Welcome to the Monday round-up.
First up we have a bunch of clarification posts to details surrounding the Windsong enchant buff. There really isn’t anything too specific in there that we should worry about. Basically just remember that it’s by far the best RPS enchant available.
You can find all the details about the questions and answers here.
There have been a couple of hotfixes made to live servers. They’re good ones, and ones we’ve been waiting a long time for.
Incarnation: Son of Ursoc
- Activating this ability now correctly resets the cooldown on Growl.
- Activating this ability will no longer incorrectly remove Might of Ursoc, Enrage, or Savage Defense.
While it is disapointing this was not fixed earlier, it’s a relief that it is now.
In case you missed it, Patch 5.1 is bringing some pretty sweet changes:
Enrage no longer requires Bear Form
- The cast time of Symbiosis has been reduced to 2 seconds.
- Survival Instincts is once again granted to Brewmaster Monks and now costs 2 Chi to use.
- Might of Ursoc is once again granted to Blood Death Knights, and now costs 30 Runic Power.
- Savage Defense is once again granted to Protection Warriors, but now only provides a 30% increase to dodge.
- Barkskin is once again granted to Protection Paladins, and now costs 1 Holy Power.
- The cooldown of Stampeding Shout provided by Symbiosis has been reduced to 5 minutes.
- The duration of Solar Beam provided by Symbiosis now displays correctly as 4 seconds.
I’m mainly excited about the 2 second cast time. Will make it much easier to use in PUGs and 5mans. Not really surprised about the Enrage change, it will probably auto-shift to Bear Form as well – although I haven’t tested this myself on the PTR yet.
Vengeance was hotfixed late last week. Ahanss did some preliminary testing with it, and dug up some of the details. Earlier today Daxxarri posted a clarification for us.
Vengeance was also reduced by 10% at the time that hotfix was noted. We apologize for that being missed in the patch notes. Vengeance now accrues at a rate of 1.8% of damage taken, down from 2.0%.
Based on the hits a tank takes, Vengeance attempts to predict what 50% of average Vengeance for that level of incoming damage will be, and bumps the tank straight to that level. However, it previously based that calculation on a 1.5 second attack speed. It now bases the calculation on the enemy’s auto attack speed for auto attacks, and a 60 second interval for special attacks.
Tanks will still get the expected amount of Vengeance from the damage taken. This change just means that the first hit from a slow-attacking boss will bump Vengeance straight up to the expected amount.
Basically this means Vengeance gains were adjusted to account for now granting Vengeance on avoided autoattacks. Further you can no longer abuse mechanics that deal a lot of damage (Massive Attack, Annihilate, Total Annilation) to gain huge amounts of Vengeance. As a result you’ll notice that your Frenzied Regeneration recovery is slightly smaller, but not that big of a deal.
If anything it just further reinforces that Savage Defense is meant to be used against damage that is avoidable, instead of recovering it by using FR.
That’s all this week! Be sure to tune in to the Team Waffle Podcast this Friday when we discuss all of the latest in Druiding!