Two posts in one day?! INCONCEIVABLE!
And yet, here I am! This one was just too good to sit on! In today’s patch notes, we have the following juicy goodness attached to the end of our already known efflorescence changes:
Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects. In addition, Living Seed is no longer a prerequisite talent for Efflorescence.
Finally! We are no longer forced into 3 talents points that generally account for less than 3% of our overall healing in a given raid night to pick up on only “new” heal this expansion. While I am happy to see the change go into effect, it’s really too bad that the devs didn’t do something to spruce up the talent a little bit. I’d personally love to see it act like Ancestral Healing or Inspiration, or perhaps have an absorb effect as opposed to a straight heal effect. Hopefully once Blizzard realizes that it’s been axed from druid talent specs due to it’s lackluster nature, they will take a look at how to make it more desirable. Honestly, I think there is so much potential that we could see in those three talent points.
The next question that has to be answered is “what am I going to do with those three points”. Making the assumption that a reduced cooldown tranquility is our new “raid cooldown” and that Blizzard doesn’t have something else up their sleeve for us that might be added into our talent tree – I will probably go with a mixture of points in Blessing of the Grove and Perseverance. But Beru, since you have three points free why not play with Nature’s Bounty more? Well, if the talent tree remains arranged as it is currently you need to use those three points earlier in the tree to unlock the later talents which would still prohibit getting down to Nature’s Bounty without giving up something later in the tree.
One other thing that I found very interesting in this latest round of patch notes, however, wasn’t druid related. In fact, in came from the warrior notes:
Colossus Smash now ignores 50% of a hostile player’s armor (PvP), but continues to ignore 100% of a non-player character’s armor (PvE).
But Beru, why do you care about warrior notes? It’s not really so much the warrior part of the notes that I found intriguing. It’s the PvP vs PvE change of the notes. It’s the fact that Blizzard made a PvP nerf to a talent without causing a PvE nerf, and the way in which they did it is interesting. What this does is makes me curious if we are going to see more PvP balancing take this approach. I really do hope that to be the case, as there is nothing more disheartening than seeing PvP nerfs coming down the pike that affect your class in PvE. Regardless, I definitely thought that it was worth noting and think that it will be interesting to watch to see if there will be more PvP balancing changes that follow the nature of this change.