Slower Vertical Progression and more horizontal relevance by Turning Each Raid Tier Into a “Resistance Tier” ?

I’ve been thinking about how Classic+ could prevent turning into a stat‑inflation treadmill.

So my idea is shift part of each raid’s item budget into elemental resistances instead of raw stats.

Not the old “craft a resist set for one boss” approach, i mean every raid tier drops gear themed around one elemental resistance, and bosses inside that raid deal increasingly more damage of that element the further you go into the raid.

This way you can put less raw stats on raid gear because the raid gets easier not because you dealing way more dmg but mainly because your raid takes way less dmg from encounters.

Another advantage of this system would be that the gear from each raid stays valuable, because it would still be the best choice for that particular raid and you cant just steamroll old raids if you allready have tier 3 gear.

With this approach of raids you maybe could do 6 to 7 tiers (frost, fire, shadow, holy, arcane, nature and maybe prismatic?) before gear gets too bloated with stats.

now its your turn to think about what flaws this system could have^^

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u/Wakkalakkamakka — 6 days ago

Reworked Druid Talent Trees (part 1)

I recently stumbled across a talent‑tree builder (i think it was made by NoktDraz), and of course the first thing I did was start messing around with Druid talents. Since Druid is what I mainly play, the choice was obvious. This project isn’t meant to be a manifesto or a “this is how Blizzard should do it” statement, it’s just my personal take, made for fun. So take it in that spirit.

My approach leans more toward Cataclysm‑style talent trees:

-More individual talents with fewer points each

-More meaningful choices

-Early rows filled with flexible, all‑rounder options

Most numbers are educated guesses, so there’s a good chance some talents are overtuned or undertuned. Please have mercy.

I reworked all three trees, but this post is already long enough. Depending on how people react, I might post Part 2 (Restoration) and Part 3 (Balance) later.

Spell changes:

Claw

Claw the target for 150% normal damage plus 115. Awards 1 combo point.

// basically mangle without the debuff

Cower

20 Energy

Instant 10 sec cooldown

Cower, causing no damage but lowering the threat of your cat auto attacks and abilities for 5 sec by 50%.

// the idea is to make it a tool to lower you opener threat on a target, so you dont die if the tank misses his first hits.

Ravage

60 Energy

Ravage the target, causing 350% damage plus 343 to the target and has double the chance to crit, when the target is above 90% health. Must be prowling and behind the target. Awards 2 combo points.

// Ravage Needs to be more attractive as an opener

Dash

Instant 6 min cooldown

Increases movement speed by 120% for 10 sec.

Does not break prowling

// just to make it different from rogue, but maybe too good

Frenzied Regeneration

Consumes up to 50 Rage to regenerate health. For every 10 Rage consumed, you are healed for 2% of your maximum health over 2 sec.

// This is probably the biggest Change and the reason is that Bear feels more like a cheap knockoff compared to the tank warrior and to give him his own identity i changed the rage dump spell from an offensive one to a deffensive one. I think most druid Player would agree that Frenzied Regeneration is Pretty bad and needs some Change anyway. It gets some support in the other trees so dont wonder why its not adressed in the feral tree.

Lacerate

15 Rage

Lacerates the enemy target, dealing 31 bleed damage and making them bleed for 155 damage over 15 sec and causing a high amount of threat. Damage increased by attack power. This effect stacks up to 5 times on the same target.

// Bear just lacks some buttons to use and since i put some weight on bleeds this spell makes the most sense.

Maul

25 Rage

Instant cast 3 sec cooldown

Maul the target for 115% normal damage plus 155.

// needed change since Maul isnt the Rage dump anymore

Thorns

Instant 60 sec cooldown

Thorns sprout from you causing 55 Nature damage to attackers when hit. Lasts 10 sec.

// Thorns just feels not good, personally i didnt bothered even to buff myself during my last classic leveling experience.

Feral Combat

One thing that surprised me was that the Feral Combat tree only adds up to 46 spendable points (Restoration has 53), despite having to support two roles. Because of that, I set my baseline to 51 points per tree, only going above or below when it felt justified. In the case of Feral, I ended up at 52 points, mainly due to the two keystone talents in row 7.

Some people might not love the clearer split between Cat and Bear, but I think hybrid builds are still absolutely possible, you just have to pay the hybrid tax.

Row 1

Master Shapeshifter (2/2)

Grants an effect which lasts while the druid is within the respective shapeshift form.

Bear Form - Increases dodge chance by 2%

Cat Form - Increases critical strike chance by 2%.

Travel Form - Increases movementspeed by 5%

Moonkin Form - Increases spell damage by 2%,

Tree Form - Increases healing by 2%.

