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
Apr 212012

I’ve been frustrated with the lack of updates for druids recently, so I decided to roll up some Monks on beta, see if they were worth assuming ‘main alt’ status come Mists release date. Well, I’ve enjoyed them enough that I’ve decided to rip off my own blog layout and start up a new Monk blog called…World of Monkcraft! (I know, I know, great name, right?) I’ve been writing up some Monk spec guides: Windwalker is up, and I’m currently working on Mistweaver. Feel free to pop over and comment/troll/berate as you see fit; the design is terrible, as is my usual standard.

Also, not to worry, I’m still committed to Feral: the thread on the beta forums I started is going on five pages of mostly drama-free constructive criticism, so input’s still flowing in. Just no new builds means no new stuff to talk about. :(

 Posted by at 10:21 pm
Apr 172012

(Technical non-WoW stuff. TLDR: new website design.)

I’ve been planning a site redesign for a while, but never got around to doing it. Unfortunately, the WordPress theme I was using was obsolete when I implemented it a couple years ago, which meant every change I’ve made to it has been (poorly) hacked in. I’ve got some big plans for Mists of Pandaria, and the theme I was using wasn’t going to let me implement a lot of what I wanted to do. I’ve been messing around with it on an on-again, off-again basis since January, and I’m finally ready to go into open beta. :) (A big thanks to Samara Dionne for helping with the new logo; now I just need to actually come up with a header that isn’t me scribbling in Photoshop.) I’m still working on several things, so fair warning. Some of the older content is going to look very odd.

Let me tackle the questions upfront.

Ads? WTF, man?

Sorry. I tried going the donate model for a long time, and, while quite a few of you chipped in and donated (which I am very thankful for), it hasn’t nearly covered the site’s costs. Roughly 80% of my traffic is people that come here from Google/Yahoo, read a guide or two, and leave…and that’s who the ads will be for. For the other 20% of you, well,  they’ll block with an adblocker, and I’m working on a method to not show them to loyal viewers. Of course, you could click them if you like. :)

I liked the old theme! Can I change back?

I liked it too, but that code did so much noncompliant stuff it wasn’t funny.

Are you still writing about feral stuffs?

Yes, the *blog* will still be mostly feral info, though a lot of my long-form columns will still likely end up over on WoW Insider. The *site*, however, will have a set of guides for all four specs, at the beginner-to-intermediate level. By FAR, that’s the biggest request I’ve gotten. I’ll start putting those up as the mechanics in the Mists beta solidify a bit.

Sidenote: Looking for good druid blogs to link to, as always. Especially feral ones.

How can I be awesome like you?

Write your own FAQ’s where you make up the questions. :P

Apr 152012

As promised, I’ve posted my full thoughts on feral in the beta on the WoW forums here (http://us.battle.net/wow/en/forum/topic/4427707211). I encourage you to go read and discuss there; perhaps we can encourage some feedback. (Or perhaps it’ll get deleted like the last long feral thread did. Dunno.) A revised version of that post will also go live on WoW Insider later today, so hopefully there will be a bit of traffic.

Apr 102012

I need to take the time to flesh this into a full post, but here’s a quick outline as to what I’m seeing so far.

-Wild Charge and Ursol’s Vortex are both great and fun to use, though probably OP.
-Healing/Ranged spells are much more effective, though mana-limited. Tossing a few Wraths or Healing Touches as feral is cool.
-The glyph redesign nails the design intent (fun, not mandatory) very well (though the Glyph of Cat Form with its +20% healing received is too strong as-is).

-Now that there’s an ability that can remove bleeds (Monk Detox), Rip needs some form of dispel protection; ideally, an ability that scales in effectiveness based on the number of CP’s Rip was applied with. I’m not a PvP’er at all, so I have no idea if this would work or not, but I like the idea of 1-2 ticks of damage being instantly applied if it’s dispelled. For that matter, Savage Roar needs something similar, I’ve made this point before, but having an expensive effect removed by a less expensive effect sucks. Now, if dispels end up being very expensive, that’s a different story.
-With Disentanglement and Wild Charge, our uptime (PvP) will be significantly increased, which means our burst damage will go down quite a bit. Depending on how strong/expensive healing is in Mists, that could either be good or bad.

