YoTa_BoX
06-06-2008, 12:57 AM
I put most of all Info as far as what you can Read On here ... I know its a **** ton but oh well. Hope yall WoWers Enjoy!!! I cant wait till it comes out..Ive got it Preorderd!!
Some of the new abillities are insane!!! and im loving the DK!!!
Images- http://wotlk.wikidot.com/images
Media- http://wotlk.wikidot.com/media
Misc Info- http://wotlk.wikidot.com/misc
Spells Talents Professions- http://wotlk.wikidot.com/spells-talents-professions
How Death Nights Work-
Death Knight
Death Knight Damage Mechanics
Death Knights are unique in that while they deal a good amount of damage with spell effects, they have no reliance on +spell damage armor and weapons. Instead their damage is derived from the bas damage + some fraction of their attack power in the following form:
(1)
\lefteqn{NetDamage = BaseDMG + AttackPower * APC}
Where APC equals the Attack Power Coefficient. This value is unique to the individual spell, and the estimated value is listed for each ability below.
The second Death Knight mechanic, Runic Power (RP) functions in much the same way, where the duration and/or damage of an ability requiring RP to activate is given as follows:
(2)
\lefteqn{Duration = \frac{RP}{100} * MaxDuration}
(3)
\lefteqn{NetDamage = \frac{RP}{100} * ( BaseDMG + AttackPower * APC )}
Runes
Runes are the Death Knight's "power," their version of mana/rage/energy. Runes come in three different "flavors" and most Death Knight abilities requires some combination of runes to use. You may have up to six runes "engraved" into your weapon; it has not yet been revealed how runes will be added and/or modified by the player.
Currently, runes have a recharge time of 10 seconds from the time of activation. This can be talented down to 5 seconds on a percentage based proc with the "XXX Rune Mastery" talents found in each talent tree.
Death Knight Presences
The Death Knight will have three presences they can choose from at any time to best fit their current task (PvE, Tank or PvP). They are as follows:
Blood - Increases damage done by 15% and returns back 4% of the damage done as health.
Unholy - Increases attack speed by 15% and lowers the global cooldown by 0.5 seconds.
Frost - Increases armor by 45% and threat generated by 25%.
Death Knight Spells
Blood
Spell Rune Cost APC Description
Death Strike Unknown N/A A deadly attack that deals 60% weapon damage. If the target dies within 3 seconds and yields experience or honor, Death Strike heals the Death Knight for 1310.
Blood Strike Unknown 0.6 Instantly strike the enemy, causing 60% weapon damage plus 164 for each disease on the target.
Strangulate Runic Power 0.2 Strangle an enemy consuming all available Runic Power to silence the target for a maximum of 5 seconds and dealing up to 434 shadow damage at the end of the effect.
Blood Boil Unknown 0.1 Causes all disease effects on targets within 30 yards to painfully erupt, consuming the diseases and forcing the target to attack the Death Knight for 3 sec.
Death Pact Unknown N/A Sacrifice an undead minion, healing the Death Knight for 2600 health.
Blood Tap Unknown N/A Immedietly activates a Blood Rune and converts it to a Death Rune. This rune counts as a Blood, Unholy or Frost Rune. Lasts 10 seconds.
Unholy
Spell Rune Cost APC Description
Plague Strike Unknown N/A A viscious strike that deals weapon damage plus 71 and plagues the target, dealing 704 Shado damage over 12 seconds.
Death Coil Runic Power ~0.217 Unleashes all available Runic Power, causing up to 1322 Shadow damage to a non-Undead enemy target or healing up to 1983 damage from a friendly Undead target.
Death and Decay Unknown 0.039 211 shadow damage inflicted every 2 sec to all targets in the effected area for 8 seconds. Has a chance to cause affected targets to cower in fear.
Anti-Magic Shell Unknown N/A Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional Runic Power. Lasts 5 sec.
Degeneration Unknown N/A Instantly attack the target dealing 60% weapon damage and inflicting a disease that deals 182 over 12 seconds. This disease will also corrupt an existing heal over time spell, dramatically increasing the damage dealt.
Army of the Dead Unknown N/A Summons an army of your best ghouls to fight for you.
