difference of being additive vs. being a multiplier was significant enough to warrant keeping their Mastery around. Additionally, active mitigation hasn't played out as well for Guardians as it has for some other tanks. We decided to redesign the Mastery for Guardian Druids to something that compliments the Avoidance-heavy nature of Savage Defense, and also to improve the usability of Tooth and Claw for more consistent damage reduction. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn't negatively affected by any of those. We also slightly reduced the power of Primal Fury, in order to better balance secondary stats for Guardians.
Guardian Druids' Mastery (Nature's Guardian) has been replaced with a new Mastery: Primal Tenacity.
Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 16% of the attack's damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
Rage for Guardian Druids has been problematic throughout Mists of Pandaria. Most of their rage generation was extremely passive, and most of their button presses either didn't affect their survivability, or only trivially did so. We made changes to Haste and Crit, to try to solve these rage generation problems, and improve their rotation. Most
Auto-attacks now generate 5 Rage (down from 10.9 Rage).
Lacerate now generates 10 Rage, has no cooldown (down from a 3-second cooldown), but no longer has a chance to reset Mangle's cooldown.
Thrash now generates 2 Rage every time it deals direct or periodic damage, has no cooldown (down from a 6-second cooldown), but no longer has a chance to reset Mangle's cooldown.
Faerie Fire no longer has a chance to reset Mangle's cooldown.
Primal Fury now generates 5 Rage (down from 15 Rage) when you dodge or non-periodically critically strike (up from only Auto Attacks and Mangle).
Mangle now generates 30 Rage, and its cooldown is reduced by Haste.
Bear Form no longer increases Haste and Crit from items by 50%, but instead causes Haste to reduce the global cooldown.
- 2 заряда на шилдволе, шилдвол на 70%.
- Очередная стрёмная искусность в стиле бдк (поправьте, если что-то не так понял).
- Форма мишки больше не дает на 50% больше крита и хасты, добавлена пассивка "+10% к криту", хаста режет кулдауны на активные абилки.
- Почти все абилки теперь генерируют рагу, но Размах был удален у мишки (т.е. для АОЕ только взбучка осталась, причём каждый тик взбучки тоже дает рагу).
- Изначальное неистовство теперь дает 5 раги за статичный крит(тики дот не считаются)
или за додж (возвращаемся в прошлое)!
Итого в альфе мы имеем мишку, дамажущего с наложением на себя абсорбов(трепка это теперь искусность), с потенциальным выбором между 3-мя статами: критом, хастой и искусностью. Если они не намудрят с рейтингами(как всегда), то будет реальный выбор между статами: крит для дамага, хаста для раги, искусность для уменьшения входящего урона.
а, и ещё, как сказал мой друг-сова
Всем шред, поцаны
