May 012012
 
bearcat

As promised, I went ahead and wrote up a post on Heart of the Wild, which ran on WoW Insider today. (Go over and take a look, if you haven’t already.) I attempted to show the pro-HotW and anti-HotW arguments in a balanced fashion, though I’m decidedly for the talent, as you probably guessed. Some follow-up thoughts, which didn’t make the column:

  • I agree that the other choices are lame/random and it’s not worthy of being a lvl 90 talent. Just getting that out there. I’d like to see this tier become lvl 60, a single tier of CC talents at lvl 75, and new role-boosting choices added at lvl 90. If talents stay the same, I’ll still recommend people take Disentanglement for the heal. I really have no idea of what talents they could add, but there’s a whole zone of druid lore we just went through, there’s gotta be some ideas there. (Okay, one idea. How about a druid-themed version of Guardian of Ancient Kings, but instead, you can summon one of the Ancients for some help; the ancient you summon depends on your spec, and provides a spec-appropriate buff for X seconds.)
  • Making it a talent that just adds heals to our deeps (or vice versa) isn’t the same thing. I don’t have a problem with that idea, and it sounds pretty neat to have a tier of talents that, for example, add a chance for a heal to proc off a damaging ability. That’s not at all what HotW is trying to do, though. Classes are balanced around having X numerical output on each fight, so having a DPS class who can put out X DPS PLUS Y healing would be unbalanced. The healing would be constant but mostly inconsequential (think Leader of the Pack heals back in Wrath), a short burst heal with a long cooldown (which we already have, as Tranquility), or some other spot along that axis.
  • The talent has two different use cases, and you need to consider both. 
    • It can be used strategically. “Hey, this fight has an add with a high burst DPS and low HPS requirement, we’ll plan for our resto druid to pop HotW and switch to DPS to help with the check.” In this case, the talent is helpful, but not a panacea, as most encounters with burst have multiple moments of such. It will be very fight dependent as to whether you want to use it strategically. I generally think the “stacking classes” thing is way overrated; my intuition is that it happens very infrequently, due to the large opportunity costs. (Players on “OP class” alts have less skill/gear/experience; buff coverage becomes much more difficult, etc.)
    • It can be used as an emergency button. “Tank died, hold the boss until he dies!” “Tank healer died, keep the tank up!” That bit won’t apply much to heroic raiding (where a death or two usually means a wipe anyway due to not meeting DPS checks) but it will definitely help for lesser-skilled guilds who have more…situations. Sure, it won’t work all the time, but it’d be overpowered if it did
  • I don’t think it should become a baseline class ability. As one of the commenters noted, making it baseline means that all druids will have the capability, period. If you have it and choose not to use it, the odds increase exponentially that someone will call you out for “not knowing how to play your class.” If it’s a talent, the odds of that are much less, and you have a ready-made argument that you take talent X instead because of the benefits it gives.

Oh, and the image? That was my original header, before it got edited out and replaced with a stock photo. :) Bearcat FTW!

 Posted by at 6:43 pm
Apr 282012
 

In case you’re not aware, I’ve been squabbling with the majority of the druid blogosphere over the usefulness of Heart of the Wild. While that topic certainly deserves careful consideration, I was struck by one of the arguments I read: that Druids were the only class with a single role-affecting talent choice.

I said, “Well, I can check that.” I flipped through every tier of every class’s talents and attempted to assign each tier to a category. The choices were:

  • On-Role, for a tier that directly boosted a class’s performance of a raid role. (Such as DPS, healing, or tanking.)
  • Off-Role, for a tier that indirectly boosts a raid role or does two raid roles simultaneously.
  • Movement, for a tier that primarily boosts movement abilities.
  • CC, for a tier that primarily adds crowd control abilities.
  • Survival, for a tier that primarily adds abilities designed to keep the class (or group) alive.
Obviously, several of these choices are arguable, especially for the hybrids, and some tiers didn’t cleanly fit into a category. (Shaman Tier 3, Warlock Tier 4, etc.)  That said, here’s the total numbers for what I think (tables inc):
DK Druid Hunter Mage Monk Paladin
On-Role 2 1 3 3 1 2
Off-Role  0 1 0 0 2 1
Movement 1 1  1  1 1 1
CC 1 2 1 1 1 1
Survival 2 1 1 1 1 1
Priest Rogue Shaman Warlock Warrior
On-Role 2 1 2 2 2
Off-Role 1  0 1  0  0
Movement 1 1  0 1 1
CC 1 1 1 1 1
Survival 1 3 2 2 2

So, while the argument wasn’t quite correct, the spirit of it was true; Rogues and Druids aren’t getting a lot of choices that affect their role. We’re the only class that gets 2 CC tiers, while they get an extra…something (depends on how you categorize their Tier 1). I’m convinced on this: I’ll join the chorus that says we should trim down our CC”s, to make room for another tier of role-affecting talents.

