It's pretty strange that I am writing a post about an announcement for Diablo. In truth, I have very little experience with the franchise. I played Diablo one for a little while after sold for a heavily discounted price. I never touched Diablo 2 and had/have no plans to try Diablo 3. This isn't a comment about the quality of the franchise; it's a matter of so many things to do and so little time. So I think you can see why it is strange for me to post about a Diablo announcement, but this one cuts very close to WoW.
In case you haven't seen it already, Blizzard has announced a new Auction House feature in Diablo 3 that will allow transactions both in game-gold and real-life currency. For the full details, please look at Blizzards site.
An Attempt at Fairness:
First and foremost, I need to qualify my comments on this subject. As stated above my experience with Diablo is very limited. While I can envision a lot of bad things if this type of feature was introduced in WoW, I can't say with any experience that the same bad things would happen in Diablo. In fact, Bashiok has made some decent arguments as to why having this type of AH in Diablo is different then having the same type of AH in WoW.
It should also be said that Diablo 3 is not WoW. Just because this is happening in Diablo doesn't mean this will be added to WoW as well. Blizzard has said in the past that this type of feature won't be implemented in WoW, and they have also said that real money transactions provide any game advantage. This could be a feature that is only intended for Diablo and will never interact with WoW. I recognize that players who have an opinion similar to mine could be overreacting, because there really is no intention of ever implementing this type of feature in WoW.
That said, it's incredibly hard not to see this as a step down a new road for Blizzard. If you had asked me yesterday if this type of feature would ever be considered I would have given you a complete and confident "NO." This step definitely increased the chances of this type of feature being added to WoW, especially when you consider other features like Race and Faction changes which Blizzard claimed at one time or another would never happen. That is why I think my concern for WoW is justified, when Blizzard adds a feature to another game that could possibly be added to WoW as well, even when the games are unrelated.
I really don't care if this feature is added to Diablo 3 or not, but I do have very strong opinions about if this type of feature should be added to WoW. And when I see posts like Mathew McCurley's on WoW Insider absolutely drooling over a real money AH I feel the need to post an opposing view of why this would be bad for WoW.
Dual Auction Houses are a Lie:
One of the big selling points Blizzard is trying to make is that there will be two Auction Houses that you can use depending on your preference: a Gold AH and a Currency AH. Bashiok has gone so far as to say "I have no doubt that the gold auction house will by-far outweigh the real money auction house in scope and amount of items available."
While I am sure that there will be in fact two Auction Houses, the idea that you can choose which one to use based on preference is an illusion. You can tell by answering one simple question. Which is better, fake money or real money? If you answer real money then you are like 99.9999% of the people who will play the game.
Anyone who thinks about this situation at all will realize that the Currency AH will drive the postings on both auction houses. Bashiok may be right that the Gold AH will be bigger, but all of the prices will be determined by the Currency AH.
For example, let say that the Boots of Uberness are listed for $5.00 on the Currency AH, and 1000g is selling for $1.25. How much gold are the Boots of Uberness worth? Clearly they are worth 4000g in this situation. You can list this item on either AH, but the price is clearly going to be determined by the Currency AH. I could list this item on the Gold AH for 10,000g but why would someone buy it there? They could just sell 4000g for $5.00 and buy it off the Currency AH.
So, as you can see, any suggestion that the Gold AH is an independent auction house is an illusion. This isn't to say that the prices between the two AHs will be in perfect lock-step. The fees charged by Blizzard and the less liquid nature of gold will cause some differences, but don't be surprised when they are fairly close most of the time. If WoW's AH has taught us anything, it has shown that there are a lot of very smart people who can work the system to make fake currency. Just think what will happen when people are motivated to make real currency.
Legitimizing a Shady Industry:
Another suggestion that seems to be popular is that is that this is a big blow to the shady business of Gold Selling. In his WoW Insider piece Mathew McCurley says "Blizzard could remove the profitability of gold farming by making everyone a gold farmer."
Yes, how could the gold farmers possibly be profitable when you can buy and sell gold and other things from anyone in game? Let me think. How could they survive?
Oh, I've got it!!!! THEY COULD BUY AND SELL GOLD IN GAME!!!!
This isn't a death blow to the gray market. This is just legitimizing it. Claiming this is any kind of weapon against the gray market is like a politician saying they won the war on drugs by legalizing them.
Some of you might then argue, that because all players are now allowed to participate in the market this will reduce the profitability and that gold farmer won't make enough money, and therefore leave the market. At first that point of view may sound logical, but it's missing a few key points. First, the gold sellers’ biggest problem currently is finding gold buyers. While legitimizing the market will increase the number of sellers, it will also increase the number of buyers, and may not change the profitability of the market at all. It may even increase the profitability of the market.
The other thing proponents of this argument are forgetting is that the gold sellers won't play fair. Gold Sellers are more then willing to bot and hack their way to create their product, and that's not going to change if Blizzard legitimizes their market. Botting will still be the most efficient way to gather trade goods. Since Blizzard tends to allow bots to operate for a few months and then ban them in waves even when the bot is obvious, the gold sellers are unlike to stop using bots. Hacking has a similar issue. It's obviously profitable for them now, and there's nothing about a Currency AH that would make hacking unprofitable on its own.
In short, anyone who thinks that a Currency AH is a silver bullet against the commercial gold sellers is just deluding themselves. It will definitely change their business model, but it's not going to prevent them from doing harmful things like Hacking. In fact, legitimizing the gold sellers could harm the casual player more then botting and hacking ever have. If the gold sellers are significantly more efficient with their gold farming than the average player, then that will push the price of gold extremely low and inflate gold prices on the AH, thus forcing players to play long hours to earn enough gold to buy an item or to buying gold.
The Social Hazard:
Finally, I want you to think about this situation if a Currency AH was introduced to WoW. Let’s say you are the GM of a moderately successful guild with 100,000g in the guild bank along with plenty of items. After a while you grow bored with the game or just want to go casual. What do you do?
Of course, there are a lot of GMs that would leave the guild bank intact and step down without issue. At the same time, I'm just as confident that there will be plenty of GMs that will take the money and run. Being the GM of a guild is hard work, and I assure you that fore some people it will be easy for them to justify taking the money by saying they earned over there time as GM in the Guild. I've heard that excuse several times in my 4.5 years of WoW without a Currency AH.
And guess what, you as members of the guild are powerless to stop them. Guild Masters have total control of their guild. They determine who has access to the guild bank and who can be in the guild. They could justify locking up the guild bank by saying they want to protect it from people who might take the items for themselves to sell them. Then the next thing you know, you log in one day with everyone kicked from the guild except the GM and his alts. I can't say how often this will happen, but I guarantee you it will, and you might be surprised what your friendly GM is capable of justifying when several hundred dollars of gold and stuff are on the line.
TL-DR:
To be fair, I have very little experience with Diablo, and a real money AH may be perfect and helpful for that game. I also recognize that what Blizzard does with Diablo doesn't necessarily relate to WoW in any way. So, my concern for WoW at this announcement may be an overreaction. However, since they are willing to implement it for Diablo, it's reasonable to assume that they might conceder it for WoW as well. That is why I think it's important to lay out why I think a Currency AH is a bad idea for WoW.
While Blizzard can create and claim to have two separate AHs, it's impossible to have them operate independently. The Currency AH will set the prices for both AHs because gold will aways have a price. Some people are arguing that this is a damaging blow to the gray market businesses that deal in game items for real money, but it is no such thing. It just legitimizes them and makes their business easier in some respects. It also isn't going to prevent harmful activities like botting and hacking in any way shape or form. Finally, if this type of service was added in WoW it would create new hazards for players. Guild Masters and other players with access to community gold and items can easily take them and sell them for personal gain. And if that personal gain can have a real financial impacts expect that activity to become more common.
Showing posts with label Blue Post. Show all posts
Showing posts with label Blue Post. Show all posts
Tuesday, August 2, 2011
Monday, July 25, 2011
Lunar Shower Symmetry
Sorry guys, I was on vacation the last week and didn't have anything prepared to post while I was gone. Plus my internet availability was horrible so I wasn't able to respond to the one bit of moonkin news that did happen. Anyway here is a bit of a catch up.
Lunar Shower Redux:
I'm sure everyone has seen this by now, but if you haven't:
In a strange way patch 4.2 showed us how poor a talent Lunar Shower has been all along. Prior to the latest patch we always picked it up because there was no reason not to. The other options we had were fairly poor, and it did provide a nice utility. Once Blizzard added a downside to picking up the talent, we had to reevaluate it's benefits and the truth became clear. The main thing people were using Lunar Shower for was to delay Eclipse transitions. Since that was being removed as a possibility in 4.2 then Lunar Shower didn't provide a whole lot of value.
For example, lets take a look at the Firelands bosses.
Shannox: On normal mode it's a multi-dot fight and therefore bad for Lunar Shower. On heroic mode it's a single target fight, which means LS isn't a liability, but Shannox doesn't necessarily have a ton of movement either. In short, it doesn't hurt to have it on heroic mode, but the benefit it provides isn't huge either.
Rhyolith: This is a multi-dot fight in heroic mode which makes LS a liability, but there is quite a bit of movement as well.
Beth'tilac: As a moonkin, I've been used primarily as add control. Therefore, I want to get in solar and stay in solar. I haven't attempted this fight in heroic mode yet, so I don't know if it changes, but I can't see LS being a big help here.
Alysrazor: Having one feather allows you to cast while moving, completely removing any benefit of having Lunar Shower.
Baleroc: It's a single target fight but there is no real movement involved. Lunar Shower isn't a liability, but it doesn't help either.
Staghelm: There is some movement, but there is also some multi-dotting. Once a gain there is no big reason to have Lunar Shower.
Ragnaros: This is a big fight with a lot of movement, but I'm not sold on using Lunar Shower for it. For a lot of the big Movement phases I'm putting down Mushrooms while I move because I either need their AoE damage, or I need their slows. There aren't a ton of multi-dotting options in the fight, but I also don't see a lot of time where I will be spamming Moonfire either.
When I look at these fights, I see several where LS is a liability, and a few where it shouldn't have any impact at all. In the other fights where it could have an impact there are other limiting factors, and when I've looked at log data, I just don't see that much potential for DPS gain. In short, even with symmetrical power generation, Lunar Shower doesn't provide a while lot of DPS potently or utility. So, while the change is welcome, it doesn't fix all of the talents problems.
Gear List and Stat Weights:
Several people have sent me emails talking about the gear lists and the weights I use to rank the items. First of all thanks for everyone then sent in a correction or addition. I knew about most of them, but some times it takes a while to get things changed. I apologize the for the delay and appreciate your patience. That said it should be completely up-to-date and with all the locations included as of now. If you do find a mistake please let me know.
I also got a couple of emails disagreeing with how I've ranked the items in the list. I won't address any of them specifically, but would like to make a general comment. Prior to Cataclysm the ranking was very straight forward, but reforging changed all that. Now there are a lot ways that all of the items on the list could be reforged to change the value and where they rank on the list. However, I have to pick one way and live with it. I don't have the technical know-how to create list that you could sort yourself, adjust the weights or apply your own reforging strategies. However, WoWhead has some good tools if you would like to play around with that sort of thing.
Second, I agree that the high value of hit over inflates items with spirit and hit rating on it, and it skews the list in a way I don't like. However, I don't think Hit Capping is such a no brainer that I can just ignore it from the ranking as of yet.
Molten Front Vendors:
Several people have asked which Molten Front vendors they should unlock first once they get enough Marks of the World Tree. To be honest this isn't a big concern for me since the rewards they provide shouldn't really matter for Progression raiders, but I realize that some of my readers are alts and very casual raiders.
Which one you unlock first really depends on what you need.
Damek Bloombeard - Additional Armaments - Has the best overall item in the Fireplume Girdle, but he has only one item.
Ayla Shadowstorm - Filling the Moonwell - Has three items a moonkin can use, but that doesn't mean that you want to use any or all of them. The Relic can be replaced with Valor Points. There are plenty of ways to get good trinkets, and you only need an off hand if you are using a one handed weapon.
Varlan Highbough - Calling the Ancients - Has only a Crit/Mastery ring, and is likely the last vendor you would want to activate.
Lunar Shower Redux:
I'm sure everyone has seen this by now, but if you haven't:
Moonfire will now generate Lunar Energy when crossing from Solar to Lunar on the Eclipse bar. (src)I know some of you have been a little surprised by the lack of talk regarding this hotfix. After all it is an issue that moonkin have been complaining about since the early days of the 4.2 PTR. I'm not all that surprised that the community has been relatively quite about this hotfix. I think almost every moonkin will be happy with this update. However, it doesn't do a whole lot to change how we value the talent.
In a strange way patch 4.2 showed us how poor a talent Lunar Shower has been all along. Prior to the latest patch we always picked it up because there was no reason not to. The other options we had were fairly poor, and it did provide a nice utility. Once Blizzard added a downside to picking up the talent, we had to reevaluate it's benefits and the truth became clear. The main thing people were using Lunar Shower for was to delay Eclipse transitions. Since that was being removed as a possibility in 4.2 then Lunar Shower didn't provide a whole lot of value.
For example, lets take a look at the Firelands bosses.
Shannox: On normal mode it's a multi-dot fight and therefore bad for Lunar Shower. On heroic mode it's a single target fight, which means LS isn't a liability, but Shannox doesn't necessarily have a ton of movement either. In short, it doesn't hurt to have it on heroic mode, but the benefit it provides isn't huge either.
Rhyolith: This is a multi-dot fight in heroic mode which makes LS a liability, but there is quite a bit of movement as well.
Beth'tilac: As a moonkin, I've been used primarily as add control. Therefore, I want to get in solar and stay in solar. I haven't attempted this fight in heroic mode yet, so I don't know if it changes, but I can't see LS being a big help here.
Alysrazor: Having one feather allows you to cast while moving, completely removing any benefit of having Lunar Shower.
Baleroc: It's a single target fight but there is no real movement involved. Lunar Shower isn't a liability, but it doesn't help either.
Staghelm: There is some movement, but there is also some multi-dotting. Once a gain there is no big reason to have Lunar Shower.