-Reversion of SR from 70% white damage to 30% all damage, making it much more important + significantly decreased crit chance + no free Ravages = more difficult rotation. FB mostly eliminated from rotation except during Berserk. It won’t be as bad as it was in WOTLK (no Mangle debuff to keep up, Rake 15sec baseline) but it subverts Cataclysm’s design intent of “make the feral rotation less punishing.”
-The above + generally increased white damage overall means a much greater DPS penalty from pausing your rotation as damage profiles will shift away from DoTs.So, why brez/clone/do all that other fun hybrid stuff we’re encouraging druids to do? Let’s not even talk about how fun target changes are going to be (though Symbiosis-ing with a rogue/lock might counteract that to a degree).

Apr 072012


  • Melee hit/exp cap for level 90 Mists of Pandaria characters is 2550 (7.5%) for raid/level 93 bosses, 2040 (6%) for 5-man heroic/level 92 bosses. The PvP hit/exp cap is 3%, or 1020.
  • Dual wield hit cap for level 90 Mists of Pandaria characters is 9180(27%) for raid/level 93 bosses, 8500. (25%) for 5-man heroic/level 92 bosses.
  • Spell hit cap for level 90 Mists of Pandaria characters is 5100 (15%) for raid/level 93 bosses, 4080 (12%) for 5-man heroic/level 92 bosses.
  • Racials: Draenei get a free 1% hit for all weapons. Certain races get a free 1% expertise for certain weapons.
  • The whole odd Expertise/Expertise Rating thing is gone, it works just like Hit now.
  • Pets fully inherit your hit/exp ratings and combine them to get their ratings. This means if you have 15% hit and 0% exp (warlocks), a melee pet will still be hit/exp capped.

EDIT: Since this is apparently a popular search result page, I’ve gone back and updated this table with the correct numbers for Level 90; in early beta, all the combat ratings were higher, but were reduced by about 15% across the board.

Remember, these stats are before diminishing returns: See Theck if you want more DR math than your head can handle. The general TLDR idea fir tanks is stack avoidance stats for best overall survivability but more RNG; stack offensive stats for more control over your active mitigation but slightly more total damage taken.

85 (1% Gain) 90 (1% Gain) Stat
265.08 885 Dodge
265.08 885 Parry
88.36 295 Block
102.45 340 Hit/Spell Hit
102.45 340 Expertise
128.06 425 Haste
179.28 600 Crit
179.28 600 Mastery (but varies for some specs)
322.58 1259.52 Agility needed for 1% crit
648.91 2533.66 Intellect needed for 1% crit
243.58 951.15 Agility needed for 1% dodge (druids/monks), Strength needed for 1% parry (paladin/warrior/DK)
95.22 310 PvP Resilience
N/A 265 PvP Power (note: PvPP is half as effective for heals, so 530 for +1% healing done)
  • Boss armor at 93: 24835

If I’m incorrect/missing something, let me know.

 Posted by at 4:32 pm
Mar 242012

Even though leveling isn’t really in the beta yet, several people have combed through the datamined info and created a rough idea of what Symbiosis currently looks like. Thanks to Mihir, Ristaccia, and Starfyre for the original work. I’ve got some more detailed analysis coming in this Sunday’s column on WoW Insider, but suffice it to say that you’re going to have to pick between what’s best for you vs. what’s best for your raid.