My recommendation, as of right now? Cut Mass Entanglement entirely (too similar to Frost Nova or Ursol’s, + we get FN from Symbiosis), make Faerie Swarm a glyph, and return Mighty Bash to being a baseline ability. Boom. Whole new tier to play with.

Finally, I know the level 90 tier still has its problems, and I’ve seen several good proposed fixes. I’m not ready to concede on HotW yet, however. I still think it makes a good talent, or at least a good talent “choice” (though laying out my reasoning would take another column) and I’d like to save it for now. Let’s aim our criticism at the right place. Thoughts?

 Posted by at 10:35 pm
Apr 242012
 

Read the full list at mmo-champion or Wowhead News, I’ve pulled things from both places as they each have stuff the other doesn’t. A lot of things got buffed across the board, so don’t read too much into those; I’m going to focus on the things I see as relevant.

All

  • Heart of the Wild now depends on which specs you’re NOT, instead of which spec you are. (Read the tooltip; much easier to understand now.)
  • Dream of Cenarius  Wrath, Starfire, Starsurge, and melee abilities increase healing done by your next healing spell by 30%. Non-instant casts of Nourish, Healing Touch, and Regrowth increase the damage done by your next damaging spell or ability by 30%. Each of these bonuses lasts 30 sec. and cannot be gained more often than once every 30 sec.
  • Force of Nature  now has a 60 sec cooldown and lasts 15 secs instead of a 3 min cooldown and a 1 min duration.

Oh, the QQ on HoW this is going to be so epic, and so premature. Until we see numbers and can try it for ourselves, we have no idea; all we can say for certain at this point is that Blizzard’s intent is that you can do what the other three specs do for 45 seconds, once per fight. To me, that’s freaking awesome (Atramedes air phase would have been a lot less boring), but I understand the point of view of those who don’t want to be pressured into doing other stuff just because they have the ability to do it.

DoC is one of those I’d just have to see in practice. If the wording on this is right and you can have 100% uptime on the buff…well, Balance rotations might get shaken up. Having the option to weave in HT’s to buff your nukes? Hmmmmm.

The FON change is good, though; the 180/60 was far too passive. I’m expecting this to be the mini-burst option (compared to Incarnation, which the the big-burst big CD, and SOTF which is passive).

Edit: Lissanna says “I’d still take anything from any of the other talent trees in the game over HOTW and DoC. ”  Like I said, premature QQ.

Guardian

FR scales off of AP? Well, that’ll make stat weights more interesting. Enjoy tracking your current Vengeance stack so you can pop FR when it does the most healing.

Restoration

  • Healing Touch  now has a 1,5 sec cast time, down from 2,5 sec. Base healing value reduced by 33%.

Very very curious as to where they’re going with this. My guess is that this is to make HT more useful for non-resto druids (see the HOTW changes below), but this kinda kills the worth of Regrowth for restos, right? Never mind, datamining error here.

Moonkin

  • Moonfire  direct damage base value has been increased by 20%. DoT base damage has been reduced by 20%. Duration reduced from 18 to 12 sec. Now scales from 24.8% of Spell Power, up from 22.7%.
  • Wrath  now has a 1.5 sec cast time, down from 2 secs. Base damage reduced by 10%. Now scales from 121% of Spell Power, up from 110%.

The assault on moonkin DoT damage continues. The reduced duration is going to dramatically affect DoT uptimes. Wrath…I don’t know where to start. 1.5s cast time? Well, there went the value of haste for moonkin again. I assume that this is also HOTW related. Edit: again, ignore that bit, bad datamine.

Feral

  • Swipe (Cat)  now awards 1 combo points if it strikes your current combo target.
  • Clearcasting   Your damage and healing spells have a small chance to cause you to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next cast-time Your next cast-time Druid class  damaging or healing spell or offensive feral ability  by 100%. If specialized as a Feral Druid, Omen of Clarity will also have a chance to occur from your auto-attacks. has its mana, rage or energy cost reduced by 100%.

