Friday, December 2, 2011

Mists of Pandaria Calculator Changes

Due to the Thanksgiving holiday I checked out of the World of Warcraft for few days and didn't see that Blizzard added a Mists of Pandaria talent calculator with an updated list of ability changes until Monday. So I'm behind the curve, but I'm going to hope that my response is better late then never.

There was a lot of interesting stuff in the Mists of Pandaria information I want to talk about, but there is also some stuff in there that at this point I don't think is all that important (and I think Blizzard would agree). Since we are in a very early stage of development, I am more worried about the structure of the changes then the actual details. For example, changes to spell mechanics like Insect Swarm being turned into a pure debuff is interesting, but the fact that Moonkin form grants a 20% damage increase in MoP instead of the 10% we have on live is uninteresting for me.

The structure is important be cause it defines how our spec will play. The structure determines if it's too easy, too hard, and if it's fun. The details while important in the long run, don't matter a whole lot if the structure isn't right, and there will be plenty of time to address those issues when we know more about the structure and how all of our abilities will interact.

Insect Swarm:

Insect Swarm: The enemy target is swarmed with insects, increasing all damage taken from your Wrath, Starfire, and Starsurge spells by 30%. Limit 1 target.

I have absolutely no problems with losing a DoT as long as the end result is a design with balanced and competitive DPS. However, I don't what Blizzard's goal is for this change, and I worry that it will turn out to be pointless or annoying for the player.

The big question for me is what's the duration of the new Insect Swarm? I can see this going a couple of ways.

Short Duration: If the new Insect Swarm has a short duration of 18 seconds, this is really just a nerfed version of the current DoT, and changes the moonkin rotation in a bad way. With a short duration, the new Insect Swarm doesn't reduce the complexity of the moonkin rotation at all and is an actual nerf to damage since won't benefit moonkin DPS at all while moving and has a single target limit. In short, a short duration is bad and annoying.

Long Duration: If the new Insect Swarm has a long duration or a mechanic that extends it automatically with a glyph of something, then what's the point of having the spell at all? Why not just buff Wrath, Starfire, and Starsurge by 30% and get rid of the spell completely? Since all moonkin nukes are single target abilities, the fact that IS is limited to a single target is meaning less. All it does is limit how quickly moonkin can start DPSing a new target since we will have to put IS on the target before we can start nuking. In short, I find this model of IS to be pointless.

New IS means One DoT?:

Not everyone is as carefree about the possibility of losing Insect Swarm as I am, and some players were worried. When a Grayfox (no relation) expressed concern about moonkin having only one DoT on the forums, Blizzard responded with:

I just wanted to drop into this thread and let you guys know that we currently plan for Moonkins to have two DoTs: Moonfire and Sunfire will be able to stack (both applied at the same time).

Now that's really interesting.

I'm assuming that Moonfire and Sunfire will still be a single button in MoP. As in we push one button to cast both spells, but which spell is cast depends on if you are in Solar Eclipse or not, but Moonfire and Sunfire wont overwrite each other anymore. If that is the case I love this change. And I think it helps moonkin in a couple of ways.

First, it lessens some of the impact of losing for Insect Swarm as a DoT. Traditionally DoTs have done more then just damage. We have had trinkets, set bonuses, and abilities that proc or stack based on how many and when ticks hit their targets and losing those IS ticks could affect how we value those gear choices and abilities. Assuming MF and SnF are a single button, this change won't make up for all the lost ticks from losing IS, but it will help.

The second big benefit is that I think it makes the rotation more obvious, and could really help make Glyph of Starfire more useful.
One of the current issues with Eclipse is that it forces to make some choices on the fly, which can lead to small errors that add up to significant DPS loss. For example, if you are about to transition out of Eclipse should you refresh your Moonfire DoT even it has 8 seconds left? Not refreshing the DoT can lead to lost uptime or having your DoT not buffed by Eclipse. However, refreshing the DoT unnecessarily means you lose damage because you could have spent that time casting another damaging spell like Starfire.

