Thursday, May 6, 2010

Cataclysm Leaks: Build 11927

Posting about the Alpha:

I am a little paranoid about posting on Alpha leaks. I have no contacts with Blizzard as far as I know, and therefore have no hope of getting in to the alpha, but I would like to get into the beta. It's probably just wishful thinking that Blizzard would give me any kind of key priority as a blogger, but I have hope. That said, if there was anyway to piss off blizzard and lose any kind of special treatment posting on alpha leaks is probably a good way to do it. However, as one of the main moonkin bloggers, I'm having a hard time ignoring it. So, even though I am posting about the alpha I would like you guys to keep a couple of things in mind.

1. I'm not going to post on anything unless it pops up on a major WoW news site like MMO Champion or WoW.com. I figure it is generally available if it is on those sites and I will be using it as a discussion point.

2. Remember the context of this information. THIS IS JUST ALPHA LEAKS. This brings two concerns to mind. First, who knows if these are correct or not. Second what goes live with the expansion will likely be very different then what is hitting the servers now. There were huge changes between my first alpha post last time and what went live. The two barely looked a like at all. For these two reasons, I don't want to see any proclamations of doom and gloom. We don't know how any of these things are going to work and the people who can actually test it right now can't talk about it.

All that said, I might be jumping around a little bit, to combine some of my comments.

Talent Changes:

Haste Talents - The current Balance tree has three haste talents Celestial Focus, Nature's Grace, & Improved Moonkin Form. In this first alpha build, both Celestial Focus and Improved Moonkin Form have lost their haste affects. This isn't surprising given that one of our mastery bonuses is for Haste and the issues we've had with capping haste. Ghostcrawler has said many times that they view stat caps as a bad thing and this is one way to combat that.

The semi strange thing is that Nature's Grace has been left unchanged. I can only assume that this means they haven't finalized what they want to do with Nature's Grace yet. Ghostcrawler has said multiple times that Nature's Grace is overpowered and an issue. Therefore I don't expect it to last.

Moonkin Form Changes - I'm sure this will have a lot of people up in arms. The Moonkin Form talent only increased your armor while in Form and shifting free's the caster from polymorph and movement impairing effects. Improved Moonkin Form increases the Crit Chance of the raid by 6%. So, we gain an extra percent chance to crit, but lose mana on crit, reduced damage when stunned, the haste effect, and spell power from spirit.

I'm not really surprised by any of this. I expected the loss of spell power from spirit. As I said before the loss of the haste effect makes sense, and the damage reduction has never been something I thought about. The loss of mana on crit doesn't surprise me but is a little shocking. I think most moonkin agree that it is a little OP. I never have mana issues as long as I am nuking and have plenty of Replenishment. However, I am a little worried about where our mana will
come from if no mana on crit is permanent. It may be overpowered, but it is also needed. I would have expected a nerf rather then a out right loss.

Hit Talents - Imp Fierie Fire is gone. Balance of Power still provides 4% chance to hit but it also converts Spirit to Hit chance as well. Neither of these things are a surprise. Blizzard has said they are doing away with the Hit buffs, and that makes Imp Fierie Fire useless. The 3% chance to crit was nice but lets be honest and say that it was not the main attraction of the talent.

Lunar Justice - When you kill a target that yields experience or honor, a ray of moonlight will shine underneath the fallen enemy instantly restoring 2%-6% of your base mana to you or the first ally who stands underneath it. Lunar Justice lasts for 15 sec. - This sounds interesting but I'm having a hard time seeing how this would be more then a leveling talent. First, I assume that the moonkin has to get the kill shot for it to proc. If that is true then it will have very limited usefulness in PvE. If it's not true, then Moonkin could proc a ton of them on heavy add fights and make the mana issue trivial. Second, since it spawns on the dead target, it is unlikely that the moonkin will get it in a party. Most likely it will be consumed by pally's and shaman who are in melee range by default. It may be useful in BG PvP, but I'm not sure how they could balance this.