Whoa whoa whoa. THAT makes AoE a ton better. No need to Mangle/Rake something to get a CP to put SR up, and if you’re dealing with a cleave situation, you can keep a single-target rotation rolling and sub Swipes for Shreds. Hopefully it also is affected by Primal Fury. I LIKE it.

Oh, and I hope we didn’t just lose Omen of Clarity. (Edit: No, we didn’t, just a tooltip clarification.)


Apr 232012
 

My column this week on WoW Insider was about Symbiosis, and how I think it’s being unfairly dismissed far too soon as being “useless.”  Everybody brings up the Dark Intent comparison; I disagree. I think Blizzard’s learned from that, and it won’t be THAT big a deal…of course, I have no idea what the popular perception will be. What do you think?

(Oh, and I have a full guide to Symbiosis up on the blog here.)

 Posted by at 12:33 pm
Mar 192012
 

One addendum to my thoughts on the info from the press event. Saw this blog post today, “A Night in Mists of Pandaria,” which is  flying under the radar at the moment. Bashiok describes all the stuff there will be to do in Mists, but also drops this tasty tidbit that I don’t think anyone’s covered yet:

Proving Myself

I have all of the dungeons and raids at my disposal, and now that all of the raids are supported by the Raid Finder I don’t need to wait for my guild’s raid night to get a shot at some upgrades; plus with some Charms I have a lower probability of experiencing “loot rage” with the option of a second roll. Speaking of loot rage, the change in Raid Finder to per-player loot has made running random raids so much nicer without people fighting over rolls. I really wouldn’t mind running another one tonight.

With the new Valor system, I can work toward upgrading my current gear by increasing its item level and adding on a few stats at a time. Raid Finder is an option for a little Valor from boss kills, or I could get some more from dungeons, challenges, or scenarios. Regardless of what else I have to do I could be earning Valor and improving my items, which makes scenarios, challenge modes, and dungeons a very appealing option for tonight. If I do make some gear improvements, I’ll probably want to hit the new Proving Grounds. They’re like lored-up solo instances that make trying out my rotations a lot more fun since I can chase achievements.

A slip of the word processor? Or a new feature that wasn’t supposed to be mentioned yet? Maybe in relation to this? YOU BE THE JUDGE!

 Posted by at 9:28 pm
Mar 192012
 

Lots of infos for everyone. Of course, if you want the full lowdown, go here, but here’s some tidbits that I found interesting.

Glyphs

Lots of fun new glyphs! From wowhead:

  • Glyph of Stars: Moonkin Form ability is replaced with Astral Form, conferring all the same benefits, but now appearing as an astrally enchanted version of your normal humanoid form.
  • Glyph of the Chameleon: Each time you shapeshift into Cat Form or Bear Form, your shapeshifted form will have a random hair color.
  • Glyph of the Orca: Your Aquatic Form now appears as an Orca.
  • Glyph of the Stag: Your Travel Form now appears as a Stag and can be used as a mount by party members.
  • Glyph of the Treant: Allows you to shapeshift into Treant Form. The act of shapeshifting frees the caster of movement slowing effects.
  • The Moonbeast: You can now cast Healing Touch, Rejuvenation, and Tranquility without canceling Moonkin Form.

Yes, resto druids get tree form back, maybe everybody will be happy now! As someone who’s not overly concerned with how the game looks, I’m not really for or against these, but the idea of getting mounted is cool, I guess? Obviously, Moonbeast has some utility. Note that all the Prime glyphs are going away, so take that into account when you’re thinking about how the game will play out in Mists; some of the commonly-used glyphs will get baked into the abilities, but some will not.

Challenge Modes/Scenarios
I’m very surprised WoW hasn’t integrated any of the functionality of WoW-Progress/GuildOx to this point, but this is a shot across that bow. There’s a huge audience for competitive PvE (hence the proliferation of third-party guides/etc), much much larger than exists for PvP. Also, it keeps 5-man content in-play long after it’s been made obsolete by the patch cycle. Genius move. In contrast, I’m somewhat disappointed in the scenarios. I understand the rationale for them (hard to get groups for group quests) but there was always that fun feeling of coming back after you’d leveled a bit and smashing it yourself, which this probably eliminates.

 

Pet Battles
Not much to say here, but over/under on the amount of time before the optimal pet setup is theorycrafted? Also, “stats can be random when you catch the pets.” Does that mean you can release and recatch?