Raise Dead Unknown N/A Raise a Ghoul from a nearby corpse to fight by your side. If the corpse is not humanoid, corpse dust is required.
Frost
Spell Rune Cost APC Description
Icy Touch 2 Frost 0.2 Deals 583 Frost Damage and reduces the targets ranged, melee attack and casting speed by 15% for 22 sec.
Mind Freeze Unknown 0.1 Strike the target's mind with cold, dealing 237 Frost Damage and interrupting spellcasting while also preventing any spell in that school from being cast for 3 seconds.
Icebound Fortitude Runic Power N/A Consumes all availible Runic Power, causing the Death Knight to become immune to Stun effect and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects.
Empower Rune Weapon None N/A Empower your rune weapon, immediately activatine one of each rune type.
Chains of Ice Unknown N/A Freezes the target in place for 4 seconds. The target regains 10% of their movement speec each second after breaking free of the chains.
Note: All damage values assume level 80.
Death Knight Talents
Talent tree - http://war-tools.darlinganime.com/index.php?i=deathknight
Ghouls
Spell Energy Cost Description
Explode 0 Explode self, destroying the ghoul and causing 500 shadow damage to all nearby enemies.
Infect 20 Inflicts 51 - 52 nature damage to an enemy every 3 seconds.
Huddle 10 Go into a defensive crouch, reducing damage dealt and taken by melee attacks, ranged attacks and spells by 50% for 10 seconds.
Gnaw 30 Chew a limb off the target, stunning for 3 seconds and dealing 90 - 110 damage.
Leap 10 Leap through the shadows and reappear behind your enemy.
Claw 40 Claw the enemy causing 14 additional damage.
Thrash 30 A physical attack, injuring a single foe for 110 damage. Also interrupts spellcasting and prevents any spell of that school from being cast for 5 seconds.
Known Changes to a few Classes so far..
Druid -New Druid spells:
* Typhoon (Rank 1) - "You summon a violent Typhoon that does 530 Nature damage when in contact with hostile targets, knocking them back 5 yards."
* Nourish- "Heals a friendly target for 1550 to 1800. Heals for an additional 387.5 to 450 if Rejuvenation is on the target."
* Revive - "Returns the spirit to the body, restoring a dead target to life with 1800 health and 1365 mana. Cannot be cast when in combat.
New Druid talents:
* Living Seed - "When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 20/40/60/80/100% chance to plant a Living Seed on the target for 15% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec." (Restoration)
* Spark of Nature - removed in 8391
* Improved Tree of Life- "Increases your Armor while in Tree of Life Form by 120/240/360%, and increases the effect of your Bark's Blessing by 1/3/5%" (Restoration)
* Nature's Fury - "Converts 2/4/6/8/10% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times." (Balance)
* Starfall (Rank 1, Level 80, 866 mana, instant, 3 min cooldown) - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing 500 Arcane damage, and an additional 170 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts 10 sec." (Balance)
* Infected Wounds - "Your Shred, Maul and Mangle attacks have a 33/66/100% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and attack speed of the target by 10%. Stacks up to 5 times. Lasts 12 sec." (Feral)
* Berserk - "Reduces the energy cost of your Cat form abilities by 50% while in Cat form, and increases your total health by 30% and causes your Mangle (Bear) and Maul abilities hit up to 3 maximum targets while in Bear form or Dire Bear form. Berserk instantly clears all effects which cause loss of control of your character, and makes you immune to them for the duration. Lasts 20 sec." (Feral)
* King of the Jungle - "While Enraged in Bear Form or Dire Bear Form, your damage is increased by 5/10/15%, and your Tiger's Fury ability also instantly restores 20/40/60 energy."
* Primal Aggression - "Increases damage done by your Maul and Shred attacks on bleeding targets by 2/4/6/8/10%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 10/20/30/40/50%."