Solar Beam - You Summon a beam of solar light over the enemy target's location, Disorienting all enemy targets under the beam for 3 sec. and silencing all enemy targets under the beam while it is active. Solar beam lasts for 10 sec. - The talent that was first mentioned in the Twitter Developer chat. It sounds more PvP oriented but could have some uses in PvE. On a fight like LDW it would be nice to be able to silence multiple adds at once, but also sounds pretty tricky to use perfectly. Since it is listed as a prereq for two other talents my guess is that most PvE moonkin would pick it up in this set up.

Starsurge - You Fuse the power of the moon and sun launching a devastating blast of energy at the target Causes 1025 to 1027 Spellstorm damage to the target and knocking them down. - This sounds pretty sweet for both PvE and PvP. The knockdown is basically and interrupt if you can time it well. The damage may sound low to some of you guys, but remember that this is available at level 30. The equivalent Starfire does 189-231 damage and has a second longer cast time. This thing hits hard and has other benefits.

Lunar Guidance - Increases the radius of your Solar Beam by 6 yards, and your Starsurge also instantly generates 15 Lunar or Solar energy depending on which is greater. - Obviously the current version wouldn't work in Cataclysm since Int will provide spell power on its own. I like what they did to it. It significantly buffs both Solar Beam and Starsurge.

Wrath of Cenarius - What MMO champion has listed for this talent is very strange. Rank one has a completely different tooltip then rank 2 or 3. Who knows whats going on here.

Rank 1: While moving, the direct damage portion of your Moonfire spell is increased by 5% and it's mana cost is reduced by 10% for 3 sec. This effect can stack up to 3 times and lasts 3 sec., but is refreshed as long as you are in movement. - Depending on how this talent stacks, and if it has multiple ranks, Moonfire spam could be a viable strat while moving. For example, if it does really have 3 ranks and can stack up to 3 times then it could have a 15% Damage increase to the direct damage and a 90% reduction in mana cost. This could be huge in Battlegrounds, but I don't think it would be really big in PvE, unless it stacked really quickly.

Ranks 2 and 3: These are the same as the current 2nd and 3rd ranks of Wrath of Cenarious. So my guess is that they are not correct, but I am a little surprised that they would be getting rid of this talent.

Eclipse - Increases the amount of Lunar or Solar energy generated from your Starfire and Wrath by 12% and when critically hit by a melee or ranged attack, you will instantly generate Lunar or Solar Energy. - Hard to tell what affect this will have on Moonkin DPS without knowing how Eclipse as a whole will work, but it looks it feels pretty weak at the moment.

Earth and Moon - Increases Raid Wide Spell Damage taken by 8%. The personal buff is still 6% - The Raid buff is down from 13%. We are losing some utility through this but, I have to admit that 13% was pretty powerful. Since blizzard is making buffs feel even less mandatory, this change makes sense. I also don't expect the personal buff to stay since this is the type of thing they are trying to get rid of with mastery.

Fungal Growth - When your Trents die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards slowign all enemy targets by 70%. Lasts 10 seconds. - PvP talent that could be situationally useful in PvE. For example i would love to have it in Valithria Dreamwalker. DPS and slow the suppressors all at once? Yes please.

Insect Swarm - Since its not there, I'm assuming it becomes a base spell, though they could be taking at a way completely.

Overall Reaction:

It's clear that the balance tree isn't done. Several of the talents don't look finished. That said, I'm not overly impressed with the new additions as a PvE moonkin. Solar Beam and Fungal Growth seem very PvP oriented. Lunar Justice doesn't seem to be that significant of a talent. Therefore it's hard to make any real judgements. That said, I am left with one question.

Where are we going to get Mana from? If Mana on Crit is permanently gone then the days of the OOMkin could come back unless other changes are made. Obviously Moonglow and Dreamstate would be staples in such a situation, but I don't think they would be enough.