Ferocity (5/5)

Reduces the cost of your Maul, Swipe, Claw and Rake abilities by 5 Rage or Energy.

// one of the few Talents that are unchanged since i think this has great value for 5 Points.

Primal Tenacity (3/3)

Increases your chance to resist Stun and Fear mechanics by 15%.

Feral Instinct (3/3)

Increases threat caused in Bear Form by 15% and reduces threat caused outside of Bear Form by 15%.

// i think the threat should be balanced so that no class doesnt rly Need any Talents to adjust your threat but ist still good to have it so you can react to your own unique Raid Situation like an overperforming Damage dealer ore an underperforming Tank.

Row 2

Predatory Strikes (3/3)

Increases your melee attack power in Cat Form by 150% of your level.

Increases your spell power in Moonkin and Tree Form by 100% of your level.

Brutal Impact (2/2)

Increases the stun duration of your Bash and Pounce abilities by 1 sec.

Thorns has a 10% chance to stun for 1 sec, when attackers hit you.

// Giving Thorns a little chance to stun is a nice additon to make this Talent more attractive

to other specs but probably to anoying if thorns wouldnt be a spell with cooldown.

King of the Jungle (2/2)

The Enrage ability instantly generates an additional 10 Rage.

Reduces the Energy cost of your Tiger's Fury ability by 10.

Reduces the cooldown of your Innervate spell by 60 sec.

// Had the Feral Aggression Talent is this spot for a Long time but tossed it because i rly wanted that cost reduction on tigers fury to make it an usable spell even without the cat Keystone Talent.

Thick Hide (3/3)

Increases your Armor contribution from items by 10%, increases armor while in Bear, Moonkin and Tree Form by an additional 10%

Reduces the chance you'll be critically hit by melee attacks by 6%, while in Bear Form.

// my only concern with this Talent is that it is maybe to reachable for offspecs and i am not sure if thats a good thing.

Row 3

Feline Swiftness (2/2)

Increases your movement speed in Cat Form by 15% for every of your different bleed effects applied to enemies within 40 yards and reduces the chance enemies have to detect you while Prowling.

// the indoor requirement always felt awful so i hope this requirement feels better.

Omen of Clarity (1/1)

Imbues the Druid with natural energy. Each of the Druid's damage spells, healing spells and auto attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage or healing spell or offensive ability by 100%.

// made it work for all specs

Sharpened Claws (3/3)

Increases your critical strike chance with physical abilities by 6%.

Natural Reaction (2/2)

Increases your chance to dodge while in Bear Form by 4%.

You regenerate 20 Rage over 4 sec, every time you dodge while in Bear Form, this effect can only occur once every 12 sec.

// one of the Talents i am not so sure about if its rly necessary.

Row 4

Heart of the Wild (5/5)

Increases your Intellect by 20%. In addition, while in Bear or Dire Bear Form your Stamina is increased by 20% and while in Cat Form your Strength is increased by 20%.

Primal Fury (2/2)

Gives you a 100% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear Form and your critical strikes from Cat Form abilities that add combo points have a 100% chance to add an additional combo point.

// Great Talent and part of ferals identity but doesnt Need the split since its kinda a 5 Point Talent anyway.

Row 5

Improved Shred (2/2)

Reduces the Energy cost of your Shred ability by 18 and Shred counts to 100% as Bleed damage.

// the second part is basically just a 10% buff.

Flesh Wound (2/2)

Your Shred, Claw and Maul attacks cause an Infected Wound in the target. The Infected Wound reduces all healing received by 20% and reduces Energy, Rage or Mana generation by 10%. Lasts 10 sec.

// this basically my Version of infected wounds but i changed it to a PVP only Talent, the slow felt wierd since you are faster in cat anyway most of the time and the attackspeed slow was kinda good as tank and i wanted it to be PVP only.

Feral Charge (1/1)

Teaches Feral Charge (Bear) and Feral Charge (Cat).

Feral Charge (Bear) - Causes you to charge an enemy, immobolizing and interrupting any spell being cast for 4 sec. 15 second cooldown.

Feral Charge (Cat) - Causes you to leap behind an enemy, dazing and interrupting any spell being cast for 4 sec. 30 second Cooldown.

// its just unfair that cat didnt got a charge too.

Improved Swipe (2/2)

Increases enemies hit by your Swipe by 2 and increases damage caused by your Swipe ability by 10%.

// every Bear knows how it feels if you and a warrior are charging into a group and he hits 4 with his whirlwind and you are only hitting 3...

