Monday, August 18, 2008

Forum Signatures

If your a Moonkin and haven't checked out The Moonkin Repository yet you are missing out. It is frequented by many of the exceptional moonkins that post on the WoW forums and all are willing to help answer Moonkin related questions.

However, that's not why I'm posting today.

Last week while looking over the forums there I noticed that quite a few of the regular posters had awesome new signatures. Turns out they were all being made by DragoNasty, and he was willing to make them for regular posters on the forums.

I asked him to make one for me and here is the result:










I think it looks awesome. Many thanks to DragoNasty. I think you have done an awesome job with all of the Sigs, and I think they have helped to pull the Moonkin Community togeather a little bit.

If your interested in getting your own sig, you can find the forum here.

Friday, August 15, 2008

Moonkin Talent Suggestion

I have been fairly active on the Druid forums and Moonkin Repository lately talking about some of the changes that are currently implemented in the beta. As a result you have seen me change my opinion on Eclipse and I have also come to believe that many of the top level talents in the Balance tree are either useless or will have little impact on how I play.

That got me thinking. What kind of talent would I like to see?

Of course I would like the functioning I.W.I.N. button that they give every Warlock at level 1, but we know that's not going to happen. All joking aside, I think I have an idea that most moonkin would like.

My Suggestion:

Name: Celestial Shift or Celestial Earth (Name doesn't really matter but that is what I came up with.)

Effect: Temporarily combines the magic schools of Arcane and Nature so that Wrath is now affected by Arcane buffs. Put more simply, Wrath would receive all of the same buffs that Starfire does including Imp Scorch and Winter's Chill. This ability would have some sort of cooldown also.

Reason: Lets look at this hypothetical situation.

The boss is down to 10% health. You have a lot of mana and are well under the threat cap. All of a sudden, the raid starts to fall apart and people are dying all around you. The raid leader calls out to blow all cooldowns and put as much DPS on the boss as you can. What do you do?

Currently there is not a whole lot you can do. Obviously if you have a trinket up you can pop it, or if you have your potion cooldown up you can take a Destro pot, but there is not much you can do with your core abilities. Some people can switch to Wrath for a little extra DPS, but the amount is small and the mana cost is very high. If you have T5 or T6 set bonuses this isn't an option at all. So a majority of Moonkin just go on with their normal rotations and hope they can push out as much DPS as possible.

The reason why Wrath is so bad is because of the special buffs that Starfire gets that Wrath doesn't. In BC these buffs are Curse of Elements and Nature's Grace. Wrath will get the benefits of these talents WotLK, but new Arcane only talents like Improved Scorch and Winter's chill solidifies Starfire's status as primary raid nuke for moonkin. My proposed talent would give you the ability to increase DPS significantly but temporarily. The cost would be the lowered mana efficacy of your raid rotation.

Anyway, let me know what you think in the comments. Unfortunately I can't present my idea in game or on the official beta forums because I do not have a beta key. If you have a beta key I would appreciate it if you posted my idea in-game or on the official WotLK beta forums. Thanks in advance.

Toon Update:
Graylo - He has been raiding a lot. On Monday we worked on Reliquary of Souls (RoS). I think our best attempt got him down to 2 5% in the second phase. Our trouble there was not getting interrupts up and the tank losing aggro. Its a little understandable because we only had two interrupts but I was hoping that we would down him that night. Tuesday we started in Hyjal. Things were a little sloppy and we did wipe on trash once, but the first four bosses were all downed on the first attempt. Unfortunately the [Hammer of Judgement] did not drop. I am now regretting passing on it twice, but I will get it eventually. After Hyjal on Tuesday we went and did Naj'entus in Black Temple. On Wednesday I didn't raid but the guild cleared up to Gorefiend but didn't down him. On Thursday, we went back to Gorefiend and I got my first kill on him. After that we headed to Bloodboil and had a long night of wipes. I think our best attempt got him down to 25% or so. We failed to down him for a couple of reasons. First we had quite a few people that didn't down him with us last week so there was still some learning that needed to be done. Second, last week we had 10 healers this week we only had 8 for most of the night. Third, we got a little unlucky with the fel enrage. Bloodboil dept aggroing on to clothies and killing them. I know that that is a healing problem but It would have made it a little easier if a paladin had gotten it, or if the rogues could have gotten it a little more often. Anyway, we will get him Monday.

Graypal and Grayfel: To much of my focus is on Graylo right now and nothing has really changed with these guys.

Tuesday, August 12, 2008

Starfire vs Wrath

Note: This article was written several months ago before WotLK was released. While some of the general information is still correct, a lot of the specifics behind it have changed and Wrath is a much improved spell. I do plan on writting a new guide eventually, but haven't had a chance yet. I will make this one brief comment though regarding SF vs W. Starfire is still better DPM and does significant damage. Wrath on the other hand does do better DPS, but will chew through your mana quickly.

Some of you may ask what is the point of writing this article. Most moonkin know that Starfire is the better raiding spell and with all of the changes coming out in WotLK this analysis may be obsolete fairly shortly. Well, I’m writing it for a couple of reasons. First, I still see a lot of people insist that Wrath is a better spell DPS wise before you get the T5 and T6 set bonuses. Second, who knows what is going to go live in WotLK. There are a lot of changes that improve Wrath’s viability in raid, but until it is finalized we don’t know how to evaluate them. Anyway, here is the reasons why Starfire is the better then Wrath in a raid situation.

