Showing posts with label Moonkin. Show all posts
Showing posts with label Moonkin. Show all posts

Monday, May 21, 2012

Insect Swarm and Managing Eclipse

In case you haven't seen it, Ghostcrawler came back to the forums this weekend with a few more thoughts on the state of Insect Swarm and the moonkin rotation. He did mention Insect Swarm very briefly, but a majority of his comments focused on the potential for managing Eclipse and how that has affected the Moonkin rotation. Once again, there aren't a whole lot of details at this point, but here is my take on these comments.

Insect Swarm Again:

In Ghostcrawlers second comment he was a little wishy washy (at least compared to his first post). Here is what he said exactly:
If we add Insect Swarm back, it would not be just to have another dot to manage, but to give players some way to interact with solar or lunar power more. There are other ways to do that too, so it may not ultimately be Insect Swarm. The rotation is close to where we want it, but it needs just a little more to play with.
Lets start from the back first. I completely agree that the current MoP rotation is pretty solid. Most of the major issues with the Cata Rotation have been corrected. Personally I'm perfectly fine with where the MoP rotation stands, but I can see the point that some people are making that it's a bit boring and repetitive after you trigger Eclipse and get the DoT up. So, I'm not opposed to adding something that makes the rotation a little more dynamic, but I would encourage restraint in adding anything so that things don't swing to far in the other direction.

Adding another spell like Insect Swarm, could be the solution for making the rotation more dynamic. The question is what would the new spell look like. The previous MoP version of Insect Swarm doesn't make any sense in this regard because it wouldn't add any complexity to the rotation. Therefore, I'm going to ignore that possibility for now.

Ghostcrawler's comments also seem to dismiss the possibility of Insect Swarm returning as a DoT, but I wonder if that might be taking the comment a little to literally. One of the big problems with moonkin DoTs in Cata is that Moonfire and Insect Swarm are too similar in that they have the same duration. This means that they are usually cast in tandem and therefore it doesn't make much sense to have them as separate spells. What Ghostcrawler might have been saying is that it doesn't make sense to have another DoT exactly like Moonfire. Insect Swarm could be coming back as a DoT, but something significantly different then Moonfire that would add something new to the rotation.

There is one suggestion for an Insect Swarm DoT that I think has some merit. What if Insect Swarm was added back as a DoT unaffected by Eclipse? The idea behind it is that it would be a button moonkin would hit every 12 seconds or so regardless of where you are in the Eclipse transition, and would give players more to do then spam nukes after Moonfire is up.

While this should make the rotation more dynamic, I do have some concerns about how this would affect balancing. First of all Insect Swarm would have to be stronger then your average nuke (with and without Eclipse) to make it worthwhile in a patchwerk rotation. Second, it would scale differently then our other spells since it would be unaffected by Eclipse and Mastery. This could cause concerns over the course of the expansion and might become too weak to cast by the end as it has in the past. Third, it would weaken Mastery as a stat for moonkin and could make gearing for moonkin difficult because Haste might be the only significantly attractive secondary stat.

However, All that I've said about Insect Swarm in this post could be a waste of breath if Ghostcrawler actually did mean that Insect Swarm was not coming back as a DoT. One thing is very clear to me though. At this point, nothing is set in stone. Don't be surprised if what we end up with in a month or two seems completely different then what has been talked about in the past few days.

The Problem with Managing Eclipse:

The rest of Ghostcrawler's comment about managing Eclipse has me a little concerned. After saying he wanted to "give players some way to interact with solar or lunar power more" in the comment above, he went on to say:
At the 5000 foot view, the point of the Eclipse mechanic to begin with was to cast X spells for a time, then switch to Y spells with the Druid having some control over when or why that occurred. We don't think killing critters to get the bar moving or gaming it so that you stayed at one side of the bar forever really delivered on the vision for Eclipse. However, those tactics did give players some control -- a way to game things so that more clever players could extract a bit more performance out of the mechanic.
We are concerned that we are too far to the other extreme now, where the game UI tells you whether to use your solar buttons or lunar buttons and you really aren't making any strategic decisions. We want to introduce some relatively simple, elegant mechanic to give you more control over how much lunar or solar power you have. Maybe that's Insect Swarm. Maybe it's something else. Try it out over the next few builds, keeping in mind that it may take a bit before we have something we are satisfied with.

I'm not opposed to having a way to manage Eclipse, but I think providing such an ability is a risky option that could quickly get out of control. The problem is that Eclipse is so strong that it dominates how much damage a moonkin deliver. Anything you can do that would increase Eclipse uptime and usage is probably a good idea, and that is how the moonkin rotation got to the strange situation we are in today in Cata.

As GC said in his comment we killed critters to get as close to eclipse as possible at the start of a fight. We came up with interesting strategies like Solar Cleave to stay in one Eclipse and pump out a tone of damage. We did the calculations and simulations to determine when it was a good time to clip the DoTs so that they had a higher uptime while buffed by Eclipse. GC's comments show that they didn't intend the first two to happen, and I seriously doubt they intended us to be clipping DoTs either. This just goes to show that any control we gain could end up dominating our rotation if it has a significant impact on Eclipse uptime and usage.

This actually has me rethinking my position on Celestial Alignment. I like many players thought of Celestial Alignment as an on demand Eclipse at first, but that's not correct. Because it adds to Eclipse uptime, the goal is actually to cast it as close to on cooldown as possible. The only thing holding it's usage back is that it consumes all eclipse energy when used so that you want to use it as close to zero energy as possible. Of course there are times when delaying it's usage will make sense, but the reality is that will be the exception rather then the rule.

This realization lead me to another question. How do you give players a way to manage Eclipse without it increasing Eclipse usage and therefore dominating the rotation. Then I had an epiphany.

Managing Eclipse Needs a Trade-off:

Since players will do everything they can to maximize Eclipse usage, any ability that allows players to manage Eclipse has to come with a trade-off and be close to DPS neutral on a Patchwerk type encounter. Otherwise, it will just become a part of the standard rotation and provide no real control.

In general, I'm not a big fan of Armchair Development from players, because it is very easy for us to fall in love with a suggestion, without fully understanding the realities and technical limitations of the suggestion. That side I'm going to make a couple of suggestions that I think are nice examples of ways to manage Eclipse with a trade-off.

Eclipse Storage - Have Eclipse continue to proc at 100 energy, but allow players to continue to generate energy up to 150 or 200 by casting the "wrong" nuke.

My basic thought is that if you aren't ready to use Eclipse yet or if you need to slow your DPS, Eclipse storage would allow you to cast the "wrong" nuke without reducing your Eclipse usage since every time you cast an uneclipsed Starfire, you would get an eclipsed Wrath later (I know that isn't exactly true, but close enough at this point.)

I like this idea for a couple reasons. First, it's pretty close to being DPS neutral and probably a little DPS negative if used frequently. Your basically gaining an Eclipsed Nuke for each Uneclipsed Nuke you use. Second, it's not advantageous to use this ability excessively because it limits the uptime of Nature's Grace, Starfall, and possibly DoTs. To me, it sounds like an elegant solution to me because it provides a utility without the ability for it to be abused. Third, I also think this idea could work as a standard ability that moonkin always have or as a cooldown that players only used when they needed it.

My main concern with this suggestion is that it could make energy generation too complicated. The current system is nice in that it will only go one direction. Having spells be able to move the eclipse bar backwards all of the time is not necessarily something I want, because casting the wrong spell while eclipse is down would be very punishing.

Eclipse Fast Forward - Allows the player to immediately proc the next Eclipse, but cut Eclipse energy generation outside of Eclipse in half for one minute or until Eclipse is procced again.

The idea is that if you need to be in Eclipse right now you can hit this button and get there immidiately. It wouldn't increase Eclipse uptime, because reaching the next Eclipse will take longer due to generating Eclipse energy outside of eclipse at a much slower rate. As a result this ability should also be DPS neutral on Patchwerk if not a little DPS negative. It could also limit the uptimes of other abilities depending on when it was used.

My primary concern with an ability like this is that it might be too brainy and not very intuitive for newer players to understand. Since it would kind of behave like a cooldown, I'm sure there are quite a few people who would start to use it on cooldown as much as possible. Since there is potential for this ability to negatively impact DPS it could end up being a trap. Therefore, I have a feeling this type of ability isn't all that attractive to Blizzard.

Friday, May 18, 2012

Insect Swarm and the Interesting Rotation

The early days of a World of Warcraft Beta is a dreamer's paradise. Players have the sense that everything that is wrong with there class can get fixed, and they scream their desires from the highest mountain tops. One of the more consistent and vocal groups are the players saying their rotation is to boring and want something more interesting. The Mists of Pandaria beta has followed this pattern completely. Early on some players were calling for "more interesting" usages of Insect Swarm and for an improved moonkin form that changed our abilities much like Tree of Life and Metamorphosis do.