25 comments:

LePeR said...

Well we do have innervate and maybe they could buff that somehow

Nags said...

I like fungal growth just because your trees dies and you spawn mushrooms kinda of like in a real forest.

As for what the mushrooms do at that point I really don't care.

Anonymous said...

only problem with using innervate on your self is what happens when a healer goes OOM

Anonymous said...

> only problem with using innervate on your self is what happens when a healer goes OOM

The healer learns to have mana regen like every other caster.
All classes have mana restore abilities. The luxury of having a Moonkin to feed one innervates is a luxury. Not something to be relied upon.

Unknown said...

Actually the spirit to hit conversion for BoP is 100%. So all of your spirit will be hit which will make things easier to just look and see what hit a piece of gear has for your moonkin. Also interesting is Furor (as it is right now) could be really powerful (10% more int) and the other resto early talent that replaces Imp MotW that increases moonfire's direct damage by 6%.

Unknown said...

Also noticed as it stands right now, you can pick up Nature's swiftness since there isn't really many/any new talents in the trees but we are getting 5 extra points. However, You lose a lot of stuff in the moonkin side for very little gain in the resto side (basically all you gain is NS which isnt worth the extra 7 talent points that are needed to get it). But just decided to through that out there.

Daedalus said...

While it's nice that Starsurge looks like it's intended to do decent damage, I'm rather confused what the knockdown is for. I'd be shocked if it did so on bosses and it's not even a proper interrupt with a spell lockout. Even if it were, it'd be effectively impossible to use as such with a two second cast time.

Anonymous said...

Earth and Moon raid wide spell dmg bonus is 8% (2-5-8), not 6%.

Also the mastery bonus is more explained now: http://db.mmo-champion.com/s/77492/mastery-druid-balance-masteries/

Anonymous said...

Am I really the only one that hates the thought to waste a point on Typhoon to get Starfall???

Ryuu said...

I believe our mana regen will come from Dreamstate and Int. Since now we'll be stacking Int for our spell power add on top Replenishment(if it stays in the game) and I think we'll be pretty solid on mana.

Anonymous said...

i checked it out as soon as it was avail on mmochamp, granted it's not done or even half done but currently there was only 1 way to spec for pve balance and even resto. however for pvp alot of interesting stuff, looking forward to that...more than an ampmeter for eclipse.

Shantaram (EU K'T) said...

>Am I really the only one that hates the thought to waste a point on Typhoon to get Starfall???

I think you may well be. Typhoon is a great button to push, and imho only 2-specs moonkins (which I'm not) should have a spec without it, unless you are gearing your spec for a very specific fight.

Anonymous said...

A poster at EJ had some interesting numbers conserning our Mushrooms. One can have up to 5 at the same time, and with current numbers the damage was... well. Its there! :) Ad to that a 2 talent point slow effect. We could basicly saturate the ground with mushrooms and slow a lot of ad movement and thus help kiting, keeping over agroed runners under aoe dmg and so on.

Im exited.... and trying to keep my self on this mantra:
-Its only Alfa, its only Alfa, its only Alfa-

Weekend for all
Khad

Unknown said...

You forgot about the change to Nature's Splendor, it shows the old talent for the first point and the new one for points thereafter.
3/3 states

When you cast Moonfire, Insect Swarm, Rejuvenation, Regrowth or Lifebloom you have a 100% chance to increase it's duration by 3 sec

Anonymous said...

Won't we get mana back from all the spirit our gear has that it uses for hit?

Moonlyt

Graylo said...

@Pete

You are correct. I was only looking at the first rank of BoP and missed that it is a 100% conversion.

The real problem with Nature's Swiftness is that we don't have a good spell to use it with. All of our Nature spells are already instant cast or very close to it. Therefore NS won't help us much.