Assumptions/Disclaimers:
1. This analysis assumes a standard moonkin spec that buffs both Wrath and Starfire to their fullest potential.

2. This analysis is most relevant for a 25 man raid with all possible buffs. This will be less relevant to 10 raids, and much less relevant to 5 man instances.

3. Stormstrike will be ignored for most of the analysis. Due to its nature it is a hard buff to quantify and assume that it will be available. However, I will try and include it at the end of the analysis.

4. I ignore the resistance debuff from CoE because there is some argument if boss resistances can be lowered.

5. The T5 and T6 4 piece set bonuses clearly favor Starfire, but I will ignore those buffs since they are not necessarily available to all moonkin.

6. Crit damage is ignored since it affects both Wrath and Starfire equally. However, Crit is used to determine average casting time for part of the analysis.

7. All equations assume 1200 Spell Damage, Zero haste, and 25% crit unless otherwise noted.

Talents and Buffs Affecting Starfire or Wrath but not both:
Nature’s Grace – Talent - All spell criticals grace you with a blessing of nature, reducing the casting time of your next spell by 0.5 sec. Note: It currently does not reduce the GCD, so Wrath receives no DPS benefit.

Curse of Elements – Debuff – Curses the target for 5 min, reducing Arcane, Fire, Frost, and Shadow resistances by 88 and increasing Arcane, Fire, Frost, and Shadow damage taken by 10%.

Malediction – Talent – Increases the damage bonus effect of your Curse of the Elements spell by an additional 3%.

Stormstrike – Debuff – The next 2 sources of Nature damage dealt to the target are increased by 20%. Cooldown 10 sec.

Evaluation Criteria:
There are really only two ways to evaluate these spells. Damage per second (DPS) and Damage per Mana (DPM). The argument as to which spell is better really comes down to the priority you attribute to these criteria. The standard argument is that Wrath is better for DPS and that Starfire is better for DPM. I will argue that Starfire is better for both criteria.

Damage per Mana:
First we need to calculate the damage of each spell.

Starfire Damage = 657.8 + (Spell Damage)*(1 + 0.2)*(1.1)
Wrath Damage = 445.5 + (Spell Damage)*(0.5714 + 0.1)*(1.1)


So assuming we have 1200 Spell damage these spells will on average deal the following damage.

Starfire Damage = 657.8 + (1200)*(1 + 0.2)*(1.1) = 2241.8
Wrath Damage = 445.5 + (1200)*(0.5714 + 0.1)*(1.1) = 1331.8

After talents a Starfire will cast 336.7 mana and Wrath will cost 232 mana. So the DPMs of each spell are:

Starfire DPM = (657.8 + (1200)*(1 + 0.2)*(1.1) )/336.7= 2241.8 / 336.7 = 6.658
Wrath DPM = (445.5 + (1200)*(0.5714 + 0.1)*(1.1))/232 = 1331.8 / 232 = 5.739


This clearly shows that Starfire has a higher DPM when comparing unbuffed spells. I have run this analysis for multiple levels of Spell Damage and the disparity only gets bigger as you increase your spell damage. I have also run this analysis with full raid buffs, and the gap is even bigger. This isn’t surprising since a majority of the available buffs are SF only and they clearly out weigh the one and only Wrath buff.

So, to sum it up Starife is better then Wrath from a DPM perspective. Here is a graphical representation of the comparison.


Damage per Second:
We calculated the unbuffed damage of both spells above, and it applies here also. So a non crit cast will have the following DPS.

Starfire Damage = (657.8 + (1200)*(1 + 0.2)*(1.1)) / 3 = 2241.8 / 3 = 747.27

Wrath Damage = (445.5 + (1200)*(0.5714 + 0.1)*(1.1)) / 1.5 = 1331.8 / 1.5 = 887.88

So, at a base level it is clear that Wrath has more DPS then Starfire. The question then is how much can Starfire reduce that gap with the Starfire only buffs that are available?

Including Crit Rate

When a spell crits gets a Nature’s Grace buff that reduces the casting time of your next spell by 0.5 seconds. This buff does not affect Wrath’s DPS at all since it reduces the casting time below the global cooldown. Starfire receives the full benefit since its casting time is well above the global cooldown.
When you factor this in, Starfire’s casting time is now:

Starfire Average Cast Time = (3 – (0.5*Crit rate))
Starfire Average Cast Time = (3 – (0.5*.25)) = 2.875 Seconds with a 25% crit rate.

If we plug this into the equation above it changes the numbers like this:

Starfire Damage = (657.8 + (1200)*(1 + 0.2)*(1.1)) / 2.875 = 2241.8 / 3 = 779.76

Wrath Damage = (445.5 + (1200)*(0.5714 + 0.1)*(1.1)) / 1.5 = 1331.8 / 1.5 = 887.88

It is clear that the numbers still favor Wrath even when you include Crit into the equation.

Including Curse of Elements

First of all, CoE should always be up during a boss fight. If its not your Warlocks and Raid Leaders are epic failures. It may lower personal DPS for the lock but it is a huge bonus for the raid. CoE increases your Starfire’s damage by a minimum of 10%. If the warlock has Malediction then it increases your Starfire by 13%. I will look at it both ways in the next set of equations.