To be entirely honest, these discussions annoy me. Most of the time they are overly simplified and overly optimistic diatribes about what is possible, but generally lack any creativity or analysis of what the real impact of their idea would be. I had thought about making a post on this a couple of months ago when the beta was newer and some players were in a frenzy about wanting an interesting rotation. Unfortunately, time got way from me and by the time I was ready to write it, the conversation had died down. Then Ghostcrawler brought the conversation roaring back by saying:

We are in fact experimenting with adding Insect Swarm back to the rotation.


Insect Swarm: The Possibilities

Ghostcrawler didn't provide any details on what they are thinking, but a couple of the options are obvious.

  1. The MoP Buff: The newest version of Insect Swarm was a single target spell that did no damage on it's own, but buffed all of the Balance DPS spells. The player reaction to this version was mostly negative, since it significantly diminished moonkin multi-target DPS and created additional ramp up time for target switches. Ultimately this idea was quietly scrapped and never made it into the beta.

  2. The DoT: In Cataclysm, Insect Swarm finally became a strong spell that remained significant for an entire expansion, but that improvement caused new issues. First, since it's currently only buffed by solar eclipse it contributed to the Soul Cleave issues that we have experienced through out Cataclysm. Reintroducing IS as a solar only spell would undermine the effort Blizzard has made to balance the eclipse transition in MoP. The other issue that I've had with IS is that it is too similar to Moonfire. Since the two spells have the same duration they are currently cast in tandem. To make matters worse, if they try to fix the solar cleave issues by buffing IS with lunar they make it even more similar to Moonfire. At some point, they might as well just have to turn them into one spell that you have to hit twice.


All that said, neither of these possibilities are very likely. Blizzard cut these designs for a reason, so it's unlikely that they would bring either of them back without some significant modifications. My guess is that IS will remain a DoT, but it will be interesting to see how they modify it so that Solar Cleave doesn't become an issue but still differentiate it from Moonfire.

Do Moonkin Need an Additional Button?

While the design of Insect Swarm is important, the bigger question in my mind is do moonkin even need another button to push? I know there are a lot of you out there that immediately answer yes, but I'm not convinced. To be fair, I've never been a big fan of complex rotations. I think if you look though my blog history you could find a post from TBC where I defended the MF, SFx4 rotation even though it is clearly very boring by most standards. That said, I do think the critics of the current MoP rotation are being a little harsh.

The standard complaint is that most of the MoP rotation happens around the eclipse transition and then you spam Wrath or Starfire until you get to the next eclipse. There is some truth to that, but I think it over simplifies the situation. First of all, many people seem to forget about Starsurge and Shooting Stars when discussing the MoP rotation. Starsurge is an additional button to push and Shooting Stars makes it unpredictable. The other thing to remember is that some of the nuance of our Cata DoT casting strategy is still there in MoP. While we won't be refreshing MF when we leave eclipse there is a question of if we want to refresh it before we enter a new eclipse. What I'm trying to say is that while the MoP rotation is simplier then the Cata rotation, it's not entirely brainless.

I'm also concerned that many of the critics are basing their dissatisfaction on incomplete information. Testing a rotation against quest mobs, target dummies and even in 5-mans doesn't provide the whole picture since Raids are the primary source of challenging content were a rotation is truly tested. We don't have a complete idea of what the rotation will look like when used in competitive content. For example, if you think back to the Cataclysm beta you might remember that that there were some people saying that the Cataclysm rotation was boring because it would two predictable and formulaic. Little did they know it would be one most complicated and convoluted rotations ever seen in the game.

None of this is to say that the MoP rotation can't be improved. I completely agree that after you trigger eclipse and cast whatever DoTs and cooldowns you need to cast, casting 10 to 15 nukes in a row doesn't sound like an awesome experience. However, I would much prefer a rotation that is a little two simple to something complex and subjective like the current Cataclysm rotation.

Should Rotations be a Source of Fun?

I do find it a little odd that some people treat the rotation as one of their primary sources of fun in this game. I see how having a more interesting rotation could make the game more fun in the short term, but I don't see how it can last. As a raider the rotation is something we we use 3 or 4 nights a week for several hours each night for close to 2 years. We use the rotation so frequently for so long that I don't see how any rotation can stay interesting over the long term.

I'm not suggesting that we should be fine with just any mind numbing, one button rotation, but I do think the critics of the MoP rotation are expecting a little much from a rotation. In my opinion the primary source of enjoyment could come from the raiding content. The fun should come from figuring out how to put out maximum DPS while not dying in a fire or how to modify the rotation to take a particular situation into account.

Wednesday, April 11, 2012

Tier 4 Updates: Beta Build 15589

According to MMO Champion there is a new beta build on the way, and if MMO Champion's datamining is correct it has a lot of changes for all of the classes. Most of the druid changes were for Feral and Restoration, and there aren't many that significantly affect Balance. Who knows what this means about the status of Moonkin development, but lets take a look at the few bits of new information that we do have.

Incarnation v3:

It should come to no one's surprise that Chosen of Elune (the moonkin portion of Incarnation) has been changed once again. This is a good thing because version two turned out to be pretty bad and only became worse at higher levels of gear. Now we have to decide if this new version is an improvement. Here is what MMO Champion has on the change.


Incarnation: Chosen of Elune - No longer doubles Solar and Lunar power generation. Instead increases all Arcane and Nature damage done while in Eclipse by ?%

There is no official word about the value of "?%", but the number I've heard is 25%. My first impression of this new version is that it's boring, but it's definitely an improvement. The big advantage that it has over the previous versions is that it can work with Celestial Alignment, and it seems that they should work extremely well together.

While my first impression is good, there are still several open questions (beyond the value for "?%") that will ultimately decide the fate of this ability. Is the damage increase additive or multiplicative with the Eclipse bonus? How does it affect DoT damage? Is it dynamic or will DoTs hold the buff for their duration? How will it relate to our other tier 4 options Soul of the Forest and Force of Nature? We won't know the answer to these questions until we can test it on the servers, but I have made some assumptions and built a model to try and calculate some values.

Theoretically, Chosen of Elune should be used in Lunar Eclipse with 100 energy, and Celestial Alignment should be used as soon as you hit 0 energy. This should maximize the buff, and minimize the amount of energy wasted when CA is used. In my model I have assumed that the bonus is 25%, that the buff is multiplicative with Eclipse, and that it affects DoT damage dynamically. I've also run the model with a couple different casting patterns, but I always started at zero energy. When started my rotation going towards Lunar Eclipse, Chosen of Elune provided a 2.61% dps increase at a lower level of gear and a 2.32% increase at a higher gear level.

** Quick Disclaimer: I admit that my simulator is fairly primitive and could contain errors. I don't trust these numbers 100%, but I don't have an obvious reason to doubt them either.

I was surprised by this valuation for a couple of reasons. First, my napkin math suggested that that the DPS increase should be closer to 4% when you combine CoE and CA. This is partially due to me treating the buff as a dynamic buff with regards to the DoTs. However, it's also due to slightly reduced DoT uptime when you don't use CA right away. Second, I expected CoE to scale better with a higher level of gear, but the truth is that it scales very poorly with haste. If you use CoE with CA it is petty much impossible to get to a new eclipse after CA runs out. As a result, increased haste doesn't have much of an impact on how many spells are buffed by Chosen of Elune.

The final question is how does it compare to our other tier 4 options Soul of the Forest and Force of Nature? At this point I would say that it doesn't compare well. At lower levels of gear my simulator is estimating the value of Soul of the Forest at around a 3.3% DPS increase, and it scales well with gear increasing the gain to 4.4% at higher levels of gear. If these versions go live, SotF will be the standard talent choice from the tier 4 talents in most fights. That doesn't mean a cooldown can't be better in the right situation, but that begs the question of how do CoE and Force of Nature relate to each other? As cooldowns, are they so similar to each other that the choice between the two is more of math equation then an actual choice? That will be difficult to tell until we can see the DPS potential of FoN at level 90 and see the fights that might require a cooldown, but I think there is some reason to be concerned.

To sum this all up, this new version of Incarnation is definitely an improvement over the older versions. That said, I still expect SotF to be the primary choice, and the usefulness of the new Incarnation will ultimately be determined by how it relates to Force of Nature.

More Trees:

Speaking of Force of Nature, it was changed as well. According to MMO Champion the duration of the trents is being doubled from 30 seconds to 60 seconds. This could be a straight buff to the ability since I don't see any indication that the Trents damage has changed, but I'm guessing that there is another reason behind this change.

As I indicated above there is a real worry that Incarnation and Force of Nature are too similar to each other as talents and this change may be intended to differentiate them. With a 60 second duration, FoN would become the "sustained cooldown" that I talked about in the past. Assuming that the trents damage is solid this could differentiate the two cooldowns nicely. FoN would be good for single target, extended burn phases like phase 3 on heroic Ragnaros. Chosen of Elune would become the burstier option with just 30 second duration and would also be more useful when you need to buff AoE output. It's too early to say anything definitive, but I like the FoN change at this point.