I think this change will reduce that confusion because it should become obvious that you should only cast MF/SnF while eclipse is up and even if it results in a lower uptime. Also, clipping should never be necessary with the Glyph of Starfire, because you an easily transition from one eclipse to the other in 27 seconds.

One final comment, if my original assumption that Moonfire and Sunfire would remain a single button is incorrect, then this is a horrible change. In that case, they are just replacing IS with SnF, which makes no sense and just increases the rotations complexity.

Symbiosis: The Three Paths

Symbiosis: Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization. In exchange grants the target one Druid ability based on their class and combat role. Lasts one hour and persists through death.

There is obviously a whole lot of information we don't know about this spell yet, but I am very intrigued by the spell so far. It sounds really cool, but after thinking about it I'm not sure how it would work and could be a balancing nightmare for Blizzard. I'm not predicting failure, but the headache on this one could be so large that Symbiosis goes the way of the Dance Studio and it all depends on the path Blizzard takes with it. At the moment I see three paths.

Utility / Long Cooldown: I like the idea of trading Utility spells and long cooldowns between classes. For example, if Blizzard went the pure utility route if a moonkin linked with a Death Knight, the DK could gain Cyclone while the moonkin gained Death Grip, which could be a big help if your raid is lacking a particular ability needed to complete an encounter. The problem with that approach is that not all utility spells are significant that often, and by extension Symbiosis may be insignificant in most fights because it's not really necessary to trade abilities.

Long Cooldowns on the other hand would be significant in a lot of fights, but also might be overpowered. From a DPS perspective it could really work by trading Starfall for Elemental Mastery with a Shaman, but from a healing or tanking perspective it could be an issue. For example, lets say if a resto druid cast Symbiosis on a Holy Pally that the druid gains Aura Mastery and the pally gains Tranquility. Additional cooldowns could make some fights trivial, unless Blizzard really increased the incoming damage, which could lead to class stacking which isn't a good thing.

I think this is the most likely path but it could have some balancing issues.

Core Ability: My original thought was that Symbiosis would trade core abilities between players. For example, if a moonkin linked with another DPS we would both gain a new DPS spell, like the moonkin would get Corruption and the Warlock would get Moonfire if the link was with a Warlock. Obviously in that vision if the druid linked with a healer they would gain a healing spell and so on.

This sounded really cool at first, but the more thought about it this path didn't seem all that realistic. The basic problem is that those core spells are designed with a specific class in mind and the other buffs and abilities that the class has. For example, Starfire is a solid spell for a moonkin, but if you gave to a Warlock it would be weak without Eclipse. Ultimately I think this would be a balancing nightmare. The other issue I have with this path is that it could add significant complexity to our rotation. I don't want to have to work a new spell into my rotation and I really don't like the possibility of having that spell change depending on what class I link to if the fight requires it. In the end, I don't think this path is likely.

Passive Buff: We don't really think about passive buffs as "abilities," but it is possible that Symbiosis won't trade any active abilities. For example, by linking with a tank a moonkin might gain 5% damage reduction, or gain 5% Crit by linking with a Mage. This is probably the easiest path, because it shouldn't be difficult to balance, would provide an obvious benefit, and wouldn't change either class’s rotation. However, it's boring and would easily be math out. There would never be a discussion about which class or player to link with because we would just put it on the class that helps us the most much like players already do with Focus Magic and Dark Intent.

Final Thought: I think Symbiosis has a lot of potential but there are some pitfalls as well. It will be interesting to hear more details about it.

Starfall:

Starfall: Triggering Lunar Eclipse resets the cooldown of this spell.

I absolutely love this change. I recently had some discussions about where Starfall fit in our rotation and if we should cast it on cooldown or wait for Lunar Eclipse. In the end it was obvious to me that it's a problem without a good answer currently. Casting Starfall without Lunar Eclipse is a significant DPS loss, and not casting Starfall on cooldown can be a significant DPS loss. Sure there are ways to line Lunar Eclipse up with the Starfall cooldown using Glyph of Starsurge, but the benefit of GoSS is limited in Single garget encounters.