Row 6

Rend and Tear (4/4)

Increases damage done by your physical attacks on bleeding targets by 10% and an additional 10% to bleeding effects.

Leader of the Pack (1/1)

While in Cat or Bear Form, the Leader of the Pack increases ranged and melee critical chance of all party members within 45 yards by 3%. In addition, your melee critical strikes in Cat Form and Bear Form cause you to heal 4% of your your total health and gain 4% of your maximum mana. This effect cannot occur more than once every 6 sec.

// this was just a dissapointing Keystone Talent, so i downgraded it to a Keystone light Talent.

Row 7

Primal gore (1/1)

Tigers Fury effect causes your Claw and Rake ability to strike an additional target.

// i didnt want to give cat an additional button to press because the toolkit is already decent and i think all melees should have some kind of cleave.

Survival Instincts (1/1)

Reduces Damage taken in Bear Form by 10%.

Faerie Fire, Barkskin and Thorns are empowered and are now usable in Bear Form.

Faerie Fire: Deals 115 damage and additional threat when used in Bear Form.

Barkskin: Barkskin has no attack speed penalty.

Thorns: Thorns does bleed damage instead of nature damage.

// it felt always bad that you only could use barkskin before a pull and spending an extra point to basically get a worse version of Fearie Fire is not that nice too but you need a tool for pulling.

u/Wakkalakkamakka — 12 days ago

How about Mount Racials?

Maybe you also never bothered to grind exalted with another city to obtain their mount like me, so i thought of something that maybe would make me do it.

I made some so you can get an idea how they could look like but, i dont know if its smart to give them something movement related because then you could run into the problem that everyone just uses the fastest mount and since there could be potentially very many mounts, maybe just one racial is enough, obviously i just eyballed some numbers so have mercy and have fun.

Mechanostrider

Inductive Charging

Movement speed increased by 5% while inside cities.

Auto-Pilot

After asking a city guard for directions, your mount automatically follows the indicated route.

Kodo

Plainsrunning

Movement speed is reduced by 5%, but increases by 1% every second while moving, up to a maximum of 105%. Stacks decay at the same rate while standing still.

Campfire Companion

While mounted, food-based buffs decay 20% slower.

Ram

Mountain Stamina

Movement speed is increased by 10% when moving uphill.

Mountain Rhythm

Every third jump is 25% higher.

Wolf

Pack Instinct

Movement speed increases by 2.5% per nearby friendly player (up to 5%).

Trail Memory

Leaves pawprint markers on your minimap that trace your recent movement for 1 minute.

Saber

Predator’s Pounce

When mounting or moving after standing still for 3 seconds, gain 25% increased movement speed for 5 seconds.

Silent Paws

Enemy aggro range is reduced by 20% while mounted.

Raptor

Bloodrush

When you take damage while mounted, gain 5% movement speed for 10 seconds, stacking up to 5 times.

Tail Waggle

You are 5% less likely to be dazed while mounted.

Horse

Pathfinder

Movement speed is increased by 5% while traveling on roads and marked paths.

Saddlebags

Increases your total bag capacity by 4 slots.

Skeletal Horse

Death Trample

Trampling a critter while mounted grants 25% increased movement speed for 10 seconds.

Cold Hooves

The Mounts chilling aura creates ice beneath his feet, allowing him to walk on water. Any damage will cancel the effect.

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u/Wakkalakkamakka — 21 days ago
▲ 1 r/WowUI

lf Cooldown addon [help]

Does an addon exist that has like an icon pop up in the middle of the screen whenever you try to cast a spell and shows you the cooldown of that spell for like a second?

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u/Wakkalakkamakka — 25 days ago

Genuine question: Is Vanessa about to dominate this entire Tavern Brawl?

For everyone who isnt preordering this is the obvious and strongest choice and even if you are preordering, the only other card that is strong enough to beat her is Nethrek.

Should Vanessa be banned to prevent a boring Tavern brawl?

u/Wakkalakkamakka — 2 months ago

Choo Choo Hunter

https://hearthstone.blizzard.com/deckbuilder?deckcode=AAECAdXGBwSZpweapwebpwfxvwcNqZ8Eqp8E458E4voG94EHsYcHr5IHxpYH4pYH7p8Hy7YHu8AH0cAHAAA%3D

My new Hunter deck that is all about Magmaw, drop it on 5 (or 4 if you are lucky) and finish on 6 with Supreme Dinomancy and 28+ damage.

Still tinkering, going to test more tutoring like the curator, Fae Trickster, Xavius or other defensive tools like doomsayer (with doomsayer Untimely Death could be worth it again).

u/Wakkalakkamakka — 3 months ago