Starfire Damage (w/o Mal) = (657.8 + (1200)*(1 + 0.2)*(1.1))*(1.1) / 2.875 = 857.73
Starfire Damage (w/ Mal) = (657.8 + (1200)*(1 + 0.2)*(1.1))*(1.13) / 2.875 = 881.12

Wrath Damage = (445.5 + (1200)*(0.5714 + 0.1)*(1.1)) / 1.5 = 887.88

So, at this point Wrath and Starfire are becoming very similar in terms of DPS when you include all of the Starfire buffs. This is where most of the debate comes in. Some people will argue that Wrath is the better spell because of this 6.76 DPS despite the benefits of Starfires DPM. They are correct from a pure theoretical view. However, real life doesn’t always perform like the theory says it should, and this brings us to the next adjustment.

Including Spell Lag

This is what most people forget when they evaluate the two spells, and most people don’t know what it is. Spell Lag is the unavoidable time between spell casts. Melee has it easy. They tell blizzard to wack the boss with a sword and blizzard does all the work for them with the auto-swing. Casters don’t have the same ability with their spells. We have to cast each individual one. Since we are human, the time between casts will be longer then the actual cast time even with addons like quartz. We can minimize it but we can’t eliminate it.

So how does this affect the analysis? Lets assume you have an average spell lag of 0.05 seconds. This is a fairly low number. Your Wrath’s cast time is now increased by 0.05 seconds when calculating DPS for a time between casts of 1.55 seconds. Your Starfires cast time would be affected by the same amount of Spell Lag, so there would be 3.05 seconds between each Starfire cast. As you can see Spell Lag affects the faster cast spells much more then the slower spells. In this example Spell lag makes up 3.23% of the time between casts for Wrath but only 1.64% of the time between casts for Starfire. As you can see Spell Lag affects Wrath almost twice as much as Starfire. Lets put into the equation.

Starfire Damage (w/o Mal) = (657.8 + (1200)*(1 + 0.2)*(1.1))*(1.1) / 2.925 = 843.07
Starfire Damage (w/ Mal) = (657.8 + (1200)*(1 + 0.2)*(1.1))*(1.13) / 2.925 = 866.06

Wrath Damage = (445.5 + (1200)*(0.5714 + 0.1)*(1.1)) / 1.55 = 859.24

As you can see Starfire passes Wrath in DPS if you have full raid buffs (excluding Stormstrike) after you include Spell Lag. Even if you don’t have a lock with Malediction in your raid, Starfire is very similar to Wrath in DPS.

Looking at Stormstrike

In this section I will take a look at Stormstrike, listing its problems and showing how it affects the analysis under the best of circumstances.

I really don’t want to include Stormstrike in this analysis at all because it is such a limited buff. However, I’m sure that some readers would discount my analysis if I don’t look at it from all angles.

What is Stormstrike?
It is a debuff placed on the boss by an enhancement shaman where the next 2 sources of Nature damage dealt to the target are increased by 20%. It has a 10 second cooldown before it can be reapplied. Since Wrath is a nature spell it is affected by this Debuff.

Problems with Stormstrike
1. It only affects a finite number of spells. It doesn’t matter how many nature abilities hit the boss in those ten seconds, only the first 2 spells will be buffed. Under the very best of circumstances, only two of your wraths would be affected every 10 seconds.

2. The benefits are not exclusive to Wrath and can be consumed by other players in raid. You will be competing with all Nature Damage dealers for these two procs every ten seconds. However, I do not know if Rogue Poison or Insect Swarm periodic damage ticks consume one of the 2 buffs.

3. When you consume one of the buffs you are preventing another raider from receiving the buff. So, it may increase your DPS but it lowers the DPS of another raid member.

To sum this up, since you can only get 2 buffs every two minutes the average buff will be a maximum of 6.4% since you can cast 6.25 spells per 10 seconds with 0.05 Spell Lag. On top of that, the chances you will get both procs is minimal because the shaman who cast it will take at least one of the procs. If you have an Elemental Shaman in raid you will benefit even less. Finally, to increase your DPS you are lowering the DPS of the shaman who cast it.

So lets say you get one of the two Stormstrike procs. How does it change the numbers? Well you can cast 6.25 spells per 10 seconds with spell lag and no haste. That means you Wrath will get an average increase of 3.2%.

Starfire Damage (w/o Mal) = (657.8 + (1200)*(1 + 0.2)*(1.1))*(1.1) / 2.925 = 843.07
Starfire Damage (w/ Mal) = (657.8 + (1200)*(1 + 0.2)*(1.1))*(1.13) / 2.925 = 866.06

Wrath Damage = ((445.5 + (1200)*(0.5714 + 0.1)*(1.1))*1.032) / 1.55 = 886.73

As you can see Starfire is still very competitive with Wrath in terms of DPS even when Stormstrike is included in the analysis.

Conclusions:
I think this analysis clearly shows that Starfire is clearly the better spell in almost all raid situations. From a DPM stand point Starfire is far superior to Wrath. The DPS view point is a little more complicated. However, with normal raid buffs Starfire is very competitive with Wrath in terms of DPS and even passes it in some cases. When you couple this with the mana efficacy, Starfire is clearly the superior spell of the two.

