Aug 282012
 

Since we’re in maintenance hell, I did some quick preliminary stat value runs with Simulationcraft. Obviously, this is very subject to change depending on what Blizzard changes, what SimC bugs get fixed, profile changes, etc., but at least here’s a starting point. All weights have a 0.035 margin of error; DPS has a 0.1% MoE. (Please don’t look at the DPS number too strongly, it is likely off substantially.)

Balance (T14H profiles, one with DoC, one with NV)

Stat NV DoC
DPS 107191 120151
Intellect 4.05 4.50
Spirit/Hit 2.90 2.70
Crit 2.25 2.21
Haste 1.88 2.01
Mastery 1.77 1.85

Balance is pretty interesting, as it has some good secondary stats. The numbers in bold above indicate the stats that currently surpass intellect in terms of gemming (since you get twice as much secondary stats as primary stats on gems). Mastery’s pretty poor, but crit jumps in front of haste as the go-to stat after you hitcap.

Feral (T14H profiles, one with HoTW, one with DoC)

Stat HoTW DoC
DPS 111066 117657
Agility 4.05 4.82
Hit/Exp 1.33 1.52
Crit 1.49 1.61
Haste 1.36 1.36
Mastery 1.56 1.88

Feral is a little less interesting. Mastery is definitely tops if you have DoC, and still best for a more traditional setup, though not by as much. Crit is second (CP’s are precious), and hit/exp is next or tied with haste. Either way, though, there’s no reason to go away from stacking all-agi like some of the other classes do; none of the stats come even withing spitting distance of 50% agi’s value.

I’ll rerun this closer to release to see how things have changed.

 Posted by at 10:00 am
Aug 272012
 

Apparently, there were a TON of cool blue posts for druids over the weekend, so here’s a roundup.

GC on Savage Roar:

A single post on a feral thread that said “we’re aware of your frustrations, but we really believe this is the best course for the class” would go a long way towards keeping a happy community while literally asking for 15 seconds of time. If you can give us a reason that’s even better, but if you can’t, just let us know you see our problem but believe the dev team is right on this one.

I actually disagree with this, but we’ll see what happens. Usually when we say we disagree with a change for which players are arguing passionately, our comments don’t usually resolve anything. They throw fuel on the fire and players can get more worked up because now they see a glimmer of hope that if we’re communicating on the topic, that they now have a glimmer of hope to get us to change our minds.

We regretted what Savage Roar became in Cataclysm. We know that the depth of the Feral rotation was something that attracted a lot of players to that spec, and we feel like we removed too much of that by de-emphasizing Savage Roar to such an extent. Yes, Savage Roar takes some attention and skill to manage. The effectiveness for which you do so is one of the things that separates great cats from merely good ones. Furthermore, if you screw up Savage Roar completely, the penalty just isn’t that dire.

Now I chose that word “depth” on purpose. We don’t believe in needless complexity for its own sake. We greatly respect Cynwise, but when you read what he or she is talking about, a lot of it comes from warlocks having these extra buttons that weren’t really intended for their rotation but that players understandably try to jam in there because it will theoretically improve their DPS. Part of the Mists overhaul of what specs and talents mean is not to give specs buttons that they really don’t need and aren’t intended for them. In 5.0, Destruction warlocks don’t have Corruption to mess with.

That’s not the case with Ferals. It would be if you were trying to use say Faerie Fire or even Maul rotationaly. The Feral rotation we designed is pretty much what Feral players are actually using. Yes, the rotation would be easier if you could spend every combo point on Rip without having to worry about also maintaining Savage Roar. The rotation would also be easier if we removed Rake and just let you always Mangle instead of Shred. We think that’s too much simplification though.

In our minds, the Lich King Feral rotation was too complex. We think we made it too simple in Cataclysm. The change is intended to strike a balance between the two.

Sadly, I agree on the glimmer of hope thing. Either devs comment on something and attract hundreds of unrelated posts to that thread since “hey, here’s where the devs are!” or they don’t comment and we start seeing “devs obv don’t play X class” posts.

Moving on from that, though (and go back and read the original post in full, not just the quote, as it doesn’t make sense otherwise), GC appears to have two points, which I’ll address in turn.

  • Feral rotation was too complicated in WOTLK, too simple in Cataclysm, hopefully right for Mists. I’ll give that assessment a tentative thumbs-up, but that’s not really an answerable question without point #2.
  • He reiterates how he doesn’t want you jamming in non-rotational abilities to increase DPS; unfortunately, he fails to address the concerns about Dream of Cenarius/Healing Touch or Heart of the Wild/Wrathspam (more on this below), which is doing just that. From this, all I can conclude is “working as intended,” which tells me it’s not parsing especially high, so they’re not overly concerned about it. Either our sims are off, their data is off, or the sims just don’t translate well to a raid environment.