Ragnaros: This is a big fight with a lot of movement, but I'm not sold on using Lunar Shower for it. For a lot of the big Movement phases I'm putting down Mushrooms while I move because I either need their AoE damage, or I need their slows. There aren't a ton of multi-dotting options in the fight, but I also don't see a lot of time where I will be spamming Moonfire either.
When I look at these fights, I see several where LS is a liability, and a few where it shouldn't have any impact at all. In the other fights where it could have an impact there are other limiting factors, and when I've looked at log data, I just don't see that much potential for DPS gain. In short, even with symmetrical power generation, Lunar Shower doesn't provide a while lot of DPS potently or utility. So, while the change is welcome, it doesn't fix all of the talents problems.
Gear List and Stat Weights:
Several people have sent me emails talking about the gear lists and the weights I use to rank the items. First of all thanks for everyone then sent in a correction or addition. I knew about most of them, but some times it takes a while to get things changed. I apologize the for the delay and appreciate your patience. That said it should be completely up-to-date and with all the locations included as of now. If you do find a mistake please let me know.
I also got a couple of emails disagreeing with how I've ranked the items in the list. I won't address any of them specifically, but would like to make a general comment. Prior to Cataclysm the ranking was very straight forward, but reforging changed all that. Now there are a lot ways that all of the items on the list could be reforged to change the value and where they rank on the list. However, I have to pick one way and live with it. I don't have the technical know-how to create list that you could sort yourself, adjust the weights or apply your own reforging strategies. However, WoWhead has some good tools if you would like to play around with that sort of thing.
Second, I agree that the high value of hit over inflates items with spirit and hit rating on it, and it skews the list in a way I don't like. However, I don't think Hit Capping is such a no brainer that I can just ignore it from the ranking as of yet.
Molten Front Vendors:
Several people have asked which Molten Front vendors they should unlock first once they get enough Marks of the World Tree. To be honest this isn't a big concern for me since the rewards they provide shouldn't really matter for Progression raiders, but I realize that some of my readers are alts and very casual raiders.
Which one you unlock first really depends on what you need.
Damek Bloombeard - Additional Armaments - Has the best overall item in the Fireplume Girdle, but he has only one item.
Ayla Shadowstorm - Filling the Moonwell - Has three items a moonkin can use, but that doesn't mean that you want to use any or all of them. The Relic can be replaced with Valor Points. There are plenty of ways to get good trinkets, and you only need an off hand if you are using a one handed weapon.
Varlan Highbough - Calling the Ancients - Has only a Crit/Mastery ring, and is likely the last vendor you would want to activate.
Tuesday, July 12, 2011
Is the Firelands to Easy?
If you take a quick look at WoWProgress.com you will see that 18 guilds went 6/7 in the first week that Hard Modes were available. Predictablely this has some players saying that Firelands is too easy, and we already have a blue response to this claim.
Elite Players vs. The Rest of Us:
Let me ask you this. What if a new golf course was opened in your area and as a promotion they had Tiger Woods come and play an early round to generate publicity. Would you say that the course was too easy if Tiger Woods hit 15 under par in that round? If the course was designed to be a championship level course then probably, but if it's intended to service the local population then maybe not.
If the WoW endgame was intended to test the most elite players then I would agree that Firelands is too easy, but that isn't the case. The raid encounters are designed with a broader population in mind.
The funnier part of this argument in my opinion is that as far as I know, the members of Paragon and the other 17 guilds that are 6/7 aren't the ones making this argument as of yet. If they want to say that Firelands is too easy, just as Ensidia did after Tier 7 content WotLK, then they may have a point since they've seen most of the content. However, many of the players I see complaining aren't even close to the 6/7 standard. I always think it's funny when players complain that they are bored or that content is to easy, when they haven't completed the content that is available to them. It's little like when my children tell me they don't like a food when they haven't even tasted it yet.
How Did They Get to 6/7 HM?
It’s also important to ask is how those guilds got to 6/7 in one week. We should remember that the Elite Guilds like Paragon approach new content much differently than a vast majority of guilds do.
PTR Experience: First and foremost, the Elite Guilds were on the PTR when most of the guilds are not. Tuesday July 5th wasn't the first time those guilds had seen these fights. So the first question is did they really get 6/7 after just one week of trying or do you have to consider the time they spent on the PTR. It's true that the PTR versions of these fights are not exactly the same as the Live versions, but the basic mechanics are the same. Adjusting to these modifications shouldn't be as difficult as learning the fight from scratch like a majority of guilds. I think it's very telling that the one fight that wasn't tested on the PTR is the only fight that wasn't killed last week.
Raiding Schedule: It's also very important to consider the elite guilds raid schedule. Blood Legion was already 2/7 Hard Modes before I left work last Tuesday. The elite guilds take extraordinary measures to get World Firsts at the start of a new raiding tier. They take of work and raid very long hours to try and get to kills first. I guarantee you that all 18 of those guilds at 6/7 raided at least 30 or 4o hours last week, and I would be willing to bet that many of them raided more than 60 hours last week. At the same time, most "Hardcore" guilds raid less then 20 hours a week now. Since the elite guilds put in significantly more hours you can't really compare the progression of more normal guilds to the elite guild, because their first week of raiding was equivalent to three weeks of raiding for the other guilds
Exploiting Staghelm: Being at the bleeding edge of content means that you encounter bugs and such before anyone else. Most of the time this isn't a good thing, every so often a guild comes up with a strategy that Blizzard hasn't thought of that significantly reduces the fight's difficulty. And in Firelands we have that situation with Majordomo Staghelm.
In case you hadn't heard there is a new Strategy that basically turns Majordomo Staghelm in to Patchwerk. If you've done the fight you know that it's a big dance switching him between forms with lots of stacking and spreading out. The longer he says in one form the more damage he deals and the more you switch him the more damage he deals. So the basic strat is to keep him in one form as long as you can take it and then switch.
In the new strat, guilds have used a Beast Master Hunter to tank the boss in Scorpion form with his pet. The Scorpion form's Flame Scythe is considered AoE damage and therefore didn't hit the pet. Every one else stands behind the boss doing as much DPS as possible without pulling threat off the pet. This basically takes every single one of the bosses abilities off the table. You don't have Cat form, Human form, or Flame Scythe. Since the raid is stacked behind the boss and not taking damage they also get full stacks of Concentration without any difficulty and can do 100% more damage. Literally, the fight is all about not pulling threat at this point.
Obviously this is a VERY clever strategy, but it's also clearly an exploit (though I doubt anyone will get banned for it). I guarantee you Blizzard won't be happy that someone discovered a way to completely avoid all of the bosses abilities and turn the fight into a tank and spank. I guarantee you that in the next few days you will see a hotfix that allows pets to get hit by Flame Scythe or something to that effect. So it's important to remember that some of the guilds that got to 6/7 this week got there because they used a strategy that most likely won't be available to the rest of us this week.
What Haven't We Seen?
WoW is six and a half years old, and in that time Blizzard has created hundreds of raid bosses. If you consider 5-mans that number goes even higher. At this point it's got to be difficult for Blizzard to come up with new abilities and fight mechanics that we haven't seen before or can't immediately throw into a bucket on how to deal with it. We have addons like Deadly Boss Mods and Power Auras that help us to know when we are standing in something bad or if there is an ability coming up that we need to avoid. If a mob needs to be kited or interrupted we have our go-to classes and players who we know can handle the job.
This isn't to say that Blizzard can't or won't come up with new and unique mechanics that will throw us for a loop. However, we as a player base are more educated about fight mechanics than we ever were in the past. When Blizzard throws a new ability at us most of the time it fits one of the standard buckets that informs us on how to deal with it. As a result high progression raiders are able to adapt to these new abilities more quickly than people who have not played as long or raided as much.
More 4.2 First Impressions:
I wanted this to be longer and its own post last week, but due to work issues that ship sailed. Anyway here are some quick thoughts on the other bosses in Firelands.
Alysrazor: I've done both aspects of this fight. I've been in the air and on the ground. From the ground it's a fairly standard fight. From the air, it's something completely new. To be honest I've found managing an Eclipse rotation while in the air to be quite difficult. Moving and casting the normal rotation at the same time is strange enough, but having to focusing on where the next Ring of Fire is took some of my attention away from making sure I was casting the correct spell.
Overall, I think it's a good fight, and I find the air phase very challenging. My main complaint would be that the Rings of Fire are a little difficult to see given that the entire zone is pretty much orange and they blend in pretty well to the scenery. I would like Blizzard to make them a little more visible.
Baleroc: It's probably different from the point of view of a tank or healer, but as a DPS I found this tank to be very disappointing. There's absolutely nothing to it as a DPSer. If your soaking a crystal all you have to do is make sure you keep the rotation straight. Other then that all you have to so is make sure your not near one of the spawn points and to make sure your not spread out to much to make the soaker's job difficult. Very simple in my opinion, and the heroic version doesn't sound all that impressive either.
Majordomo Staghelm: I've said in the past that my favorite fight of all time is Shade of Aran in Karazhan, and the dance of the Staghelm encounter reminds me of the dance of the Aran encounter. I like having the stack phase and then the spread phase. I like having to manage Searing Seeds and the Burning Orbs. All in all I like this fight.
Ragnaros: I have to say that this is a classic final boss encounter. It has multiple phases that build on each other. Lots of abilities to deal with. I think it has a good balance of complexity and difficulty and is a good fight. I'm not at all disappointed that my guild cleared it in the first week (without any PTR testing experience). As a guild who went 13/13 in tier 11 I think we should be able to pick up the normal modes quickly.
Heroic Shannox: Heroic Shannox was a little disappointing for me. I expected us to get him quicker. We spent about two hours using the wrong strat because we thought it was more like the normal version. Once we figured that out the fight went more smoothly. In generally I think it's a good fight for moonkin because it doesn't require a ton of movement, and our high amounts of damage reduction allow us to eat the immolation traps.
Heroic Rhyolith: We didn't kill this boss this week, but I think I've gotten a good impression of the fight. The heroic version is more complicated than I expected it to be. It's another good fight for moonkin if you can multi-dot and uses your utility well. Fungal Growth and Typhoon are great for dealing with the Obsidians. Our main issue was figuring out the steering and I think we figured that out and the end of our attempts this week. Hopefully he will go down quickly this week.
I am endlessly intrigued to find players judging the difficulty of the encounters and how long lived the content is by how pro players, some of the most skilled and focused players in the world, engage the content. It's a little like judging the difficulty of juggling eight chainsaws by what the best jugglers in the world can accomplish. Sure, it might be easy for them, but when was the last time you tried it?Call me a homer if you want, but I agree with Blizzard's take on this situation. I find it difficult to judge an entire tier on the progression of a few elite guilds. Here are my reasons why.
The content wasn't designed to be 'quick'. It was designed to be epic, engaging, challenging and fun. It can accomplish those goals without being punishing.(src)
Elite Players vs. The Rest of Us:
Let me ask you this. What if a new golf course was opened in your area and as a promotion they had Tiger Woods come and play an early round to generate publicity. Would you say that the course was too easy if Tiger Woods hit 15 under par in that round? If the course was designed to be a championship level course then probably, but if it's intended to service the local population then maybe not.
If the WoW endgame was intended to test the most elite players then I would agree that Firelands is too easy, but that isn't the case. The raid encounters are designed with a broader population in mind.
The funnier part of this argument in my opinion is that as far as I know, the members of Paragon and the other 17 guilds that are 6/7 aren't the ones making this argument as of yet. If they want to say that Firelands is too easy, just as Ensidia did after Tier 7 content WotLK, then they may have a point since they've seen most of the content. However, many of the players I see complaining aren't even close to the 6/7 standard. I always think it's funny when players complain that they are bored or that content is to easy, when they haven't completed the content that is available to them. It's little like when my children tell me they don't like a food when they haven't even tasted it yet.
How Did They Get to 6/7 HM?
It’s also important to ask is how those guilds got to 6/7 in one week. We should remember that the Elite Guilds like Paragon approach new content much differently than a vast majority of guilds do.
PTR Experience: First and foremost, the Elite Guilds were on the PTR when most of the guilds are not. Tuesday July 5th wasn't the first time those guilds had seen these fights. So the first question is did they really get 6/7 after just one week of trying or do you have to consider the time they spent on the PTR. It's true that the PTR versions of these fights are not exactly the same as the Live versions, but the basic mechanics are the same. Adjusting to these modifications shouldn't be as difficult as learning the fight from scratch like a majority of guilds. I think it's very telling that the one fight that wasn't tested on the PTR is the only fight that wasn't killed last week.
Raiding Schedule: It's also very important to consider the elite guilds raid schedule. Blood Legion was already 2/7 Hard Modes before I left work last Tuesday. The elite guilds take extraordinary measures to get World Firsts at the start of a new raiding tier. They take of work and raid very long hours to try and get to kills first. I guarantee you that all 18 of those guilds at 6/7 raided at least 30 or 4o hours last week, and I would be willing to bet that many of them raided more than 60 hours last week. At the same time, most "Hardcore" guilds raid less then 20 hours a week now. Since the elite guilds put in significantly more hours you can't really compare the progression of more normal guilds to the elite guild, because their first week of raiding was equivalent to three weeks of raiding for the other guilds
Exploiting Staghelm: Being at the bleeding edge of content means that you encounter bugs and such before anyone else. Most of the time this isn't a good thing, every so often a guild comes up with a strategy that Blizzard hasn't thought of that significantly reduces the fight's difficulty. And in Firelands we have that situation with Majordomo Staghelm.
In case you hadn't heard there is a new Strategy that basically turns Majordomo Staghelm in to Patchwerk. If you've done the fight you know that it's a big dance switching him between forms with lots of stacking and spreading out. The longer he says in one form the more damage he deals and the more you switch him the more damage he deals. So the basic strat is to keep him in one form as long as you can take it and then switch.