How this will change in WotLK:

I have run some of the numbers comparing Wrath to Starfire in WotLK. I have often wondered if Starfire would still be the spell of choice in WotLK after Wrath receives buffs from Curse of Elements, Natures Grace, and gets more mana from Moonkin Form. However, with the recent additions of Improved Scorch and Winter’s Chill, the relationship between Wrath and Starfire seems to maintain the status quo.

Monday, August 11, 2008

WotLK Beta Update

There are a couple if interesting changes with the new Beta build over the weekend. There are also some things I missed in prior builds that I wouldn't mind talking about.

- Winter's Chill (Frost Mage Talent) is now a 3 point talent and gives your frost spells a 33/66/100% chance to apply the winter's chill effect. increases the chance Arcane, Fire and Frost spells will critically hit the target by 2% for 15 seconds. Stacks up to 5 times. - This talent has been hinted at in the offical talent calculator for the beta but hadn't been included in the beta until the last build and Lissanna has confirmed that this included in the latest build. From a moonkin perspective this is an awesome change, but it maintains the status quo. After the changes to Natures Grace, Curse of Elements and the Mana on Crit mechanic, I have openly wondered if Starfire would still be our primary nuke. This talent combined with Imp Scorch ensure Starfires future as our main raid spell. These buffs are highly dependent on your raid make up and the encounter, but they are also very powerful since the provide 10% buff to damage, 10% buff to Crit, and therefore more mana regen.

The down sided to this is that it reenforces the status quo. Currently Wrath has no real use in a raid. It uses more mana, and with raid buffs does only a little more damage then Starfire does. If you of Tier bonuses Wrath actually does less damage. Murmurs on the Druid forums was saying that the changes in CoE and Natures Grace was an effort to make Wrath a High DPS, High Mana Cost spell that we could use at the end of a fight for alittle extra DPS to empty our mana bar. Imp Scorch and Winter's Chill appear to contradict his. Anyway, it is still early. This chould change.

- Potion Sickness is not included in the latest Beta build. - This is according to WoWInsider. There were a lot of different opinions on Potion Sickness. Some felt that it was awesome in that it reduces the amount of cosumables that would be needed for Wrath raiding. Moonkin and some other classes were worried what this would mean for their mana regen. Many Alchemists were mad because this would significantly reduce the profit ability of thier profession. Well it appears that the anti potion sickness people have won. I as never a fan or a hater of Potion Sickness, but it is good to know that my mana regen isn't changing significantly in a negative direction.

- Wild Growth - Embrace the natural energies surrounding you, healing you for 2000 over 15 sec. Instant, 5 min cooldown. - A while it was released that gatheing professions were getting passive buffs that were trainable. Miners got extra stamina and skinners got extra crit, but the herbalist buff was not released. Well, now it has and its name is Wild Growth. To say the very least I am NOT happy. It is an underpowered heal that isn't affected by any of the usual modifiers. I currently have close to 10k raid buffed, by the time I hit 80 I am sure that I will have close to 16k at least. This ability will heal me for only 1/8th of my health and will only get worse as my gear improves. On top of that it is a 15 second HoT that takes a global cooldown, so it reduces my DPS and by the time it is done I will have most likely been healed to full or killed. The only good part I can see about this is that it is usable in forms. This one needs to go back to the drawing board.

-Totem of Wrath (Elemental Shaman) increases the damage done by spells and effects by 6% and increases the chance strike chance of spells and effects by by 3%. (Previously increased hit chance by 3%) - This is an interesting change. It's hard to say if it's good or bad until we see how easy it is to hit cap. From my perspective I currently don't need the extra spell hit. So an extra 6% damage to my spells is a great trade.

- Ritual of Souls now lasts 3 minutes or 25 charges (instead of 10). - WOOT!! I'm not a warlock but any raider should love this. Many times I have seen a cookie basket drop and be gone in seconds because all 10 stones were taken. This just makes sense.


- Starfire Rank 9 and 10 had their damage increased a little. (661-779 to 670-790 for Rank 10) - Not huge but better then nothing.

Glyphs: Blizzard added a bunch of Glyphs to the beta for Pallys, Priests, and Shaman. There wasn't anything too exciting there from my perspective, but I would like to go back and look at the Druid Glyphs released a few weeks ago.

Glyph of Starfire - Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.

Glyph of Moonfire - Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.

Glyph of Insect Swarm - Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim's chance to hit.

Glyph of Hurricane - Your Hurricane ability now also slows the movement speed of its victims by -20%.

Glyph of Starfall- Increases the duration of Starfall by 2 sec.

Glyph of Wrath - Increases the chance you'll resist spell interruption when casting your Wrath spell by 50%.

Glyph of Entangling Roots - Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.

Glyph of Thorns - Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.

These are all the Balance related Druid Glyphs. We don't know what level of Glyph most of them are but It does provides some interesting possiblities. My first question is, does the Glyph of Starfire increase the MF duration every time you hit the mob with the Moonfire. Basically, could you keep one MF rolling the whole time by just casting SF over and over? This is a mechanic that blizzard has implented for Priest and Warlock DoTs. If that is the case then this glyph should be used in conjunction with the Glyph of the Moonfire and the damage would be awesome. Moonfire would probably tick off eventually but having to refresh it only once every 30 seconds instead of once every 12 would be awesome.

The other Glyphs aren't that big of a deal to me right now. Glyph of Insect Swarm will make it into a decent DoT damage wise, but it looses its avoidence. This could be good or bad depending on who you talk to. The Roots and Thorns Glyphs are ok to if they both are Minor Glyphs. Over all I'm not that inpressed with Incriptions yet as a non professional. People who take up the profession have some nice abilities like the hearth scrolls but they aren't good enough to make me think I should switch.