Glyph Feedback:

This is completely unrelated to the recent beta changes, but I sent some moonkin glyph feedback to Blizzard a week ago and I thought you might be interested in what I had to say.


While writing yesterdays blog post I thought a lot about glyphs and thought you might be interested in a detailed review of the glyphs currently in Beta from a moonkin perspective. The short version is that there isn't a whole lot of choice for PvE moonkin in the terms of glyphs. The top three choices are obvious and will likely be used 99% of the time. The other options are either useless in PvE or extremely situational. There really needs to be some additional options for PvE moonkin to have a choice and I have made a few suggestions at the bottom.

Glyphs I would use 99% of the time:

Glyph of Rebirth - Awesome glyph that is mandatory in PvE. Don't change a thing other then possibly baking it into the spell.

Glyph of the Moonbeast - A nice glyph but is just a convenience and offers no real utility. Shifting to heal in PvE really isn't that big of a deal since casting a spell does it automatically. This glyph is probably a lot more significant in Arena and 5 mans.

Glyph of Stampede - A nice glyph. Again it s a little more of a convenience then a utility, but Stampeding Roar is probably more regularly useful in a raid then self healing.

Very low use Glyphs:

Glyph of Hurricane - An ok glyph, but it is usually pointless even when a slow is useful. The biggest thing hurting Glyph of Hurricane is that it is just a 50% slow. If a group of mobs really needs to be slowed some one will be using the 70% slow which makes GoH irrelevant.

Glyph of Innervate - It's a little hard to judge this one until we know the mana situation at level 90, but I doubt this one will be all that useful. As a moonkin, if I need mana I'm going to save my innervate for myself 99% of the time. If I don't need to save innervate for myself then the 10% mana I would get from casting it on someone else is likely inconsequential.

Glyph of Stampeding Roar - I can see how this glyph would be very useful in the right situation. My only issue with it is that as for moonkin it pretty much requires that Glyph of Stampede be used as well. If used on its own then use of Stampeding Roar would have to be a planned, and even then it would take the moonkin out of DPS for several seconds while shifting, waiting for energy/rage, using the ability, and shifting back.

Glyph of Master Shapeshifter - Why is this a major glyph? It doesn't do anything interesting and conceptually it is much closer to Glyph of the Wild then any other glyph. It should be a minor glyph; also it should be titled Glyph of the Master Shapeshifter. It sounds a little strange with the current title.

Glyph of Entangling Roots - From my PvE perspective reducing the cast time of Entangling Roots by 0.2 seconds is insignificant. I liked this glyph when it made roots instant cast, but I'm assuming that caused issues else where and won't be changed back.

PvP Glyphs:

Glyph of Barkskin - A 25% reduction in the chance to be critically hit is almost entirely useless in PvE. The only possibility I can see is a moonkin might need it if he pops Heart of the Wild to emergency tank and be crit immune, but I view that situation so unlikely that it’s not really worth considering.

Glyph of Cyclone - I've used Cyclone in only one fight in three expansions of raiding and even in that one situation having an extra 4 yards wasn't that helpful.

Glyph of Nature's Grasp - Like Cyclone I've used Nature's Grasp in only one boss fight in 3 expansions. It's not a realistic choice for PvE

Glyph of Solar Beam - In most situations where I've had to use Solar Beam in raid, the silence aspect of the spell doesn't work. If that changes, this glyph could be useful, but I don't expect it to change.

Minor Glyphs:

Glyph of Unburdened Rebirth - This is a mandatory glyph because who wants to take up a bag slot with a reagent or have to remember to repurchase them? The main question I have is, why does Rebirth still have a reagent cost? Why not get rid of it and this glyph as well? (note: this was written before the most recent beta build and this glyph is obviously no longer useful)

Glyph suggestions:

For the record, I want to say that I don't take "armchair developing" all that seriously. I realize there are things that I am not aware of that could make some of these suggestions problematic.

Starsurge Healing - Much like Glyph of Ferocious Bite, why not have a glyph that gives a moonkin ability a small self healing component? My suggestion would be to heal the caster for ~5% when ever Starsurge hits the target. It could be helpful in raids, PvP, and casual play but given how infrequently Starsurge is cast I don't think it would be overpowering in anyway.

One Mushroom - Having to place three mushrooms and detonating them is a clunky mechanic that players have been complaining about since Cata Beta. An obvious glyph would be to place three mushrooms at once. This would also benefit a moonkin's movement DPS.

Larger WM Detonation Area - Increasing WM detonation area would be very helpful in some situations. I realize that WM had a larger detonation in Cata beta and was nerfed, but considering the nerfs to WM damage output I don't think it's likely that WM will remain a primary AoE utility in MoP. Therefore, increasing the detonation area would account more for placement error then be a DPS increase.

Larger Fungal Growth Area - You would likely need to limit Wild Mushroom to just one mushroom, but I see this as a nice option especially when a hunter is not available for the group.

Tuesday, April 3, 2012

A View From Beta: The Little Things

The beta has been open for about two weeks now and I have been in since last Thursday. If you've been following the various forums around the internet, I doubt anything I post today will be new to you. However, I want to give a summary of some of the little things (and some not so little things), that I and others have seen in the beta.

Is Insect Swarm Gone?

One of the curious happenings of the early beta is that Insect Swarm isn't in the moonkin spell books at the moment. There is a history of Insect Swarm being bugged and not showing up in early beta, but given the overall reaction to the IS changes made and other changes seen in beta, some are speculating that Insect Swarm may be gone for good.

In case you've forgotten, the early MoP talent calculators indicated that Insect Swarm was being converted into a debuff that would increase moonkin nuke damage on a single target. Later it was modified slightly to include all damage, but at a lower rate. While I approved of the change, there are a lot of players that didn't like it for a number of reasons. Some just didn't like the idea of loosing a DoT, but others saw the new spell as pointless and uninteresting.

There has been no official word, but it now seems that Blizzard is agreeing with the second view point and is scrapping the spell entirely. Not only that, but the spell co-efficient for the three nuke spells has increased by 26% which is surprisingly close to the bonus that Insect Swarm would have provided.

Personally, I am not sad to see it go. Insect Swarm has had a long and mediocre history in the game and never really found its place. In TBC it was ok at low levels of gear, but couldn't keep up after the first tier of raiding was dropped from the rotation. In WotLK it survived a little longer, but by the time ICC rolled around it fell out of favor unless you are moving and couldn't do anything else. In Cataclysm, IS has remained a strong spell for the entire expansion, but it is so similar to Moonfire that it doesn't really add anything to the rotation other then another button to push.

Small Spell Changes:

Over the past couple of months a lot of attention has been focused larger changes to the spell like how Insect Swarm, but not as much has been focused on the smaller changes that also have a significant impact on Moonkin performance.

First, the amount of energy generated by Wrath and Starsurge has increased. Wrath now generates 15 energy (up from 13.33 in live), and Starsurge generates 20 energy (up from 15 in live). Energy generated by Starsurge is also affected by Euphoria.

Second, Starfire's cast time has been reduced to 2.7 seconds (down from 3.0 after talents on live). I did question if this was a bug when I saw it on the early versions of the talent calculator, but it is 2.7 seconds in the beta and it makes sense when you consider the energy generation changes above.

These changes primarily serve to standardize the nukes and the amount of energy per second they generate. It also causes energy to be generated round numbers and is hopefully less confusing. It's not really a big change but the overall impact is that it will shorten the Eclipse transition so that we have larger uptimes on DoTs and Nature's Grace.

Instant Eclipse Energy:

In beta, Eclipse energy is generated when the spell cast is completed rather then when it hits the target like it does on the live servers. This is a subtle change, and the reactions I've seen are a bit mixed. The detractors have sited that the travel time of Wrath and Starsurge has served as a way for moonkin to extend the Eclipse's effective uptime by casting instants like Moonfire in the small window of time when the nukes are traveling. However, that argument loses its merit when you consider some of the other changes made in beta. Namely, we are no longer going to be manually refreshing DoTs at the end of Eclipse since our nukes well be doing it for us.

I'm in favor of this change since it takes a little of the awkwardness of the rotation. It wasn't that big of a problem at lower gear levels because it was difficult to cast Starfall that was shorter then Wrath's travel time, but as the expansion progressed it became a frequent occurrence especially with temporary haste buffs from weapons, trinkets, and cooldowns. All in all there may be a couple of downsides to energy generation being instant, but I think the positives out weigh the negatives.

The Lack of Glyphs:

This has been commented on by a lot of people but it's worth saying again. There are very few good major glyph options for PvE moonkin at the moment. Glyph of Rebirth is so good that it is a required glyph for every raiding Druid, but after that the options are fairly weak. Glyph of the Moonbeast and Glyph of Stampede are the most frequent choices for the other two slots, but they are really more of a convenience and provides no real utility since I can already switch into the necessary form and use them anyway.