This change effectively ends those conversations and I love it. It's another situation where blizzard is taking the ambiguity out of the situation and making the rotation more obvious. In short, it turns Starfall back into a "cast on cooldown" spell.

Nature's Grace:

Eclipse: When triggered, both Lunar and Solar Eclipse also grant 15% haste for 15 seconds.

At first I thought they might have gotten rid of Nature's Grace, but turns out that they just baked it into Eclipse and improved it. Having the NG effect proc when Eclipse is triggered makes a lot of sense for several reasons.

First, having the buff proc based on a DoT cast doesn't make a lot of sense when the class has only one DoT (if my assumption above is correct). It would seem almost cruel to have the spell that benefits most form the haste buff not to be affected by it because it has to proc it. Second, since the cooldown on the current Nature's Grace is reset when Eclipse is triggered, the effect is procced shortly after you enter Eclipse already most of the time. Having Eclipse proc Nature's Grace is just taking out the middleman, and it prevents the possibility of overlapping Nature's Grace procs which is possible in the current system.

The Trend to Simplify

Many these changes don't seem that big when you look at them on their own, but when I look at them as a whole I see a very welcome trend. In my opinion, the moonkin rotation during cataclysm has been filled with ambiguity and on the fly choices that has lead to an overly complex rotation for an average player like me. We have questions like: Do I clip my DoT to maximize dot Damage or can I just power through to the next eclipse? Should I cast Starfall on cooldown or wait for Eclipse? How can I maximize the benefit of Nature's Grace?

A lot of these changes are very welcome in my opinion because they remove a lot of the ambiguity from our rotation. Starfall will be cast on cooldown most of the time because the cooldown will be reset when the spell is most significant most of the time. Assuming Moonfire and Sunfire are single button and the Glyph of Starfire doesn't change significantly means that we will only cast the DoTs once during Eclipse and shouldn't have to worry about clipping or overwriting an existing DoT.

If it is Blizzards goal to simplify the moonkin rotation a small amount, I fully support and appreciate their goal.

Tuesday, November 29, 2011

Patch 4.3 Gear List

I've updated the gear list for the new patch. It's a little rough due the limited amount of time I had to create it. I do plan on going back and fixing it, but I wanted to have a draft out there for people raiding tonight.

The things that I need to fix are:

  1. Locations: I haven't added many of them for the new items yet, but that will be correct.
  2. Proc Valuations: There are a lot of good procs in this patch that I need to take a closer look at.
  3. Do I have everything: I built the list using WoWhead, but I'm worried that I missed something. For example the list doesn't include any random stat items.

As always, if you see an error in the list please point it out. I will try and fix it as soon as possible.

Finally, I know Blizzard released a lot of new info regarding Mists of Pandara just before the holiday. It hasn't gone unnoticed. I had planned to comment on it today, but didn't have time since I was rushing to get the list out. I hope to have one posted tomorrow or the day after.

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.


Sunday, October 23, 2011

The New Talent System: A Moonkin's View

I must admit that when I heard there was a new talent revamp I was extremely sceptical that it would be worth while or have a good impact on the game. In fact, when I was reading through the opening comments on WoW Insider and MMO Champion I jotted down "Cookie Cutter Builds: Blizzard's Exercise of Futility" as the original title of this post, because I truly believe that it is impossible for Blizzard to prevent the cookie cutter builds. That said, after hearing more of the details of the new plan, I am a little less critical. Here's my take on the new talents tier by tier.

Two quick notes: First all comments are based on the limited information we have and assume that the talents go live as we currently see them. That is of course not true, but we have nothing else to go on. Second, the wonderful images below were taken from the MMO Champion website. If for some reason you don't know about MMO Champion, please check them out. They are hands down the best WoW news site out there.