In the new strat, guilds have used a Beast Master Hunter to tank the boss in Scorpion form with his pet. The Scorpion form's Flame Scythe is considered AoE damage and therefore didn't hit the pet. Every one else stands behind the boss doing as much DPS as possible without pulling threat off the pet. This basically takes every single one of the bosses abilities off the table. You don't have Cat form, Human form, or Flame Scythe. Since the raid is stacked behind the boss and not taking damage they also get full stacks of Concentration without any difficulty and can do 100% more damage. Literally, the fight is all about not pulling threat at this point.
Obviously this is a VERY clever strategy, but it's also clearly an exploit (though I doubt anyone will get banned for it). I guarantee you Blizzard won't be happy that someone discovered a way to completely avoid all of the bosses abilities and turn the fight into a tank and spank. I guarantee you that in the next few days you will see a hotfix that allows pets to get hit by Flame Scythe or something to that effect. So it's important to remember that some of the guilds that got to 6/7 this week got there because they used a strategy that most likely won't be available to the rest of us this week.
What Haven't We Seen?
WoW is six and a half years old, and in that time Blizzard has created hundreds of raid bosses. If you consider 5-mans that number goes even higher. At this point it's got to be difficult for Blizzard to come up with new abilities and fight mechanics that we haven't seen before or can't immediately throw into a bucket on how to deal with it. We have addons like Deadly Boss Mods and Power Auras that help us to know when we are standing in something bad or if there is an ability coming up that we need to avoid. If a mob needs to be kited or interrupted we have our go-to classes and players who we know can handle the job.
This isn't to say that Blizzard can't or won't come up with new and unique mechanics that will throw us for a loop. However, we as a player base are more educated about fight mechanics than we ever were in the past. When Blizzard throws a new ability at us most of the time it fits one of the standard buckets that informs us on how to deal with it. As a result high progression raiders are able to adapt to these new abilities more quickly than people who have not played as long or raided as much.
More 4.2 First Impressions:
I wanted this to be longer and its own post last week, but due to work issues that ship sailed. Anyway here are some quick thoughts on the other bosses in Firelands.
Alysrazor: I've done both aspects of this fight. I've been in the air and on the ground. From the ground it's a fairly standard fight. From the air, it's something completely new. To be honest I've found managing an Eclipse rotation while in the air to be quite difficult. Moving and casting the normal rotation at the same time is strange enough, but having to focusing on where the next Ring of Fire is took some of my attention away from making sure I was casting the correct spell.
Overall, I think it's a good fight, and I find the air phase very challenging. My main complaint would be that the Rings of Fire are a little difficult to see given that the entire zone is pretty much orange and they blend in pretty well to the scenery. I would like Blizzard to make them a little more visible.
Baleroc: It's probably different from the point of view of a tank or healer, but as a DPS I found this tank to be very disappointing. There's absolutely nothing to it as a DPSer. If your soaking a crystal all you have to do is make sure you keep the rotation straight. Other then that all you have to so is make sure your not near one of the spawn points and to make sure your not spread out to much to make the soaker's job difficult. Very simple in my opinion, and the heroic version doesn't sound all that impressive either.
Majordomo Staghelm: I've said in the past that my favorite fight of all time is Shade of Aran in Karazhan, and the dance of the Staghelm encounter reminds me of the dance of the Aran encounter. I like having the stack phase and then the spread phase. I like having to manage Searing Seeds and the Burning Orbs. All in all I like this fight.
Ragnaros: I have to say that this is a classic final boss encounter. It has multiple phases that build on each other. Lots of abilities to deal with. I think it has a good balance of complexity and difficulty and is a good fight. I'm not at all disappointed that my guild cleared it in the first week (without any PTR testing experience). As a guild who went 13/13 in tier 11 I think we should be able to pick up the normal modes quickly.
Heroic Shannox: Heroic Shannox was a little disappointing for me. I expected us to get him quicker. We spent about two hours using the wrong strat because we thought it was more like the normal version. Once we figured that out the fight went more smoothly. In generally I think it's a good fight for moonkin because it doesn't require a ton of movement, and our high amounts of damage reduction allow us to eat the immolation traps.
Heroic Rhyolith: We didn't kill this boss this week, but I think I've gotten a good impression of the fight. The heroic version is more complicated than I expected it to be. It's another good fight for moonkin if you can multi-dot and uses your utility well. Fungal Growth and Typhoon are great for dealing with the Obsidians. Our main issue was figuring out the steering and I think we figured that out and the end of our attempts this week. Hopefully he will go down quickly this week.
Wednesday, May 11, 2011
Lunar Shower Details
Update - I added a section on the possibility of skipping the Lunar Shower Talent all together.
Yesterday, I posted about the data mined info showing that Moonfire/Sunfire would now generate energy if you were buffed with Lunar Shower, and guessed that it was a replacement of last weeks patch notes indicating all DoTs would generate energy. That has now been confirmed. Here is the official patch note.
Since this is what I assumed was being implemented my comments yesterday about how this would affect our rotation still stands. Single target fights should see little impact. Even dual target fights won't see a lot of impact if you time the refreshes correctly. Mostly this takes away a tool for us to delay an eclipse transition using Lunar Shower and Moonfire/Sunfire. Oddly enough this should nerf the elite players but have a smaller impact on the more average players. That said there are two interesting parts to this patch note.
Delaying Eclipse: One of the main criticisms of the old patch notes was that it took away the ability for players to delay eclipse transitions by using Lunar Shower and Moonfire. I find it interesting Blizzard addressed this concern directly. They said:
I know some people won't like the answer, but you have to like the direct way they addressed the concern.
Movement Stacking: The other interesting thing I saw in the patch note is that there is no mention of Lunar Shower Stacking with movement like in the current tool tip. This is a suggestion Hamlet made to the developers and it sounds like they have taken them up on the idea. Instead it sounds like Lunar shower will stack with multiple applications of Moonfire.
If I'm not reading to much into the patch note this is a bit of a nerf to our movement DPS, because it will take longer to stack Lunar Shower. However, I doubt it's all that significant. Movement generally isn't that long anyway and not it's not a huge part of our DPS total.
Edit - Skipping the Lunar Shower Talent
Now that Lunar Shower is being redesigned many people are asking, can we skip Lunar Shower the Talent?
This is in no way conclusive or scientific, but I tried to do a little backwords math using a WoL parse for Imsupersdw of Method. He is obviously one of the elite moonkin players out there and has the overall number 2 ranking on heroic Maloriak. I used this parse to back into some numbers.
To give it a best case senario I assumed that ever Moonfire and Sunfire cast was done with a full stack of Lunar Shower. If that was true then the Lunar Shower buff was responcible for 2.0% of is overall damage on the fight. However, the real impact is obviously less then that since there is impossible for him to have a full stack of Lunar shower for all of those casts. In fact, his Lunar Shower uptime was 45%. I did the same math for his Chimeron kill and found that Lunar Shower was worth at most 1% of his DPS, with a 25% uptime on Lunar Shower.
This says to me that the Lunar Shower buff doesn't have a big impact on DPS, since it's worth at most 2.0% on the optimal fight for one of the best moonkins in the world. It has to be worth significantly less on an average fight my an average player.
If Patch 4.2 went live today, I could see dropping Lunar Shower entirely since it would make our lives a little easier without a huge drop in DPS.
That said, I wouldn't expect this to go live as is. The forums have been very busy talking about the possibility of dropping Lunar Shower from the talent build and I'm sure Blizzard has seen it. The entire purpose of this change is to prevent us from staying in Eclipse and doing Multi DoD AoE and Moonfire spam. Blizzard won't want their efforts to be avoided. I expect we will see another change that will bake some DPS into Lunar Shower and make it a Mandetory Talent.
Other Changes:
The lunar shower change was the big thing but there are a couple of other little changes that you may be interested in.
Yesterday, I posted about the data mined info showing that Moonfire/Sunfire would now generate energy if you were buffed with Lunar Shower, and guessed that it was a replacement of last weeks patch notes indicating all DoTs would generate energy. That has now been confirmed. Here is the official patch note.
Insect Swarm now generates 8 Lunar Energy for Balance druids.Moonfire now generates 8 Solar Power for Balance druids.Sunfire now generates 8 Lunar Energy for Balance druids.- Lunar Shower has been redesigned. When casting Moonfire, the druid gains Lunar Shower. Lunar Shower increases the direct damage done by Moonfire by 15/30/45%, and reduces the mana cost by 10/20/30%. This effect stacks up to 3 times and lasts 3 seconds. While under the effects of Lunar Shower, Moonfire generates 8 Solar Energy, and Sunfire generates 8 Lunar Energy. The amount of Lunar/Solar Energy gained does not change based on the number of points spent in the talent, or stacks of Lunar Shower. Those druids who wish to delay transition in or out of an Eclipse state should now cast the one of their two basic attacks which will not move the Eclipse bar (either Starfire or Wrath).
Since this is what I assumed was being implemented my comments yesterday about how this would affect our rotation still stands. Single target fights should see little impact. Even dual target fights won't see a lot of impact if you time the refreshes correctly. Mostly this takes away a tool for us to delay an eclipse transition using Lunar Shower and Moonfire/Sunfire. Oddly enough this should nerf the elite players but have a smaller impact on the more average players. That said there are two interesting parts to this patch note.
Delaying Eclipse: One of the main criticisms of the old patch notes was that it took away the ability for players to delay eclipse transitions by using Lunar Shower and Moonfire. I find it interesting Blizzard addressed this concern directly. They said:
Those druids who wish to delay transition in or out of an Eclipse state should now cast the one of their two basic attacks which will not move the Eclipse bar (either Starfire or Wrath).Blizzard's basically telling us they hear the concern but tough. We will have to deal with it because that is the activity they didn't like.
I know some people won't like the answer, but you have to like the direct way they addressed the concern.
Movement Stacking: The other interesting thing I saw in the patch note is that there is no mention of Lunar Shower Stacking with movement like in the current tool tip. This is a suggestion Hamlet made to the developers and it sounds like they have taken them up on the idea. Instead it sounds like Lunar shower will stack with multiple applications of Moonfire.
If I'm not reading to much into the patch note this is a bit of a nerf to our movement DPS, because it will take longer to stack Lunar Shower. However, I doubt it's all that significant. Movement generally isn't that long anyway and not it's not a huge part of our DPS total.
Edit - Skipping the Lunar Shower Talent
Now that Lunar Shower is being redesigned many people are asking, can we skip Lunar Shower the Talent?
This is in no way conclusive or scientific, but I tried to do a little backwords math using a WoL parse for Imsupersdw of Method. He is obviously one of the elite moonkin players out there and has the overall number 2 ranking on heroic Maloriak. I used this parse to back into some numbers.
To give it a best case senario I assumed that ever Moonfire and Sunfire cast was done with a full stack of Lunar Shower. If that was true then the Lunar Shower buff was responcible for 2.0% of is overall damage on the fight. However, the real impact is obviously less then that since there is impossible for him to have a full stack of Lunar shower for all of those casts. In fact, his Lunar Shower uptime was 45%. I did the same math for his Chimeron kill and found that Lunar Shower was worth at most 1% of his DPS, with a 25% uptime on Lunar Shower.
This says to me that the Lunar Shower buff doesn't have a big impact on DPS, since it's worth at most 2.0% on the optimal fight for one of the best moonkins in the world. It has to be worth significantly less on an average fight my an average player.
If Patch 4.2 went live today, I could see dropping Lunar Shower entirely since it would make our lives a little easier without a huge drop in DPS.
That said, I wouldn't expect this to go live as is. The forums have been very busy talking about the possibility of dropping Lunar Shower from the talent build and I'm sure Blizzard has seen it. The entire purpose of this change is to prevent us from staying in Eclipse and doing Multi DoD AoE and Moonfire spam. Blizzard won't want their efforts to be avoided. I expect we will see another change that will bake some DPS into Lunar Shower and make it a Mandetory Talent.
Other Changes:
The lunar shower change was the big thing but there are a couple of other little changes that you may be interested in.
- Earth and Moon's duration has been increased to 15 seconds, up from 12.
- Wild Mushroom: Detonate can now also trigger Earth and Moon, in addition to Starfire and Wrath.
- Fungal Growth spell visual effect has been updated to be less visually intrusive and more aesthetic.
- Solar Beam has a new spell effect.
Tuesday, May 3, 2011
Eclipse Changes in 4.2
Now that Patch 4.1 is here everyone is looking to patch 4.2. With the patch expected to hit the PTR any day now Blizzard released a preliminary version of the Patch notes and it's not looking good for moonkin.
"for druids with Eclipse"?
When I first read the patch notes I assumed that Moonfire, Sunfire and Insect Swarm would generate Eclipse power all the time. Unfortunately, I don't think that is correct.
The patch notes are very specific. IS and SF will provide 8 Lunar Energy for druids with Eclipse. MF will provide 8 solar energy for druids with Eclipse. Those notes make a lot of sense. Of course MF wouldn't provide Lunar energy when a druid has Eclipse, because that would move the energy bar backwards. The IS and SF patch notes fall the same pattern.
The question is what happens when the druid is without Eclipse? At this point I have to assume that DoTs don't generate any power when you don't have Eclipse. As I said above the patch notes are very specific. If Blizzard intended to have DoTs generate power all of the time I would assume they would make a more general patch note like "Moonkin DoTs will now generate 8 Eclipse Power".
Plus, having DoTs generate power outside of Eclipse raises additional questions. For Wrath and Starfire it's simple. When you move from Lunar to Solar, Starfire generates power but Wrath doesn't and there is no reason you would want to Wrath in such a situation. For DoT's it's more complicated. The DPET of our DoTs is very high, so it could make sense to cast MF when transitioning from Lunar to Solar when you don't have Eclipse. Plus if DoT's did generate power, what kind of power would they generate? Would DoTs behave like Starsurge or the other Nukes? These problems can be solved, but it's not as simple as some may assume.
Single-Target DPS Impact:
We'll need to check out the PTR and do some simulations to know what the impact is for sure, but we can make some educated guesses right now. My bet is that this will be slight nerf for Single-Target DPS.
