Saturday, October 18, 2008

Patch 3.0.3 - Build 9095


The beta servers have gotten a new build.

Talent/Ability changes:
Balance
* Earth and Moon changed from 5 to 3 ranks and now increases spell damage taken by 4/9/13% for 12 seconds and increases your spell damage by 1/2/3%. (Old - Increased Arcane/Fire/Frost/Nature/Shadow damage by 3/5/8%)
* Eclipse now increases damage done by Wrath by 20% (up from 10%) and has a chance of increasing your critical strike chance with Starfire by 30%. (Up from 15%)
* Moonfury changed from 5 to 3 ranks. Now increases damage done by Starfire, Moonfire, and Wrath by 3/6/10%. (Old - 2/4/6/8/10%)

Feral
* Predatory Instincts doesn't work with Bear and Dire Bear form anymore.
* Growl cooldown has been changed to 8 seconds. (Down from 10 seconds)

Restoration
* Improved Tree of Life now increases your armor contribution from items by 33/66/100%. (Old - Increased your total armor)


As promised, balance got some bloat reduction, which makes creating a useful build much easier (e.g. 60/0/11)
Also, the changes to Eclipse make it even more interesting. Throwing in one or two Wraths every now and then to increase Starfire crit chance by 30% should make for an interesting rotation.
The change to bonus armor in ToL is a slight nerf, but brings it in line with the way it works for other forms.

The reduced Growl CD is something we wanted for a long time. It makes fights where you got to have several tanks taunting a bit easier to organize (although the last fight where the CD was a problem in that regard was in BWL). The Predatory Instincts change has been coming a long time. Actually I had the impression that this was already on live, and they only had to change the tooltip.

These changes have all been expected, no surprises there. But there are some changes to Glyphs.

* Glyph of Wrath - Reduces the pushback suffered from damaging attacks while casting your Wrath spell by 50%. (Old - Increases the chance you'll resist spell interruption when casting your Wrath spell by 50%.)
* Glyph of Innervate - Your Innervate spell now grants you full mana regeneration while casting for 20 sec, in addition to the effect on the primary target. Innervate's effect is instead increased by 20% if you are the primary target. (Old - Your innervate ability now has an additional 20% strength mana regeneration effect on you, in addition to the effect on your primary target.)
* Glyph of Starfire - Your Starfire ability increases the duration of your Moonfire effect on the target by 3 sec, up to a maximum of 9 additional seconds. (Old - Didn't have the 9 seconds limit)


The change to the Innervate Glyph is a nice buff which makes it a bit more advantageous to use it on others - although I am not sure whether that will happen often enough that it warrants using this Glyph. 90% of the time you use it on yourself, and an extra 20%... I don't know if that is good enough to pass on other, more important Glyphs.
The Glyph of Starfire got a pretty big nerf. Some have been excited about the old version of it, and now it got limited to 9 seconds extension. Still, together with Nature's Splendor it reduces your mana expenditure quite a bit.
The new Glyph of Wrath makes more sense - now you can only get pushed back by 0.25 seconds per hit (and only two times at that). Only half a second pushback no matter how often you get hit is pretty nice.


Not many changes, no big surprises.

From my side, there is a big theorycrafting post incoming. Should be done tomorrow or Monday.

Monday, October 13, 2008

All These Talents - So Few Points


Patch 3.0.2 is upon us. All talent points will be reset, so how to spend them, with all the new talents available to us?

So I took it upon myself to throw together some exemplary builds for level 70.


Restoration

14/0/47
As before I think it will be best to just skip the Healing Touch focused talents, in order to maximize our HoT potential. Also I went for the 11 point talent in the balance tree instead of going for Wild Growth. While being nice and something I'll definitely pick up when I am 80, right now it is not as strong as Nature's Splendor.

If you really want to have Wild Growth, try this build: 8/0/53


Balance

50/0/11
This build focuses on raid DPS. As you can see it doesn't take any of the new shiny tools - while they are nice, for most situations you just don't need them. It also includes Omen of Clarity, which now procs off spells as well.


Feral

0/50/11
This is a tanking build. Although Berserk would be nice, Omen of Clarity is more important for threat generation. The two points in Shredding Attacks and the three in Infected Wounds could be moved to other talents, if so preferred.