 

Monks
I’m fascinated by the Monk class and how the mechanics will turn out. Windwalkers look a lot like cats, but one of the big differences (so far) is that chi is not target-specific. That’s huge for target switching.  Also, it’s odd that several of the abilities do more damage at range then at melee. Energizing Wine is a mostly-carbon-copy of Tiger’s Fury (cough). Muscle Memory is going to make balancing (and stat weights) hell. Tigereye Brandy feels like cheating. For Mistweavers, Revival IS cheating. as is Surging Mists. Stagger looks horribly OP for Brewmasters; if it stays like that, I don’t see how you’d want any other tanks in a burst situation. I wouldn’t get too excited over all of these; consider these abilities a wish-list of what the class designer wants pre-balancing.

 

Raids
I know this is a horrendous oversimplification, but what raiding tiers are generally considered successes in WoW’s “modern era,” AKA Wrath? I’d say Ulduar, ICC,  the BWD/BoT duo, and maybe Naxx (too easy for many, but an excellent raiding introduction). Number of bosses in these raids? 14, 12, 11, and 15. Number of bosses in the less successful raiding tiers, such as TotC, FL, and DS? 5, 7, and 8. Quantity has a quality all its own, I reckon, and thus I’m very excited to see 14 bosses planned for the first tier of Mists.

 

From Tom Chilton, paraphrased: “Spine of Deathwing is the most epic concept we’ve ever gone after for an encounter, but I wouldn’t say it was the most interesting…” Heh.

 

The individualized rolls is great, though I predict lots of ‘rigged!’ I hope they consider this for normal-mode raiding as well, especially for 10-mans who can frequently be imbalanced in terms of gear demand.

 

VP’s being using as an augment instead of as a gear source? Hmm. I like it. Raiders can supplement gearing holes by boosting heroic pieces; those who stick to 5-mans have longer until they can’t improve anymore. Sounds good, as long as VP’s remain relatively scarce (ie they better keep a good weekly cap on it, like they do now, else you’ll get more burnouts).

 

Bonus raid rolls for doing dailies? Yes, please, but can we make the dailies less…daily? Weekly would be good.

 

Okay, that’s all I’ve got for now. Definitely browse around and read some of the interviews; I really feel that they “get it” a lot more for this expansion pack then they did for Cataclysm.

 

Oh, and I’m going to be pessimistic and say that open beta will not start until late June/July. Less a matter of “is the beta ready?” and more a matter of “will the beta draw players and attention away from Diablo 3?”
 Posted by at 8:47 pm
Feb 172012
 
News! WOO! In case you haven’t heard, there was a MASSIVE update to the Mists of Pandaria talent calculator. See the bottom of this post for all the spell diffs for druids, as helpfully provided from MMO-Champion, but here’s my quick thoughts:

Talents:

Tier 1 – Wild Charge got moved here and out of Tier 4, which makes an incredible amount of sense; unfortunately, this makes having to choose between it and Feline Swiftness a tough choice for PvE. (I say unfortunately, but tough choices are a good thing.) I think it’s going to depend on the range of Wild Charge as to which I’ll prefer as a general recommendation. Also, Moonkin Disengage and caster Intervene is cool. Note that Feline Swiftness is now universal, not just Cat, but Cat has an innate 15%, which addresses one of the annoyances about Cat Form being the same speed as other forms for non-feral specs. With the addition of Wild Charge, Tireless Pursuit went away, which makes sense since it was essentially a Double Dash(TM).

Displacer Beast is still TBD. Does it break combat? Does it drop threat? Does it wipe dot effects? (My guess is no on the dot wipe, since it used to.) Either way, with a 3 minute cooldown, I don’t really see it being that useful compared to the other two.

Tier 2 – Nature’s Swiftness now is only a 1 minute cooldown, which makes it a much more compelling choice.  I see every spec taking NS for PvP (9 sec clone every minute, ouch) and Renewal for PvE. Cenarion Ward, again, is TBD; we don’t know how it will scale, so it’s hard to compare apples-for-apples with Renewal.

Tier 3 – Not too much of a change here; this tier is still about different forms of crowd control, which is going to make it wholly situational for PvE. I can’t really make a recommendation without knowing what Mists encounters are going to look like. PvP cats will likely want Faerie Swarm to help close gaps, though Typhoon is another good option for a peel; a good offensive/defensive tradeoff. Moonkin and Resto will likely stick with Typhoon due to its shorter cooldown, though Mass Entanglement could be fun in a Tol Barad-type zerg situation.