Tier One: Mobility Tier




  • Feline Swiftness - It's not sexy, but it's a solid buff. This will probably be the most common choice of the three options.


  • Displacer Beast - At first glance it looks to primarily be a PvP/Leveling talent. However, it might have a role in PvE if it can remove Boss DoTs.


  • Tireless Pursuit - This one seems out of place given the other abilities we traditionally have. For example the speed boost is cool, but we already have that utility with Dash, Stampeding Roar and possibly Darkflight. In fact, I would probably replace this one with Stampeding Roar.

  • Tier Summary - I'm not that impressed with this tier, but it is the level 15 tier so I'm not sure how much could be expected.
Tier Two: Healing Tier




  • Nature's Swiftness - Making Cyclone and Roots instant cast could have some PvE and PvP benefits for Moonkin, but I doubt they are huge. Could also act as an "Oh Sh*t" button when macroed with a healing spell.

  • Renewal - This is a pure "Oh Sh*t" button. Assuming it maths out better then Nature's Swiftness, this is the talent I would choose for raiding.

  • Cenarion Ward - Some resto's have been asking for a shield type ability for a long time, and this is it. It looks like cool ability to my inexperienced eyes, but I don't see any purpose for a moonkin to pick it up.

  • Tier Summary - I think this tier is pretty well done. Healers have a definite choice between a shield and a cooldown. Non-healers have a solid choice in Renewal, and Nature's Swiftness might be useful in some situations.
Tier Three: Crowd Control Tier




  • Faerie Swarm - It's a Faerie Fire that you don't have to stack and that has a slow effect. Sounds great for bears but I see no use for it as a moonkin.

  • Mass Entanglement - A poor man's Frost Nova for Druids. I see some potential with this talent especially when used with other talents and abilities, but the 2 sec cast time has me a little turned off on it.

  • Typhoon - What's interesting about this one is that the damage portion of the spell seems to have been removed. That's not a huge deal, since the Typhoon is currently used more for the knockback then it is for damage, but it's interesting none the less.

  • Tier Summary - Another pretty well done tier. I think Typhoon will be the most common choice for moonkin since a knockback is generally more helpful then a mass root, but I can think of several situations where I would want to have Mass Entanglement instead.
Tier Four: Cooldown Tier




  • Wild Charge - This is an interesting option, because the effect is tied to your form and not your spec. Basically, you're picking up 4 abilities with this choice rather then just one. In Moonkin form it's a Disengage that generates energy. The caster form example could also be used as a movement cooldown if needed.

  • Incarnation - The tool tip doesn't list a moonkin example, but judging from the examples listed it looks like Moonkin finally will have the option to have a real DPS cooldown.

  • Force of Nature - Will summon three trents that may or may not behave the way it currently does for us. My guess is that this will be the same basic spell we've always had from a moonkin perspective, but maybe they will be casters for us instead of melee.

  • Tier Summary - We don't really know a lot about these options from the information given, but they are definitely some interesting options. Wild Charge seems to be a utility choice, and we will only pick it up if it provides something we need for a particular encounter or maybe for PvP. The choice between Incarnation and Force of Nature is likely to be a math problem. One of them will end up being stronger and that is the one we will pick..
Tier Five: Bear Tier




  • Demoralizing Roar - Nice utility, but is extremely situation and shifts me to Bear form.

  • Ursol's Vortex - This one has some potential, but again seems very situational. I can see where it might be helpful in PvP, but for PvE I think it's fairly limited.

  • Bear Hug - Again, it's interesting but very situational. I like that it does damage, but I don't like being taken out of the fight to use it. I also don't like being shifted to bear form.

  • Tier Summary - Of the six druid tiers previewed at Blizzcon this is my least favorite. There is just very little there for a moonkin to work with. All three abilities have their uses given the right situation, but my guess is that those situations will be fairly rare.
Tier Six: Shapeshifting Tier




  • Heart of the Wild - I get the concept. Create an ability that allows druids to be good at their other potential rolls, but it rubs me the wrong way. If I'm in a situation where I need to heal or tank we are likely screwed already, and this ability won't help. Additionally, as a moonkin, why would I ever want Agility and Expertise? If I'm going to DPS I'm going to do it as a Moonkin, not a cat.