After those three the choices are pretty bleak. Glyph of Hurricane is nice in the right situation, but if you really need something slowed its likely that you will have something with a 70% slow being applied as well. Glyph of Innervate may be helpful, but most of the time if I need the mana I am unlikely to give the innervate away. I an also see a use for Glyph of Stampeding Roar, but probably not frequently. Other then that, the other options either have no use for moonkin or are only useful in PvP.

Creating glyphs for Balance or any DPS spec is going to be some what difficult now that they are trying to get away from the DPS boosting glyphs. However, I do think there are options that have been unexplored. For example, they could add a healing component to one of our existing spell much like they have for Glyph of Ferocious Bite. In my opinion the obvious example would be to have Starsurge heal the moonkin for 5% every time it hits.

I also find it surprising that there is not a single glyph that affects Wild Mushroom or Fungal Growth. I can think of three possibilities around these abilities alone. The most obvious is to have a glyph that allows you to place all three mushrooms at once. Another good one would be to increase the blast radius of the WM detonation. This shouldn't be over powered since WM is getting a pretty heavy nerf and really more of a correction for placement error rather then a DPS gain. Finally, why not have a glyph that extends the radius of Fungal Growth but only allows you to place one mushroom?

Lunar Shower and Movement DPS:

Lunar Shower hasn't really changed at all other then having the energy generation removed, but that lack of change is what I find most interesting. You might remember that back in May Daxxarri said that "Lunar Shower will be working differently in the future" in a post he made on the WoW forums. The interesting thing is that here we are three months later without any significant changes. So the question is did Blizzard scrap the Lunar Shower overhaul or are they still thinking about it?

Wild Mushroom UI:

This is a really small thing but it makes me happy. Now when you place your mushrooms little icons with a timer for the mushrooms appear below the player unit frame in the standard UI. It looks a lot like how totems appear in the standard UI for shaman (if I remember correctly). Hopefully this will make it easier for addon writers to build a WM counter into a standard balance addon like Balance Power Tracker. This isn't a huge issue since there are plenty of ways to track the mushrooms, but I do like it when things are consolidated into few addons.

Edit: This is apperently nothing new, and has been this way on life for some time. I guess I just use so many addons that I never noticed it before.

Thorns is Gone:

I didn't notice this until it was mentioned on the forums, but Thorns is not in the beta or on the MoP talent calculator. I'm not sure how I feel about this. For most of its life Thorns has been a pretty lack luster spell doing so little damage that it wasn't even noticed. In Cata the spell got a new life after its damage was increased at the expense of gaining a cooldown and having a shorter duration.

All things considered, I am a bit surprised to see it gone. There are several fights in Cata where it is useful, and it seems like it would be very useful in PvP. I don't know why Blizzard would want to get rid of it after people finally started using it. That said, from my perspective as a PvE player it isn't that interesting of an ability. When ever I needed it I made a macro that automatically targeted the tank and casted the spell on cooldown, so it didn't really add anything to my rotation.

Thursday, February 16, 2012

MoP Talent Calculator Update: Feb 15th

With Dragon Soul raid being two months old, it has lost a little of it's shininess, and players have been asking for new Mists of Pandaria information for weeks, but have only received the traditional Blizzard response of "soon". "Soon" arrived yesterday when Blizzard dropped an information bomb by updating the MoP talent calculator with tons of changes for most of the classes and Moonkin were not left out. Over the course of an hour my total number of tweets more then doubled as Lissanna, Murmurs and I (along with others of course) explored the new changes and gave our first impressions.

The best part is that this is just the tip of the iceberg. The MoP press tour is scheduled for March and there’s a vague comment on twitter by a Blizzard CM about cool things happening before the weekend that may or may not have anything to do with WoW or even video games. It's hard not to get excited.

Anyway, there's a lot of information and it's some times hard to tell what’s new and what’s not since I don't have the old version of the calculator available to compare to. Please feel free to comment on anything I missed or expand on anything I didn't cover in enough detail.

Eclipse Changes:



  • Solar Eclipse: Wrath damage to refresh Sunfire's duration.

  • Lunar Eclipse: Starfire damage to refresh Moonfire's duration.
This change isn't the "WOW!!!!" moment I originally thought it was (it's amazing how often that’s true when you jump to conclusions before you think), but it's a very solid change that is another step towards the simplification the moonkin rotation desperately needs. What this means for the moonkin rotation is that once you enter Eclipse you cast will cast your DoT once and not worry about it again until it either falls off, or you are about to enter the opposite Eclipse. It completely removes the question of should you clip a DoT during Eclipse, because your nukes are constantly refreshing it.

This change solves one of the biggest issues with our current rotation, but it doesn't remove the potential for DoT clipping from the table completely. There's still going to be a question of if we should clip our shorter Eclipse buffed DoT with a longer unbuffed DoT as we are about to enter a new Eclipse since we won't be able to refresh the DoT after we enter the new Eclipse. However, I have a feeling this choice will be less significant and less punishing if we get it wrong then our current choices.

There are also some balancing questions on how the "refreshing" mechanic will work with temporary buffs that need to be answered, but as long as Moonkin DPS is competitive in the long run I won't be very concerned about this.

The only change I would make to Eclipse at this point would be to add Starsurge to the refresh mechanic so that SS would refresh SnF in solar like Wrath and refresh MF in lunar like Starfire. It's not a huge deal, but without it some people will suggest that Moonkins shouldn't use SS as their last spell in Eclipse because it won't refresh the DoT.

Soul of the Forest:

Balance: When a Lunar Eclipse ends you gain 20 Solar Energy and when a Solar Eclipse ends you gain 20 Lunar Energy.
This is the 4T12 Moonkin set bonus from Firelands. You may not recognize it because the mechanic is different but the impact will be exactly the same. If you don't remember, the 4T12 set bonus increased the amount of Energy your Starfires and Wraths generated outside of Eclipse and the increase was roughly totaled 20 energy each way. As a result, it shortened the amount of time you are out of eclipse increasing your total Eclipse uptime and the percentage of nukes buffed by Eclipse.

This was every solid buff as a set bonus in Firelands and will be a very solid set bonus as a Talent in MoP. The only question is how it will stand up to the other Tier 4 choices of Incarnation and Force of Nature. We can't know that until we get more details.

Dream of Cenarius:

Dream of Cenarius: Wrath, Starfire, and Starsurge increase healing done by your next healing spell by 30%
I LOVE this change. Not because of what Dream of Cenarius is, but because of what it is not. And that is Master Shapeshifter. In case you don't remember, Master Shapeshifter was the talent that caused feral abilities to buff Moonkin abilities and vice versa with some other hideous affects as well. It was a horrible talent with disaster written all over it and I'm ecstatic that Blizzard saw the light on this one.

Now that I'm done dancing on Master Shapeshifter's grave, let’s talk about Dream of Cenarius. This is exactly the type of low maintenance hybrid ability the Druid talent tree needed. It allows DPSers and off-tanks to throw an emergency heal on themselves or another player if needed, and would be especially powerful when combined with a talent like Nature's Swiftness. For healers, they can throw out a little DPS when healing is light which can be especially helpful on DPS races like Ultraxion and Spine of Deathwing.

Starsurge Improvements:



  • Shooting Stars now has a 20% chance to trigger (up from 4%) but can only trigger from a periodic critical strike from your Moonfire or Sunfire.

  • Euphoria now also procs off of Starsurge.

  • Starsurge generates 20 lunar or solar energy.
One of the strange things about Moonkin in Cataclysm is how weak Starsurge has become relative to our other spells. It was originally billed as this powerful cooldown based nuke, but the flaws started appearing almost immediately. The first was that it didn't generate energy in the same way as Wrath and Starfire because it wasn't affected Euphoria. Then in patch 4.2 Wrath and Starfire had their damage buffed which made Starsurge relatively weaker. Finally, in Firelands the 4T12 set bonus made it unattractive to cast at times because it also did not affect the energy generation of Starsurge.

As a general rule it is a good idea not to pay to much attention to the numbers this early in an expansion's development because they could be errors and there's a high probability that they will change if they their real. However, in this version of the talent calculator there are three pieces of info suggesting that Blizzard is trying to return Starsurge to its original role as a powerful cooldown based nuke. The Euphoria change is obvious and required in my opinion. Increasing SS's energy generation to 20 sounds like a good idea to me, but it could very easily also be an unintended typo. I think change to Shooting Stars is being made primarily to improve how Moonkin scale with Crit (something we don't do well currently), but it has the potential to buff our Starsurge damage as well if it increases the proc rate.

Quick Thoughts on Other Changes:


Symbiosis may not be cast on other Druids and the effect is lost if the linked targets are too far apart. 6 sec cast time.
It still sounds cool with the additional info, but there's still way to few details to make any conclusions. There is one question that I have though. Whose idea was it to have Symbiosis give warlocks Rejuvenation? Unless there's something I don't know about warlocks or it modifies the spell in some other way, that just seems silly.