Tier 4 –  As we saw in the previous Tiers, your choices are going to be between a long-CD strong ability and a short-CD/passive ability. Incarnation is pretty meh for cats and bears (ferals don’t have a very compelling toolbox from Prowl right now, and guardians aren’t going to want a damage buff when the other options provide survivability), though it looks to be nice for casters. Force of Nature is, of course, TBD until we learn what the capabilities of the new treants are.

The new talent, Soul of the Forest, looks very nice for ferals; that 10 energy per finisher will add up quickly, and will definitely make the rotation more flexible. Good for Guardians and Balance as well, actually (remember, the reworking of the rage system means that increased rage income directly equals increased survivability), so the only class I see sticking with Incarnation is Resto and possibly Balance.

Tier 5 – More control. Bear Hug became baseline (bleh) so  apparently Bash had to go, and it becomes a talent choice instead. Ugh. Again, control is situational for PvE, so can’t say much there. The newly renamed Disorienting Roar remains wholly OP though (4 sec AOE disorient on a 30 sec cooldown? Really?) for PvP, so I don’t really see the others competing right now, though Ursol’s Vortex is still TBD as well.

Tier 6 – Yeah, this tier’s still odd. Master Shapeshifter got renamed to Dream of Cenarius, but the basic idea remains the same, and still looks likely to be clunky. Remember running out of melee to charge back in and proc a Ravage? How about having to hardcast a Regrowth on someone while at low energy so you can put up a 30% stronger Rip? I really hope it doesn’t end up being optimal to do so; I’d prefer it simply mitigates some of the DPS loss from shifting out to throw a spell. Heart of the Wild still looks a bit lame, which means that Disentanglement and it’s 20% heal will end up winning by default.

Symbiosis: We also got a ton of info on Symbiosis from a blue post:

Here’s the process:

  • The Druid will select a raid or party member and cast Symbiosis on them.
  • The target cannot be another Druid.
  • The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
  • The Druid’s Symbiosis button will become the ability they gained from the target class.
  • The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations.
  • Symbiosis fails to cast if Symbiosis is already active on that target.
  • Symbiosis cannot be cast in combat.
  • For the non-Druid target, the icon will revert to a placeholder (uncastable) Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
  • The ability gained from Symbiosis is always something chosen to match the Druid’s specialization and the target’s combat role.
  • The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.
    Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)
    Balance: Chains of Ice, Mirror Image, Mass Dispel
    Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap
    Guardian: Ice Trap, Fear Ward, Consecration
    Restoration: Ice Block, Hand of Sacrifice, Leap of Faith
    Hunter: Dash
    Warlock: Rejuvenation
    Holy Paladin: Rebirth
    Arms/Fury Warrior: Enrage
    Enhancement/Elemental Shaman: Solar BeamThere are a lot more coming, but we’ll keep some surprises for now, and many are still subject to change after testing.*

    *Including all of those just listed.

I think the post is pretty self-explanatory, though I’m withholding the majority of my thoughts for now until the abilities make it through the Wheel of Balance. I agree with Reygahnci in saying Soul Swap? WTF…wait if it works on bleeds then WOO!

Other reactions:


  • Feline Swiftness now increases your overall movement speed by 15%
  • Displacer Beast teleports the Druid up to 20 yards forward and activates Cat Form and Prowl.
  • Wild Charge now has a 15 sec cooldown for all variations of the charge.Non-Shapeshift no longer reduces the mana cost of your next healing spell.
    Bear Form no longer increases haste by 30%.
    Cat Form no longer causes your Ravage to be useable with no Energy cost.
    Moonkin Form no longer grants you 20 Solar or Lunar energy.
    Aquatic Form no longer reduces damage taken by 20% and duration is now 5 seconds.
    Travel Form no longer reduces damage taken by 20%
  • Nature’s Swiftness now only has a 1 minute cooldown but no longer affects Mass Entanglement.
  • *NEW* Soul of the Forest Aessina’s blessing grants a benefit which varies by your combat specialization.
    • Balance
      When a Lunar Eclipse ends you gain 20 Solar Energy and when a Solar Eclipse ends you gain 20 Lunar Energy.
    • Feral
      Your finishing moves grant 2 Energy per combo point.
    • Guardian
      Mangle now generates an additional 2 Rage.
    • Restoration
      You gain 50% haste for your next spell when you cast Swiftmend.
  • Mass Entanglement now roots a target instead of a target in the selected area. Root now lasts for 20 sec, up from 8 sec. Now affects 5 targets. Now can be used in any form.
  • Incarnation Guardian: Son of Ursoc now also affects Growl.
  • Demoralizing Roar has been renamed to Disorienting Roar and is now useable in all shapeshift forms.
  • Ursol’s Vortex can now be cast at a specific location instead of being used on the Druid. 30 yd range.
  • Bash is now a talent and has been renamed Mighty Bash Invokes the spirit of Ursoc to stun the target for 5 sec. Useable in all shapeshift forms.
  • Master Shapeshifter has been replaced with Dream of Cenarius Wrath, Starfire, Starsurge, and melee abilities increase healing done by your next healing spell by 30%.Non-instant casts of Nourish, Healing Touch, and Regrowth increase the damage done by your next damaging spell or ability by 30%.Each of these bonuses lasts 30 sec and cannot be gained more often than once every 30 sec.