* Flourish (Rank 1, Level 80, 450 mana, instant) - "Heals friendly party or raid members within 10 yards of the target for 665 over 7 sec. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration." (Restoration)
* Improved Moonkin Form - "Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 20% spell haste when they critically hit with spells for 10 seconds. This effect cannot occur more than once every few seconds." (Balance)
* Replenish - "Your Rejuvenation and Flourish spells have a 4/7/10% chance to restore 10 Energy, 4 Rage, 2% Mana or 10 Runic Power per tick." (Restoration)
* Gale Winds - "Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of your Cyclone spell by 10/20%." (Balance)
* Owlkin Frenzy - "Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10% and causes you to be immune to pushback while casting Balance spells. Lasts 10 sec." (Balance)
* Eclipse - "When you critically hit with Starfire, you have a 20/40/60% chance of increasing damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing your critical strike chance with Starfire by 10%. Effect lasts 30 sec. 2 min cooldown." (Balance)
* Gift of the Earthmother - Reduces the global cooldown of your Rejuvenation and Lifebloom spells by .1/.2/.3/.4/.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target. (Restoration)
Talent tree - http://war-tools.darlinganime.com/index.php?i=druid
Druid Changes:
Balance
* Eclipse - now lasts 30 sec (up from 12) and has a 2 min cooldown.
* Owlkin Frenzy - 25% spell haste ditched, now gives balance spell pushback immunity on proc.
* Imp Moonkin Form - 100% spell haste changed to 20%.
* Soothe Animal - Now affects dragonkin.
* Celestial Focus, Vengeance, Focused Starlight, Moonglow - Now also affect Starfall.
* Entangling Roots - Now ticks every second.
* Lunar Guidance - Changed to 4/8/12% (down from 8/16/24%).
* Starfall - Extra damage radius changed to 5 yards (down from 10).
* Nature's Fury - No longer converts bonus healing into damage.
Feral
* King of the Jungle (new) - While Enraged in Bear Form or Dire Bear Form, your damage is increased by 5/10/15%, and your Tiger's Fury ability also instantly restores 20/40/60 energy.
* Nurturing Instinct - Changed from 50/100% agi as healing to 35/70%.
* Primal Aggression - Increases damage done by your Maul and Shred attacks on bleeding targets by 2/4/6/8/10%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 10/20/30/40/50%.
* Reinforced Hide - removed.
* Challenging Roar - Cooldown changed to 3 min (down from 10).
* Maul - Description changed to "A strong attack that increases melee damage by x and causes a high amount of threat."
* Predatory Strikes - Increases your melee attack power in Cat, Bear, Dire Bear and Moonkin Forms by 50%/100%/150% of your level and 7%/14%/20% of any attack power on your equipped weapon.
* Ferocious Bite, Rip - Damage values changed.
* Primal Precision - Changed from 30/60% energy return on failed finisher to 40/80%.
* Berserk - Changed.
o Old: Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
o New: Reduces the energy cost of your Cat form abilities by 50% while in Cat form, and increases your total health by 30% and causes your Mangle (Bear) and Maul abilities hit up to 3 maximum targets while in Bear form or Dire Bear form. Berserk instantly clears all effects which cause loss of control of your character, and makes you immune to them for the duration. Lasts 20 sec.
* Lock Jaw (new) - Finishing move that stuns the target and deals damage. Lasts longer per combo point: x points: x+1 seconds (level 75)
Restoration
* Gift of the Earthmother (new) - Reduces the global cooldown of your Rejuvenation and Lifebloom spells by .1/.2/.3/.4/.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target.
* Master Shapeshifter (new) - Grants an effect which lasts while the Druid is within the respective shapeshift form. (Bear Form: +2%/4% Physical Damage) (Cat Form: +2%/4% Critical Strike Chance) (Moonkin Form: +2%/4% Spell Damage) (Tree Form: +2%/4% Healing)
* Spark of Nature - removed.
* Nature's Swiftness - Added "with a casting time under 10 sec" to description.
* Improved Tranquility - Threat modifier changed to 30/60% (down from 50/100%).
* Empowered Touch - Changed to 20/40% (up from 10/20%).
* Living Seed - Proc chance changed to 33/66/100% (up from 20-100%) and effect changed to 30% (up from 15%).
* Replenish - Proc chance changed to 5/10/15% (up from 4/7/10%).
* Nourish - Additional heal changed to "an additional 12% for each Rejuvenation, Regrowth or Lifebloom effect cast by you active on the target" (old: +387-450 if Rejuvenation was on the target).