On the negative side, DoTs consuming power during Eclipse means you will generally get one less Eclipsed nuke per Eclipse transition. For example, at the moment we can get five Starfires and one Starsurge in during solar Eclipse. Adding in solar power from Moonfire means we will only be able to get four Starfires and one Starsurge without any Shooting Stars procs. The same is true Solar Eclipse, but having two DoTs only reduces the number of buffed Wrath's by one.
On the positive side, there are two things to consider. First, if DoTs generate power then we will be transitioning from one Eclipse to the other more quickly and procking Nature's Grace more often. That should be a slight buff. Second, Shooting Star procs lessen the negative impact a little. In my example above I said that we currently can get five Starfire's and one Starsurges during Lunar Eclipse. If we have a Shooting Star proc during Lunar Eclipse that changes to four Starfires and 2 Starsurges. The good news is if DoTs consume power in 4.2 a Shooting Star proc during Lunar Eclipse won't eat one of your Eclipsed Starfires, because we will still be able to get four Starfires and two Starsurges.
Overall, I think the negatives outweigh the positives, but from a single target perspective I doubt the nerf is huge. Though we can’t know for sure without testing.
Multi-Target DPS Impact:
Multi-Target DPS is where this change really starts to have an impact. On a fight like V&T where you have two viable targets casting additional DoTs takes a way additional Eclipsed nukes. As the number of targets increases the number of Eclipsed buff nukes decreases. This shouldn't in anyway change our rotation during Eclipse, because trading an Eclipsed nuke for an Eclipsed DoT is definitely a good trade, but I would much rather have both an Eclipsed Nuke and an Eclipsed DoT as we do now.
The biggest impact will be to our AoE rotation. If we need to do AoE DPS for an extended period of time then the DoTs will definitely lose their place in the rotation. As of right now there is no indication that Wild Mushroom, Hurricane or Typhoon will consume any Eclipse Power. The goal will still be to maintain Solar Eclipse, but the filler used between WM casts will be Hurricane and Typhoon instead of the DoTs.
If I had to guess this is Blizzard's reason for making the change. Moonkin AoE damage was very strong, and my guess is it didn't sit well with them that moonkin were avoiding the traditional AoE spells. If I'm correct, this change might serve two purposes. First it likely makes Hurricane a part of the moonkin AoE rotation again. And second, it nerfs moonkin AoE DPS which is admittedly very high. That said, there are other classes/specs that are quite high as well that I don't see being nerfed.
Death of Lunar Shower:
I'm going to chalk this one up to unintended consequences but this is going to significantly reduce the usefulness of Lunar Shower. If I have to move during Eclipse there is no way I'm going to cast Moonfire. Consuming my Eclipse power with just the direct damage portion of Moonfire, is obviously a bad choice. The better moonkin out there were also using Lunar Shower and MF spam to delay Eclipse and line it up with significant DPS boosts to get an overall higher level of DPS in the game.
Spamming MF while moving without Eclipse will still be a DPS boost, but it makes our situation a bit more difficult. It creates another choice we have to make in an already complex rotation. It also creates a bit of a DPS trap which Blizzard said they want to avoid in the run up to Cataclysm. Is a new player really supposed to figure out that spamming Moonfire on the move is good without Eclipse but bad with Eclipse?
Final Thoughts:
It's important to remember that this is a very early look at the 4.2 patch notes and that they are in no way complete. A lot will happen between now and when the patch is released. The question I have is will there be a buff for us in the future.
I still don't think moonkin are over powered in any way, and if anything I think we are a little underpowered after the change to Starsurge in patch 4.1. If there is anywhere Moonkin are overpowered it's in our Multi-target DPS and this change definitely takes care of that, but Moonkin weren't alone at the top. Yet, I don't see those other classes getting nerfed as well.
Overall, I'm just confused. I'm having a hard time figuring out what Blizzard's goal is for the Balance spec at the moment.
Other changes:
Here are a couple of other little changes that you might be interested in.
I like the crowd control change. It should make Trash a little bit easier. We do lose our Entangling Roots damage as a result but that isn't a big deal at least for PvE.
The Innervate change is good for Feral, but bad for Moonkin for Restos. As you know innervate is currently based off of the casters Mana pool. As a result when a feral casts it it provides very little mana because Ferals don't have a large mana pool. So Ferals should be happy about this change.
For moonkin, we lose a big piece of utility. Moonkin were in a unique position in that we didn't have mana issues and could give away our innervate without issue. Now the utility of our innervate is reduced by 75%.
For resto's, this is a bit of a nerf as well. I don't know how much it is done any more, but I know that early on in the expansion Resto druids were trading their innervates to get a greater amount of mana returned. The druids would use the Glyph of Innervate and then cast their innervate on the other resto druid. This way they would get both the mana from the Glyph and the other druids Innervate. Now this practice will result in less mana then just casting innervate on yourself. This basically makes the Glyph of Innervate useless.
Innervate and CC
- Insect Swarm now generates 8 Lunar Energy for druids with Eclipse.
- Moonfire now generates 8 Solar Power for druids with Eclipse.
- Sunfire now generates 8 Lunar Energy for druids with Eclipse
"for druids with Eclipse"?
When I first read the patch notes I assumed that Moonfire, Sunfire and Insect Swarm would generate Eclipse power all the time. Unfortunately, I don't think that is correct.
The patch notes are very specific. IS and SF will provide 8 Lunar Energy for druids with Eclipse. MF will provide 8 solar energy for druids with Eclipse. Those notes make a lot of sense. Of course MF wouldn't provide Lunar energy when a druid has Eclipse, because that would move the energy bar backwards. The IS and SF patch notes fall the same pattern.
The question is what happens when the druid is without Eclipse? At this point I have to assume that DoTs don't generate any power when you don't have Eclipse. As I said above the patch notes are very specific. If Blizzard intended to have DoTs generate power all of the time I would assume they would make a more general patch note like "Moonkin DoTs will now generate 8 Eclipse Power".
Plus, having DoTs generate power outside of Eclipse raises additional questions. For Wrath and Starfire it's simple. When you move from Lunar to Solar, Starfire generates power but Wrath doesn't and there is no reason you would want to Wrath in such a situation. For DoT's it's more complicated. The DPET of our DoTs is very high, so it could make sense to cast MF when transitioning from Lunar to Solar when you don't have Eclipse. Plus if DoT's did generate power, what kind of power would they generate? Would DoTs behave like Starsurge or the other Nukes? These problems can be solved, but it's not as simple as some may assume.
Single-Target DPS Impact:
We'll need to check out the PTR and do some simulations to know what the impact is for sure, but we can make some educated guesses right now. My bet is that this will be slight nerf for Single-Target DPS.
On the negative side, DoTs consuming power during Eclipse means you will generally get one less Eclipsed nuke per Eclipse transition. For example, at the moment we can get five Starfires and one Starsurge in during solar Eclipse. Adding in solar power from Moonfire means we will only be able to get four Starfires and one Starsurge without any Shooting Stars procs. The same is true Solar Eclipse, but having two DoTs only reduces the number of buffed Wrath's by one.
On the positive side, there are two things to consider. First, if DoTs generate power then we will be transitioning from one Eclipse to the other more quickly and procking Nature's Grace more often. That should be a slight buff. Second, Shooting Star procs lessen the negative impact a little. In my example above I said that we currently can get five Starfire's and one Starsurges during Lunar Eclipse. If we have a Shooting Star proc during Lunar Eclipse that changes to four Starfires and 2 Starsurges. The good news is if DoTs consume power in 4.2 a Shooting Star proc during Lunar Eclipse won't eat one of your Eclipsed Starfires, because we will still be able to get four Starfires and two Starsurges.
Overall, I think the negatives outweigh the positives, but from a single target perspective I doubt the nerf is huge. Though we can’t know for sure without testing.
Multi-Target DPS Impact:
Multi-Target DPS is where this change really starts to have an impact. On a fight like V&T where you have two viable targets casting additional DoTs takes a way additional Eclipsed nukes. As the number of targets increases the number of Eclipsed buff nukes decreases. This shouldn't in anyway change our rotation during Eclipse, because trading an Eclipsed nuke for an Eclipsed DoT is definitely a good trade, but I would much rather have both an Eclipsed Nuke and an Eclipsed DoT as we do now.
The biggest impact will be to our AoE rotation. If we need to do AoE DPS for an extended period of time then the DoTs will definitely lose their place in the rotation. As of right now there is no indication that Wild Mushroom, Hurricane or Typhoon will consume any Eclipse Power. The goal will still be to maintain Solar Eclipse, but the filler used between WM casts will be Hurricane and Typhoon instead of the DoTs.
If I had to guess this is Blizzard's reason for making the change. Moonkin AoE damage was very strong, and my guess is it didn't sit well with them that moonkin were avoiding the traditional AoE spells. If I'm correct, this change might serve two purposes. First it likely makes Hurricane a part of the moonkin AoE rotation again. And second, it nerfs moonkin AoE DPS which is admittedly very high. That said, there are other classes/specs that are quite high as well that I don't see being nerfed.
Death of Lunar Shower:
I'm going to chalk this one up to unintended consequences but this is going to significantly reduce the usefulness of Lunar Shower. If I have to move during Eclipse there is no way I'm going to cast Moonfire. Consuming my Eclipse power with just the direct damage portion of Moonfire, is obviously a bad choice. The better moonkin out there were also using Lunar Shower and MF spam to delay Eclipse and line it up with significant DPS boosts to get an overall higher level of DPS in the game.
Spamming MF while moving without Eclipse will still be a DPS boost, but it makes our situation a bit more difficult. It creates another choice we have to make in an already complex rotation. It also creates a bit of a DPS trap which Blizzard said they want to avoid in the run up to Cataclysm. Is a new player really supposed to figure out that spamming Moonfire on the move is good without Eclipse but bad with Eclipse?
Final Thoughts:
It's important to remember that this is a very early look at the 4.2 patch notes and that they are in no way complete. A lot will happen between now and when the patch is released. The question I have is will there be a buff for us in the future.
I still don't think moonkin are over powered in any way, and if anything I think we are a little underpowered after the change to Starsurge in patch 4.1. If there is anywhere Moonkin are overpowered it's in our Multi-target DPS and this change definitely takes care of that, but Moonkin weren't alone at the top. Yet, I don't see those other classes getting nerfed as well.
Overall, I'm just confused. I'm having a hard time figuring out what Blizzard's goal is for the Balance spec at the moment.
Other changes:
Here are a couple of other little changes that you might be interested in.
- Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.
- Innervate now grants an ally target 5% of his or her maximum mana over 10 seconds, but still grants 20% of the druid's maximum mana over 10 seconds when self-cast.
I like the crowd control change. It should make Trash a little bit easier. We do lose our Entangling Roots damage as a result but that isn't a big deal at least for PvE.
The Innervate change is good for Feral, but bad for Moonkin for Restos. As you know innervate is currently based off of the casters Mana pool. As a result when a feral casts it it provides very little mana because Ferals don't have a large mana pool. So Ferals should be happy about this change.
For moonkin, we lose a big piece of utility. Moonkin were in a unique position in that we didn't have mana issues and could give away our innervate without issue. Now the utility of our innervate is reduced by 75%.
For resto's, this is a bit of a nerf as well. I don't know how much it is done any more, but I know that early on in the expansion Resto druids were trading their innervates to get a greater amount of mana returned. The druids would use the Glyph of Innervate and then cast their innervate on the other resto druid. This way they would get both the mana from the Glyph and the other druids Innervate. Now this practice will result in less mana then just casting innervate on yourself. This basically makes the Glyph of Innervate useless.
Innervate and CC
Monday, April 25, 2011
Patch 4.1 Review
Patch 4.1 has been on the PTR quite a long time and all indication point to it being released tomorrow. A lot of the various news sites are posting broad reviews of the changes and additions, but I thought you guys might prefer a more focused Moonkin point of view along with my thoughts on some of the more general topics I've seen discussed.
Moonkin DPS Nerfs:
The Starsurge nerf caught me a little by surprise when it was first released, but that was because I don't PvP. A lot of people pointed out right a way that this was primarily a PvP Burst nerf. While this change is about a 3% nerf to our overall DPS, I fully expected Blizzard to make up for this nerf somewhere else. Moonkin are doing quite well on DPS, but with the exception of a couple of fights we are not blowing other classes out of the water. As a result I don't see the need or an argument for a general nerf. However, my assumptions were wrong.
The two datamined changes above did give us some hope at first, but a closer look showed that they were just tooltip corrections rather then ability buffs.
On top of these changes the Warlock ability Dark Intent is getting nerfed for the target of the buff. This isn't as big of a deal as the Starsurge nerf, since not all of us got Dark Intent, and it isn't resulting in a 3% nerf on most fights even if we did, but it's fair to say that moonkin got smacked around a little in this patch for the first time in a very long time.
All that said there isn't any point to despair and rage-quit if these changes upset you. Our DPS will be smaller then it was before, but it is still very good. It's also important to remember that Blizzard has been much more prompt about making adjustments after a patch recently. The fact that they didn't make a change in the patch could be an indication that they want to see how it will play out on the live server before they make changes. Blizzard could easily buff Moonfury, if moonkin DPS is below where Blizzard thinks it should be after the patch.
Troll 5mans - Recycled Content?
With patch 4.1 the old troll raid instances Zul'Aman and Zul'Gurb are being re-released as super-heroic 5man instances. With this comes the inevitable flood of complaints about how lazy Blizzard is because they are recycling old content. I don't think I've commented on this argument yet, and I want to take a few minutes to try and put some perspective on the argument.
I personally haven't had a big problem with the content they've recycled so far, and I think a lot of the angry players are overlooking what has been recycled and how it was recycled. Let's take a quick look at the history of the recycled content.
I haven't been on the PTR to run the new instances. I don't know how they compare to the original versions, but I'm looking forward to trying them out. ZA was a great raid and it should be fun to get back there and do it again. I never got to do ZG at level 60 so it should be more fun for me as a level 85 dungeon. If they rework them as they did Deadmines and Shadowfang Keep, I don't see how anyone will be disappointed.
Other Changes:
Moonkin DPS Nerfs:
- Starsurge damage has been reduced by 20%.