General Class Abilities

  • Cat Form now also increases autoattack damage by 100% and increases movement speed by 15%
  • Feline Grace has been changed back to only reduce falling damage taken while in Cat Form.
  • Claw now causes 350% of normal damage, up from 155%
  • Bear Hug is now avaiable to all Druids at level 22.
  • Remove Corruption now removes all Poison and Curse effects on the target but has an 8 sec cooldown.
  • Hurricane no longer increases the time between enemy attacks by 20%
  • Innervate regenerates 10%(up from 5%) of the caster’s maximum mana over 10 seconds and an additional 10%(down from 15%) if cast on self.
  • Maim now causes 110% weapon damage in addition to the stun.
  • Symbiosis may not be cast on other Druids and the effect is lost if the linked targets are too far apart. 6 sec cast time.

Balance

  • Euphoria now also procs off of Starsurge.
  • Eclipse has been slightly reworked. It now causes Wrath to refresh the duration on Sunfire while in Solar Eclipse and Starfire to refresh the duration on Moonfire while in Lunar Eclipse. In addition, Lunar Eclipse transforms your Hurricane into Arcane Storm.
  • Moonkin Form now increases Arcane and Nature damage dealt by 10%, down from 20%
  • Insect Swarm now increases the damage taken by 25% (down from 30%) but affects all spells.
  • Shooting Stars now has a 20% chance to trigger (up from 4%) but can only trigger from a periodic critical strike from your Moonfire or Sunfire.
  • Celestial Alignment had its bonus damage reduced by 5% but causes Moonfire to also apply the Sunfire effect. 3 minute cooldown. (Up from 2 min)
  • Total Eclipse (Mastery) increases the bonus damage from Eclipse by 20% (Up from 16%) Each point of Mastery increases the damage by an additional 2.5% (Up from 2.0%)

Guardian

  • Savage Defense reduces physical damage taken by 40% for 6 seconds. (Changed from 80% for 3 sec) 1.5 second cooldown.
  • Thrash now also causes the Weakened Blows effect. Weakened Blows reduces the physical damage caused by the affected targets by 10% for 30 sec.
  • Nature’s Guardian (Mastery) increases armor by 5.2% (Down from 9.6%) Each point of Mastery increases the armor by an additional 0.65% (Down from 1.2%)

Feral

  • Shred damage has been reduced from 540% to 425%
  • Predatory Strikes is now called Predatory Swiftness and only affects Cyclone, Entangling Roots, Healing Touch, Hibernate, or Rebirth. (Has an X% chance to trigger)
  • Thrash now also causes the Weakened Blows effect. Weakened Blows reduces the physical damage caused by the affected targets by 10% for 30 sec.
  • Ravage damage has been reduced from 950% to 750% damage.
 Posted by at 7:24 am
Feb 112012
 

Before I get into the griping, I’d like to thank Arielle for the kind mention in Wafflecast episode 25. If you haven’t checked out the Team Waffle druid podcast, I highly recommend it.

Things have been quiet around here for some of the usual reasons (end of expansion means no new mechanics changes/strategies), but I’ve also been SLAMMED at work.  After coming back from my deployment and leave, was reassigned as my battalion’s IT manager and head sysadmin. (The Army considers this two separate jobs. The IT manager manages and does paperwork; the sysadmin fixes stuff.)  The previous person in this position left lots of work undone, most notably not completing elevation paperwork for her (now my) subordinates. This meant 400 users, with 1 guy (me) who can fix problems, which means that all the planning/training/etc. I was supposed to be doing got constantly interrupted by user-level issues. This is easing, thankfully; I’ve got six more SA’s that are coming online this week, which frees me up to work normal hours again.