* Tree of Life - "Shapeshift into the Tree of Life. While in this form your movement speed is reduced by 20% and you can only cast Swiftmend, Innervate, Nature's Swiftness, Rebirth, Barkskin, Nourish, poison removing and healing over time spells, but the mana cost of these spells is reduced by 20%. Your heals also grant friendly targets your Bark's Blessing, increasing healing done to them by 25% of your total Spirit. Bark's Blessing lasts 8 sec." (Restoration) [Changed in 3.0.1.8303]
* Entangling Roots can now be used indoors as well.
* Base damage of Maul, Rake and Ravage has been increased.
* Demoralizing Roar now removes more attack power than before.
* Soothe Animal is now instant cast.
* Tiger's Fury no longer costs energy, but now has a 30 second cooldown.
* Hurricane cooldown has been removed.
* Frenzied Regeneration now only has one rank. Frenzied Regeneration will now restore 0.1% of your max health per rage instead.
* Ferocious Bite's damage for extra energy now scales with attack power.
* Nature's Grasp can now be used indoors as well.
* Nature's Reach now reduces threat generated by your Balance spells by 15/30% in addition to it's old effect.
* Brambles now gives your Thorns and Treants a 5/10/15% chance to daze the target for 3 seconds when dealing damage in addition to it's old effect.
* Omen of Clarity is now a passive effect instead of a self-cast buff.
* Feral Charge is now available in Cat Form as well.
* Improved Mark of the Wild has been reduced to a 2 point talent, increasing the effect of Mark of the Wild by 20/40%.
* Nature's Focus has been reduced to a 3 point talent, now reducing chance to be interrupted by 23/46/70%.
* Subtlety has been reduced to a three point talent, now reducing threat and reducing the chance your spells will be dispelled by 10/20/30%
* Improved Tranquility now reduces the cooldown of your Tranquility spell by 25/50% in addition to it's old effect.
* Improved Faerie Fire works for spells too now.
* Survival of the Fittest's effect has been doubled.
* Tree of Life can cast the new Flourish spell. Old extra healing aura has been removed and replaced with Bark's Blessing, which increases healing done on target's of your healing spells by 25% of your spirit for 8 seconds.
* Mangle (Bear) now increases the damage of your Maul ability instead of the Shred ability.
Some of the new abillities are insane!!! and im loving the DK!!!
Images- http://wotlk.wikidot.com/images
Media- http://wotlk.wikidot.com/media
Misc Info- http://wotlk.wikidot.com/misc
Spells Talents Professions- http://wotlk.wikidot.com/spells-talents-professions
How Death Nights Work-
Death Knight
Death Knight Damage Mechanics
Death Knights are unique in that while they deal a good amount of damage with spell effects, they have no reliance on +spell damage armor and weapons. Instead their damage is derived from the bas damage + some fraction of their attack power in the following form:
(1)
\lefteqn{NetDamage = BaseDMG + AttackPower * APC}
Where APC equals the Attack Power Coefficient. This value is unique to the individual spell, and the estimated value is listed for each ability below.
The second Death Knight mechanic, Runic Power (RP) functions in much the same way, where the duration and/or damage of an ability requiring RP to activate is given as follows:
(2)
\lefteqn{Duration = \frac{RP}{100} * MaxDuration}
(3)
\lefteqn{NetDamage = \frac{RP}{100} * ( BaseDMG + AttackPower * APC )}
Runes
Runes are the Death Knight's "power," their version of mana/rage/energy. Runes come in three different "flavors" and most Death Knight abilities requires some combination of runes to use. You may have up to six runes "engraved" into your weapon; it has not yet been revealed how runes will be added and/or modified by the player.
Currently, runes have a recharge time of 10 seconds from the time of activation. This can be talented down to 5 seconds on a percentage based proc with the "XXX Rune Mastery" talents found in each talent tree.
Death Knight Presences
The Death Knight will have three presences they can choose from at any time to best fit their current task (PvE, Tank or PvP). They are as follows:
Blood - Increases damage done by 15% and returns back 4% of the damage done as health.
Unholy - Increases attack speed by 15% and lowers the global cooldown by 0.5 seconds.
Frost - Increases armor by 45% and threat generated by 25%.