0/53/8
This is a PvP build. It doesn't take Omen of Clarity in favor of Berserk, as Omen of Clarity only procs of white damage and the burst factor Berserk gives you is more important in PvP. You could take three points out of the feral tree and put them in Nature's Focus, so that you get some interrupt protection on your heals and CCs.

0/50/11
This is a PvE DPS build. It goes for everything related to DPS as well as some utility. Should you have enough expertise and hit you could free two points from Primal Precision. Also you could take the 5 points from Feral Aggression and put them into Feral Instinct and/or Thick Hide.


These builds are no absolutes - I haven't done the theorycrafting on several abilities yet. Also, they are no builds for leveling to 80; they are for 70 endgame play.

Sunday, October 12, 2008

Two Specs - Too Many Choices


At this weekend's Blizzcon it was once again announced that we will get a dual-spec feature.

We've heard about it before:
We most surely are working on some plans to allow players to switch between specs, but the details are sill being discussed internally.

Just wanted to add that it is most likely that we will see this added to the game in a patch after the release of WotLK :-)


Now we have gotten some extra details:
The dual-spec system will interface with the UI.
* Action bars will flip when you switch your spec so you don't have to re-do all your keys.
* It will likely also tie into Glyphs so you don't have to re-do Glyphs whenever you switch specs.


And:
The goal is to let you switch specs very easily in raid, even between fights ! However it won't be possible to switch specs in the middle of an arena match.

They have also stated that switching during combat will be prohibited as well. How they will deal with classes that can leave combat at will I do not know, but some sort of hidden debuff after leaving combat would come to mind - maybe something around one minute.


All this is pretty great, and definitely at the better end of what I was expecting. Judging from the "switch specs very easily in raid" I would assume that there will be no or only a short CD on the ability. If the CD were too long, one would be stuck with the wrong spec - which I would not fit the description IMO.


So with all this information at hand, we can start to think about which two specs we will be taking. Let's have a look at the options.

Balance
- PvE Raid
- PvE Solo/Farming
- PvP

Feral
- PvE Tank
- PvE DPS
- PvP

Resto
- PvE
- PvP

Hybrid
- PvP Feral/Resto (NS, or even Swiftmend)
- PvP Balance/Resto (fun things like Moonkin Form and Swiftmend at the same time)


And those are just what I came up from the top of my head. There are so many druid builds possible with 71 talents points, I couldn't list them all.


Basically I see two ways of using our new dual-spec goodness. First, taking two different trees, for example Feral and Resto. That way you can be Feral, but switch to Resto if your guild needs a healer. Or you can be Balance and switch to Feral in order to off-tank.
The second way would be to take two builds within the same tree. One for PvP, the other for PvE, or one for raids and the other for solo-play.


With Abies I will probably go for a combination of tanking and Feral PvP. A PvP build will still do decent cat DPS, and my role in raids will be the one of main tank anyways.
Nocturna will be some combination of full Resto and a Balance build - maybe a Balance/Resto hybrid. I don't PvP much with her (don't like caster PvP), which means I can focus on PvE builds.


What will you choose?

Thursday, October 9, 2008

The Druids Grove


It just came to me that some of you might not know about it.

The Druids Grove is the best forum for druids out there. If you are a druid you should really check it out.

It has the most helpful and nice community I've ever seen, ranging from really experienced players to completely new guys who are not even 70 yet. If you need any help with playing your druid, you will find it there. It is also a nice place to hang out :)

Tuesday, October 7, 2008

Who needs other classes?


Some of my best in-game memories stem from all-druid runs. For example, a few weeks long I had a fixed group for running Slave Pens Heroic. One resto, one balance and three ferals, meeting up around 2300 every night for a quick stealth run. In Slave Pens you only have to kill 3-4 groups of mobs in order to get to all bosses.
Or, back in the days of patch 1.9, killing Onyxia. Well not actually killing her, but hell, did we try. Mainly we failed because we were only 25-30 people, but we came close a few times. And remember, this was in a time where ferals were a joke and boomkins were brand new.

Please feel free to share some of your anecdotes regarding druid-only runs in the comments.


So how will this fine tradition continue during WotLK?
My guess: Better than ever.