  • Master Shapeshifter - Horrible! Just Horrible! So by shifting out of Moonkin Form to use a few cat or bear abilities I can get an average of a 20% buff for three spells. Minus what ever damage I would have done by staying in Moonkin form instead of shifting to Cat or Bear form. This wouldn't be so bad, if moonkin regularly had to switch into feral forms, but in my 5 years of playing this game I very rarely have had shift to use my melee abilities.

  • Disentanglement - Shapeshifting removes roots like it currently does but will also real you for 20% of your health. In short, it's a healing cooldown.

  • Tier Summary - I know I said that tier five was my least favorite tier, but tier six is making me seriously reconsider my words. Heart of the Wild and Master Shapeshifter are at best very situational and at worst completely useless. Disentanglement is good utility, but boring. For the top tier of the expansion I expect something better then this.
The Death of the Cookie Cutter?

Is this the death of Cookie Cutter builds? Will this, as Blizzard puts it, "give players interesting ways to customize their characters according to their preferred playstyle?"

In my opinion, it will not.

The problem Blizzard is up against is that there will almost always be a "best option," and players will always be able to identify that "best option" based upon the needs of the situation. In this post, I looked at all six tiers and in most of them I told you which would be the most common choice, and I could tell you the exceptions for most of those choices. The only time I can't is tier five, because all three choices are extremely situational and near useless from a moonkin perspective.

Final Thoughts:

Given my comments in the last section, I wouldn't be surprised if some of you though I hated this new system, but I don't. It won't eliminate the cookie cutter builds and some of the options are pretty bad. However, this new system has some advantages as well.

I really like the "theme" structure of the choices. I've always hated having to justify taking survivability talents over even the tiniest of DPS upgrades. DPS isn't the only raider quality that has value, but is the one that is focused on 99.99% of the time. I like having to make choices based upon something other then DPS.

The simplicity of the new system is also very nice. Having to make just six choices will make life a little easier and I'm glad that we won't have to go back to a trainer to change those choices.

Thursday, October 20, 2011

My Pre-Blizzcon Post

UPDATE: Clearly I have no clue as to what I'm taking about.

With Blizzcon starting tomorrow and the relatively few posts I've written recently I think it's a good idea to take a shot in the dark and address some of my expectations for Blizzcon. I'm actually quite surprised by the complete lack of information being leaked. As you probably remember, before the last Blizzcon we pretty much knew everything two weeks before Blizzcon was held. The Worgen and Goblin masks were in the datafiles pretty much confirming them as the new playable races. Cataclysm was trademarked and there were tons of lore leaks that gave us a good idea of what the trademark meant.

The big question now is if the lack if information is due to Blizzard protecting it's info really well or a lack of juicy info. In my opinion it's probably a bit of both. First of all, MMO Champion has been the primary source of leaks in the past, but it looks like Blizzard made a deal during the Cataclysm Alpha that turned off that specket of info. It's clear that MMO Champion has had early access to Alpha, Beta, and PTR releases, and my guess is that Blizzard gave them access to the information in return for not disclosing it early. So, my guess is that MMO Champion already has a lot of details of what's going to be announced this weekend, but is keeping their mouth shut as a part of the deal. That said, I doubt the next expansion will follow the traditional pattern of expansion updates and I wonder if there are really any big announcements to be made other then the existence of a new expansion.

Time to Eat Some Crow:

You probably remember that I predicted that the Mists of Pandaria trademark was red herring, but I am not confident in that prediction any more. With Blizzcon starting tomorrow, I don't know what else the new expansion could be. That said, I still think many of the assumptions made by players about what that title means are wrong.