- Dark Intent: The friendly target of this ability now receives 1% (stacking 3 times to 3%) periodic spell damage and healing bonus instead of 3% (stacking 3 times to 9%). The casting Warlock still receives 3% (stacking 3 times to 9%).
The Starsurge nerf caught me a little by surprise when it was first released, but that was because I don't PvP. A lot of people pointed out right a way that this was primarily a PvP Burst nerf. While this change is about a 3% nerf to our overall DPS, I fully expected Blizzard to make up for this nerf somewhere else. Moonkin are doing quite well on DPS, but with the exception of a couple of fights we are not blowing other classes out of the water. As a result I don't see the need or an argument for a general nerf. However, my assumptions were wrong.
- Starlight Wrath now Reduces the cast time of your Wrath and Starfire spells by 0.15/0.25 sec, up from 0.1/0.2 sec.
- Sunfire base damage has been increased by 50%, from 372 to 558.
The two datamined changes above did give us some hope at first, but a closer look showed that they were just tooltip corrections rather then ability buffs.
On top of these changes the Warlock ability Dark Intent is getting nerfed for the target of the buff. This isn't as big of a deal as the Starsurge nerf, since not all of us got Dark Intent, and it isn't resulting in a 3% nerf on most fights even if we did, but it's fair to say that moonkin got smacked around a little in this patch for the first time in a very long time.
All that said there isn't any point to despair and rage-quit if these changes upset you. Our DPS will be smaller then it was before, but it is still very good. It's also important to remember that Blizzard has been much more prompt about making adjustments after a patch recently. The fact that they didn't make a change in the patch could be an indication that they want to see how it will play out on the live server before they make changes. Blizzard could easily buff Moonfury, if moonkin DPS is below where Blizzard thinks it should be after the patch.
Troll 5mans - Recycled Content?
With patch 4.1 the old troll raid instances Zul'Aman and Zul'Gurb are being re-released as super-heroic 5man instances. With this comes the inevitable flood of complaints about how lazy Blizzard is because they are recycling old content. I don't think I've commented on this argument yet, and I want to take a few minutes to try and put some perspective on the argument.
I personally haven't had a big problem with the content they've recycled so far, and I think a lot of the angry players are overlooking what has been recycled and how it was recycled. Let's take a quick look at the history of the recycled content.
- Kael'thas - This is the first example that I can think of and it set off all of the "setback" jokes. In case you didn't know a "dead" Kael'thas was taken from Tempest Keep and added to Magisters' Terrace. Kael had very similar abilities in the two different versions which makes the change seem lazy to hardcore raiders, but there is different perspective as well. First, the quest event that happens after you "kill" Kael'thas it's clear that he's not dead and still interested in doing bad things. Second, he was one of the hardest bossed in TBC. Very few guilds had killed him and even fewer farmed him since you could move on to Hyjal and Black Temple once you got him down. Therefore, most players weren't tired of him because few had even seen him.
- Naxxramas - This probably where Blizzard did the worst job of recycling content. I didn't run Naxx in Vanilla but from what I understand they didn't change the instance much other then to adjust the HP and strength of the boss mechanics. I do think Blizzard did a poor job of balancing this instance, but that doesn't mean it was a bad choice to recycle it. Very few players from vanilla WoW got to see this instance, and it fit very well into the theme of WotLK. I can understand why the hard core raiders from vanilla might be upset, but they represent a small fraction of the player base. There are many other players that were excited to see the content.
- Five-Man Bosses - In WotLK, Blizzard took several 5man bosses and turned them into raid bosses for ToC and ICC. The complaints about these fights are particularly strange to me. First of all, the entire expansion was focused on the Lich King. It's kind his MO to raise dead allies and enemies, make them stronger, and have them fight for him. He was doing that before the original WoW was even released. So it shouldn't surprise anyone that Blizzard had him raise some of the 5man bosses and turned them into raid bosses. On top of that, the 5man fights were very different from the raid fights they became. In my opinion this is a clear example that some players just wanted to complain regardless of the reason.
- Onyxia - From what I understand the Onyxia fight was virtually unchanged from Vanilla WoW to when it was re-released in WotLK. If it was a progression target then I would have been pissed at Blizzard's laziness as well, but it was made pretty clear that she wasn't a progression target. He was re-released as a part of WoW's anniversary, and was completely simple. The progression target was clearly still ToC, and no one spent a lot of time on Onyxia. Again, this one feels like some people just wanted to complain.
- Cata 5mans - Yes, Blizzard re-released Deadmines and Shadowfang Keep as heroic instances, but they also completely revamped the fights. The only thing these two instances have in common with the older versions is the map. Not to mention that these were great instances that I am glad to be able to run again.
- Cata Raid Bosses - Since I didn't play Vanilla WoW I didn't kill Nefarian or Ragnaros. I don't know how similar these fights are to their original versions, but I haven't heard of any obvious similarities either. Once again, new fights are new fights no matter the name of the Boss.
I haven't been on the PTR to run the new instances. I don't know how they compare to the original versions, but I'm looking forward to trying them out. ZA was a great raid and it should be fun to get back there and do it again. I never got to do ZG at level 60 so it should be more fun for me as a level 85 dungeon. If they rework them as they did Deadmines and Shadowfang Keep, I don't see how anyone will be disappointed.
Other Changes:
- Gear List Update - With the new five mans comes new gear. I've updated the gear list to reflect these additions. I made some other changes by deleting the blue gear and updating the stat rating.
- Weekly VP for Randoms - Love this change. I typically don't have a lot of time to run randoms during the week. I love the flexibility this provides.
- New Archy Rewards - I'm a little surprised by the amount of attention I've put into Archaeology. None of the new rewards are of any interest to Moonkin, but I'm glad to have a few more projects to get while trying to farm some specific items.
Bind on Battle.net Account - Since I have changed guilds servers several times lately it's great that we will now be able to send BoA items across servers. I hate that I have toons on my original server that I can't send BoA gear to because I don't have a guild on that server anymore. This is a bit quality of life improvement in my opinion.Apparently I'm confused. A couple of commentors have corrected me to say that the BoAs still will not be transferable across server, which sucks.
Thursday, January 20, 2011
Catching Up on 4.0.6
Life has been smacking me around quite a bit lately. Between work, family and raiding I haven't had much time to blog and a ton of information has come out and almost past me by. Well I hope to correct that to day. There is lots of news about patch 4.0.6 that I would like to comment on. Lets get started.
Eclipse:
Some of you may be wondering how a 33% increase in Total Eclipse can result in just a 2.75% increase. There are two important things to remember. First, This has no impact on the 25% damage increase you get from being balance. It only impacts the Total Eclipse ability you train at level 80. Second, Eclipse only impacts about 50% of our rotation. As a result this increase is watered down by a very large base increase and only impacts a part of our rotation. This is how a 33% increase becomes just a 2.75% buff.
This will change the way we value stats. Currently Crit Rating and Mastery Rating are very similar in value with Crit Rating holding a slight edge. If this change goes live Mastery Rating will be clearly superior. Again, I used WrathCalcs to see how this change would impact stat valuation. Our current set up values Crit at 29% of Int with Mastery being close behind at 28% of Int. After the 4.0.6 patch Crit is still at 29% of Int, but Mastery increases to 36% of Int. Both stats are still well behind Hit Rating and Haste Rating, but will change the way we reforge and possibly slightly change some of our gear choices.
Wild Mushroom:
What's new is the change to the WM damage and Fungal Growth. In a prior build they increased WM damage by 15%. At the time I said it's nice but put the reason people don't use WM isn't because it's a weak spell. I have the same opinion now. A 30% increase in damage is even nicer, but it's probably meaningless without good mechanics. The good news is I think the increased radius of WM detonation will fix it's primary problem.
The Fungal Growth changes are very welcome. As I said in my last post I was unimpressed with the talent when I tried to use it. The primary problem I had was that it took to long to spawn and the mobs hit by the detonation were rarely snared by the slow. If they have fixed that issue I may have to give the talent another try.
Shapeshift Change:
Other Changes:
The only thing that makes me a little sad about this change is that I've found Starfall to be helpful with Archeology. When surveying in some of the low level areas. I can pop Starfall and clear out pretty much every mob around me. Obviously, it's not a huge need but I liked it.
I think everyone saw this coming a mile away. Without an enchant like this, leatherworking would be clearly superior to all other professions in raiding buffs. Given how much effort Blizzard has made to equalize professions over the past few years, there was no way that a change like this wasn't going to be made. If you switched to Leatherworking just for the buff. I hope you enjoyed it while it lasted.
Another example of why how PvE can't have nice things because of PvP. I'm really going to miss this. In this new era of CC, it was very nice to be able to root a target as soon as the pull happened. It made my life easier but I can see why Blizzard is getting rid of it. It's probably a bit over powered in PvP to allow a player to CC on the move. That said, they should get rid of the cooldown as well then.
Eclipse:
Total Eclipse (Mastery) benefit from mastery increased by approximately 33%.To be more specific the 12% damage increase from Total Eclipse is being increased to 16%, and the 1.5% increase you get from each point of Mastery is being increased to 2%. This is a decent size buff but not huge. When I hard coded this change into WrathCalcs it increased the DPS by 2.75%. Basically it's a welcome boost but it's not going to move you to the top of the DPS charts in an instant.
Some of you may be wondering how a 33% increase in Total Eclipse can result in just a 2.75% increase. There are two important things to remember. First, This has no impact on the 25% damage increase you get from being balance. It only impacts the Total Eclipse ability you train at level 80. Second, Eclipse only impacts about 50% of our rotation. As a result this increase is watered down by a very large base increase and only impacts a part of our rotation. This is how a 33% increase becomes just a 2.75% buff.
This will change the way we value stats. Currently Crit Rating and Mastery Rating are very similar in value with Crit Rating holding a slight edge. If this change goes live Mastery Rating will be clearly superior. Again, I used WrathCalcs to see how this change would impact stat valuation. Our current set up values Crit at 29% of Int with Mastery being close behind at 28% of Int. After the 4.0.6 patch Crit is still at 29% of Int, but Mastery increases to 36% of Int. Both stats are still well behind Hit Rating and Haste Rating, but will change the way we reforge and possibly slightly change some of our gear choices.
Wild Mushroom:
I've already commented on WM now being instant cast and the increased radius detonation.
- Fungal Growth duration has been increased to 20 seconds, up from 10. In addition, it should now be much more responsive when detonating Wild Mushrooms.
- Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 30%.
What's new is the change to the WM damage and Fungal Growth. In a prior build they increased WM damage by 15%. At the time I said it's nice but put the reason people don't use WM isn't because it's a weak spell. I have the same opinion now. A 30% increase in damage is even nicer, but it's probably meaningless without good mechanics. The good news is I think the increased radius of WM detonation will fix it's primary problem.
The Fungal Growth changes are very welcome. As I said in my last post I was unimpressed with the talent when I tried to use it. The primary problem I had was that it took to long to spawn and the mobs hit by the detonation were rarely snared by the slow. If they have fixed that issue I may have to give the talent another try.
Shapeshift Change:
Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.I think this change took a lot of people by surprise. My guess is that this change is a classic example of why PvP sometimes means we in PvE can't have nice things. Blizzard probably made this change, because they didn't want druids as a whole to have an unlimited CC breaker for PvP. I can see how it might be overpowered. However, I will miss it for PvE.
Other Changes:
Starfall will no longer strike targets that are not in combat and will now drop stars at a slightly faster rate.A good quality of life change. I think we all been in the situation where we pop Starfall at the wrong time and pull an extra trash pack or something. As a result, I haven't been using a Starfall for anything but boss fights where I know I won't pull adds. It won't have a big impact on our over all performance, but it does give us some peace of mind.
The only thing that makes me a little sad about this change is that I've found Starfall to be helpful with Archeology. When surveying in some of the low level areas. I can pop Starfall and clear out pretty much every mob around me. Obviously, it's not a huge need but I liked it.
Moonkin Form now grants 15% damage reduction instead of increased armor.Assuming this affects all types of damage, this is an awesome change for PvE and probably PvP as well. The increased armor on a moonkin was always a bit of a strange concept. As a ranged caster we shouldn't be getting meleed often and the armor was usless 99% of the time. Taking 15% less damage is a big improvement. It's not going to save you if you stand in the fire or do a lot of things stupid, but it does give you a greater margin for error and makes you less of burden on healers.
Enchant Bracer - Mighty Intellect - Permanently enchant bracers to increase Intellect by 50.
I think everyone saw this coming a mile away. Without an enchant like this, leatherworking would be clearly superior to all other professions in raiding buffs. Given how much effort Blizzard has made to equalize professions over the past few years, there was no way that a change like this wasn't going to be made. If you switched to Leatherworking just for the buff. I hope you enjoyed it while it lasted.
Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast.
Another example of why how PvE can't have nice things because of PvP. I'm really going to miss this. In this new era of CC, it was very nice to be able to root a target as soon as the pull happened. It made my life easier but I can see why Blizzard is getting rid of it. It's probably a bit over powered in PvP to allow a player to CC on the move. That said, they should get rid of the cooldown as well then.
Friday, January 7, 2011
Meta Gems and Moonkin Changes
Patch 4.0.6 is on the PTR and you can find the patch notes here. This is primarily a clean up patch for all the hot fixes Blizzard has done over the past month, but there are several balancing changes that you guys should be interested it.
Meta Gems:
Second Reaction: "Who cares about the Chaotic Meta Gem?"
This is good news all around, but I'm amused by the new meta requirement. Requiring DPS to socket three red gems is like requiring an active smoker to smoke cigarettes. The requirement is useless because we would have done it anyway. However, that's fine with me. I would rather not have to worry about meeting my meta requirement every time I add a piece of gear. It wasn't a big concern in WotLK either, but now it's not a concern at all.
The addition of the Burning Shadowspirit Diamond and the others is also quite interesting. A guildie of mine commented on the fact that it probably wasn't a good idea to have every single DPS spec want the same meta gem, and apparently Blizzard had the same thought. However, it's not that big of a buff assuming that the Meta bonus on the new gems operates the same way it does on the Chaotic meta gem. Obviously 54 Int is better then 54 Crit, but the true value of the Meta comes from the 3% additional crit damage and everything else is just frosting.