Death Knight Spells
Blood
Spell Rune Cost APC Description
Death Strike Unknown N/A A deadly attack that deals 60% weapon damage. If the target dies within 3 seconds and yields experience or honor, Death Strike heals the Death Knight for 1310.
Blood Strike Unknown 0.6 Instantly strike the enemy, causing 60% weapon damage plus 164 for each disease on the target.
Strangulate Runic Power 0.2 Strangle an enemy consuming all available Runic Power to silence the target for a maximum of 5 seconds and dealing up to 434 shadow damage at the end of the effect.
Blood Boil Unknown 0.1 Causes all disease effects on targets within 30 yards to painfully erupt, consuming the diseases and forcing the target to attack the Death Knight for 3 sec.
Death Pact Unknown N/A Sacrifice an undead minion, healing the Death Knight for 2600 health.
Blood Tap Unknown N/A Immedietly activates a Blood Rune and converts it to a Death Rune. This rune counts as a Blood, Unholy or Frost Rune. Lasts 10 seconds.
Unholy
Spell Rune Cost APC Description
Plague Strike Unknown N/A A viscious strike that deals weapon damage plus 71 and plagues the target, dealing 704 Shado damage over 12 seconds.
Death Coil Runic Power ~0.217 Unleashes all available Runic Power, causing up to 1322 Shadow damage to a non-Undead enemy target or healing up to 1983 damage from a friendly Undead target.
Death and Decay Unknown 0.039 211 shadow damage inflicted every 2 sec to all targets in the effected area for 8 seconds. Has a chance to cause affected targets to cower in fear.
Anti-Magic Shell Unknown N/A Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional Runic Power. Lasts 5 sec.
Degeneration Unknown N/A Instantly attack the target dealing 60% weapon damage and inflicting a disease that deals 182 over 12 seconds. This disease will also corrupt an existing heal over time spell, dramatically increasing the damage dealt.
Army of the Dead Unknown N/A Summons an army of your best ghouls to fight for you.
Raise Dead Unknown N/A Raise a Ghoul from a nearby corpse to fight by your side. If the corpse is not humanoid, corpse dust is required.
Frost
Spell Rune Cost APC Description
Icy Touch 2 Frost 0.2 Deals 583 Frost Damage and reduces the targets ranged, melee attack and casting speed by 15% for 22 sec.
Mind Freeze Unknown 0.1 Strike the target's mind with cold, dealing 237 Frost Damage and interrupting spellcasting while also preventing any spell in that school from being cast for 3 seconds.
Icebound Fortitude Runic Power N/A Consumes all availible Runic Power, causing the Death Knight to become immune to Stun effect and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects.
Empower Rune Weapon None N/A Empower your rune weapon, immediately activatine one of each rune type.
Chains of Ice Unknown N/A Freezes the target in place for 4 seconds. The target regains 10% of their movement speec each second after breaking free of the chains.
Note: All damage values assume level 80.
Death Knight Talents
Talent tree - http://war-tools.darlinganime.com/index.php?i=deathknight
Ghouls
Spell Energy Cost Description
Explode 0 Explode self, destroying the ghoul and causing 500 shadow damage to all nearby enemies.
Infect 20 Inflicts 51 - 52 nature damage to an enemy every 3 seconds.
Huddle 10 Go into a defensive crouch, reducing damage dealt and taken by melee attacks, ranged attacks and spells by 50% for 10 seconds.
Gnaw 30 Chew a limb off the target, stunning for 3 seconds and dealing 90 - 110 damage.
Leap 10 Leap through the shadows and reappear behind your enemy.
Claw 40 Claw the enemy causing 14 additional damage.
Thrash 30 A physical attack, injuring a single foe for 110 damage. Also interrupts spellcasting and prevents any spell of that school from being cast for 5 seconds.
Known Changes to a few Classes so far..
Druid -New Druid spells:
* Typhoon (Rank 1) - "You summon a violent Typhoon that does 530 Nature damage when in contact with hostile targets, knocking them back 5 yards."
* Nourish- "Heals a friendly target for 1550 to 1800. Heals for an additional 387.5 to 450 if Rejuvenation is on the target."
* Revive - "Returns the spirit to the body, restoring a dead target to life with 1800 health and 1365 mana. Cannot be cast when in combat.