First off, Pandaria and the Pandaren are completely undeveloped lore wise, and most of the lore that is out there is from the RPG books which Blzzard has said is not canon. I have a really hard time believing that Blizzard would base an entire expansion off of such and undeveloped part of the games story. It seems highly unlikely to me especially when Blizzard has expressed some regret at making the Draenei a play able race without much established lore.

So, if Mists of Pandaria isn't completely Panda focused, what kind of story can we expect. I think an Island focused expansion like the one outlined in a Know Your Lore post by Anne Stickney on WoW Insider, and I'm thinking of it as Cataclysm: Part Two. Lets remember that the original concept of Cataclysm was a bit bigger then what has been released. For example, Neptulon was originally intended to be a raid boss in Tier 12, but Blizzard scrapped it when they decided to shrink the tiers. Blizzard also has said they wanted to do something with Kul Tiras but couldn't get to it right away. Also, Blizzard did a lot of work to set up the Old Gods and the Naga with out either of them being a big part of Cataclysm story arc. Finally, due to the Blizzard timeline that was leaked a year ago, we know that Blizzard had next expansion (loosely) scheduled for 2nd quarter 2012.

In my mind, this all adds up to a clean up expansion that goes and fills in some of the holes left by Cataclysm and prepare the story for the the big Good vs Evil fight that is in Velen's Prophecy. My guess is that the new expansion's ending boss will be Queen Azshara with an Old God being an tier end boss. I'm expecting a one two punch much like we saw in WotLK with Yogg in Ulduar leading up to Lich King.

What I don't expect to see from this expansion is a new playable race or a new class. I know a lot of people got all excited at the idea of playable Pandarans but I don't see it happening. First, for game reasons I don't think they will ever make a race available to both classes. Blizzard is really big on player Silhouette in PvP, and having one race playable by both factions messes that up. Second, I don't think they would Pandaran to just one faction given how popular the race would likely be. In the end, I think having Pandaran as a playable race is likely to be a bigger headache then Blizzard is willing undertake.

I also think a new class is a bit unlikely since I don't see the advantage of having a new class. When the Death Knight was added in WotLK it made some sense. The game was a little light on Tanking Classes, and given the tanking shortage in general it made sense to have a tank that didn't have to start at level one. Plus, Death Knights fit in to the overall theme of the expansion extremely well. However, I think looking back the the process of adding a new class proved to be much more difficult then Blizzard expected. Death Knights had balance issues for most of the expansion, and I personally don't think they had a big impact on the pool of available tanks. For Blizzard to add a new class to the game again, I think they will have to see a very definite hole in the game for it to be worth the effort, and I don't think that whole currently exists.

Other Quick Thoughts:



  • What I would like to see from the next expansion is a more Alliance focused expansion. It may be my bias, but most of the lore for the past few expansions has been more Horde focused, and I think it's time to shift the story back to the Alliance a little. To expand on that, I hope they leave Thrall out of the Horde leadership and keep Garrosh as the faction leader. I also hope they continue with the evolution of Varian Wrynn started at the end of the new book Wolfsheart, and give the Alliance a senseble leader while the Horde has the hot headed idiot for a change.



  • I doubt there will be much if any Class specific info at Blizzcon, and even less info focused on Moonkin, but obviously I would like to hear something in that regard. Specifically I would like to hear their thoughts on the complexity of the Moonkin rotation. I personally have felt that it is a little over complicated for a while now and would like to see it simplified a little bit.

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.

Tuesday, September 20, 2011

Molten Elementals as a Moonkin

I am not a big fan of writing strategy guides for this blog. I think that nine times out of ten, a strategy guide from a "moonkin perspective" is going to be useless. First, of all the way my guild and I do a fight might not be relevant to the strategy you and your guild use. Second, most of the time moonkin don't have to do anything special that another range DPS don't do. As a result Moonkin strategies are basically DPS strategies.

That said, as I have been researching and working on Heroic Ragnaros lately, it has become obvious that killing the Molten Elementals in phase two is a critical part of the fight. These strategies may seem obvious to some or even a lot of you, but they weren't obvious to me right off the bat. With some research and some trial and error, I recognized my mistake and started using a strategy that gave me much better results. Here is that strategy.

