Symbiosis - Do you want to see it back?

Hi druid community, I just have a simple question

What do you think about Symbiosis? do you want to see it back in Dragonflight?

If so, anything you want to get from specific classes?

and for these who dont know, Symbiosis was an ability that allowed you to exchange an ability from another class and grant them a druid ability in return. it lead to some balance issues (usually in pvp, cause priest got Cyclone and Feral druids got Dispersion, leading to some crazy synergy between the classes)

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No, I wouldn’t, for PvP reasons. It’s one of those abilities that becomes a headache because either it is fun and overpowered or it is useless and not fun at all

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what if

  1. Symbiosis would ONLY grant the druid an ability,

  2. The ability will have combat value, making each ability unique and fun (lets say Boomkin get a Treant (raise: ghoul → raise treant) or Double Tap for starsurge etc)?

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That could be pretty good. Reasonably easy to balance and no nagging from others who want symbiosis from you

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I mate some ideas for balance druid Symbiosis powers, this is ofc supporting my idea for returning balance druid to MoP’s Eclipse state and Lunar/Solar energy

  • DH: Inner Spirit (Entering Eclipse causes your next Starsurge to unleash your Inner spirit, causing it to crash into your target and deal additional damage to all nearby enemies.)
  • DK: Raise Treant (Raise Raises a Treant fight by your side. You can have a maximum of one Treant at a time. 30sec cd)
Raise Treant abilities
  1. (Balance) Solar/Lunar Strike – cast a Solar/Lunar Strike on the target, depends on your Eclipse. (like warlock’s Imp)
  2. Nature’s Wrath – Deal nature damage and stun your target for 2sec (1min cd)
  3. Nature’s protection: Reduce all damage taken by 50%, but prevent all other actions for 10 sec (45sec cd)
  4. Nature’s Cure – Cures a harmful magic effect on a friendly target, removing 1 harmful spell. (15sec cd)
  • Evoker: Obsidian Scales (Reinforce your feathers, increasing your armor by 200%, reducing magic damage taken by 20% and granting you immunity to interrupt, silence, and pushback effects. Lasts 12 sec. 2min cd)
  • Priest: Silence ( Silences the target, preventing them from casting spells for 4 sec. Against non-players, also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. 45sec cooldown, if you know Skull bash, this ability replaces it and has a 30sec cd)
  • Warlock Havoc (Marks a target with Havoc for 15 sec, causing your single target spells to also strike the Havoc victim for 60% of normal initial damage. 30sec cd)
  • Hunter: Double Tap (Your next Starsurge will fire a second time instantly at 100% power without generating Solar or Lunar power. 1min cd)
  • Monk: Crackling Jade Lightning (Channel Jade lightning, Causing Astral damage over 4 sec to the target and sometimes knocking back melee attackers. If you know Astral Communion, Generates 25 Lunar or Solar energy every second, whichever is more beneficial to you)

would love it. I played alpha recently and honestly leveling is only fun with Treants to not die too often. Unfortunately that talent is still a utility one and not that powerful.

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I’ve been working on a talent tree rework, I feel like changing force of nature to MoP’s form should be the move:

Choice node in class tree: Force of Nature (Summons a stand of 3 Treants for 15 sec which immediately taunt and attack enemies in the targeted area. Generates 5% of your maximum mana, 20 energy or 20 rage, based on your current shapeshift form. 1.5 min cd) or Nature’s Vigil (Bond with Nature for 30 sec, causing Your single-target healing spells to also damage a nearby enemy target for 25% of the healing done and Your single-target damaging spells and abilities to also heal a nearby friendly target for 25% of the damage done. 1.5min cd)

improvement, based on your decision: Nature’s Wrath (Nature’s Vigil also increases your damage and healing done by 10%, but reduce its duration by 10 sec) OR Protectors of the Grove:

  • Guardian: Your Treants have additional armor and Maximum Health points.

Non-guardian: Treants now assist you with your current combat role instead of taunting your target

  • Balance: Cast wrath every 2 sec on enemies in the targeted area.
  • Feral: Attack enemies in the targeted area, causing them to bleed over 15sec
  • Restoration: Heals and cast Regrowth every 2 on an injured ally in the targeted area.

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