Insect Swarm now increases the damage taken by 25% (down from 30%) but affects all spells.
On the surface, this isn't a big change but I like it. I realize there are still a lot of people that don't like the new Insect Swarm at all, but I'm starting to think it's a great idea. It will really help Blizzard balance moonkin DPS, but I will get more into that in my next post.

Celestial Alignment had its bonus damage reduced by 5% but causes Moonfire to also apply the Sunfire effect. 3 minute cooldown. (Up from 2 min)
I'm not surprised by this change, but I'm still wondering what role Blizzard expects Celestial Alignment to fill. Is it meant to be a DPS cooldown, or is it more of a utility to provide an on demand eclipse? We won't be able to tell until we see it in beta.

Ursol's Vortex can now be cast at a specific location instead of being used on the Druid. 30 yd range.
This is a big improvement over the old version. It never seemed like a good idea to pull a mob of targets to you unless you are a tank or possibly melee. This change gives it a ton of new utility. You can still pull mobs to you, but you could also pull mobs a way, or into a trap, or possibly off a cliff.

Monday, January 30, 2012

My MoP Wish List - Part 2: Release and Moonkin Issues

Last week I posted part 1 of my MoP wish list focusing on a Gem Overhaul.

Here is part 2 of my MoP wish list, and most of it will focus on the things I would like to see for the Moonkin play style, but the first item is an exception.

So, lets get started.

A 2012 2Q or 3Q Release:

Oh god do I hope for a late 2Q or early Q3 release of Mists of Pandaria. I am really not sure I can keep playing Dragon Soul for 10 more months. I don't think anyone would oppose an earlier quicker release of the new expansion, but from what I've seen a lot of players are clearly skeptical of Blizzards ability to do so.

Yes, according to the spreadsheet that was leaked a couple of years ago, the planned release time frame for MoP was 2Q 2012, but lets be honest. Blizzard has been saying for years that they would like to release patches and new expansions more quickly, yet it still took them 2 years to release WotLK after TBC, and it took them 2 years to release Cata after WotLK. We also have yet to hear about Mop Alpha and Diablo 3 is way behind schedule.

That said, I'm optimistic. MoP shouldn't have some of the challenges that previous expansions had like completely reworking the old world and judging from the amount of information that has already been released, it seems like Mop is already farther along then most would expect before Alpha testing. That said, if we don't hear about alpha testing soon, I think we are looking at another holiday release.

A Simpler Moonkin:

During the WotLK expansion, we Moonkin complained and complained about Eclipse and the general state of Moonkin DPS, and the funny thing is part of me looks back on that time with envy. To be fair, I'm sure my some of my hindsight is tinted with rose colored glasses. The old model had very real and very big problems, but it wasn't the complicated mess that we have to day where players have to make choices on the fly with limited information.

The current moonkin DPS model is way to complicated in my opinion and I don't find it to be that fun. As far as I know, no other spec is expected to make the number of judgement calls we have to make just to do average DPS. What other class has to clip their DoTs frequently to make sure they are fully buffed? Which other spec, has to decided if it's better to cast a cooldown based Nuke now or later?

The good news is that according to the information already released about MoP, things should be improving. From what I can tell the changes that have been proposed so far, hit the mark of what we need. The changes to out DoTs will simplify them, but won't make them mindless and the change to Starfall ends the debate of when to cast it.

There are still things that need to be addressed but I like the way Blizzard is headed.

A Real Movement DPS Solution:

I have to give Blizzard credit for trying, but I think everyone would agree that the first attempt was a failure. At it's peak, Lunar Shower was used more as a Nuke then a movement DPS solution, and now at the end of Cataclysm it is almost universally ignored. Blizzard has said they want to revamp Lunar Shower for MoP, but the question I have is into what?

Here's the problem as I see it. All movement is very disruptive to casting and has a significant impact on DPS, because all movement will interrupt your cast. This is particularly bad for Moonkin since Starfire has the longest cast time of all the core nukes from all five caster DPS classes (yes, I know pyroblast is longer, but it's not really a spammed nuke from what I understand). This means that on average Moonkins will lose more casting time due to movement then other caster classes because our Nukes more time to cast on average. On top of that, our core DPS mechanic Eclipse is based upon us completing our casts. Therefore movement also means that we will transition between Eclipses more slowly again reducing out DPS in multiple ways. To be clear, having to move is bad for all DPS specs, but from what I can tell, Moonkins are one of the hardest hit when movement occurs.

The other half of the problem is that most movement isn't persistent and only lasts a few seconds at most. As a result, the solutions I've seen Blizzard implement so far have been a bit underwhelming. Take Lunar Shower for example, for it to have it's full impact it needs to be fully stacked which would take 3 seconds at the absolute minimum, and most movement would be over before it's fully stacked. The other example is the Shaman spell Spiritwalker's Grace that allows Ele's to cast while moving for 15 seconds. It's definitely, a nice thing to have for those long preplanned repositioning movements, but with a 2 minute cooldown, it has less of an impact on the short and spontaneous movements, that tend to be more of the norm in my experience.

As I'm sure you can tell, I'm not happy with either of the solutions above, but to be honest I don't have a great suggestion either. One idea I have liked, (but can't remember where I heard it) was what if they allowed casters to cast while moving but at a slower rate. For example if you start casting a 3 second spell but move for one second during the middle it would take 4 seconds in stead of 3, because that middle second took twice as long. It sounds like a very interesting idea, but I'm sure the technology needed to do something like that would be very complicated, and possibly prohibitive.

A Moonkin Execute:

How many of you have been in this situation? You're fighting a boss, and doing a respectable DPS. You take a quick look at the DPS meters and lets say for arguments sake you are number 5 in a 25man raid. Then, we get to the end of the encounter with just 25% health left on the boss and by the end of the encounter you're 10th instead of 5th. Does this sound familiar to anyone else?

DPS can be very hard to judge mid-fight especially when you have a mechanic like eclipse that by definition makes your DPS streaky, but I'm tired of getting trashed in the "execute phase" of a fight. Moonkin need some sort of ability or buff that allows us to do ramped up DPS at the end of a fight just like most of the other DPS specs in the game. That said, it needs to be done with care, so that we aren't once again crippled by complexity.

Tuesday, November 15, 2011

Class Q&A and Blizzcon Follow Up

I already took a look at the big talent changes announced at Blizzcon, but that wasn't the only thing that happened there. Plus, Blizzard has been busy doing Q&A and other things to get word out on the new talent systems and such. In this post I want to try and round up round up some of those items I haven't commented on yet (and even a few I have).

Putting the Hybrid back in Druids:

In the Class Design & Balance Q&A there were several questions about, Hybridization for druids and the "Hybrid Tax," and I think Blizzard's response is summed up best in these quotes:


The overall philosophy of the Druid talent tree is to bring some hybridization back to the Druid class. The 4 Druid specs have become very focused on never using the forms that they do not specialize in. We would like to bring the whole class back together more. So, interesting functionality themed around the different combat roles has been introduced.

We don't intend for that added hybridization to be offset by any sort of DPS nerf. While DPSing, a druid's DPS will be entirely competitive with other DPS. We hope to see druids that do things like, "DPS in Cat Form most of the fight, but during one phase, when healing is super difficult, pop out of Cat, hit Heart of the Wild, Tranquility, and spam heals on the raid to help top everyone off, then go back to Cat and resume DPSing."
From a high level perspective I support this design goal. I like the idea of Druids being able to temporarily fill another role, and that's why I suggested it back in June of 2010. Theoretically it makes a lot of sense. From a raid composition stand point, you don't have to bring as many core healers if you were only bringing that many handle a few sort periods of high damage. Or, you could stack a few restos and have them pop their cooldown for a temporary burst of DPS.

That all sounds good in theory but I worry about how it will work in practice. For example, the version of Heart of the Wild previewed at Blizzcon said "Healing spells generate Lunar or Solar energy and will benefit from Lunar and Solar Eclipse." Unfortunately, that's a horrible idea. The concept of Eclipse works for moonkin, because DPS occurs over an extended period of time. As a moonkin, I know that I am going to be switching between Lunar and Solar multiple times in a given fight and good and bad luck should balance each other out. For a temporary buff like Heart of the Wild that falls apart.

How would Blizzard balance Heart of the Wild? Should they balance it around having Eclipse? If that is the case then Moonkin heals could easily be too weak to be of any significance when not in eclipse. What if they balance HotW around not having Eclipse? In this case, HotW could be way to strong. Obviously, there would be an advantage for holding Eclipse to use it if possible. This could be devastating to class balance in PvP. Balancing it round some point in the middle would just be picking up the disadvantages from both sides.

My other concern is that applying Eclipse to healing might be too foreign of a concept for players. By doing so, Blizzard is basically adding a second healing style to class that already has a healing spec. Moonkin that are already familiar with resto would be forced to learn a new style to take advantage of the ability. Moonkin, who do not typically heal are already learning something foreign, but Blizzard would be missing a big opportunity to introduce them Resto, but continuing with the Eclipse concept.