My Guild's Basic Strategy:

My guild is using a strategy very similar to the one outlined by the L2R Heroic Ragnaros video. Entering phase two we line up on the left side of the boss. Just seconds before he casts Molten Seeds we move to the center of the room. When the Molten Seeds explode and spawn the Molten Elementals, we DPS for a few seconds and then run to the other side of the room doing as much DPS as we can while moving. On top, this basic strategy I have an additional roll of popping Stampeding Roar every other seed spawn to help the raid move out of the way. There's nothing really exceptional about this strat. In fact, it's pretty standard, but I wanted to lay it out as a frame of reference for understanding my actions.
From here I just want to go over some of the keys to Moonkin DPS in this phase and some of the mistakes I made, in trying to put out maximum DPS.



DPS Key: Solar Eclipse

This probably goes without saying, but Solar Eclipse is the key to moonkin DPS in this phase. You want to make sure you are in Solar going into the phase, and in my experience you don't want to leave it the entire time. To be honest I didn't try transitioning to lunar and back to Solar after each set of adds die, but I don't see how there can be enough time to do so.

I start out phase one going towards solar eclipse, and spend the rest of the pahse doing as much DPS as I can while avoiding damage, This has generally put me in a good spot for phase two. Generally I ended phase one just starting a solar eclipse or just a few casts short of solar. Those extra casts can easily be completed in the transition phase. Once in solar eclipse I only cast AoE, DoTs and Starfire. That said, you may want to cast a single Starsurge each cast of Molten Seeds depending on your glyph choice but I will go into that in a minute.

Glyphs: Wrath vs Starsurge

I'm sure there will be a little debate on this topic, so I'm not going to give a definite choice here. That said I favor the Glyph of Wrath over the Glyph of Starsurge. Here is why.

Ragnaros doesn't have a lot of situations with multiple targets that make Glyph of Starsurge and obvious choice. Phase one is single target, the transition phases end quickly, Phase three and four has multiple targets but the meteors don't take much damage until debuffed in phase four. The only argument I can see for Glyph of Starsurge is that it makes the Molten Elementals in phase two a little easier.

The Molten Seeds timer in phase two is exactly a minute. Since Starfall's cooldown is also a minute without the Glyph of Starsurge then Starfall should be up for every pack of Molten Elementals. However, in practical terms this isn't 100% true since you won't necessarily cast Starfall right has it comes off cooldown each time. Casting a single Starsurge each Molten Elemental spawn would reduce Starfall's cooldown to 55 seconds and shouldn't push you out of Solar Eclipse. This would guarantee that Starfall would be up for every spawning of the elementals.

That said I don't think it's necessary. The elementals don't die immediately. As long as you are casting Starfall relatively quickly it should be up for at least 3 or 4 spawns of the Molten Elementals. If you are going beyond 3 or 4 spawns it's probably a wipe anyway. Besides that Glyph of Wrath is just a better choice in a single target situation which is the case in most of the phases.

Glyph of Typhoon: I want to make a quick comment here. Nine times out of Ten you are not going to want to use the Glyph of Typhoon because you want to be able to knock back the adds during the Transition phases. That said, if you can get away with not needing to knock back during the transition phases then using the Glyph of Typhoon during this fight could help a tiny bit. One of the things Glyph of typhoon does is widen the radius of your Typhoon. This makes easier for your Typhoon to hit more targets and could be a small benefit. However, I'm sure in most cases your guild would rather you have the knockback if it's needed then a slightly better chance of hitting adds with your Typhoon.

Mistake #1: Don't Place Mushrooms Early

My first mistake was trying to place the mushrooms early, before Molten Seeds was cast. My thought was that I'm standing here waiting to pop Stampeding Roar and only able to cast Starfire. It seemed like a perfect time to set the mushrooms because I didn't have anything better to do. In reality it didn't work out.