Granted Abilities

Death Knight
Blood - Survival Instincts
Frost / Unholy - Wild Mushroom: Plague


Healing Touch

Brewmaster - Growl
Windwalker - Berserk
Mistwalker - Entangling Roots

Holy - Rebirth
Retribution - Tiger’s Fury
Protection - Might of Ursoc

Discipline / Holy - Tranquility
Shadow - Cyclone


Elemental / Enhancement - Solar Beam
Resto - Prowl


Arms / Fury - Enrage
Protection - Frenzied Regeneration

Gained Abilities

Death Knight - Chains of Ice
Hunter - Misdirection
Mage - Mirror Image
Monk - to be announced
Paladin - Hammer of Justice
Priest - Mass Dispel
Rogue - Smoke Bomb
Shaman - Purge
Warlock - Soulshatter
Warrior - Recklessness

Death Knight - Unholy Frenzy
Hunter - Play Dead
Mage - Frost Nova
Monk - to be announced
Paladin - Divine Shield
Priest - Dispersion
Rogue - Redirect
Shaman - Feral Spirit
Warlock - Soul Swap
Warrior - Shattering Blow

Death Knight - Icebound Fortitude
Hunter - Ice Trap
Mage - Mage Ward
Monk - to be announced
Paladin - Consecration
Priest - Fear Ward
Rogue - Evasion
Shaman - Lightning Shield
Warlock - Twilight Ward
Warrior - Spell Reflection

Death Knight - Anti-Magic Shell
Hunter - Deterrence
Mage - Ice Block
Monk - to be announced
Paladin - Hand of Sacrifice
Priest - Leap of Faith
Rogue - Cloak of Shadows
Shaman - Spiritwalker’s Grace
Warlock - Demonic Circle: Teleport
Warrior - Intimidating Roar



Mar 222012

So, I was totally wrong about the timing of the beta…it’s out now. No access for me, sadly (though I do have the client DL’ed) but MMOC has put up a database, which I’ll be mining in the next few days for infos.

(Remember, totally datamined from an early beta and I’m half asleep, so recommend saving rage; go look things up on MMOC yourself. I’ll be looking at tooltips for abilities and things later.)

New Glyphs:

Glyph of Amberskin Protection
Reduces the chance you’ll be critically hit by 25% while Barkskin is active.

Glyph of Cat Form
Increases healing done to you by 20% while in Cat Form.

Glyph of Claw
Your Claw and Mangle (Cat) attacks reduce the movement speed of the target by 50% for 12 sec.

Glyph of Cyclone
Increases the range of your Cyclone spell by 4 yards.

Glyph of Fae Silence
Faerie Fire used in Bear Form also silences the target for 3 sec, but triggers a 15 sec cooldown.

Glyph of Frenzied Regeneration
While Frenzied Regeneration is active healing effects on you are 40% more powerful, but causes your Frenzied Regeneration to cost 60 Rage initially and no longer convert rage into health.

Glyph of Healing Touch
When you cast Healing Touch, the cooldown on your Swiftmend is reduced by 1 sec.

Glyph of Lifebloom
While not in Tree of Life Form, casting Lifebloom on a new target grants that target as many applications as the old target had. (Ed: WOOT!)

Glyph of Master Shapeshifter
Reduces the mana cost of all shapeshifts by 90%

Glyph of Might of Ursoc
Increases the health gain from Might of Ursoc by 20% (from 30% to 50%), but increases the cooldown by 2 min (from 3 min to 5 min).

Glyph of Prowl
Reduces the movement penalty of Prowl by 100%.

Glyph of Rejuvenation
While Rejuvenation is active on three or more targets, the cast time of your Nourish is reduced.

Glyph of Shred (old): baked into Rip

Glyph of Shred (new)
While Berserk or Tiger’s Fury is active, Shred and Ravage have no positional requirement.

Glyph of Stampeding Roar
Increases the radius of Stampeding Roar by 30 yards.

Glyph of Survival Instincts
Reduces the cooldown of Survival Instincts by 60 sec, but reduces its duration by 50%.

Blood in the Water: baked into Ferocious Bite

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.


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?


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.


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