Lunar Shower Change:
Lunar Shower now has an additional effect: While you are under the effect of Lunar Shower, Moonfire generates 8 Solar Energy and Sunfire generates 8 Lunar Energy.
I find this change interesting, but it's only one piece of the puzzle and we are short on details. To be honest this raises a lot more questions then it answers.
Question #1: Is this in addition to the changes released last week? For example, will Moonfire generate 16 Solar Energy when Lunar Shower is active?
My Guess: I highly doubt it. Having Moonfire and Sunfire generate more energy then Wrath or Starsurge doesn't sound right. If this is in addition to last weeks change, I don't have a clue as to what the purpose of it is. The base level DoT energy would already discourage "Solar Cleave" type rotations and DoT AoE. This would just magnify the change. As a result, I'm assuming that this replaces the base level DoT Energy introduced last weak at least for Moonfire and Sunfire.
Question #2: If we assume this replaces the base DoT energy, does that mean Insect Swarm no longer generates energy?
My Guess: This is a complete guess, but I don't see a purpose to having Insect Swarm generate a energy at a base level but Moonfire and Sunfire to not. That said who knows. This is Data Minded info after all.
Question #3: What does this mean for Moonkin DPS?
I'm going to assume that this replaces the DoT energy introduced last week in it's entirity. Meaning that I think none of Balance DoTs will generate any energy unless we have lunar shower. If that is the case I like this change.
It's a small improvement over the previous version; it limits the impact on more normal styles of play. For example, on a Patchwerk style fight this should have absolutely no impact because there is never a reason to spam Moonfire or Sunfire and no extra energy will be generated. On a dual target fight like V&T skill players should be able to limit the impact by spacing out the DoT refreshes. I think Hamlet said it best on EJ when he said "it accomplishes the goal of removing endless Sunfire spam, but doesn't affect our ordinary single-target rotation. So in that sense, it avoids a lot of the side effects and complications of the prior version."
I still have concerns that it creates a bit of a trap when it comes to movement DPS, since there will be times when it's bad to spam Moonfire while in Eclipse, but there is probably no way around that.
Also, a lot of players will still dislike how this affects a Moonkins ability to control Eclipse with Moonfire. This is one of the big things that separated the elite moonkin from the pack. I think this is going to be the real impact of this change. It's going to nerf the Elite moonkin because they can't use one of their tricks anymore, but shouldn't have a big impact on your more average moonkin, and that may be part of Blizzards goal.
Seven Bosses and Eight Skulls:
One thing that I found a little confusing in MMO Champions information was the pictures they had of the Firelands Raid instance. One of the big debates over the last week is how Firelands will have only seven bosses, yet if you look at the maps you see eight skulls.
There are three maps. The first is of the Firelands and has five skulls on it. The last is of Sulfuron Keep and has two skulls. The middle map is of a place called The Anvil of Conflagration, and it has a skull in it as well. The way you get there appears to be by a portal from the Firelands raid. If you notice the portal design in the Anvil's map is the same as that of the portal in the upper left hand corner of the Firelands map.
It's possible that there is some overlap her but I doubt it. What is the eighth skull for? Is it a Heroic only level boss like Algalon and Sinestra? Is it a minor optional boss like the animal bosses in Karazhan?
Tier 12 Druid Set:
I talked about the set bonuses last week, and now we get our first look at the stats on the set pieces. MMO Champion doesn't have the pieces grouped into sets yet, but you can tell by the names which pieces are apart of the Balance tier.
I took a look at the stats to see if there were any itemization changes and there were none. The Tier 12 set stats are the exact same design as the stats we have on our Tier 11 set. The sockets are the same, the socket bonuses are the same, and the only thing that is different is the amount of stats.
If this goes live it should make upgrading gear a littler easier because you want have to deal with big changes in your hit level when replacing tier items, but I wonder if these items are complete yet. I wouldn't be surprised if these are upgraded place holders at this point.