My suggestion to Blizzard is to keep it simple and to not get to creative. You're already asking someone to do something they are not necessarily familiar with. There's no need to complicate it further. The buff should be consistent and include a mana cost reduction so that players don't need to concern themselves Eclipse or mana over these short periods of time. The suggestion I made a year and a half ago was to allow moonkin to heal in moonkin form temporarily and buff the heals by some percentage. I think this would meet all the goals Blizzard has in mind.

Troubled Tier Six and Master Shapeshifter:

As I said in my last post, the tier 6 options at level 90 were some of my least favorite, and after looking around the internet it was clear to me that a lot of moonkin agreed with that sentiment. So, it's not surprising that the tier 6 talents were addressed in the Class Design & Balancing Q&A. Unfortunately their response only made my fears worse.


The level 90 Druid talents deliberately come in 3 different levels of work required. Heart of the Wild is perfect for an encounter where there is a period where increased healing is needed for a short time, and dps is not the need of the encounter. Something like the Chimaeron encounter where more healing is needed at certain times, and dps is less important. Master Shapeshifter targets the Druid who is willing to do a lot of work shifting back and forth or occasionally needs to heal or damage, such as Blood Queen Lanathel, where a Tranquility boosted by the talent would help your group a lot during her air phase. Disentanglement is there for the "lazy" Druid who doesn't want to do that work, but still gets some benefit from a well-timed shapeshift.
Though I am sure Blizzard doesn't intend for us to interpret the comment this way but here is the way a majority of players will apply this comment. "Good players will take Heart of the Wild or Master Shapeshifter depending on the fight. Bad players can take Disentanglement so they can at least have something." I'm honestly really surprised Blizzard would make a comment like this, because it's such an obvious trap.

The comment I particularly hate is when Blizzard says "Master Shapeshifter targets the Druid who is willing to do a lot of work shifting back and forth or occasionally needs to heal or damage." If Blizzard actually believes this it shows a shocking lack of understanding of the player base by Blizzard at least from the moonkin perspective.

As you know Master Shapeshifter as we know it allows a druid to buff his primary role by doing something out side of that role. The example provided by Blizzard was that our melee abilities could buff our spell power and vice versa. If this buff is significant then it becomes a required talent, because as Blizzard knows, there is no such thing as an optional DPS talent. That simple truth is the entire reason for the last two Talent System redesigns. If Master Shapeshifter provides a significant DPS buff then, no one would take Heart of the Wild or Disentanglement, because that would tell all of the other players and potential guilds that "Hey, I'm a bad player." And no, one wants to think that they are a bad player or to tell other players that they are bad.

To be fair, Master Shapeshifter does make a lot of sense for someone specced into Resto or Guardian spec. I could easily see a healer doing a little DPS when things are not busy to buff the heals for when they are. Tanks are in a similar situation when in between add phases and tank swaps. But for cats and moonkins this makes little sense and could over complicate two already very complicated rotations.

Incarnation:

The Blizzcon version of Incarnation didn't mention how it would impact DPS in moonkin form, but Blizzard was nice enough to address this talent in the Class Design & Balance Q&A. The


Incarnation for Balance transforms the Druid in to the Chosen of Elune Form, which currently increases spell damage done and Solar and Lunar energy generated. That is, of course, subject to change.
This seems fairly straight forward and I'm fine with that. It's still impossible to say if we will use it or not yet since we don't know the math behind it or the MoP version of Force of Nature, but it's obviously a promising DPS buff.

That said, I've seen some comments indicating that some people are upset that it doesn't do more. If I am reading them correctly they would like it to be more unique like Tree of Life form or the Warlock Demon form where we would get new abilities or have our current ability's modified in ways other then pure damage. I can see that perspective but at the same time I don't think it's really necessary.

Bi-Polar Hurricane and Moonkin AoE

During the Blizzcon Class panel it was said that "In 5.0 Hurricane will have a new arcane function to make sure you can use it whenever you have to," according to MMO Champion. I interpret this to mean that Hurricane will behave in a way similar to Moonfire. As in it will be buffed by Solar when in Solar and buffed by Lunar when in Lunar. If that's true, I think it's a good change, but I don't think it will have a huge impact on Moonkin AoE unless there are other changes as well.

Current Moonkin AoE center's around Wild Mushroom because it's the strongest whether that's by design or not. We hold solar during AoE periods because all but one of the spells we use in an AoE situation are buffed by Solar Eclipse. Giving Hurricane an arcane function won't change this situation because we would still be encouraged to stay in Solar for WM and the DoTs.

So, if that comment was a small preview into a larger goal of revamping Moonkin AoE, I think Blizzard will find a lot of support among players. I and a lot of players I've talked to haven't been happy with Wild Mushroom in AoE situations because placing three mushrooms feels contrived and difficult during the run of play, in fights like Maloriak and Rhyolith. However, in fight's like Rag where we can place the mushrooms before the Elementals spawn, it works great. I think it would be nice for Moonkin AoE to follow a model of WM being a DPS opener, but Hurricane providing a bulk of the damage done. However, Hurricane would have to be buffed (or the other spells nerfed) to make this happen, and Blizzard would have to address how WM is affected by Eclipse or we will still hang out in Solar during AoE phases.

One possibility suggested to me would be to turn Wild Mushroom damage into fire damage for example so that it's not buffed by either Eclipse and can be balanced around a consistent damage output. I find this idea very appealing since it should make holding Solar Eclipse insignificant because only Insect Swarm would be buffed by Lunar Eclipse.

Good Riddance to Relics:

I know there are druids out there that are morning the loss of relics, but I couldn't be happier that they are getting the boot. While relics did provide a few interesting gear choices in TBC, in most of my years with this game they have been more of a headache then a help. For most of TBC there was only one option. In WotLK, the Tier 8 relic was worse then the Tier 7 relics. And when they were converted to stat sticks in Cataclysm they were boring and almost impossible to upgrade. I say good by and good riddance.


Tuesday, September 27, 2011

Blizzard has been teasing us with patch 4.3 information for weeks now, and this last weekend we finely got some class specific information. If you haven't seen it already Blizzard released the T13 set-bonuses for all classes and specs. Here are the new moonkin set-bonuses:



  • Balance, 2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.


  • Balance, 4P -- Starsurge generates 100% extra Lunar or Solar energy while Eclipse is not active
A Quick Look Back:

Before I give my impressions of the new set-bonuses, I want to take a look back at the T12 set-bonuses as a basis for comparison. Using WrathCalcs and SimulationCraft I took a quick look at the old set bonuses to see how they turned out.

With the 2T12 set-bonus, my estimate was horribly wrong because the Burning Trents didn't behave at all like our Force of Nature trents. As it turned out the Burning Trents just stood around throwing fireballs at the boss and increased our DPS by somewhere between 1.6% and 1.8%. That's not completely horrible, but I think set bonuses should be between 2% and 3% in general.

For the 4T12 set-bonus I'm getting conflicting results from SimulationCraft and WarthCalcs. The SimulationCraft results agree with my original estimate of a 2.1% DPS increase, but WrathCalcs is estimating the DPS increase between 3.3% and 3.5%. I tend to agree with the SimulationCraft numbers and not just because they match my original estimate. Eclipse energy and how it relates to our rotation results in a fairly fuzzy math equation. Because of procs like Shooting Stars and Euphoria we don't always know what type of impact extra energy will have and that makes it difficult to estimate what kind of impact a set bonus like 4T12 will have. In this type of situation, a simulation tool like SimulationCraft has an advantage over a formulation tool like WrathCalcs, because the simulation tool plays through the actual rotation with random events like a player would.

In short, the DPS increase from 2T12 turned out to be worth about around 1.7% and 4T12 DPS increase turned out to be around 2.1%.

2T13 - Insect Swarm Boosting Nukes

The 2T13 set-bonus is a simple, straight forward set bonus. Insect Swarm is a high DPET spell that we want to have up 100% of the time, and the buff includes all three of our nukes that we would use as filler. This makes estimating the impact of this set bonus fairly easy using SimulationCraft and game data.

I looked at several World of Logs parses from several different moonkin using only boss kills from Firelands as my data set. In that data the damage from our three Nukes represented about 50% of the moonkin's overall damage. If we assume that Insect Swarm is up 100% of the time, then this set bonus would result in a 1.4% to 1.5% DPS increase. In Patchwerk style fights that percentage goes up to about 1.8%, but there hasn't been a true Patchwerk style fight since Patchwerk.

It's also, important to note that Insect Swarm isn't going to be up 100% of the time. We can expect to lose a little bit of the buff, because some of the nukes will hit when Insect Swarm slips off the target. So, in reality my original estimate is a little optimistic. The actual DPS increase will probably be a little bit lower between 1.3% and 1.4%. With that in mind I think this set bonus is a little weak, but could easily be fixed by changing the buff to 4% or 5% instead of 3%.