What I find most interesting about these new cuts is how this will affect the economy. Most people will switch to the Chaotic at first because it's widely available, but the advantages of the new gems is obvious. Will the new patterns be so common that the Chaotic is completely abandoned? Could the new patterns be so rare that the new metas will be so expensive to preserve a market for the Chaotics? As a progression raider I will be going for the Burning no matter what the cost assuming it's not astronomical, but I wonder if this is a small return of TBC where everyone was fighting over rare patterns on the AH.
Wild Mushroom Changes:
Increasing their damage by 15% is nice, but I don't think anyone really thought of them as weak. Increasing their damage probably won't increase the spells usage much on its own. Making the mushrooms instant cast makes it possible to cast them while moving. This could give you something else to do while your running around the room other then spamming Moonfire, but if the mouse is the primary way you move your toon then this will be very difficult to pick up.
The big improvement in this patch is the increased range. Increasing the blast radius from 3 yards to 6 yards quadruples the area affected. This allows for less precise placement and a greater margin of error with out being a full scale AoE spell. Of all the changes this has the most potential to make the Wild Mushroom a useful spell. That said there are some other changes that could be made that I think are both reasonable and and would make the spell more valuable.
First, I would have one mushroom do the same amount of damage as three mushrooms. You could still place three mushrooms if you wanted spread the damage and/or Fungal Growth over a larger area, but the amount of damage done by each individual mushroom would diminish with each mushroom placed. I think this would make the spell easier to use without significantly reducing it's utility.
Second, I would like to see feral druids be able to detonate the mushrooms in feral forms. I don't know how useful this would be because they would obviously be weak in feral gear, but it could be a great tool for a feral tank to pull newly spawned adds and get some burst aggro.
Third, I've been unimpressed with Fungal Growth. It spawns to slowly after the mushrooms have been detonated. I've had several instances where a mob is hit by the explosion but not slowed by fungal growth because they've already ran out of the area before it spawns. Blizzard needs to tighten that mechanic up a little bit. It might be a good idea for the explosion to have a very short duration slow affect as well as the patch on the ground.
Other Druid Changes:
From a raid perspective, the Glyph of Wrath change should be a small DPS increase, but not a big one because Insect Swarm should be up on most of your targets. That said, it will be helpful on low health adds where it's not beneficial to put Insect Swarm up and a short cast time spell is favored. However, this may be intended more as a PvP change, since DoTs are dispelled quite frequently in PvP.
Meta Gems:
First Reaction: "Finally they are fixing the Chaotic Meta Gem."
- Chaotic Meta gems now have a requirement of 3 red gems.
- New meta gems have been added: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.
Second Reaction: "Who cares about the Chaotic Meta Gem?"
This is good news all around, but I'm amused by the new meta requirement. Requiring DPS to socket three red gems is like requiring an active smoker to smoke cigarettes. The requirement is useless because we would have done it anyway. However, that's fine with me. I would rather not have to worry about meeting my meta requirement every time I add a piece of gear. It wasn't a big concern in WotLK either, but now it's not a concern at all.
The addition of the Burning Shadowspirit Diamond and the others is also quite interesting. A guildie of mine commented on the fact that it probably wasn't a good idea to have every single DPS spec want the same meta gem, and apparently Blizzard had the same thought. However, it's not that big of a buff assuming that the Meta bonus on the new gems operates the same way it does on the Chaotic meta gem. Obviously 54 Int is better then 54 Crit, but the true value of the Meta comes from the 3% additional crit damage and everything else is just frosting.
What I find most interesting about these new cuts is how this will affect the economy. Most people will switch to the Chaotic at first because it's widely available, but the advantages of the new gems is obvious. Will the new patterns be so common that the Chaotic is completely abandoned? Could the new patterns be so rare that the new metas will be so expensive to preserve a market for the Chaotics? As a progression raider I will be going for the Burning no matter what the cost assuming it's not astronomical, but I wonder if this is a small return of TBC where everyone was fighting over rare patterns on the AH.
Wild Mushroom Changes:
It's fair to say that Wild Mushroom has been a flop in Cataclysm so far. They are difficult to place. It's difficult to make them affective given their very small radius. Overall they just weren't worth the effort. I've tried to use them in several fights but in most cases they were a waste. The question is will these changes cause people to use them?
- Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 15%.
Increasing their damage by 15% is nice, but I don't think anyone really thought of them as weak. Increasing their damage probably won't increase the spells usage much on its own. Making the mushrooms instant cast makes it possible to cast them while moving. This could give you something else to do while your running around the room other then spamming Moonfire, but if the mouse is the primary way you move your toon then this will be very difficult to pick up.
The big improvement in this patch is the increased range. Increasing the blast radius from 3 yards to 6 yards quadruples the area affected. This allows for less precise placement and a greater margin of error with out being a full scale AoE spell. Of all the changes this has the most potential to make the Wild Mushroom a useful spell. That said there are some other changes that could be made that I think are both reasonable and and would make the spell more valuable.
First, I would have one mushroom do the same amount of damage as three mushrooms. You could still place three mushrooms if you wanted spread the damage and/or Fungal Growth over a larger area, but the amount of damage done by each individual mushroom would diminish with each mushroom placed. I think this would make the spell easier to use without significantly reducing it's utility.
Second, I would like to see feral druids be able to detonate the mushrooms in feral forms. I don't know how useful this would be because they would obviously be weak in feral gear, but it could be a great tool for a feral tank to pull newly spawned adds and get some burst aggro.
Third, I've been unimpressed with Fungal Growth. It spawns to slowly after the mushrooms have been detonated. I've had several instances where a mob is hit by the explosion but not slowed by fungal growth because they've already ran out of the area before it spawns. Blizzard needs to tighten that mechanic up a little bit. It might be a good idea for the explosion to have a very short duration slow affect as well as the patch on the ground.
Other Druid Changes:
These are helpful changes, but fairly minor. The shooting stars change is more for leveling and PvP in my opinion. As a raider I've rarely not been able to cast Starsurge in the 8 seconds the buff is up. In other forms of play though there is more movement and this makes the talent more useful for people who favor those activities.
- The Shooting Stars buff duration has been increased to 12 seconds, up from 8 seconds.
- Glyph of Wrath now increases damage done by Wrath by 10% and no longer requires Insect Swarm on the target.
From a raid perspective, the Glyph of Wrath change should be a small DPS increase, but not a big one because Insect Swarm should be up on most of your targets. That said, it will be helpful on low health adds where it's not beneficial to put Insect Swarm up and a short cast time spell is favored. However, this may be intended more as a PvP change, since DoTs are dispelled quite frequently in PvP.
Monday, January 3, 2011
Two Updates and a Rant
Two Updates:
Ok, The expansion has been out for just under a month and I finally updated both the Gear Guide and the Raiding guide. In the gear guide I added locations for almost everything. The tier pieces were a little tricky since I don't necessarily have specific locations for any of them. That said, every item on the list is linked to it's WoWhead site. If your question isn't answered there then I probably don't have the answer either.
The raid guide is mostly the same. I've decided the mana regen talents are a little more optional then I first thought so I've modified the spec section a little as a result. I made some tweaks to other sections as well, but there is nothing really new that you need to know about if you were familiar with the old version.
As always, if you find a problem in either guide please feel free to let me know either in an email or in the comments of this post.
The Tol Barad Rant:
Update: Obviously my Moonkin/Blogger powers of persuasion are great, because Blizzard applied a hotfix less then 30 minutes after my post. The honor gain from attacking TB has been reduced to 360. The Honor gained from defending TB is still 180. (src)
I'm not sure how this will affect the zone. If I have to guess I think it will return the zone to the way it was at release. The thing to remember is that the fight is balanced with the same number of players on both sides. Therefore you're not going to get more players when you are attacking. You’re not going to get better players when attacking because I think the queue is random.
The only thing you can change by changing the reward is the player’s motivation. People may be more willing to attack with a reward of 360 honor, but they are still limited by the number of people willing to defend. If the defenders are motivated to win then the attackers are likely to lose. So it's a bit of a binary situation. You can either have one side dominate the competition or you can have the two sides trade wins.
I'm sure there will be a little grey area, because the attackers will always be motivated to win, but how the defenders feel may change from battle to battle. Either way this isn't a fix.
The problems with Tol Barad are well documented (1 & 2). I completely agree with everything posted to that regard. TB is way to easy to defend and thus limits who had access to the dailies each day if both sides are actively competing to win the zone.
Luckily Blizzard sees the problem and had a couple of things to say about it.
Here is the problem. I don't care about Honor or PvP gear. I already have over 3,000 honor and don't have a good idea of what to spend it on. I go to Tol Barad for two reasons: Rep and Tol Barad Commendations, and the hot fix makes accumulating both actually harder in my case. That is why I hate the win trading.
To be fair, the situation before the hot fix worked out perfectly for me. Graylo is a Horde toon on a Horde dominated low pop server. I basically had maximum access to Tol Barad and it's dailies. I remember the Alliance having TB only once before the hot fix.
The way my days typically went was I would log on and do the six dailies on Tol Barad itself if I had time before the next battle. Then I would do the six available on Tol Barad Peninsula. Then I would wait to for horde to win TB again and I would do the next set of rotating dailies on Tol Barad. Then I would wait another two hours and do the last set of rotating dailies. I could get all 18 dailies possible with very little effort and in a fairly predictable time frame. That is not true any more and why I hate the current system of win trading.
Adding Insult to Injury:
The funny part about it is I actually tried to defend some after the hot fix was made. I thought that TB might be so imbalanced that the few of us who did value something other then Honor might still be able to win it. Turns how I was wrong, but to make matters worse, I was insulted the entire time I tried to defend.
Those of us that defended were being called noobs, kids, and a variety of other names that aren't all that nice. If Honor was the only motivation for playing TB then I would agree that we were being stupid, but it's not. At least in my case I had a very good reason to try and defend TB and I'm no more of idiot for defending it then they are for throwing it.
That said, I've given up trying to defend TB, because it is obviously pointless currently. However, I find the reaction of the people throwing it funny. What few of them realize is that throwing the match isn't nearly as profitable as they think it is. Hamlet's analysis is completely correct in a theoretical sense. Both sides can get more honor if they cooperate, but when you look at the situation practically there is an issue.
As I said before my server has a huge faction imbalance favoring the Horde. As a result there are a lot more Horde queuing up for TB then there are Alliance, but Blizzard has made sure there is a 1:1 participant balance in the zone. As a result there are a lot of Horde sitting outside every battle. It doesn't matter if we are attacking or defending. This is creating a situation where the Alliance on our server are getting the 1,800 honor every attacking round they want it. The Horde however, are going to miss at least a few round. I've queued up to be an attacker at least 10 times, and been selected only once. I doubt everyone is having my bad luck, but if you are getting in only one of ever ten attacking sessions then your honor gain is pretty much the same as if you defended the zone.
What I understand and what I don't:
Blizzard's hotfix didn't fix the problem and I'm sure Blizzard knows that. It's a temporary fix. I'm sure Blizzard doesn't want to see win trading in game, but accepted it as a necessary evil where the ends justified the means. I don't think Blizzard has a big issue with one side consistently winning the zone, but had a huge problem with one side being consistently locked out of the dailies you gain from winning. Win trading is not be an ideal situation, but at least it guarantees that each side will have relatively equal access to the dailies and the rewards they provide.
What I don't understand is how Blizzard got it so wrong in the first place. I know the Beta is not a great place to test PvP balance since there isn't a whole lot of competitive PvP in the test realms. However, though I have the benefit of hind sight, it seems obvious that having one side needing to attack three targets while another side needs to defend just one is seems obviously imbalanced.
I also don't understand the design behind the rotating dailies. They are obviously designed to be very similar since the three quests for each of the areas are almost identical, but then they are different in a couple of ways that makes the Human quests significantly harder then that of the Demon or Undead areas. Why is the warden so far away from the entrance when compared to the other areas? Why do I need to collect 12 rations, when I only need to pick up 8 shackles or 4 journals? It's probably just my frustration talking, but there seems to be more mobs with faster spawn times in the Human prison as well.
Ok, The expansion has been out for just under a month and I finally updated both the Gear Guide and the Raiding guide. In the gear guide I added locations for almost everything. The tier pieces were a little tricky since I don't necessarily have specific locations for any of them. That said, every item on the list is linked to it's WoWhead site. If your question isn't answered there then I probably don't have the answer either.
The raid guide is mostly the same. I've decided the mana regen talents are a little more optional then I first thought so I've modified the spec section a little as a result. I made some tweaks to other sections as well, but there is nothing really new that you need to know about if you were familiar with the old version.
As always, if you find a problem in either guide please feel free to let me know either in an email or in the comments of this post.
The Tol Barad Rant:
Update: Obviously my Moonkin/Blogger powers of persuasion are great, because Blizzard applied a hotfix less then 30 minutes after my post. The honor gain from attacking TB has been reduced to 360. The Honor gained from defending TB is still 180. (src)
I'm not sure how this will affect the zone. If I have to guess I think it will return the zone to the way it was at release. The thing to remember is that the fight is balanced with the same number of players on both sides. Therefore you're not going to get more players when you are attacking. You’re not going to get better players when attacking because I think the queue is random.
The only thing you can change by changing the reward is the player’s motivation. People may be more willing to attack with a reward of 360 honor, but they are still limited by the number of people willing to defend. If the defenders are motivated to win then the attackers are likely to lose. So it's a bit of a binary situation. You can either have one side dominate the competition or you can have the two sides trade wins.
I'm sure there will be a little grey area, because the attackers will always be motivated to win, but how the defenders feel may change from battle to battle. Either way this isn't a fix.
The problems with Tol Barad are well documented (1 & 2). I completely agree with everything posted to that regard. TB is way to easy to defend and thus limits who had access to the dailies each day if both sides are actively competing to win the zone.
Luckily Blizzard sees the problem and had a couple of things to say about it.