TLDR: Work sucks; getting better.

I’m also going to try to, as Cynwise describes expressively, remind my inner editor to fuck off and just hit “publish” more often. New motto: Less professionalism, more personality.

To compensate for previous bitching, here’s a diagram that perfectly depicts feral strategy on the Lord Rhyolith fight.

 

 Posted by at 10:13 am
Feb 022012
 

Received a few email questions about how to maximize DPS on Burning Tendons (20 second DPS burn), so here’s a quick FAQ. (Also see the thread on the forums about it, which has several great contributions. Most of this blog post is ripping off Stenhaldi’s thoughts on the subject.)

Glyphs: Rip, Savage Roar, Bloodletting. (Tendon’s not up for enough time for Berserk glyph, TF glyph doesn’t help and desyncs trinkets.)

Trinkets: Slot 1) A good on-use trinket. Kiroptyric Sigil is best option, but a PvP clicky or even Ancient Petrified Seed can work. Slot 2) Wrath of Unchaining, preferably, if not, whatever else you have. Don’t use two on-use trinkets, as the second one will not be usable until the buff from the first drops.  (and yes, this means engineering is somewhat penalized since they won’t get any benefit from Synapse Springs.)

Reforging: Cap hit, then crit. Mastery and haste are significantly worse.  (edit: do NOT reforge for expertise, thanks Reesi; edit2: According to Tangedyn and Tinderhoof, haste isn’t as good as I had originally calculated it.)

Pre-Tendon: Get a Savage Roar and Stampede up off a corruption or blood.

Rotation: (Mangle), (FF), Trinket/Rake, Ravage!, Shred, TF/Trinket/Berserk/Rip.  (You can waste some TF energy here if necessary.) Continue with Shred/FB, make sure you get a Ravage! in. Using Rake a 2nd time is probably not worth it, but pretty close DPS-wise if you get it in during TF.  Final GCD should be an FB, but only if you have 5 CP’s, otherwise just Shred. Potion, obviously, though this is probably coordinated by your RL. If you have a 20s proc trinket, pop it at the beginning instead of with TF.

Is FF worth it in 10m if I’m the only melee DPS? Yes, but the difference is fairly small.

Rip? Really? Yes, assuming you get it up in time. 1 FB = ~3.5 Rip ticks on average. So, even if you’re slow starting, still use Rip unless there’s less than 9s remaining when you get to 5 cps.

Think that about covers everything; feel free to ask a question or share your experiences in the comments.

 Posted by at 12:00 am
Jan 292012
 

On Friday night, I finally achieved two solo kills that I’ve been trying to get since Cataclysm released. Admittedly, it’s not quite the achievement it would have been had it been done in 359 gear, but both were still challenging and fun, and I highly recommend it to those looking for something different to do in-game. (Also check out Braindwen’s awesome feral soloing guide. He rates both of these kills as “medium;” well, KT took me several hours, so either I suck or he’s godly.)

Strats:

Kael’thas

Prepwork: Make two macros and drag them to your bars.

/equip Staff of Disintegration
/use Staff of Disintegration

/equip Cosmic Infuser
/cast Rejuvenation (or Lifebloom if you prefer).

Clear trash in entry hallway and Al’ar’s (man that looks odd) room. Kill Al’ar (easy). If you want to kill Solarian or Void Reaver, do so now; they’re both easy, though you’ll have to clear all the trash in their rooms first. Clear the trash in one of the tunnels leading to KT (both is slightly safer but not necessary.) Kill the trash in his room if you wish. Pull KT, who will start monologuing. Run to one of the little antechambers leading to KT’s room; you’ve got about 45 seconds before the energy walls go back up and block entrance to the room.

Phase 1: Kill Thaladred and Sanguinar in the antechamber. Run to the doorway of the antechamber, enough so that Capernian runs out, then charge in and kill her. She’s quite annoying, with a long stun and a knockback, but she’ll die quickly if you can get close. Get to her sides, so the knockback doesn’t send you down the hallway. For Telonicus, work him down to 20-30% HP, run around dodging bombs until your Remote Toy debuff is at less than 15 seconds, than kill him, preferably on top of all the other advisors.