New Druid talents:
* Living Seed - "When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 20/40/60/80/100% chance to plant a Living Seed on the target for 15% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec." (Restoration)
* Spark of Nature - removed in 8391
* Improved Tree of Life- "Increases your Armor while in Tree of Life Form by 120/240/360%, and increases the effect of your Bark's Blessing by 1/3/5%" (Restoration)
* Nature's Fury - "Converts 2/4/6/8/10% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times." (Balance)
* Starfall (Rank 1, Level 80, 866 mana, instant, 3 min cooldown) - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing 500 Arcane damage, and an additional 170 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts 10 sec." (Balance)
* Infected Wounds - "Your Shred, Maul and Mangle attacks have a 33/66/100% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and attack speed of the target by 10%. Stacks up to 5 times. Lasts 12 sec." (Feral)
* Berserk - "Reduces the energy cost of your Cat form abilities by 50% while in Cat form, and increases your total health by 30% and causes your Mangle (Bear) and Maul abilities hit up to 3 maximum targets while in Bear form or Dire Bear form. Berserk instantly clears all effects which cause loss of control of your character, and makes you immune to them for the duration. Lasts 20 sec." (Feral)
* King of the Jungle - "While Enraged in Bear Form or Dire Bear Form, your damage is increased by 5/10/15%, and your Tiger's Fury ability also instantly restores 20/40/60 energy."
* Primal Aggression - "Increases damage done by your Maul and Shred attacks on bleeding targets by 2/4/6/8/10%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 10/20/30/40/50%."
* Flourish (Rank 1, Level 80, 450 mana, instant) - "Heals friendly party or raid members within 10 yards of the target for 665 over 7 sec. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration." (Restoration)
* Improved Moonkin Form - "Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 20% spell haste when they critically hit with spells for 10 seconds. This effect cannot occur more than once every few seconds." (Balance)
* Replenish - "Your Rejuvenation and Flourish spells have a 4/7/10% chance to restore 10 Energy, 4 Rage, 2% Mana or 10 Runic Power per tick." (Restoration)
* Gale Winds - "Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of your Cyclone spell by 10/20%." (Balance)
* Owlkin Frenzy - "Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10% and causes you to be immune to pushback while casting Balance spells. Lasts 10 sec." (Balance)
* Eclipse - "When you critically hit with Starfire, you have a 20/40/60% chance of increasing damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing your critical strike chance with Starfire by 10%. Effect lasts 30 sec. 2 min cooldown." (Balance)
* Gift of the Earthmother - Reduces the global cooldown of your Rejuvenation and Lifebloom spells by .1/.2/.3/.4/.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target. (Restoration)
Talent tree - http://war-tools.darlinganime.com/index.php?i=druid
Druid Changes:
Balance
* Eclipse - now lasts 30 sec (up from 12) and has a 2 min cooldown.
* Owlkin Frenzy - 25% spell haste ditched, now gives balance spell pushback immunity on proc.
* Imp Moonkin Form - 100% spell haste changed to 20%.
* Soothe Animal - Now affects dragonkin.
* Celestial Focus, Vengeance, Focused Starlight, Moonglow - Now also affect Starfall.
* Entangling Roots - Now ticks every second.
* Lunar Guidance - Changed to 4/8/12% (down from 8/16/24%).
* Starfall - Extra damage radius changed to 5 yards (down from 10).
* Nature's Fury - No longer converts bonus healing into damage.
Feral
* King of the Jungle (new) - While Enraged in Bear Form or Dire Bear Form, your damage is increased by 5/10/15%, and your Tiger's Fury ability also instantly restores 20/40/60 energy.
* Nurturing Instinct - Changed from 50/100% agi as healing to 35/70%.
* Primal Aggression - Increases damage done by your Maul and Shred attacks on bleeding targets by 2/4/6/8/10%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 10/20/30/40/50%.
* Reinforced Hide - removed.
* Challenging Roar - Cooldown changed to 3 min (down from 10).
* Maul - Description changed to "A strong attack that increases melee damage by x and causes a high amount of threat."