The problem with setting the mushrooms early is that their explosive radius is very small, and you don't always know where the seeds are going to be placed. This was particularly true in the second and third spawning of the elementals. If you wait, you can see where the seeds are placed and then set your mushrooms accordingly. This way you are much more likely to hit most of the Elementals and do a lot more damage.

As far as placement goes, I try and put the mushrooms a little bit head of the closest seed. You can expect the Elementals to move a little bit before you pop the mushrooms, and most of the Elementals should move into the mushrooms radius in that time.

Mistake #2: Not Precasting Hurricane

I was so concerned with getting good placement on my mushrooms I didn't even think about precasting Hurricane. However, after it was pointed out, precasting Hurricane makes a lot of sense. The Molten Elementals spawn were the Seeds spawn, so placing the Hurricane is easy. Also, by precasting the spell you will start hitting the adds as soon as they spawn getting a little of DPS out that isn't delayed by reaction time. Obviously you shouldn't shouldn't channel your Hurricane until the end, but you should be able to get a couple ticks off before you need to pop your mushrooms and move. This will be a big help to your Elemental DPS.

Mistake #3: Moving Too Far

This depends a little on where your guild desides to group up and such, but your personal positioning can have a big impact on your DPS. There are two times I want you to think about positioning in this procoess, and both revolve around your mushrooms.

The first time is when you place your mushrooms. In my experience, the farther away from a target I am the harder it is to place the mushrooms. It may just be the way I have my UI configured but placing Mushrooms at max range can be difficult due to camera angles and such, and as a result can take longer with worse results then doing at close range. Since you only need to be six yards away from the seeds to not be killed by them, when we are told to move I only go halfway to the stack up point. This allows me to place my mushrooms quickly and accurately, and I still have time to get to the group of spot.

The second time to think about your positioning is when you want to detonate your mushrooms. Wild Mushrooms will do the bulk of your DPS in this phase and being out of range will ruin your DPS if you go to far when grouping up. I try and be as close as possible to the seeds while still being under the effect of what ever shield or other damage reducing cooldown we are using.

Other thoughts:



  • Jump Casting: While running to the third stack up point after the Molten Elementals have spawned there are only two things you can do: 1. Cast Starfal and 2. Cast Typhoon. Therefore, if you don't know how to already it's a good idea to practice Jump Casting Typhoon. If you jump while running your toon will continue to move in that direction no matter where he faces. So, it's possible to jump and turn your toon back towards the elementals to cast Typhoon without stopping.


  • Finish up with Hurricane: Again, this may seem obvious but if you get to your third stack up point and there are still several adds left I would finish up with Hurricane. It gets some quick damage out without you having to worry about Cooldowns or targeting the correct mob. All you have to do is place it in the general area of the adds that are left.


  • Refresh DoTs: As a moonkin it will be hard to do a lot of DPS on Ragnaros during this fight, because you are staying in Solar Eclipse and focusing on Adds so much. That said, keeping DoTs up on Ragnaros is extremely important especially if you have the Necrotic Focus trinket. Since you are staying Solar for the entire phase, having the Mastery it provides is really important for your add DPS. This shouldn't be too hard since you have to cast just one dot every 28 seconds to maintain the buff, but make sure you don't lose sight of it in the chaos the phase.
TL-DR: The Short Version of My Strategy

Before starting phase two make sure you are in Solar Eclipse. At the start of phase two go to the first group of spot and DO NOT pre-place your mushrooms. When the raid leader calls for it move halfway to the second group of spot. Place your mushrooms slightly ahead of the closest Seed and then move to the second group of spot. You have more then enough time to do this before the seeds explode. When at second group up spot start casting Hurricane on the Seeds, and then detonate your mushrooms soon after the seeds explode and start running to the third group of spot. While running cast Starfall and jump cast Typhoon when you are almost to the third group of spot. If several adds left, cast Hurricane in their general area to finish them up. Do not leave Solar Eclipse for the entire phase.