Crithto in the Class Analysis Part II:

We’re getting progressively closer to balance with each build. Despite some of the proclamations we’ve read lately, no class is intended to be on the bottom of the meters. The difference between the highest and the lowest DPS in the latest build is not 30%, 20%, or even 10%. Though certain fights may favor specific specs, we’re actually seeing most specs within 5% of each other. There are a few exceptions, however, which we intend to bring in line soon: Subtlety, Frost DKs, and Frost mages. Most are actually within 2% but the few in the 2-5% range (Arms, Fury, Marksmanship, Survival) will also be brought in line soon as well. Of course, we’ll be vigilant with keeping an eye on balance and making necessary tuning tweaks as time permits.

Now, this post was from a few days ago, but all indications are that they’re essentially done with balancing druid DPS. We shall see who’s right when we get actual log data, as Simulationcraft still has a theoretical 20% dropoff from first (fire, 13ok) to worst (marks, 102k).

There have been reports of absolutely ridiculous amounts of DPS being done with HotW. As a Guardian, Wrath is hitting for ~140k with a SP weapon when active. Similar values are being reported for Healing TouchI know I’ve been saying that HotW needed a buff, but even I think that’s a little on the overboard side of things.

The intention was that HotW allows you to DPS as strong as an equally-geared druid of each other spec on average. In other words, if a Guardian druid can Wrath for 140k with a 2sec cast, that’s 70k DPS before haste and crit. However, we’re not sure what gear exactly that was in, or with what cooldowns involved (it does seem on the high side). If you do any testing of how much DPS each spec can do while HotW’d into each other spec, we’d be very interested in seeing it. It’s quite possible that we over-buffed some of the combinations. Random aside: If anyone has logs that they’d like to share with us but keep private, we understand. Just post here about it and we’ll see if there’s anything we can do. No promises, though.

Well, glad we’ve got the design intent, we’ll see if it actually gets there. Based on the limited testing and observation I’ve seen, the cross-gear role switch is performing much better than intended (ferals doing 150% of their normal DPS just spamming Wrath, for example) so I imagine nobody wants to talk about it and just stack Druids to victory. SC is deliberately not modeling this behavior, believing that its a bug and it should not be a DPS increase to deliberately HoTW, but if it stays this way it’ll get added in eventually. We’ll see what happens.

The next posts presented mostly without comment:

Is it intended for there to be such a disparity between Starfire and Wrath?

Yes. Lunar side should be noticeably stronger single target damage than Solar side.

Force of Nature Treants should cast Healing Touch back-to-back so long as there are viable healing targets, so they do not lose potential casts under Heroism or even just from our own Haste. They are also maybe not inheriting our Crit? I got 3 crits out of 40 trials of 18 casts each, and my Crit rating is a lot higher than 0.4% ;)

We’ll see if we can get the trees to be more responsive. They should be inheriting your crit and haste, just not mastery.

Soul of the Forest is not affecting Tranquility at all, but Tranquility still consumes the Soul of the Forest buff.

The devs just tried this out today and when they looked at the data, everything seemed to be functioning properly. The haste from Soul of the Forest is reducing the channel time of Tranquility. It does not affect the HoT from that Tranquility, though, because it’s already been consumed by reducing the channel time.

Dream of Cenarius is not increasing the HoT portion of Swiftmend, even though that is now part of the spell itself and no longer an additional talent with a different spell name. DoC does work to empower both the direct heal and HoT components of Regrowth, which is IMO a similar enough spell to Swiftmend now that it should work both ways.

A fair point. It’s not built such that that would work, but we’ll consider making it work that way for the future.

Is the healing of Wild Mushrooms still being reworked? Transferring the mana cost to the Bloom spell instead of the Mushroom summon spell was a great change, but the Mushrooms themselves still do not heal for enough to warrant their usage. I could see very occasional use for them in fights where there is a long lull and the 3 seconds we spend setting up the mushrooms does not interfere with our healing, but honestly, using the GCD to blow them up is just not as compelling as using that GCD instead to cast a Wild Growth, or a Swiftmend, or even 1.5 Rejuvenations!

Wild Mushroom: Bloom (and Detonate) are instant and off the GCD. If you place them ahead of time, detonating them does not take any time away from casting anything else. They’re not intended to be used for sustained healing or damage, only for burst healing or damage.

Soul of the Forest does not give energy when used on Ferocious Bite, it correctly works with SR/Rip/Maim.