* Predatory Strikes - Increases your melee attack power in Cat, Bear, Dire Bear and Moonkin Forms by 50%/100%/150% of your level and 7%/14%/20% of any attack power on your equipped weapon.
* Ferocious Bite, Rip - Damage values changed.
* Primal Precision - Changed from 30/60% energy return on failed finisher to 40/80%.
* Berserk - Changed.
o Old: Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
o New: Reduces the energy cost of your Cat form abilities by 50% while in Cat form, and increases your total health by 30% and causes your Mangle (Bear) and Maul abilities hit up to 3 maximum targets while in Bear form or Dire Bear form. Berserk instantly clears all effects which cause loss of control of your character, and makes you immune to them for the duration. Lasts 20 sec.
* Lock Jaw (new) - Finishing move that stuns the target and deals damage. Lasts longer per combo point: x points: x+1 seconds (level 75)
Restoration
* Gift of the Earthmother (new) - Reduces the global cooldown of your Rejuvenation and Lifebloom spells by .1/.2/.3/.4/.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target.
* Master Shapeshifter (new) - Grants an effect which lasts while the Druid is within the respective shapeshift form. (Bear Form: +2%/4% Physical Damage) (Cat Form: +2%/4% Critical Strike Chance) (Moonkin Form: +2%/4% Spell Damage) (Tree Form: +2%/4% Healing)
* Spark of Nature - removed.
* Nature's Swiftness - Added "with a casting time under 10 sec" to description.
* Improved Tranquility - Threat modifier changed to 30/60% (down from 50/100%).
* Empowered Touch - Changed to 20/40% (up from 10/20%).
* Living Seed - Proc chance changed to 33/66/100% (up from 20-100%) and effect changed to 30% (up from 15%).
* Replenish - Proc chance changed to 5/10/15% (up from 4/7/10%).
* Nourish - Additional heal changed to "an additional 12% for each Rejuvenation, Regrowth or Lifebloom effect cast by you active on the target" (old: +387-450 if Rejuvenation was on the target).
* Tree of Life - "Shapeshift into the Tree of Life. While in this form your movement speed is reduced by 20% and you can only cast Swiftmend, Innervate, Nature's Swiftness, Rebirth, Barkskin, Nourish, poison removing and healing over time spells, but the mana cost of these spells is reduced by 20%. Your heals also grant friendly targets your Bark's Blessing, increasing healing done to them by 25% of your total Spirit. Bark's Blessing lasts 8 sec." (Restoration) [Changed in 3.0.1.8303]
* Entangling Roots can now be used indoors as well.
* Base damage of Maul, Rake and Ravage has been increased.
* Demoralizing Roar now removes more attack power than before.
* Soothe Animal is now instant cast.
* Tiger's Fury no longer costs energy, but now has a 30 second cooldown.
* Hurricane cooldown has been removed.
* Frenzied Regeneration now only has one rank. Frenzied Regeneration will now restore 0.1% of your max health per rage instead.
* Ferocious Bite's damage for extra energy now scales with attack power.
* Nature's Grasp can now be used indoors as well.
* Nature's Reach now reduces threat generated by your Balance spells by 15/30% in addition to it's old effect.
* Brambles now gives your Thorns and Treants a 5/10/15% chance to daze the target for 3 seconds when dealing damage in addition to it's old effect.
* Omen of Clarity is now a passive effect instead of a self-cast buff.
* Feral Charge is now available in Cat Form as well.
* Improved Mark of the Wild has been reduced to a 2 point talent, increasing the effect of Mark of the Wild by 20/40%.
* Nature's Focus has been reduced to a 3 point talent, now reducing chance to be interrupted by 23/46/70%.
* Subtlety has been reduced to a three point talent, now reducing threat and reducing the chance your spells will be dispelled by 10/20/30%
* Improved Tranquility now reduces the cooldown of your Tranquility spell by 25/50% in addition to it's old effect.
* Improved Faerie Fire works for spells too now.
* Survival of the Fittest's effect has been doubled.
* Tree of Life can cast the new Flourish spell. Old extra healing aura has been removed and replaced with Bark's Blessing, which increases healing done on target's of your healing spells by 25% of your spirit for 8 seconds.
* Mangle (Bear) now increases the damage of your Maul ability instead of the Shred ability.