Phase 2: All the weapons spawn. You’ll have a few seconds to heal up before they get to you; tuck into the corner of the antechamber so they all come in, pop Barkskin, and start kitty swiping. Target the Cosmic Infuser and interrupt his heals. After 4-5 swipes, go bear, hit Enrage, and continue to AOE. With a little practice, you should be able to kill all the weapons with 30s left until Phase 3. Loot the Cosmic Infuser and Staff of Disintegration. Hit your macros to equip the Cosmic Infuser, cast a heal (to get the buff), then equip and use the Staff. Go bear.

Phase 3: All the advisors rez simultaneously. This is the first tricky bit. Wait until you get out of Sanguinar’s first fear, then pop Berserk and nuke down Thaladred, chaining Mangles to Sanguinar and Telonicus (hopefully). You’ll want to save Barkskin and SI for when he’s close to dead, as the stacking DoT from Rend is the biggest source of incoming damage. This will take 30s, as the DPS from the Staff of Disintegration is pretty low, but you need it equipped for the buff. Once Thaladred and Sanguinar are dead, go cat to take out Telonicus and finally Capernian. At any point, if you get low on health, start running down towards Al’ar’s room, hotting yourself up as you go. Once Telonicus is dead, you can outheal Capernian’s damage, so I usually heal to full and wait to kill her until Phase 4 is starting.

Phase 4: KT comes after you. If you are in Al’ar’s room and you’ve only cleared one corridor, make SURE you position yourself so KT runs down the cleared corridor, else he’ll aggro every mob on the way. Try to hit your Macro 2 twice and Macro 1 twice every 30 seconds; this keeps the magic damage protection buff up, which really helps for the fireballs, as well as the staff buff, which you need to not get disoriented. KT has three main threats:

  • Casts Fireball every 8-10 seconds. Interrupt as many of these as you can, as they hit for a good 15-20% of your HP. If you get low on HP and need to heal, either run away and HoT (easier) or LOS casts using a doorway (harder). Don’t run away if his Shock Barrier CD is close.
  • Casts Shock Barrier, then three Pyroblasts. These can NOT be LOS’ed/outranged, so you’ll need to be close by. If you have Rip/Rake up, you can typically break the shield and interrupt before he gets one Pyro off; if unlucky, you may have to eat one. Pop a CD.
  • Casts Flame Strike, which is a void zone on the ground, Just stay out of them, as they can hit for a lot.
  • Phoenixes will come in, then turn into eggs at 0% HP, then turn back into Phoenixes after 15s Can mostly be ignored; if you want to kill, note that they can only be killed as an egg.

Pop Berserk and work him down. Play defensively; I used every Predatory Swiftness proc for instant HT’s, and ran away to HoT immediately after Shock Barrier phases if I felt threatened. Once you work him to 50%, he will take off and run back towards his room. He is still attackable, but slightly faster than you; if you use Dash and SR to keep up with him, you can knock a significant chunk of HP off him, but it’s not necessary.

Phase 5: go back to Al’ar’s room. Wait (kill any Phoenixes that are up). You’ll get hit with some stuff; don’t worry, just heal through it and wait. Eventually, he’ll teleport you to him. At this point, you can just kill him, but I like to run back to the main room to get some space; this time, he’ll follow you, and you can work him down like you did in P4. Still casts Fireball and Flame Strike, but no more Pyroblasts, so he should be easy to finish off once you get him here.

Reward: 300g, the T5 chest (if you want it for transmog) and a 1-2% chance at the Ashes of Al’ar.

High King Maulgar

Much simpler, mostly a gearcheck. Start in cat, pop a potion, Berserk/SI/Barkskin, and nuke down Blindeye, interrupting heals. Once Blindeye is dead, kill Olm so he stops fearing you. When you get low on HP, go bear and use FR to heal, then finish off Krosh, Kiggler, and finally Maulgar. The tough part is interrupting Blindeye’s heals, since they’re usually synced with a fear; you’ll win or lose the fight in the first 30 seconds.

Reward: 50g (I think) and T4 shoulders, plus you get to kill Gruul, who is very easy.

With that, I’m done with BC. Sunwell’s too difficult, and I’ve cleared everything else save Vashj in SSC (which requires ranged) or everything past Reliquary (no pet to take aggro and let you LoS) in BT. Time to start working on WOTLK content; here’s a little screenshot of a solo I did a while ago while I was playing in Iraq and was inordinately proud of:

Eregos Solo kill

 

 

 Posted by at 11:12 pm