The odds are already stacked against the attacking force. In fact, they're stacked in favor of the defense more so than we would like at this point. We're looking to address this in an upcoming patch so that defending Tol Barad doesn't feel like there's virtually no fear of loss.To a lot of you I'm sure this sounds great. Hamlet did a great analysis of what this can mean in if Honor is your primary motivation for contesting Tol Barad. If you are able use it to it's maximum potential you could get a full set of PvP gear very quickly. Since all of the Honor rewards are between 700 and 2,200 Honor, a single win can mean a new piece of gear especially if you can get a few honorable kills along the way.
In line with that design goal, we made this hotfix to ensure winning Tol Barad back for your faction feels much more rewarding.
Hot fix: Tol Barad - Winning as an attacker now rewards players with 1800 Honor Points, up from 180. Winning as a defender still rewards players with 180 Honor Points.
Here is the problem. I don't care about Honor or PvP gear. I already have over 3,000 honor and don't have a good idea of what to spend it on. I go to Tol Barad for two reasons: Rep and Tol Barad Commendations, and the hot fix makes accumulating both actually harder in my case. That is why I hate the win trading.
To be fair, the situation before the hot fix worked out perfectly for me. Graylo is a Horde toon on a Horde dominated low pop server. I basically had maximum access to Tol Barad and it's dailies. I remember the Alliance having TB only once before the hot fix.
The way my days typically went was I would log on and do the six dailies on Tol Barad itself if I had time before the next battle. Then I would do the six available on Tol Barad Peninsula. Then I would wait to for horde to win TB again and I would do the next set of rotating dailies on Tol Barad. Then I would wait another two hours and do the last set of rotating dailies. I could get all 18 dailies possible with very little effort and in a fairly predictable time frame. That is not true any more and why I hate the current system of win trading.
Adding Insult to Injury:
The funny part about it is I actually tried to defend some after the hot fix was made. I thought that TB might be so imbalanced that the few of us who did value something other then Honor might still be able to win it. Turns how I was wrong, but to make matters worse, I was insulted the entire time I tried to defend.
Those of us that defended were being called noobs, kids, and a variety of other names that aren't all that nice. If Honor was the only motivation for playing TB then I would agree that we were being stupid, but it's not. At least in my case I had a very good reason to try and defend TB and I'm no more of idiot for defending it then they are for throwing it.
That said, I've given up trying to defend TB, because it is obviously pointless currently. However, I find the reaction of the people throwing it funny. What few of them realize is that throwing the match isn't nearly as profitable as they think it is. Hamlet's analysis is completely correct in a theoretical sense. Both sides can get more honor if they cooperate, but when you look at the situation practically there is an issue.
As I said before my server has a huge faction imbalance favoring the Horde. As a result there are a lot more Horde queuing up for TB then there are Alliance, but Blizzard has made sure there is a 1:1 participant balance in the zone. As a result there are a lot of Horde sitting outside every battle. It doesn't matter if we are attacking or defending. This is creating a situation where the Alliance on our server are getting the 1,800 honor every attacking round they want it. The Horde however, are going to miss at least a few round. I've queued up to be an attacker at least 10 times, and been selected only once. I doubt everyone is having my bad luck, but if you are getting in only one of ever ten attacking sessions then your honor gain is pretty much the same as if you defended the zone.
What I understand and what I don't:
Blizzard's hotfix didn't fix the problem and I'm sure Blizzard knows that. It's a temporary fix. I'm sure Blizzard doesn't want to see win trading in game, but accepted it as a necessary evil where the ends justified the means. I don't think Blizzard has a big issue with one side consistently winning the zone, but had a huge problem with one side being consistently locked out of the dailies you gain from winning. Win trading is not be an ideal situation, but at least it guarantees that each side will have relatively equal access to the dailies and the rewards they provide.
What I don't understand is how Blizzard got it so wrong in the first place. I know the Beta is not a great place to test PvP balance since there isn't a whole lot of competitive PvP in the test realms. However, though I have the benefit of hind sight, it seems obvious that having one side needing to attack three targets while another side needs to defend just one is seems obviously imbalanced.
I also don't understand the design behind the rotating dailies. They are obviously designed to be very similar since the three quests for each of the areas are almost identical, but then they are different in a couple of ways that makes the Human quests significantly harder then that of the Demon or Undead areas. Why is the warden so far away from the entrance when compared to the other areas? Why do I need to collect 12 rations, when I only need to pick up 8 shackles or 4 journals? It's probably just my frustration talking, but there seems to be more mobs with faster spawn times in the Human prison as well.
Tuesday, November 23, 2010
Chaotic Meta Requirement Reversed!
I've already written two separate posts on this subject. Might as well give this blue post it's own blog post as well.
New Cata Gemming Strategy:
For the most part, our Cata gemming strategy will be the same as it was in WotLK with a few possible caveats.
Meta Socket: [Chaotic Shadowspirit Diamond]
Red Socket: [Brilliant Inferno Ruby]
Yellow Socket: [Reckless Ember Topaz] with Int Socket bonus. [Brilliant Inferno Ruby] with secondary stat socket bonus. The thing to remember here is that secondary stats are worth no where near as much as Int at least in early Cata raiding. An additional 20 Int is likely better then 30 of any secondary stat. In fact, I'm not a 100% sure that a Reckless gem is the right choice when the socket bonus is Int, but I'll need to see some more math before I make that change.
Blue Socket: At least 2 [Purified Demonseye], but maybe [Brilliant Inferno Ruby]
if the socket bonus particularly bad and you don't need the hit.
The current design has been reconsidered, so we're planning to revert gems that now require more blue than red gems back to their original requirements. Such a change can't be accomplished via a hotfix though, so we'll have to wait to revert these in a future patch.I'm glad that they are making the chance but couldn't they have decided this before I spent 700g regemming for raid.
New Cata Gemming Strategy:
For the most part, our Cata gemming strategy will be the same as it was in WotLK with a few possible caveats.
Meta Socket: [Chaotic Shadowspirit Diamond]
Red Socket: [Brilliant Inferno Ruby]
Yellow Socket: [Reckless Ember Topaz] with Int Socket bonus. [Brilliant Inferno Ruby] with secondary stat socket bonus. The thing to remember here is that secondary stats are worth no where near as much as Int at least in early Cata raiding. An additional 20 Int is likely better then 30 of any secondary stat. In fact, I'm not a 100% sure that a Reckless gem is the right choice when the socket bonus is Int, but I'll need to see some more math before I make that change.
Blue Socket: At least 2 [Purified Demonseye], but maybe [Brilliant Inferno Ruby]
if the socket bonus particularly bad and you don't need the hit.
Thursday, November 11, 2010
Chaotic Meta Gems in Cata: We have a Problem!
As far as expansions and beta testing goes, some changes are made with big announcements and lots of attention. Others are slipped in and almost go unnoticed by the community. Most of the time the community focuses on the big flashy announcement, but that doesn't mean the other changes are unimportant. Once such change was made recently, and you probably want to pay attention to it.
What Changed:
As we all know, a meta gem's above average bonus comes with a cost. To activate a meta gem, the other gems you have equipped must meet a specific criteria. Typically these meta gem requirements are fairly small like "Must have two Blue Gems Equipped" or "Must have one Red and one Yellow Gem Equipped." For example, in WotLK the requirements for the Chaotic Skyflare Diamond was to have two blue gems equipped. It was a little inconvenient because blue was our worst colored gem for most of the expansion, but needing to equip just to wasn't a big pain because it could be done with Purple gems and it was just 2 gems.
We've known for some time that this was going to change in Cataclysm because the Chaotic Shadowspirit Diamond had different requirements, but they recently got worse.
How it works and what this means:
As most of you know the hybrid gem colors green, orange and purple count as multiple gem colors. For example, a single green gem counts as both a blue gem and a yellow gem when it comes to meta requirements and socket bonuses. In WotLK his worked to our advantage, because we could use hybrid gems to meet socket and meta requirements, why still getting some Spellpower/Intellect from our favored gem color red.
If the current meta gem requirements in beta go live, then the hybrid gem colors will actually work against us in most cases and will change the way we gem all socket colors. For every red or orange gem you have socketed you will have to have a blue or green gem socketed plus one additional blue or green gem. Purple gems don't factor into the equation since they count as both a blue and a red gem. Lets take it by socket type and see what the possibilities are (assuming you want to get the socket bonus).
Red & Prismatic Sockets: Ideally we will want to socket Brilliant/Int gems in the red sockets. This shouldn't be hard to achieve since you are likely to have more yellow and blue sockets then red sockets. However, if you have an abundance of red sockets that can't be balanced by your yellow and blue sockets, you may need to put a few purple gems into your red sockets to balance the Meta Gem requirement.
Yellow Sockets: Depending on your needs for hit, yellow sockets should be socketed with either a Quick gem (yellow) or a Lightning gem (green). Orange gems would only be useful if you had very few Red sockets and significantly more blue gems socketed then red gems.
Blue Sockets: Again, depending on your needs for hit, blue sockets should be socketed with either a Sparkling gem (blue) or Lightning gem (green). Purple gems would only be useful in blue sockets if they didn't upset the balance of red to blue gems, as in you have a lot of blue gems socketed but few red gems socketed.
Why this is a Problem:
This change is inconvenient for sure, but my problems with this change go beyond me just disliking it as a player. In my opinion, the new Chaotic meta gem requirement is a clear example of bad design. I know that a lot of players like to call anything they don't like "bad design," but I try not to use those words for anything I simply don't like or disagree with. In this case, I think the new requirement runs counter to several of Blizzards implied stated goals and design philosophies.
This change is more then just inconvenient. It changes the way Moonkin and other DPS specs will gem their gear completely. It forces us away from our favored stats and creates a situation where the correct gemming choices are counter intuative.
What Changed:
As we all know, a meta gem's above average bonus comes with a cost. To activate a meta gem, the other gems you have equipped must meet a specific criteria. Typically these meta gem requirements are fairly small like "Must have two Blue Gems Equipped" or "Must have one Red and one Yellow Gem Equipped." For example, in WotLK the requirements for the Chaotic Skyflare Diamond was to have two blue gems equipped. It was a little inconvenient because blue was our worst colored gem for most of the expansion, but needing to equip just to wasn't a big pain because it could be done with Purple gems and it was just 2 gems.
We've known for some time that this was going to change in Cataclysm because the Chaotic Shadowspirit Diamond had different requirements, but they recently got worse.
Chaotic Shadowspirit Diamond Activation Requirements:Not only that, but they've gone back and changed the older versions of the Chaotic meta to have the same requirement as the Chaotic Shadowspirit Diamond.Old: Requires more Blue Gems then Yellow Gems. New: Requires more Blue Gems then Red Gems.
How it works and what this means:
As most of you know the hybrid gem colors green, orange and purple count as multiple gem colors. For example, a single green gem counts as both a blue gem and a yellow gem when it comes to meta requirements and socket bonuses. In WotLK his worked to our advantage, because we could use hybrid gems to meet socket and meta requirements, why still getting some Spellpower/Intellect from our favored gem color red.
If the current meta gem requirements in beta go live, then the hybrid gem colors will actually work against us in most cases and will change the way we gem all socket colors. For every red or orange gem you have socketed you will have to have a blue or green gem socketed plus one additional blue or green gem. Purple gems don't factor into the equation since they count as both a blue and a red gem. Lets take it by socket type and see what the possibilities are (assuming you want to get the socket bonus).
Red & Prismatic Sockets: Ideally we will want to socket Brilliant/Int gems in the red sockets. This shouldn't be hard to achieve since you are likely to have more yellow and blue sockets then red sockets. However, if you have an abundance of red sockets that can't be balanced by your yellow and blue sockets, you may need to put a few purple gems into your red sockets to balance the Meta Gem requirement.
Yellow Sockets: Depending on your needs for hit, yellow sockets should be socketed with either a Quick gem (yellow) or a Lightning gem (green). Orange gems would only be useful if you had very few Red sockets and significantly more blue gems socketed then red gems.
Blue Sockets: Again, depending on your needs for hit, blue sockets should be socketed with either a Sparkling gem (blue) or Lightning gem (green). Purple gems would only be useful in blue sockets if they didn't upset the balance of red to blue gems, as in you have a lot of blue gems socketed but few red gems socketed.
Why this is a Problem:
This change is inconvenient for sure, but my problems with this change go beyond me just disliking it as a player. In my opinion, the new Chaotic meta gem requirement is a clear example of bad design. I know that a lot of players like to call anything they don't like "bad design," but I try not to use those words for anything I simply don't like or disagree with. In this case, I think the new requirement runs counter to several of Blizzards implied stated goals and design philosophies.
- It creates a trap. When it comes to choosing DPS gems a couple of things are fairly clear for caster DPS at least. Red and red hybrid gems are the best because they provide Intellect our primary DPS stat. After you do a little math it's also clear that the Chaotic meta gem is the best meta gem. Yet, the new requirement sets these two basic rules against each other and creates a situation that is counter intuitive and confusing to players. Blizzard has said in the past they don't like to have traps in the talent trees. If that is true, then they shouldn't like meta gems that create a trap as well.
- It works against profession bonuses. In WotLK, Blizzard worked really hard to keep the profession bonuses relatively equal in terms of stats and game play. As a result most of the professions provided around 47 spell power and it didn't matter a lot which crafting professions you had. The problem is that two of the profession bonuses are centered around gems and gem sockets. Jewelcrafting can probably work around it, but it's a big problem for Blacksmithing, since it's profession bonus is two prismatic gem sockets. This means that a blacksmith has to have two additional blue gems as well and may have to down grade another gem just to activate his meta.
- It's a higher requirement then other Meta gems. All of the other meta gems have a simple to understand requirement like "Requires at least 2 yellow gems." I realize that the chaotic meta is very valuable for DPS specs, but the requirement is inconsistent when compared to the other meta gems. Tanks and healers aren't being asked to jump through similar hoops. For the Austere meta, the requirement is two yellow gems. It's not ideal, but not hard comply with either. The Eternal meta gem requires 3 blue gems which a tank will have by default. The healing meta's designed along the same lines, and that makes me wonder why DPS is being singled out for difficult to meat meta requirement.