1) We are officially considered main tanks
During BC they only planned for druids to be OTs - yet we were able to tank almost anything pretty successfully. With the new system where no encounter will need a certain tanking class (e.g. a warrior), nothing should stand in the way of doing all bosses with druids only.
All our new emergency buttons will make it even easier.

2) We can do "viable" DPS
Balance and feral druids will dish out as much damage as other classes can - and with the effect of raid stacking being reduced, we will not miss the other buffs as much. This might even be the biggest factor acting in our favor come WotLK.

3) We have good AoE damage
The new spells in the balance tree in combination with the removal of the Hurricane CD will enable us to deal with AoE pulls much better.
Also the new, unlimited Swipe and Berserk make ferals capable of dealing some AoE damage.

4) We finally have good indoors CC
With Entangling Roots being available indoors now, we can reliably CC any mob we encounter. Of course its use is limited against ranged enemies (casters, hunters, healers). Clever use of LoS and having a lot of OT-capable players (all ferals and maybe even some boomkins) should alleviate that. Not to forget Hibernate.
Also, we have many interrupts at our disposal: Bash, Maim, Feral Charge, Cyclone

5) We can heal. A lot.
Resto druids have always been one of the best healing classes out there, and that will hopefully continue with WotLK. Wild Growth gives us a nice new tool to fill a niche we traditionally had some troubles with, and Nourish should help in some situations also.
With the new spellpower system boomkins should be able to heal pretty well while in DPS gear as well, making them an excellent emergency healer. And of course having 5 Tranquilities per group is pretty useful in many situations.

6) We still have all the great utility/adaptability
Everyone has a battle rezz, a normal rezz, an Innervate, a Tranquility, can off-tank, can heal, can stealth, can CC, can interrupt and can DPS. 'Nuff said.


The only possible showstoppers are the following missing ablities:
- Ability to dispel magic and disease
- Offensive dispel
- Mind Control (might be an issue in Naxx)

Those may make some instances/raids harder, and might make some impossible to finish. But Blizzard has stated that they don't want anything to depend on certain classes any more; so my guess would be that we can do almost everything without other classes.
It will be harder in some cases, but that only makes it more fun ^_^


So, what do you think? Will we have an easier time mounting all-druid raids?

Saturday, October 4, 2008

Nerftastic


Yeah, what we've been expecting has happened. We got a tanking nerf.

From the build 9038 changelog (off of MMO-Champion):
* Predatory instinct now reduces the damage taken from area of effect attacks by 10/20/30%. (Up from 5/10/15%)
* Dire Bear Form armor contribution from items has been lowered from 400% to 370%
* Moonkin Form - Armor Contribution from items has been lowered from 400% to 370%



Let's have a look at the bonus armor reduction first. We ignore base armor for the moment (doesn't scale anyways).
Given that, how much armor do we lose?
oldnewchange
w/o Thick Hide54.794%
with Thick Hide5.55.1794%

This means it comes to around 6% less armor in bear/moonkin form. Could have been worse.


Next, Predatory Instincts. It looks like a buff, until you read the clarification made by Ghostcrawler:

"Predatory Instincts is a huge nerf. You just haven't seen it yet. It only works in cat form."

Damn. I hope she means the AoE damage reduction only, because losing the crit bonus would hurt our TPS and rage generation.

How much would DPS contribution from crits change?

Old: 0.67 + (0.33 * 2.2) = 1.4
New: 0.67 + (0.33 * 2) = 1.33

That comes to a DPS loss of 5% - which translates to a similar TPS loss (not exactly, but close enough).


But at least we get a few positive thing out of it:
* Growl range has been increased from 5 yards to 20 yards
* Wild Growth healing value has been greatly increased. (Up from 350 to 686 for Rank 1, 469 to 861 for Rank 2, 805 to 1239 for Rank 3, 1085 to 1442 for Rank 4)


Making Growl go farther is really useful. Think of encounters like Al'ar, and how difficult it was to catch the two adds. In such a circumstance ranged taunts come in handy. Warriors got the same, btw.

The change to Wild Growth seems to make it more useful again (some numbers). They also reduced the mana cost of Nourish.

Friday, October 3, 2008

The Great Indoors


Do you know that feeling? Limited. Slow. Somewhat incomplete. The feeling we have when we venture into the dark? Like you are missing an important part of yourself?
I always had that feeling when going someplace which is indoors. Somehow it just doesn't feel right. I am a druid. I love the outdoors.

