5.4 is here! And this is your survival guide.
The official forums, MMOC, and EJ guides are not fully updated yet. I have a ton of content to put out before those are all done, so it may take a while. Also the Icy Veins Guardian Guide should be up-to-date soonish.
Proving Grounds is a new feature where level 90 players can test their mettle and undertake trials designed for Damage, Tank, or Healer roles to test and improve their combat skills in a safe, controlled environment.
It’s no real secret that I’m super excited for Proving Grounds. I haven’t really had a reason to play WoW beyond raiding and CMs for guildies for a while. Proving Grounds will certainly get me back into the world more, and I look foward to competing with all of you ^.^
Wrathion’s final quests are now available for dedicated heroes who have fought on his behalf throughout the Pandaren campaign. He’s waiting at the Tavern in the Mists in the Veiled Stair.
The legendary chain is finishing up with the final cloak. You can technically get this on day 1, but there’s going to be a lot of people out there. I probably won’t get mine until the weekend. If you missed the BiS list progression tanks will want to primarily go with the “tank” cloak, but it doesn’t hurt to have the “DPS” cloak around for funsies.
All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.
Pretty much eliminates problems found as a result of tank swaps. You should never have a problem with your co-tank not being able to hold threat off of you on a swap anymore.
- Characters in a tanking specialization now generates 40% more threat.
- Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
- Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
- Vengeance gains from being critically hit have been reduced by 50%.
- There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.
- So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5.3.
Basically a book of changes to Vengeance. The gist is tanking everything is no longer a good idea, nor can you use the environment to game Vengeance levels anymore. The notable exception is Challenge Modes, where Vengeance is actually a huge portion of the content.
The patch notes don’t include a fix to how Vengeance works for dodges. Essentially if you have a debuff that increases the damage you deal, you will no longer receive a lesser amount of Vengeance for an attack that you dodge, compared to an attack that hits you.
Capacitive Primal Diamond, and Legendary melee cloaks (Fen-Yu, Fury of Xuen, and Gong-Lu, Strength of Xuen) now have a 40% reduced chance to activate its effects for characters that are in a tanking specialization.
Nerf to bring the DPS LMG in line with the tanking one. Now you have to make an actual choice on what you want, rather than the DPS one being insanely good – especially in 10m. The DPS cloak isn’t really that great since it has a relatively low proc rate, and deals physical damage.
Indomitable Primal Diamond’s effect now grants a 20% damage reduction to all damage taken (up from only physical damage), and its activation rate has been doubled.
Tank LMG got hella buffs. It’s now actually really good, and you will definitely want it for progression encounters.
Bear Form now increases Stamina contribution from cloth and leather items by 40% (up from 20%).
Buff to deal with the EH issues we suffered in the 25h version of ToT. Probably an overbuff for 10m, but not much they can really do about that right now.
Innervate now restores mana based on the Druid’s Spirit.
Just take it off your bar. Seriously.
Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
Yay! I really like Moonglade, but it takes forever to get back to civilization afterwards :(
Wrath now deals 10% more damage, but has its mana cost increased by 50%.
Doesn’t change anything in terms of HotW burst. You still want to dump your Energy bar with Cat Form & Berserk first, before switching to Wrath.
DoC Guardian: Increases the amount healed by Healing Touch by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.
DoC is now by far the best constant raid utility talent in T6. It basically amounts to permanent NS. I definitely recommend taking this talent for any heroic raider, if you don’t need HotW.
FoN Guardian: Guardian Druids now gain Vengeance when their Treant takes damage.
Doesn’t matter. Their AI still needs help, and they deal basically no damage. Stay away from this talent.
Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.
Cannot express how much I do not care.
New talent: Ysera’s Gift. Ysera’s Gift replaces Nature’s Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.
Probably what I’m going to end up taking most of the time, especially when I have DoC. One less talent to micromanage, and it has really good throughput – especially with the Stamina buff. Renewal still wins out for scaled down content (PGs and CMs), and if you don’t take DoC then you may want CW. Up to you and how much you’re willing to put into managing the different talents.
Nature’s Vigil when activated now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
Damage bonus is inconsequential. When I was testing it on the PTR though, our 4t16 bouns was triggering the extra healing. I don’t know if that was intended, or even if it was still the case.
SotF Guardian: Increases Rage generation from Mangle (Bear) by 30% instead of an additional 3 Rage, and this talent now also applies to the Rage generated by Mangle (Bear) when it triggers Primal Fury.
Now becomes a very viable alternative to Incarnation. I will probably use this talent most of the time unless I need the burst from Incarnation for some reason.
Thick Hide now reduces the cooldown on Barkskin by 30 seconds.
Purely because of General Nazgrim. However I’m not going to complain about what is really a big buff. I expect this change to get reverted in 6.0.
Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.
Nobody uses this glyph for raiding anyway, but cool little note.
Glyph of Frenzied Regeneration now increases Frenzied Regeneration’s cost to 50 Rage (down from increasing Rage cost to 60).
Trap glyph is a trap. Stay away.
Our 2t16 bonus is merely a neat little way to extend a Savage Defense, nothing more. Our 4pc adds further damage smoothing via a “rolling” self-heal. You probably won’t notice either bonus too much, but you’re going to get them anyway because our tier pieces are the best itemized ones for each slot.
And that’s it! I’ll be recording Proving Grounds tomorrow and hopefully posting some videos for everything over the next couple of weeks. Also stay tuned for normal mode SoO Guardian videos.