@Daedalus

Yes, the knockdown likely won't work on a boss, and I don't think of it as an inturrupt in the traditional "kick" sense, but it would stop a caster from casting, That could be very helpful in PvP or on adds in PvP.

@Anon3

You are correct and I am an idiot. Graylo fails at reading talent trees.

@Robert

I didn't miss it, I just don't think it's right. That looks a lot like some of the early versions of Nature's Splendor from the WotLK Beta. My guess is the the 2nd and third ranks aren't real.

@Moonlyt

No, only healers will get spirit from mana through a mastery bonus.

Neyuna said...

A lot is being done to buff up Moonfire's initial damage. That's very surprising to me. They can't really expect us to spam it, can they?

Insect Swarm is probably baseline but not really a mention of it yet in this version of the talents.

Will the scaling of our dots with crit and haste be enough to keep them worth casting without talents to prop them up?

That said, I've always hoped for an offensive spell similar to Swiftmend or Lifebloom in how it deals damage.

Unknown said...

Yeah I was thinking Starfall=nature when its arcane (I don't actually play a moonkin , but my GF does. So I get to do all the math for her). But like I said after losing those 7 talents to get it, it isn't really worth it (IF you could use it on starfall, which you can't, but I was thinking you could, etc).

And I noticed that Nature's splendor thing as well. Seems a little weird to spend 3 talent points to get a 100% chance to lengthen IS and MF by only 3 seconds. why don't they do that for one talent point?

I've played around with the "spec" and basically you have so many extra talent points atm (12 after getting resto talents, and getting the normal moonkin ones which doesnt include dreamstate and moonglow) that you have no reason not to get moonglow and dreamstate (as well as brambles and fill out genesis) everything else i left out was mainly pvp stuff (with the exception of gale winds) there was one random point left over that you can put just about anywhere.

Basically only things I didn't get in the balance tree were Lunar Justice, Owlkin Frenzy (assuming its not useful for pve), Gale Winds, and Fungal Growth (again assuming the slow isnt useful for pve). Everything else is maxed and you spend 13 points in resto with pretty much the same distrobution as now (just getting a different talent instead of IMotW).

This leaves you with one point. Probably could drop a point or two in brambles or genesis if OF or FG (or something else) is useful for pve.

Anonymous said...

I wouldn't be too quick to shrug off the mana regen talents. If moonkin does lose the mana-on-crit mechanic the talents could become necessary in a raid build.

Anonymous said...

Spending talent points on mana regeneration when other classes get to spend it on more 'utility' is not something i find 'fun'.

Nightedahs said...

I think this would be a "base" specc for moonkins with cataclysm
http://talent.mmo-champion.com/?druid#182xtBkUCmVy,,11927
it leaves open 6 points to put in manareg talents, pushback protection or owlkin frenzy

greetings
Nightedahs @Khaz'Goroth(EU)

Kill the Tom said...

Science H. Logic this is getting silly. They need to come out with WoW Lite for people like me. Combat would basically be like Final Fantasy 7. You could choose between a couple attacks and a couple spells and maybe even gem your items like you could in that game. Oh, and it could play on an Ipad :)

Anonymous said...

all the good resto drudis i know love to moonfire in raids when their hots are rolling

seems blizz picked up on this and put talents for this in the resto tree fairly out of reach of raiding kins..also if insect swarm isnt a talent and will be baseline..then perhaps they can roll dots as well as hots

also the resto tree has talents for free instant starfires and wraths ..lol..?

Unknown said...

Looks like Blizzard finally got around to telling MMO-C. to take its Alpha leaks down. Idk what your official take on that is (since you didn't break the NDA technically, but as you mention in your opening paragraph its not a good way to get on their good side), but just a fair warning.

Anonymous said...

Since the new alpha build on thursday, they made dreamstate mandatory to get in PvE because it links to a talent that gives solar or lunar energy on crits and also they stuck back in the mana gain on crits too! I'm actually more curious of what the cast priorities are going to be like though with the new Eclipse meter.