Especially because I am faster and can root things :)


With the upcoming changes that 3.0 brings we will lose most limitations brought unto us from being inside. So what will we gain from that newfound freedom?


We're faster (well, at least us ferals)
Feral Swiftness gives us 30% more speed. This allows us to move through instances faster than anyone else. Especially when you combine it with a speed enchant on your boots.

So what good is it, you ask? In combination with our brand-new Revive, after a wipe in an instance a Night Elf druid will now be able to recover from a wipe faster than anyone else. Yes, that means you will most likely be the only one running, while the others go for a quick smoke. But I don't mind, if it saves a few minutes - for example if you wipe in Karazhan on Shade of Aran.

In PvP it is moderately useful, as BGs (mostly) and all arenas are outdoors anyway. Only in WSG it really shines; being faster inside a base can make a big difference, especially when carrying a flag - or chasing the flag carrier. Suddenly that tunnel doesn't seem so long anymore. Well, at least when that devious pally hasn't thrown a Judgment of Justice on you.


We can root stuff
I almost afraid to mention it, because someone at Blizzard could read it and realize what they have done. Druids are now the only class with two true CCs in PvE. We can Hibernate and Root.
Yes, rooting is only useful against melee mobs, but most pulls in instances have at least one of those. Also you can pull a caster mob behind a corner and root him out of sight of the group, if you are a crafty one. I can already see the mages QQing when they find out about that one.

This should help especially Boomkins, as many see them as the "lesser" caster DPS. Together with the plethora of new and improved AoEs they have now, this should end the doubts people have about bringing one.


We can use Nature's Grasp
For me, that is the biggest change. Nature's Grasp now is not only usable indoors, but also a baseline spell with 100% proc chance. A great escape mechanism, if a druid pulls aggro from a melee mob by accident (or a stealthed one pops out suddenly - Shadowlabs anyone?). He is rooted and you can move away, while the tank has an easier time regaining aggro, with the mob being stuck in place and all.

Another great application for it is as a tank. You're getting punched in your face by three or four mobs, and your healer tells you that he has trouble keeping you alive? Pop NG and after a mob has been immobilized, just take a few steps back. VoilĂ , you have just reduced incoming damage considerably, making your healer's life easier. Especially as Entangling Roots now are much more reliable (they do not break randomly any more, but after a certain amount of damage has been done).



The only things left that can only be used outdoors are flight form and travel form - and as their counterparts (mounts and flying mounts) have the same limitation, I can live with that quite well.

Wednesday, October 1, 2008

To Bear the Burden - The Future of Tanking Part 2


Update: changed the tanking build suggestion at the end of the post.

It's been some time since I wrote part 1. Many things have changed, but now I feel they have stabilized enough to give an outlook on how we will tank come WotLK.

Blizzards says, that druids are the best tanks by far in the current beta build - generating the most threat, having the biggest health pools and taking the least damage. Ghostcrawler has stated that we should expect some nerfs in the near future, but they will take care not to overshoot their goal this time :)


Basic Mechanics
The first change is: No more crushing blows.
Yes, you read right. The thing any plate-wearing tank is focusing on most of the time will be gone.
The second change: all tanking specs will do more damage.

If you combine the two you have tanks that do more damage, can equip more damage-enhancing equipment and for the first time actually have threat that scales well with gear. Of course this necessitates other changes. No more threat reduction buffs or auras: Blessing of Salvation and Tranquil Air Totem are gone.


Mitigation
With crushing blows gone, Blizzard feels we have no need for items with exceptional armor. That means no more items with green armor values (this even works retroactively; meaning that existing gear will be changed as well). But there will still be rings, trinkets, etc with armor on them.
We will be in the same ballpark as the other tanks from now on, armor-wise.

But we get two other ways of reducing received hurting. Predatory Instincts gets changed to reduce AoE damage by 15% (instead of 15% chance to completely avoid). This change does not really reduce overall damage taken, but makes incoming damage less spikey and is simply more reliable.
The other is a new talent: Protector of the Pack. This will reduce incoming damage by 3% per party member (12% in a full party, you yourself are not counted). Finally a way to reduce magical damage - Yay!