4T13 - Double Energy for Starsurge

My first gut impression of this set-bonus is that I don't like it. I don't like basing my evaluation entirely on a gut reaction, but set-bonuses like this are incredibly hard to evaluate without a tool like SimulationCraft, and unfortunately it has not been updated yet to include the new tier set-bonuses. Here is my reasoning.

I don't have a problem with a set-bonus affecting how we generate energy. The 4T12 set-bonus showed that it can be done effectively with solid results. My concern is that because Starsurge as the driver of this set-bonus, that this set-bonus will just be a weak version of our current 4T12 set bonus and limit overall Moonkin DPS..

The problem with a set-bonus like this is that it's only effective when you are not in Eclipse. Because of Euphoria and the energy caps we are guaranteed to be in Eclipse less then 50% of the time and are only going to be able to take advantage of a set bonus like this for a short period of time during each Eclipse transition. For buffs like Euphoria and the 4T12 set-bonus this is a problem that can be managed, because a moonkin is guaranteed to cast several Starfires or Wraths during the time that Eclipse is down. As a result you can adjust the amount of additional energy generated and guarantee that the buff will have an impact. For Starsurge, this is not true.

As we all know Starsurge is a cooldown based spell. It is also a moonkin's highest DPS nuke, and has significantly higher Damage per Energy then Starfire during Eclipse. This all adds up to the fact that we want to cast Starsurge on cooldown, which may or may not fall with in the small portion of the Eclipse transition where extra energy from Starsurge would be effective. This means that the benefit of the 4T13 set-bonus will be a bit random and inconsistent. It will be possible for us to go through a transition without casting Starsurge while not in Eclipse. It will also be possible for us to go through a transition where we cast two Starsurges while Eclipse is down due to Shooting Stars. I can't guess how this will balance out, but I don't like the lack of consistency.

My 4T13 Thought

While thinking about this new set-bonus I thought of a question for Blizzard. This is the third time Blizzard has used this style of buff where additional energy is only generated when Eclipse is down. Why is Blizzard being so one sided? Why can't a spell consume less energy while in Eclipse as well?

After thinking about it a little while I'm not sure if this is a good idea or not, but here is my thought.

There are two benefits to Euphoria and 4T12 buff style. First, is that they increase Eclipse uptime by reducing the number of spells a moonkin needs to cast while Eclipse is down. The second benefit is that it increased Nature's Grace uptime by speeding up the transitions between Eclipse buffs.

My thought is that Blizzard could also increase Moonkin DPS, by reducing the amount of energy consumed while in Eclipse as well as generating more energy while Eclipse is down. For example, instead of having Starsurge generate double energy when Eclipse is down, why not have Starsurge consume only 7 energy while Eclipse is up and generate 23 energy while eclipse is down?

The down side to this suggestion is that it doesn't have the Nature's Grace benefit because Starsurges during Eclipse would cause the Eclipse transition to take longer. That said, I think that the numbers could be balanced to provide a DPS increase equivalent to the 4T13 set-bonus but is more consistent and still based off of Starsurge.

These types of buffs work because they increase the uptime of Eclipse and Nature's Grace by reducing the time it takes to transition between Eclipse buffs. When applied to common spells like Wrath and Starfire it works nicely because they are spells that are used in a consistent pattern.

Friday, August 19, 2011

Legendary Mechanics

Since it was announced that the first legendary of Cataclysm would be a caster weapon people have been asking questions and speculating about it and wondering what the proc would be. When the tool tip became available during 4.2 questions we finally got to see the proc. "Equip: When you deal damage, you have a chance to gain the Wrath of Tarecgosa, duplicating the harmful spell." While this answered one question, it created a thousand others for obvious reasons. Now that we are a month and a half into patch 4.2 the Legendary Staves are starting to come out and we are starting to get some answers. Siiz of Premonition was the first to get one on August 10th, and luckily for us a moonkin Happyjojj was able to get one a day later and has been posting some of the results from his testing of the proc on the European forums. You can find Happyjojj's thread here and Siiz's post is here. Also, I want to say congratulations to Happyjojj and Siiz on completing the legendary and thank you for doing the testing and posting the results.

The Highlights:



  • The Basics - As the tooltip says, when you deal damage, the Wrath of Tarecgosa (WoT) proc has a chance to duplicate the harmful spell, but this means different things for Direct Damage spells and DoTs. According to Siiz, when WoT procs on a DD spell the duplicate acts like a completely independent spell and with its own damage calculation. It's possible for casted spell to proc but the duplicate to not and vice versa. DoTs on the other hand do not behave the same way. When WoT procs on a DoT tick it does not refresh the spell. It only duplicates the DoT tick and has the same damage as the original tick.


  • The Proc Chance - Happyjojj didn't address this directly but I did look up the log he did while testing on World of Logs. You can see the results in this CompareBot report.

    According to Siiz, duplicated DoT's are listed as Wrath of Tarecgosa rather then the spell that caused the proc. In an effort to calculate the moonkin proc rate I divided Happyjojj's Wrath of Tarecgosa hits by their total number of DoT tick. According to that math the proc rate is around 11.2% (38/340=0.11176) give or take a couple percent. It's important to note that this is a fairly small sample and the actual proc rate is probably a percent or two above or below this number. So, please don't go quoting the 11.2% number I quoted as a fact. We need to get more data to say what the proc rate is more definitively.


  • Duplicate Nuke Energy - When Wrath of Tarecgosa procs off of moonkin nukes the WoT procs will generate lunar or solar energy. For example, if you proc when casting a Starfire that generates 20 energy, the WoT proc will generate at least 20 energy also. It is unclear if the WoT proc can benefit from Euphoria, but Happyjojj has confirmed that the original and duplicate cost do not necessarily generate the same amount of energy.

    My Thought: This is huge! Getting duplicate casts is significant enough as it is, but generating energy with the duplicate casts makes this proc even more amazing. It basically makes the proc behave like a haste buff without the mana consumption. Moonkin that are able to get the staff will transition between Eclipses even quicker. This will allow for more Eclipse buffed DoTs and greater Nature's Grace uptime. I'm jealous.


  • Moonfire and Lunar Shower - When WoT procs on the Direct Damage portion of Moonfire, the duplicate Moonfire will not stack Lunar Shower or generate energy.

    My Thought: I know a lot of moonkin don't use Lunar Shower regularly anymore, but I'm happy that it works this way. Having the duplicates stack LS in movement heavy situations would be helpful, but I think that is the exception rather then the rule. Most movement is usually done in fairly short bursts and probably insignificant when compared to the possibility of having MF generating energy when you don't want it to due to WoT procs.


  • Wild Mushroom - Each mushroom that is placed is treated as an individual spell, but if a mush room is duplicated it is duplicated for all the targets hit by that mushroom. For example, if three mushrooms are placed and each mushroom can hit three targets, normally you would see a total of nine hits. If one of those mushrooms procs WoT then you would see a total of 12 hits.

    My Thought: I'm not surprised by this. I'm sure some people would rather that it duplicated all of the Mushrooms placed, but it probably doesn't matter mathematically. Yes the damage of an individual mushroom will be less then if all three were duplicated, but you are probably three times as likely to get a proc with each of the mushrooms treated as individual spells.


  • Starsurge and Shooting Stars - Duplicate Starsurge casts will consume a Shooting Stars proc that occurs while you are casting Starsurge, but will not put Starsurge on cooldown. To put it another way, in rare occasions your Starsurge casts with Shooting stars will not be instant casts.

    My Thought: This is the one negative I saw from Happyjojj's testing. It sucks but it should be rare enough that it isn't significant.


  • Hurricane - Damage from Hurricane behaves like a DoT when it comes to Wrath of Tarecgosa, and when it procs for a Hurricane tick it duplicates the damage for all targets hit by the tick.

    My Thought: Hurricane isn't used that often by moonkin anymore and probably isn't mathematically significant either way, but this is nice to know.
Thanks Again:

Once again, I just wanted to say a quick thanks to Happyjojj and Siiz for doing the testing and posting their results on the forums and in World of Logs.

Thursday, June 30, 2011

First Impressions of 4.2

The patch is now two days old. I've done some raiding, I did a few dailies also, and I haven't written a post in over a week. That means it's time for me give my first impressions of this patch.

Trash:

"Oh my god there is a lot of trash" was my first impression of the Firelands instance. It actually wasn't so bad when I got past Shannox, but it seemed like we were killing trash forever just to get him to spawn. Combine that with the Starfall buff that was causing it to hit trash not in combat and it got hairy at times. Unfortunately for me I discovered this sad fact when we were standing near the death turtles. That was not a good time.