Edit: Eclipse: I wanted to let all of you know that I am offically off the Eclipse train. In a couple of posts ago I linked a thread on the WoW forums talking about Koraa's comments. In that thread I started debating the value of Eclipse with them. This thread is what clue'd me into Winter's Chill, and showed me how Eclipse compared to other talents available. I also did some more math.

My new thinking comes down to three things. 1) Preemptive casting to get a buff is a bad idea. You will spend extra mana to get extra damage, but by my math that extra damage is very mana inefficent. 2) Winter's Chill combined with Improved Scorch make SF a superior spell. With the Wrath buff you will be doing more DPS but it is a huge mana efficency lose. 3) The extra damage you get for a Tier 9 talent is small compared to Improved Shapeshifter and other talents.

So If WotLK dropped right now I see no need to pick up this talent by anyone.

Toon Update:
Graylo - He had a very busy weekend. I transfered Graylo with only 400 gold. I did it because I wanted Grayfel to get his flying mount as quick as possible when he hit 70. I figured 400g was enough to deal with repairs and reagents and such and that I could farm gold fairly easily when I needed it. Well, there was one thing I had not considered. Shadow Resist Gear. My new guild is fast approching Mother Shahraz. Luckly I have been selected as part of the group that will get SR gear for the progression kill, but that has sent me scrambling.

To build the full SR gear sets provided by the BT rep you need 9 Heart of Darkness, 5 Void Crystal, 13 Primal Life, and 18 Primal Shadow. An entire raid will need that times 25. Even more if you don't have the same 25 each week. As you can imagine that is lot to provide for a guild that has only been around for two months. So what they desided to do was make us get the Cloak on our own and they would provide the Heart of Darkness for the Wrists, Belt, and Boots. We are ignoring the Legs for now until we get more HoDs.

Well, Hearts of Darkness currently cost about 500g. Along with that I needed 12 Primal Shadows. Luckly I transfered over most of my Primal Lifes and was able to trade some of them for Primal Shadow. All I had to do was come up with the HoD. I did all of the SSO dailies on Saturday and got the money for one Heart, but it left me fairly broke. Plus, If I wanted to get SR cloak enchant I would need another 8 primal shadow. So, on sunday I did another 24 dailies and I am up to a decent amount of gold.

I do have a lot of Shadow Resist now. The 4 peices of crafted gear and the BT attunment neck give me 228 Shadow resist. On top of that I have a pair of green SR gloves and a green SR ring that I just happened to get from my SSO dailies. I also have my old T4 helm in the bank (being a pack rat paid off) which I as able to put a SR enchant on for another 20 shadow resist. These three items bring my SR up to 292. With the buffs I will be up to 362, only 3 below the cap. This should be enough. The problem with all this is I am dropping a lot of DPS gear to get there. Hopefully we will get enough hearts to make the pants soon.

On top of all this I need to get the [Medallion of the Alliance]. Apparently it is needed to down Archimond. So I had about 7000 Honor to farm on a WSG weekend. I was not looking forward to it. Luckily I had a lot of honor marks in the bank from the various BGs, and as able to turn them in for honor.

Graypal and Grayfel didn't see much action, due to my focus on Graylo. I originally had a goal of getting Grayfel to 70 by the end of August, but that doesn't look likely anymore. There are just to manythings I need to do with Graylo right now to push him forward.

Friday, August 8, 2008

Guild Matters

This post will be about why I left WA and how my first night was with Lastt Standd. I am hesitant to write about WA because I still have friends there and a couple of alts. However, I feel the need to get some of my thoughts off my chest. I don't think any of it will be two emflamitory, but if anyone from WA would like to post a responce I will be happy to include it in an edit.

Why I left Wandering Alliance:
I left for several reasons, but they are all kind of jumbled together in my head. Ultimately the WA I left isn't the WA I joined, and I just wasn't happy anymore, but let me elaborate.

First of all I think the guild has fallen apart and wont be back to a high level of raiding anytime soon. Guilds and other organizations never fall apart quickly but you don't always see the signs until long after it started. From my perspective, WA's more recent troubles started in mid April. Our GM's computer got fried, and he didn't have the cash at the time to get a new one or fix the old. This created a little bit of a vacuum at the top of the guild. For a while we waited for Fero (the GM) to come back, but it quickly be came clear that Fero would be out indefinitely.

Unfortunately, the guild didn't have a good replacement in my opinion. I've said it a hundred times already, but I think being GM is a hard and thank less job, that every few people can do. I know I am not capable of doing it. It requires the right combination of hard work, desire, vision, charisma, and decisiveness that few people have. Some of the guild leaders had a lot of these qualities (including Aradane who eventually took the job), but no one had all of them. As a result the guild lost some of its sharpness. Decisions took longer to make, raiders got a little more sloppy, things just didn't go as smoothly as the once did.

On top of this, the general tone of the guild started to change. It became a lot more adversarial. I don't know what caused the change. I'm sure some would partially blame me. I did get in to several big arguments with people in the Guild forums regarding guild issues. I have heard others blame some of the new members we brought into the guild. I think the lack of definitive leadership also had a big deal to do with it. Anyway, the guild be came very snippy. The raid members felt it and started leaving slowly.