- It makes gear upgrades complicated and expensive. Under the new requirement, any gear change could upset the balance of your meta gem requirement For example, if you have a pair boots with two gem sockets and replace them with some boots without gem sockets, then you may have to regem an item unrelated to the upgrade to maintain your socket balance.
This change is more then just inconvenient. It changes the way Moonkin and other DPS specs will gem their gear completely. It forces us away from our favored stats and creates a situation where the correct gemming choices are counter intuative.
Tuesday, October 19, 2010
Odds and Ends
Patch 4.0.1 is a week old, and there seem to be lot of little things to talk about. The game is always a little frustrating after a big patch, but 4.0.1 was especially big and was particularly frustrating for me. I'll get more into that later, but lets take a look at the big topics of the week.
My Gear list:
I've said this a couple of places before, but I keep getting questions so I will say it again. No, I am not updating my gear list for patch 4.0.1.
I realize that the patch changed the way we gear quite a bit. However, I don't think it's worth the effort for several reasons. First, Cataclysm is going to be released in less then two months, and very little progression raiding will be done during that time. Second, it's not a simple matter of changing the weights and getting rid of the cloth gear. The stats on all of it changed to some extent, and would require a lot of data entry. Third, if you made the right choices before the patch most of your choices after the patch will be the same.
I realize that some of you like a clear and decisive list to go by, but I can't provide that to you at this time. Though here are a few simple rules you can follow that should help you make your choices along with the suggestions I made in my 4.0.1 guide.
As most of you know, moonkin came out of 4.0.1 hugely overpowered. If you looked at the WoL rankings you saw several moonkin competing with fire mages and other specs for the top spot. While I'm sure this was fun for a lot of people, I don't think anyone expected it to last and blizzard soon responded with:
The first way is obvious. Insect Swarm needed a nerf, and I expect that it will never get as powerful as it was right after the patch. I realize that DoTs are supposed to be powerful, but Insect Swarm was easily 5 times as powerful as our nukes and that just seems out of wack to me.
The other nerfs seem fair. By just changing how Moonfury impacts our DPS they aren't changing the rotation at all. They are just toning down our DPS. What's nice about this is that it shows how easy it is to to adjust DPS now. If you assume that Blizzard has found a set of mechanics that they like then they can leave them untouched and adjust Moonfury to get our DPS where they want it to be. This is good news for the future because they can change it back if they find we are underpowered at level 85.
First impressions
I haven't raided since the patch, but I have tried to test/practice the new rotation on target dummies. Overall, I'm not real happy about having a 5th button in my rotation, and it's going to take some getting used to.
At the moment if feels awkward. Managing Eclipse and two DoTs requires a lot of attention. Adding a random proc on a cooldown spell like Starsurge just adds another thing to look at. I think I'm getting over it with the use of Power Auras, but I need to get into a raid to really test it out.
The other issue I'm having is DoTs. I've gotten used to not making them a priority. Getting back into the habit of watching timers is a little more difficult then I expected. I think this is really a function of not having my UI set up right yet. With Squawk and Awe, I had my DoT timer and my Eclipse bar all in one convenient spot. Which made it easy to watch all three. Right now they are a little spread out, I'll have to make some adjustments to see if that helps.
Changed Guilds
The other big news of the week for me is that I changed Guilds. I love my old guild Lords of Eternity, but I felt a need for a change and joined the guild Skunkworks on Balnazzar.
First and foremost, I recommend that you don't try and transfer any toons the day of a major patch like 4.0.1. I started the transfer Tuesday afternoon, but didn't get access to Graylo until Saturday afternoon due to a variety of issues. It was frustrating because I didn't get to experience the OPness of Moonkin while it lasted. I also couldn't get in and test.
The other big part of the change is that I am now a Horde toon on a PvP server. Having always played Alliance toons on a PvE server this is a pretty big change in my mind. In reality, it's probably not that big of a deal since Balnazzar is a low pop server that is Horde dominated. However, figuring out where things are is strange. I haven't walked into the wrong inn in Dalaran yet, but finding Auction Houses and target dummies took a little bit.
Anyway, I am excited by the change. Hopefully it will work out.
My Gear list:
I've said this a couple of places before, but I keep getting questions so I will say it again. No, I am not updating my gear list for patch 4.0.1.
I realize that the patch changed the way we gear quite a bit. However, I don't think it's worth the effort for several reasons. First, Cataclysm is going to be released in less then two months, and very little progression raiding will be done during that time. Second, it's not a simple matter of changing the weights and getting rid of the cloth gear. The stats on all of it changed to some extent, and would require a lot of data entry. Third, if you made the right choices before the patch most of your choices after the patch will be the same.
I realize that some of you like a clear and decisive list to go by, but I can't provide that to you at this time. Though here are a few simple rules you can follow that should help you make your choices along with the suggestions I made in my 4.0.1 guide.
- No Cloth: Think of it this way. One piece of cloth is likely to cost you 75 to 100 Int if you have ICC level gear. Also, our gear was redesigned assuming we would have the Leather Specialization buff. Not having means we are weaker in some respects then we were before the patch. Using Cloth gear would only make sense if you were making big jumps in ilevel.
- The Hit Cap: The new hit cap is 446 hit rating. It doesn't matter if you're Horde or Alliance. It doesn't matter what your raid comp is. The hit cap is 446 for every moonkin and I think every caster period.
The hit cap is a lot higher then we are used to, but there is good news. We have a lot more tools now to try and get to the hit cap. First, Balance of Power converts Spirit to Hit Rating. Most of the leather gear we avoided now has a benefit to us. Also, Reforging is also a god send for hit capping. Our Blue Gem sockets are now more valuable and there are several enchants with Spirit that are helpful. - The Equation: When in doubt remember the stat equation:
Int > Hit > Haste > SP > Crit > Mastery.
If you are having a hard time choosing between two items, compare the stats in relation to the stat equation. If you do that you can't go too horribly wrong.
As most of you know, moonkin came out of 4.0.1 hugely overpowered. If you looked at the WoL rankings you saw several moonkin competing with fire mages and other specs for the top spot. While I'm sure this was fun for a lot of people, I don't think anyone expected it to last and blizzard soon responded with:
Balance Druids – we lowered the base points and coefficients of several Balance spells, especially Insect Swarm.Hamlet then spent a good amount of time to test the changes and posted his analysis on his EJ blog.
As many people have noticed by now, a number of hotfixes went in after the first night or two of 4.0 raiding, to adjust the wildly disparate DPS values of some classes. I spent a long time last night retesting essentially all of the Balance spells to see how they'd been affected. Here are the results:I think if we can be honest with each other we would all admit that the Balance tree was overpowered right after 4.0.1 came out. Moonkin were all over the WoL rankings for almost every boss. I'm not saying Moonkin should be weak, but we shouldn't shoot to the top like that either. The question then becomes how should Blizzard ton Moonkin DPS down.
--Insect Swarm base damage and coefficient reduced by 50% (122 base damage per tick, 0.13 coefficient). This one many people noticed right away.
--The other big one: Moonfury is now giving only a 15% bonus to most spells. To every spell in fact, except for IS and the MF DoT.
--Also Moonfury is stacking additively with all other additive buffs (Glyph of IS, Glyph of MF, Gale Winds, Blessing of the Grove, probably Glyph of Wrath and Glyph of Focus as well). Not sure if this is new, I may have just missed it before.
--I heard reports of a Thorns nerf, but I'm not seeing any evidence of that. 0.421 coefficient seems fine. I think people were confusing this with the reported changes on the beta.
--Typhoon coefficient seems to be up to 0.126.
--Sunfire is now affected by haste, but is still on a 3 second base tick period.
--Sunfire does identical damage to Moonfire and is affected by the same buffs. I've a seen a lot of comments on this so I want to clarify.
You should be able to verify all these if you want, but they predict my damage on live perfectly. A new spreadsheet will be shortly attached to the guide which includes all of these changes.
The first way is obvious. Insect Swarm needed a nerf, and I expect that it will never get as powerful as it was right after the patch. I realize that DoTs are supposed to be powerful, but Insect Swarm was easily 5 times as powerful as our nukes and that just seems out of wack to me.
The other nerfs seem fair. By just changing how Moonfury impacts our DPS they aren't changing the rotation at all. They are just toning down our DPS. What's nice about this is that it shows how easy it is to to adjust DPS now. If you assume that Blizzard has found a set of mechanics that they like then they can leave them untouched and adjust Moonfury to get our DPS where they want it to be. This is good news for the future because they can change it back if they find we are underpowered at level 85.
First impressions
I haven't raided since the patch, but I have tried to test/practice the new rotation on target dummies. Overall, I'm not real happy about having a 5th button in my rotation, and it's going to take some getting used to.
At the moment if feels awkward. Managing Eclipse and two DoTs requires a lot of attention. Adding a random proc on a cooldown spell like Starsurge just adds another thing to look at. I think I'm getting over it with the use of Power Auras, but I need to get into a raid to really test it out.
The other issue I'm having is DoTs. I've gotten used to not making them a priority. Getting back into the habit of watching timers is a little more difficult then I expected. I think this is really a function of not having my UI set up right yet. With Squawk and Awe, I had my DoT timer and my Eclipse bar all in one convenient spot. Which made it easy to watch all three. Right now they are a little spread out, I'll have to make some adjustments to see if that helps.
Changed Guilds
The other big news of the week for me is that I changed Guilds. I love my old guild Lords of Eternity, but I felt a need for a change and joined the guild Skunkworks on Balnazzar.
First and foremost, I recommend that you don't try and transfer any toons the day of a major patch like 4.0.1. I started the transfer Tuesday afternoon, but didn't get access to Graylo until Saturday afternoon due to a variety of issues. It was frustrating because I didn't get to experience the OPness of Moonkin while it lasted. I also couldn't get in and test.
The other big part of the change is that I am now a Horde toon on a PvP server. Having always played Alliance toons on a PvE server this is a pretty big change in my mind. In reality, it's probably not that big of a deal since Balnazzar is a low pop server that is Horde dominated. However, figuring out where things are is strange. I haven't walked into the wrong inn in Dalaran yet, but finding Auction Houses and target dummies took a little bit.
Anyway, I am excited by the change. Hopefully it will work out.
Wednesday, October 13, 2010
Cata Build 13183: A Mana Fix?
It looks like Blizzard is releasing a new beta build soon and MMO Champion has the details. It looks to be a balancing build and does show the Balance tree a little love.
Mana Changes:
I do want to point one thing out about the current mana situation. When we talk about mana issues we are primarily talking about two subjects: Mana Consumption, and Mana Pool/Regen.
Thorns Nerfed:
Hopefully this will turn Thorns into a situational spell for PvE. Best use at the beginning of a fight or when adds are about to spawn. When it comes to PvP I don't know what I'm talking about, but I do know this is a pretty big loss. That said I think it still has some teeth.
Moonfire Buffed:
New Tree of Life:

As a general rule I don't care that much about what things look like in game. I am much more concerned about how things play. That said, we know that Blizzard has an art department, and if they are going to have an art department I want them to produces some things I think are cool to look at.
That said, I like the new tree of life form, and I'm glad it's not just a reskin of an Ancient. Hopefully this means they will get around to redoing the moonkin forms some time soon much like they did the feral forms.
Other Changes:
Raid Warning Podcast: The Druid Roundtable
The Druid Roundtable from the Raid Warning Podcast is now available for you listening pleasure. I had a lot of fun being apart of it and I don't think I sounded to bad.
What I found really interesting was how many moonkin were involved. When I started blogging 3 years ago there were a ton of resto and feral experts, but moonkin experts were few and far between. Of the 13 druids involved in the podcast 9 were noted moonkin and only Lissanna and Hamlet realy did double duty as Resto. We have come a long way.
Mana Changes:
- Starfire now costs 11% of base mana, down from 16%.
- Wrath now costs 9% of base mana, down from 14%.
- Euphoria now restores 8/16% (up from 6/12%) mana when you reach a Solar or Lunar eclipse.
I do want to point one thing out about the current mana situation. When we talk about mana issues we are primarily talking about two subjects: Mana Consumption, and Mana Pool/Regen.
- Mana Consumption: As a caster DPS spec we cast as much as possible. So, how much mana we use is dependant on the length of the fight and the number of breaks in a fight. If you look at the Instances in WotLK you will notices that fight length does change from fight to fight, but doesn't really change from instance to instance. Therefore our mana consumption should be fairly constant through out the Cataclysm.
Mana Pool/Regen: Our mana pool is determined by our Intellect, and most of our mana regen is based off of our mana pool. Therefore our mana pool/regen will be highly variable over the course of Cataclysm.
Thorns Nerfed:
- Thorns damage reduced by 66%
Hopefully this will turn Thorns into a situational spell for PvE. Best use at the beginning of a fight or when adds are about to spawn. When it comes to PvP I don't know what I'm talking about, but I do know this is a pretty big loss. That said I think it still has some teeth.
Moonfire Buffed:
- Moonfire base additional damage increased by 50%.
New Tree of Life:
As a general rule I don't care that much about what things look like in game. I am much more concerned about how things play. That said, we know that Blizzard has an art department, and if they are going to have an art department I want them to produces some things I think are cool to look at.
That said, I like the new tree of life form, and I'm glad it's not just a reskin of an Ancient. Hopefully this means they will get around to redoing the moonkin forms some time soon much like they did the feral forms.
Other Changes:
- Starfire cast time changed to 3.2 sec, down from 3.5 sec.
- Entangling Roots now has a 1.7 sec cast time, down from 2 sec.
- Cyclone now has a 1.7 sec cast time, down from 2 sec.
- Moonfury now also affects Starsurge.
Raid Warning Podcast: The Druid Roundtable
The Druid Roundtable from the Raid Warning Podcast is now available for you listening pleasure. I had a lot of fun being apart of it and I don't think I sounded to bad.
What I found really interesting was how many moonkin were involved. When I started blogging 3 years ago there were a ton of resto and feral experts, but moonkin experts were few and far between. Of the 13 druids involved in the podcast 9 were noted moonkin and only Lissanna and Hamlet realy did double duty as Resto. We have come a long way.
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