Yep, we found this bug and we’ll get it fixed as quickly as we can. It actually wasn’t always working with Rip, either.

Yay! SOTF should come up a bit now in actual parses (SC wasn’t modeling that bug, for obvious reasons). That’s it for the blue text; I’m still concerned about HoTW/DoC, but I think we’ll have to wait and get some solid WoL live data before that gets relooked.

 Posted by at 4:18 pm
Aug 222012
 

 

I bumped into a friend yesterday who had casually played a Druid back in the early days of Cataclysm, and mentioned to him that the 5.0 patch was dropping next week. After giving me the “Really? o.o” face, he asked me, simply, “well, what changed?” I didn’t have a good answer,  so I decided to come back here and write a few thousand words. Behold! The Patch 5.0/Mists of Pandaria Druid Survival Guide! These short spec-specific guides will get you spun up for Mists within 15 minutes…or your internet back. (Really. I have two internets in my back pocket right now.)

  • Play a cuddly yet ferocious feral cat, rending enemies and balls of yarn with equal vigor? The 5.0 Feral Changes Guide is for you. Mind the memes. (EDIT: If you’re looking for something more comprehensive, here’s a full feral guide and gear list for 5.0.)
  • Prefer a great bear, gleefully hitting enemies’ fists and blades with your face? The 5.0 Guardian Changes Guide (new spec!) is this way.
  • Maybe you’re a manchicken spacecow who blasts things with lasers because nobody appreciates him? *cough* Er. Right. The 5.0 Balance Changes Guide.
  • Or last but DEFINITELY not least (yes dear), an arboreal-curious healer with delusions of leafhood? The 5.0 Restoration Changes Guide has taken root over here.

I have almost undoubtedly missed something while writing these up, so please comment here or on the guides themselves and I’ll fix it up.

Top post for a while; newer posts below.

 Posted by at 8:13 am
Aug 212012
 

Release candidate build!

Talents

Balance

  • Sunfire damage increased by 10%.

Well, kiss that top ranking for Feral in Simulationcraft goodbye. I don’t know actual numbers yet, but my feeling is that DoC will remain the top DPS talent for Feral, but by a much closer margin.  Balance, meanwhile, should climb out of the cellar a bit, though I’m not as tuned in to where they were on DoC so I can’t say for sure if that’ll remain tops for them.

 Posted by at 6:41 pm
Aug 162012
 

Another day, another patch.

Build 15983, changes from MMO-C:

  • Mangle now does 280% weapon damage, up from 250%.
  • Rake damage increased by 23%.
  • Wrath damage increased by 12% and SP scaling (111.6% of SP) added.

Talents

Balance

Balance & Restoration

Restoration

Feral sees a big buff here: Rake was already ~25% of our damage, so buffing that by 23% will add a significant amount of DPS. I won’t be surprised if Feral is topping the charts (or close to it) after SimulationCraft incorporates that change. (Enjoy it while it lasts!) I’m not convinced that the developers are going to let the Dream of Cenarius feral playstyle (use an instant HT after every PS and NS) stand, as it massively overpowers the other two talent options.

Balance gets a similar buff split between Starfire and Wrath, but they were already down near the bottom after the last set of changes. Think they might need a little more of a kick.

Resto gets a semi-nerf to Wild Mushroom which makes the planting of 1 or 2 mushrooms significantly less efficient (Instead of paying 3% mana per mushroom, you pay 10% for the bloom). Perhaps this is a precursor to changing WM to a single charge, which I think would be greatly appreciated.

Guardian gets a Mangle buff, though I haven’t kept up on tank DPS numbers lately so I don’t know how significant that is.

Oh, last and definitely least, the Displacer Beast cooldown got cut again, which still won’t change anything. As I’ve discussed before, the problem with DB isn’t the cooldown, it’s the base ability that’s terrible. If it gets a threat drop like Feign Death, or a DoT wipe like Vanish, then it will begin to catch my attention. Maybe I’m just not creative enough to see how it could be used offensively?

 Posted by at 7:44 pm
Aug 142012
 

Not saying it’s going to be the ONLY one…but this feels like the one where the developers have cut off rotation design and are working on balancing said rotations.

Notes from mmo-c, as usual, with my thoughts after.

  • Cat Form now increases movement speed by 25%, up from 15%.
  • Mangle now does 400% normal damage, down from 420%.
  • Moonfire damage reduced by ~3% and additional damage reduced by ~6%.
  • Starfall damage reduced by 4%.
  • Wrath damage reduced by 1% and SP scaling removed from the tooltip.