All in all none of the trash packs weren't too bad on there own, and they dropped lots of patterns for us, but the quantity of them was overwhelming. I didn't count at the time, but we killed at least a dozen packs of trash (and probably more) before Shannox spawned. I'm glad that they increased the respawn rate on that center trash to four hours, but that's not enough in my opinion. They need to thin it out a little bit and have Shannox spawn more quickly. As it is, I think it's worse then the BoT trash, which is not a the way you want to start an instance in my opinion.

Shannox:

Going in to the night I thought Shannox would be the easiest boss we tried. Turned out he was the most difficult of the three we attempted. The fact that all of the mobs are now untauntable threw us for a little bit of a loop like most guilds. We also used only two tanks when it sounds like a lot of guilds were using 3 or 4. However, none of that really impacts me directly.

From my perspective, I had this vision of multi doting nirvana going into the fight. Yes, there is a strong don't stand in the fire element, but that generally isn't a problem for me so I wasn't expecting big issues. It didn't work out that way. First off, the traps are tiny. When one was put directly on me I could barely see the teeth around my feet. If a trap is put in front of me, I might not see it at all due to being an overweight moonkin. As a result I got trapped a lot more then I like to admit. Second, my guild is very heavy on DoT classes. We have two moonkin, two shadow priest, and four warlocks. Not all of them were in raid at the same time, but having so many multi-doters meant we didn't have as many people consistently on Rageface as we thought and it made Face Rage a little more difficult then expected. You wouldn't think getting a 30k hit on him with an increased crit rate would be that difficult, but with only a couple DD classes, range issues, and traps it proved to be more difficult then expected.

All in all, I thought it was a good fight, but not quite what I expected going in.

Lord Rhyolith:

As a moonkin I found this fight to be quite annoying, and lot simpler then I expected. Our biggest problem of the night was accidental pulls. Without those we would have had him down in just two or three pulls. After that the big issue was multi-dotting the legs. We thought that doting both legs would increase the damage without making the boss harder to turn. We were wrong. Once we stopped doting the legs the fight was easy. My job was just to kill the adds, and once his shell came off it was a simple tank and spank.

As add dps I found the fight to be quite boring. I had quite a bit of down time waiting for adds to spawn, and the burn phase didn't feel all that threatening. On the other hand, the GM of my guild (who is also a moonkin) really liked the fight. He was helping with the steering of the boss and I can see how that could be a lot of fun.

Beth'tilic:

After reading a few strats and looking at the boss abilities I thought this one would be hard. The fight has two levels with lots of adds. I though the coordination of the fight would cause a lot of headaches, and it did until we realized a couple things.

Our first issue was controlling the Drones and the Spiderlings. We didn't organize our efforts much at the start. The spiderlings were getting to the drone, and all hell was breaking lose. To fix this we started trying to control the Spiderlings from their spawn point, and Moonkin are pretty well designed for this. With the typhoon knockback and Fungal Growth we can slow down the spiders quite a bit. The problem then became DPS on the spiderlings. Since I was starting at zero power my mushrooms, typhoon, dots and hurricane were weak, and there is no good way to get to solar quickly. As a result I had a hard time getting my set of spiderlings down in time. I'm sure with more practice I could get it, but it wasn't obvious to start.

Then we realized the second important fact. DPS on Beth'tilic doesn't matter in the first stage of the fight. Once we left all of the DPS on the ground and only sent a tank and a few healers into the web it was easy. The second stage was once again a simple tank and spank.

Lunar Shower:

First of all, there is a nice discussion going on at EJ regarding Lunar Shower. I suggest you check it out if you haven't already.

Originally I had expected to keep Lunar Shower since, I didn't have a good idea of what to spend the talent points on, but after realizing that Shannox would be a first boss of the night I ended up dropping it to improve my multi dot potential.

Obviously I can't make any lasting conclusions based on three normal bosses, but the impression I got from my first night of Firelands raiding was that using or dropping LS didn't really matter a ton. Not having it on Shannox made multi doting easier, but Shannox was more about control and personal responsibility rather then DPS so multi-doting wasn't critical and may have caused a little tunneling. On Lord Rhyolith, the fragments can be dotted, but they don't last that long, so dotting might not be ideal. Other then those adds the fight is completely single target. Beth'tilic has plenty of mobs that can be dotted, but my role in the fight was centered around control rather then DPS. On the other hand having Lunar shower to proc Solar Eclipse in the beginning could have helped. At this point I'm still up in the air.

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.
  • 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.
My guess is this is being done to standardize the spell damage Debuff across classes. Warlocks and Death Knights could already spread their Earth and Moon like Debuffs in an AoE fashion. This just brings moonkin up to that level. I doubt it will have a big impact on the game but it could be a big boost for the 10man groups that rely on a moonkin to spread the spell damage debuff.
  • Fungal Growth spell visual effect has been updated to be less visually intrusive and more aesthetic.
  • Solar Beam has a new spell effect.
Good quality of life changes that will be welcomed by many.

Tuesday, May 10, 2011

Patch 4.2 Built 14040: More Eclipse Changes?

I maybe jumping the gun here a little bit, MMO Champion has posted some details about an upcoming build of the PTR. I want to make one thing clear. This is Data Minded information which is not official in anyway. It may be something as stupid as a tool tip fix (though I don't see how that is possible in this case). In short, Read With Caution!!

Lunar Shower Change:
Lunar Shower now has an additional effect: While you are under the effect of Lunar Shower, Moonfire generates 8 Solar Energy and Sunfire generates 8 Lunar Energy.

I find this change interesting, but it's only one piece of the puzzle and we are short on details. To be honest this raises a lot more questions then it answers.

Question #1: Is this in addition to the changes released last week? For example, will Moonfire generate 16 Solar Energy when Lunar Shower is active?
My Guess: I highly doubt it. Having Moonfire and Sunfire generate more energy then Wrath or Starsurge doesn't sound right. If this is in addition to last weeks change, I don't have a clue as to what the purpose of it is. The base level DoT energy would already discourage "Solar Cleave" type rotations and DoT AoE. This would just magnify the change. As a result, I'm assuming that this replaces the base level DoT Energy introduced last weak at least for Moonfire and Sunfire.

Question #2: If we assume this replaces the base DoT energy, does that mean Insect Swarm no longer generates energy?
My Guess: This is a complete guess, but I don't see a purpose to having Insect Swarm generate a energy at a base level but Moonfire and Sunfire to not. That said who knows. This is Data Minded info after all.

Question #3: What does this mean for Moonkin DPS?
I'm going to assume that this replaces the DoT energy introduced last week in it's entirity. Meaning that I think none of Balance DoTs will generate any energy unless we have lunar shower. If that is the case I like this change.

It's a small improvement over the previous version; it limits the impact on more normal styles of play. For example, on a Patchwerk style fight this should have absolutely no impact because there is never a reason to spam Moonfire or Sunfire and no extra energy will be generated. On a dual target fight like V&T skill players should be able to limit the impact by spacing out the DoT refreshes. I think Hamlet said it best on EJ when he said "it accomplishes the goal of removing endless Sunfire spam, but doesn't affect our ordinary single-target rotation. So in that sense, it avoids a lot of the side effects and complications of the prior version."

I still have concerns that it creates a bit of a trap when it comes to movement DPS, since there will be times when it's bad to spam Moonfire while in Eclipse, but there is probably no way around that.

Also, a lot of players will still dislike how this affects a Moonkins ability to control Eclipse with Moonfire. This is one of the big things that separated the elite moonkin from the pack. I think this is going to be the real impact of this change. It's going to nerf the Elite moonkin because they can't use one of their tricks anymore, but shouldn't have a big impact on your more average moonkin, and that may be part of Blizzards goal.

Seven Bosses and Eight Skulls:

One thing that I found a little confusing in MMO Champions information was the pictures they had of the Firelands Raid instance. One of the big debates over the last week is how Firelands will have only seven bosses, yet if you look at the maps you see eight skulls.

There are three maps. The first is of the Firelands and has five skulls on it. The last is of Sulfuron Keep and has two skulls. The middle map is of a place called The Anvil of Conflagration, and it has a skull in it as well. The way you get there appears to be by a portal from the Firelands raid. If you notice the portal design in the Anvil's map is the same as that of the portal in the upper left hand corner of the Firelands map.

It's possible that there is some overlap her but I doubt it. What is the eighth skull for? Is it a Heroic only level boss like Algalon and Sinestra? Is it a minor optional boss like the animal bosses in Karazhan?

Tier 12 Druid Set:

I talked about the set bonuses last week, and now we get our first look at the stats on the set pieces. MMO Champion doesn't have the pieces grouped into sets yet, but you can tell by the names which pieces are apart of the Balance tier.

I took a look at the stats to see if there were any itemization changes and there were none. The Tier 12 set stats are the exact same design as the stats we have on our Tier 11 set. The sockets are the same, the socket bonuses are the same, and the only thing that is different is the amount of stats.

If this goes live it should make upgrading gear a littler easier because you want have to deal with big changes in your hit level when replacing tier items, but I wonder if these items are complete yet. I wouldn't be surprised if these are upgraded place holders at this point.