Another problem we had was a bloated leadership. I remember one raid where 14 of the 25 people in raid were officers. It is impossible make any decisions quickly when you have 14 people voicing opinions. Since we didn't have a clear leader it became even harder.

These problems were recognized and under the right circumstances they could have been fixed. However due to a combination of timing, bad luck, and poor choices the guild wasn't able to turn it self around. First of all, raiding sucks on Eitrigg right now. The top two alliance guilds folded with most of their core members transferring servers. Many small raiding guilds have folded also and the ones that are still around are having serious problems with recruitment. Having all of this happen during summer when raiding generally slows didn't help either. However, the biggest issue I had was how the top leadership tried to correct our problems.

What they did was completely restructure our officer rankings, without even telling all of the officers before it happened. They didn't even attempt to get input from me or a couple of other officers. Before the change we basically had three officer ranks, Officer, Class Lead, and Class Assistant. What they did was get rid of Class Assistant, Change the name of Class Lead to Class Support, and insert a new rank between Officer and Class Support called Raid support. The way they described the change was that Officers would run the raids and the guild. Raid Support would be the back up in case officers were not available. Class support would be consulted on Class specific issues if needed.

Ultimately it was a deceptive way to try and exclude some people (Class Support) from guild management and the decision making process. A new section was created on the Guild Forums only Officers and Raid Support could see. A chat channel was created that informally acted as an Officer chat for most of the Officers and Raid Support. Its a really funny feeling to hear a raid related question asnwered over vent when you can't see the question in Gchat, Raid Chat, or Ochat and it wasn't asked in vent.

As you probably guessed I was a part of the Class Support. When the changes were made, I felt unappreciated and disrespected. I felt like I had done a lot for the guild and was cast aside without any consideration for my feelings. The promotions and demotions seemed to have more to do with who your friends were then actual abilities. Several officers were promoted to Raid Support or Officer when they didn't do any more for the guild then I did and in some cases they did less. Since Eitrigg was such a bad server to recruit raiders from, I tried to maintain a thread on the Guild Recruitment forums on the WoW website. Even after I asked several times, not a single person could help me bump the thread to keep it near the top of the forums. My morale fell very low at this point and I couldn't find a reason to keep promoting the guild or working for its survival anymore. They had successfully pushed me out.

I wasn't the only one having problems with the new system. We started losing more members and some of the Officers and Raid Support people were also having trouble with the new system and the new leadership. Criticisms from some officers stopped being constructive and was purely belittling. Eventually a good friend of mine who was also an officer of the highest level was pushed out and she transferred servers. Another friend of mine from my FoC days decided that to transfer to another server also. It was clear that this was the end of the guild as I knew it. Many of our core raiders left for one reason or another and we couldn't recruit enough quality people to replace them. Eventually almost all raiding stopped, and the guild just wasn't fun anymore.

As I said in my last post, I found leaving really hard. I was surprised at just how hard it was for me to prepare for the transfer. Mailing all of the mats and consumables between my different alts and graylo so that he would have every thing he needed was very sad. When it came time for me to announce my choice I almost couldn't do it. It felt a lot like breaking up with a girlfriend. There are a lot of things I really like about WA that I will miss, but ultimately WA wasn't able to provide me with the things I need to make the game fun. If the game isn't fun, why play?

I wish them the best of luck with what ever direction they take the guild in.


First Day with Lastt Standd:
I freely admit that I was very nervous about transfering servers. I worried about it for a lot of different reasons. What would the people be like? How strong is the guild? Is it going to progress or is it another failing guild trying to survive? And probably the most nerve wracking for me, how will I perform relative to their current members?

I raided with them for the first time Thursday night. It's a little early to make a final judgement on the quilds quality but I think last night went very well. Most of my concerns have deminished. The people were nice. I found them a little cocky at times but nothing bad. In fact they reminded me of FoC quite a bit. The guild appears to be strong. We had 30+ people on before raid time and there seemed to be quite a few people on well before raid time also. Relative to the rest of the guild my performance was very good in my opinion. I was in the top 5 on damage most of the night.

We started the night in Hyjal. They had downed the first 3 earlier in the week and wanted to down Azgalor before we headed to BT. We ended up one shotting Azgalor which was nice since it is only the 3rd kill on him for the guild. We then headed to BT. Earlier in the week they downed the first 4 bosses including a guild first kill of Gorefiend. Last night was the first time Lastt Standd was attempting Bloodboil. I was a little nervous going into this fight. I had heard that it was very tough, and I expected a long night of wipes. It turned out to be not nearly as bad as I expected.

The fight requires a lot of coordination. First you need three tanks to coordinate their threat. They have to be the top three on the threat list and can't get to far from each other. Otherwise they will be unable to take aggro from each other because he is untauntable. The second trick to the fight is the bloodboil rotation. Bloodboil is a dot that targets the 5 raid members farthest from the boss. Since it stacks you have to rotate people in and out of range so nobody takes to much damage. The third trick is Fel Rage. The boss will target one person and he will have aggro for 30 seconds. This person will be taking a ton of damage and the healers have to react quickly so that he doesn't die.

The tanks did a good job of managing their threat. Some of the DPS (including my self at times) didn't but it wasn't to much a of a problem. The Bloodboil rotation went very well. We only had problems there when someone died. The only real problem we had was with the fel enrage healing. It took the healers a few trys to pick it up. Overall, with a good raid this isn't a hard fight at all. I don't know why I was nervious.