Talents

  • Dream of Cenarius now grants 50% (was 40%) damage your next 2 Moonfire or Sunfire casts and 50% (was 30%) increased damage by your next 2 melee abilities.

Balance

  • Celestial Alignment grants you the simultaneous damage benefit of both your Lunar Eclipse and Solar Eclipse, increasing damage done by your Nature and Arcane spells by 15% (was 20%).
  • Starfall damage reduced by 4%.
  • Starfire damage reduced by 4%.
  • Starsurge damage reduced by 4%.
  • Sunfire initial damage reduced by 4% and additional base damage reduced by 8% and SP scaling reduced by 4%.

Feral

  • Shred now does 400% damage plus 62, down from 420% damage plus 62.

Guardian

  • Vengeance now works off of 2% of the unmitigated damage rather than 5% of the damage taken. Now has a 20 sec duration and no cap on a percentage of your health.

Cat Form change was unexpected; I don’t think anybody had mentioned druids needing speed boosts.We’ll have to retest how cat + feline swiftness + boot enchants/PvP set bonii work again.

Feral got a very minor nerf: Mangle/Shred damage dropped about 4%, which is probably about a 1% overall DPS reduction. The movement speed buff will increase uptime which will probably more than compensate for that.

Balance got hit much harder, about a 5% overall DPS reduction. Was necessary; casters (more mages and locks) were riding pretty high. Overall, I’d say Blizz is targeting about 100k DPS this tier (for fully-heroic geared DPS’).

Guardian Vengeance change we already knew about; that 2% damage thing is good, as it removes the whole “negative scaling with avoidance” thing.

Resto is apparently fine? :P

Ugh, I may have to seriously consider Dream of Cenarius for feral now, especially if you can proc it off of NS and PS.

 Posted by at 7:25 pm
Aug 052012
 

Since I think the talent tiers are about as done as they’re going to be, (though I hope Displacer Beast still gets changed, for its owns sake) I went ahead and wrote up a longer article on the first three Druid talent tiers for balance and feral. You can find it over on WoW Insider, as always. Next week, I’ll tackle Tier 4-6, and hopefully get some reasonably solid SimulationCraft numbers. Last time I checked, I think balance favored Incarnation and feral favored FoN, but that was a while ago and they’ve made changes this then.

I’d like to discuss Heart of the Wild some more as well, but I don’t have a good feel as to where it is in terms of off-role performance. (I’m not talking about the passive buff. That’s boring and OP.) I’ve heard 50-60% thrown around; if anyone has any date, I’d be interested in seeing it.

 

 Posted by at 11:52 pm
Jul 012012
 

My latest column is up over at WoWI on the latest changes for balance druids: Fae Empowerment and more Starsurge  procs. TLDR version: FE is decent, but it’s complicating the rotation for little benefit. (Kinda like FB for ferals back in early Wrath…you stood to gain a little or lose a lot, depending on how you timed it, and this is the same.) I like the extra Starsurge procs though, and I think both changes help smooth out the “turret” feel moonkin have.

I’ve also gone back and updated the Symbiosis page, which is now complete (yay!) though it may not be 100% accurate (boo!). If you see any mistakes, please let me know and I’ll correct them.

 Posted by at 9:06 pm
Jun 112012
 

In my latest column over at WoW Insider, I talk about my thoughts on Astral Communion.

TLDR:

Good: Lets moonkin charge Eclipse out of combat. Weak enough that it won’t become part of the rotation, but could potentially be used for DPS-burst encounters. Helps out in PvP where freecasting isn’t the easiest.

Bad: Charges all the way to Eclipse; ideally, you’d want it to stop one away for PvE, to not waste Nature’s Grace. Channeled, so doesn’t help much with movement DPS problems. (Actually, a commenter brought that up, and it’s a good point.)

Oh, and I’m starting to rework my monk guides over on my other site, World of Monkcraft. If you’re interested in that at all, go check out my Windwalker guide (the other specs are there, but a bit out of date). You might see some monk stuff of mine start popping up over on WoWI as well, so look out for that.

 Posted by at 1:02 am
May 182012
 

So, I’ve been busy with another threequel, (*barbarians are awesome*) but I just got a tip that MMO-Champion says feral’s losing rip. This build’s datamine only at this point, not live, but judging by the datamine tooltip, I’m calling BS on that summary. My guess is that the old rip is now baseline to all non-feral spec and feral spec got a new, harder-hitting rip.

Of course, we’ll see whenever the new build goes up. In the meantime, what I find much more interesting is that Ghostcrawler mentioned IS might come back for balance, in some fashion. Looking forward to it; balance needs something to complicate the rotation a little, as it’s been simplified quite a bit.

 Posted by at 1:29 am