Monday we will be trying Requim of Souls (RoS). I have read up on it a little and it sounds like another fun fight. Next week we will be attempting Archimonde. Unfortunately the PvP trinket I have is the cheap one with a 5 minute cooldown. I need to BG some this weekend to get the 2 minute cooldown trinket.

Anyway, that is it for now.

Wednesday, August 6, 2008

WotLK Moonkin News (Now With Blue Post)

Lisana is apparently a long time Blizzard Alpha and Beta tester going back to the early WoW days and plays a Moonkin. She posted a thread on the offical Beta forums to let European WoW players know that she was paying attention to their concerns, addressing some of them, and forwarding them on to Blizzard using the ingame feedback.

Well here post prompted Koraa, a blizzard class designer, to respond with some of his thoughts on the current moonkin design. While none of the following is all that shocking, I must say that it is very intersting to hear blizzard's perspective on our spec. Here is a Link.

Edit: There is a good discussion about these topics on the WoW forums with lot of good moonkin that I respect. You can find it here.


Koraa:

"Bloat: Bloat is another word for "I can't have everything I want!". We want every class to feel their tree is "bloated" to a degree. We want classes to have to make choices and sacrifices over good talents, because that is ultimately what makes talents interesting. If it weren't that way, we would just make it a linear progression without any choices. That said, if you feel the flow of the talents makes you spend points in something that doesn't necessarily benefit you what that build is for (i.e. spending too many "PvE" talents for a PvP build), then that can be addressed. "

My thoughts: First off Moonkin are forced to invest points in several talents that I believe are not that useful for a PvE Raiding Moonkin. Personally I would rather not put 6 points in Nature's Focus, Naturalist, Natures Grasp, or Control of Nature. Unfortunately there aren't any better talents in the first two tiers of the Balance and Resto Trees.


Now looking at Bloat. You know, in some ways I agree with him. Players should have some choices in their spec on how to play them. I think the resto tree is an example of where "bloat" isn't a bad thing. I have seen Trees spec several different ways. Some go a full 0/0/61 and pick up all of the AoE and Healing Touch talents. Others deside to ignore the Healing Touch talents and deside to pick up some talents in the Balance tree. Both specs make very affective healers. Its just that one spec provides more DPS and the other provides more healing options.

Where Bloat goes bad is when you have so many talents that are fundamental to your primary job that you can't take any of the more situational talents. For example, I have created a sample Moonkin build using the WotLK talents. Here is the Link.

A moonkin's primary job is currently single target DPS. So, I think most of us would agree that our first priority when choosing a spec would be to maximize our single target DPS. With that in mind I created my sample build. You will notice that I skip 4 of the 6 talents in the top 3 Balance tiers, and one of those talents I did pick isn't maxed out.

Now, I know many raiding Moonkin out there will disagree with some of my "Core" choices. Many players consider Eclipse to be a useless talent. They may be right, but I think they will change their mind once they realize how much the Starfire vs Wrath competition has been shifted in Wrath's favor. If things stay as they are Moonkin will be casting a lot more Wrath in WotLK even without Eclipse. The other main disagreement will be around Mana regen talents. Some will say will say that we can sacrifice Dreamstate, Intensity or Omen of Clarity. In my opinion our mana regen is still way up in the air and we may need all we can get, but I will talk more on that later.

However, even if we ignore Eclipse and reduce our mana regen, that still leaves us with only 5 or 6 extra points, and look at all the talents we've passed up:

Force of Nature - A good source of threat free DPS, but not useful in all fights and requites some finess to use them correctly.

Starfall - A nice AoE spell but it has a very long cooldown and requites the caster to stand among those he is DPS. AoE is a fairly situational need in Raides and is more than adiquately covered by Locks and Mages with out using a ton of talent points.

Earth and Moon - More on this later but Koraa says that this talent is going to be buffed. Depending on what it is we may want to put a full 5 points in it.

Typhoon - I consider this more of a PvP talent but it is an AoE and I'm sure it will have its uses in raids.

Gale Winds - Buffs the damage of Hurricane and Typhoon. PvPers may pick it up for the extra range on Cyclone but from a raid perspective it is very situational

Brambles - I have said a lot of bad things about this talent in the past, but they may have finally buffed it enough in the WotLK to make it a requited 3 point investment. Lisana says in the forum post I linked above that Thorns will now scale with our spell power. If true then the added damage of another point may noticably increase a tanks threat.


To sum it up, Bloat is ok when your choosing between talents that are outside of your "Core" roll. However, as it is now, it seems like all of our talents are taken up by our core role of single target DPS, and we don't have much opportunity to take some of those cool but situational talents like Starfall and Force of Nature.

Put another way, Bloat is ok when choosing between vanilla or chocolate ice cream. Its not ok, when choosing between medication or food. I don't mean to over dramatize it but I think the balance tree currently leans towards the later.


Koraa:
"Dreamstate: If we deem Moonkins to have mana issues we can change this talent to work with Spirit/improve it, but from what I've seen it's the total opposite right now. If anything we might of gone too far in Moonkin efficiency . "

My thoughts: I agree that Moonkin Mana Efficency has improved quite a bit. The past two patches have done wonders and the Mana on Crit is a dream come true, not to mention Omen of Clarity now including Spells. However I am very worried that they might think they have gone to far. My worry stems from the new Potion Sickness.

Currently, Moonkin get a lot of their mana regen from Mana Pots if they don't have a Shadow Priest. Now that a player can ue only one potion per encounter where is our mana regen going to come from? I can't get to worried, because there are still alot of questions to be answered. For instance we don't know how raid encounters are going to be changed for the lack of potions. However I am concerned that blizzard my take a couple of our new goodies away.

Koraa:
"Earth and Moon: I realize that the talent doesn't really justify more than a few points of investment. We'll do some changes here."

My Thoughts: I think Koraa's comment is dead on. As of right now I would put only 3 points in this talent. It may take a little while to build a stack, but it would be fairly easy to maintain. I am interested to see how they will improve it, but don't really know how I would put two more points in this talent. This could increase the Bloat problem mentioned above.

Koraa:
"Eclipse: Eclipse is intended to be a good DPS upgrade when you utilize it, if it isn't resulting in that then we will change the damage bonus effects it gives you. Your specific results with Eclipse testing would help. It is intended to be a long cooldown, though. Otherwise you'd get fatigue from swapping between Wrath and Starfire too much. "

My Thoughts: Their are problems with this talent, but I think most people dismiss it to quickly. I agree that it is useless in leveling. By the time you get the buff the mob will be dead. Its use in 5 mans and pvp will be limited also since those fights are very quick. The Mobs will probably die before the buff expires most of teh time.

The other big problem with Eclipse right now is that it is so unreliable. If the Random Number Generator (RNG) desides to screw you one night your going to have issues. Right now there are 3 things left up to the RNG. You have to crit to get the buff. Then only 60% of yoru crits will activate the buff if it isn't on cooldown. Finally if you're using the Starfire buff then your not quarenteed any extra damage because it boosts your crit by 10%.

However, I still maintain that from a raid perspective this talent has a lot of potential. I think most moonkin are still caught up in the Wrath is for PvP and Starfire is for PvE mindset. I don't think they have done the math yet and don't realize how much Wrath has improved in WotLK. If things stay as they currently are, I predecit that Wrath will be a prominant spell in the moonkin raiding rotation.

There are two changes I might make in the talent. First, I would definately increase the proc chance from 60% to 100%. It wouldn't increase the damage to much, but would decrease a lot of the luck involved in the talent. The second thing I may change is the Starfire buff. Ten percent doesn't sound like much, and again you can get really unlucky with this buff. It would be interesting if they chould make it like the Darkmoon Wrath card that increased your chance to crit after each spell cast.

Anyway, those are my thoughts. Let me know what you think in the comments.

Toon/Guild Update:
I have left Wandering Alliance sort of. I have transfered Graylo to the Hyjal server to raid with the guild Lastt Standd (extra t and d are intended). It has been a really hard decision, but one that I felt like I had to make. I won't go into detail now, but Wandering Alliance just didn't feel like the right place for me anymore.

I don't know anyone at the new guild. I choose this guild because their progression is very similar to mine, they wanted a moonkin to be a regular raider, the server has very good progression with a US top 50 guild, and their raid times fit my schdule very well. I'll be honest, I am very worried about the move. I have no idea what to expect.The good news is that the Guild Leader is an Elemental Shaman, and he has got to want my aura, but that is of small comfort right now. I guess the worst that could happen is that I don't like it or get kicked and get stuck on the server with no friends for a month.

Anyway, whats done is done. I have left Graypal and Grayfel on Eitrigg and have asked to keep them in Wandering Alliance. I may transfer them over if everything goes well, but I think that is at least a month or two in the future. For right now they are a way for me to continue playing with my friends.

Wish me luck.

Friday, August 1, 2008

WotLK Release Date Pool

Apparently Mike Morhaime, Blizzard co-founder and CEO, said "we have said that it will be coming out this year," but "I can tell you it's not coming in the July to September quarter." This info is coming from WoWInsider. It is a little unusual to get this type of info since Blizzards standard response to release date questions is "when its ready."

However, the time frame he provided is not a shock at least to me. Any smart business man would want to try and include their product in the holiday shopping season. I also don't think they want to go two years between expansions. It will be very close as it is but It will look much better at a high level to say that BC came out in 2007 and WotLK came out in 2008. This would be a little misleading but everyone knows business and PR people are not above spinning the facts.

Anyway, none of that really matters, but it has prompted some thought in the release date. I think most WoW players like me have put some thought into it and have a guess as to when it will be released. Well, I want to make my guess official and list it in my blog. I encourage my readers (the millions that there are of you) to post your guess in the comments and other bloggers to post it on their bogs or in my comments.

So, lets get down to business. The date I am picking is:

Tuesday 12/02/2008

I have picked this date for a couple of reasons. First, its a Tuesday. Second, I think October is to soon. From what I hear there is to much work to be done to have it out by then. I also kind of think the official release date will be announced at Blizz Con which is in October. Third, I don't think they want it to get lost in a holiday. So I think they will avoid releasing it before Thanksgiving, but I think they want to release it as far away from Christmas as possible to give it some time. With all that in mind 12/02/2008 seems to fit the bill.

There is no prize for guessing the right date other than bragging rights. Also, I don't think I have an exclusive claim on 12/02/2008. If you think that date sounds good feel free to choose it also.