In addition we now have an active way of reducing incoming damage: Infected Wounds. With this talent our Mangles and Mauls will apply a debuff that reduces the target's attack speed by 20% (stacks two times, 10% per stack). It is no Thunderclap, but still very nice, as it also reduces movement speed by 50%.


Health
In this area we will still have more than other tanks. Not much, and it will not be to compensate for less damage absorption. So don't be afraid we will be the nightmare of all healers ^^


Avoidance
Avoidance has a long history of troubles. In the entry level raids we were way behind other tanks, and in T6 content we were so high, that we came close to not being hit at all (bears were the main reason they introduced Sunwell Radiance).
With the new 6% crit reduction via talents, we no longer need to stack any defense (or resilience) at all, so we will only want to go for higher dodge. Currently in beta we need around 42 agility for 1% dodge (level 80). This is quite a jump from the 15 agility we were used to, but much higher stats on items compensate for that. Also we get an additional 6% dodge via the new talent Natural Reaction.
All in all, we should be able to reach decent dodge percentages.


Threat Generation/Damage
As we now do more damage, we also generate more threat. Especially we druids, who always have been scaling well with damage.
This was achieved in part by increasing the base damage and damage multipliers on abilities. Talents play another important role.
Savage Fury now once again increases damage from Maul and Mangle(Bear) as well. Mangle's cooldown can be reduced to 4.5 seconds via talent. The new talent Primal Precision will give us 10 expertise - not only increasing our threat, but also reducing the amount of parries, which reduces incoming damage a bit. Maul will now benefit from any debuff that increases bleed damage (e.g. the Mangle debuff). In addition it will also do 20% more damage on bleeding targets. Thanks to Lacerate all our targets should be bleeding.
This means, Maul will hit like a truck - as it should, considering the real rage cost is somewhere around 25 (because it replaces a white attack, which would have generated rage). Also, there is a glyph which will change Maul to hit two targets instead of one. Very nice.

Concerning AoE threat there are good news as well. Swipe no longer has a target limit (but still only hits stuff in front of you). Also the talent Feral Instinct now increases Swipe damage by 10/20/30%. Combine that with Maul hitting two targets and Maul+Swipe becomes a really nice AoE tanking combination. If you are afraid that we will not have enough rage for that: The talent Natural Reaction also generates 3 rage for each dodged attack. Rage should not be a problem any more in this situation, even with very high dodge values.

Oh, if you are wondering: the 15% threat increase that was on the talent Feral Instinct is now integrated into bear form form itself.


Panic Buttons
"Panic Buttons? Is that something I can eat?" - this is what druids have to say on this topic on live. We have none. Yes, we can use trinkets, and in some situations can use a cumbersome macro to shift out, chug a potion/healthstone, and shift back (which has a high chance of not really working). Crutches, nothing more. I won't even mention Enrage or Frenzied Regeneration.

But fear not, brothers. Things will change.
Let's start with Frenzied Regeneration. Instead of restoring measly 250 health per second, it will restore 3% of total health - 30% of your health over the whole duration. It still eats up your rage (1 rage per 0.3% restored), but finally scales. Also you can improve it via glyph to also increase healing received by 20% for the duration.

Next on the list: Enrage. "But this is no panic button" you will say. Well, there are two types. One saves your butt when you really get hit hard, the other type makes you hit really hard to prevent you from losing aggro. This is of the second type. Using it really improves rage generation (less armor = more damage = more rage). Now you can also take the talent King of the Jungle, which increases your damage by 15% while Enrage is active. When your healers can take it, using it on every cooldown should improve your threat generation considerably.

Another small change worth mentioning: We can now use stuff in forms. We will no longer have to beceome one-hit-wonders to use a potion or healthstone. But thanks to potion sickness (only one potion per encounter), it is not really that great.

This brings us to the third existing ability that gets changed: Barkskin. Well, it stays the same, but is now usable in all forms. Basically a small Shield Wall on shorter cooldown. 20% less damage for 12 seconds once every minute? Sign me up.

Now on to the new stuff: Survival Instincts. Basically a Last Stand for bears. Grants 30% of max health for 20 seconds; on a 5 minute cooldown. That is nice, and well worth the talent point.

The other new ability: Berserk. Breaks fear, makes you immune for the duration and, most importantly, makes Mangle (Bear) hit three targets instead of one. To make it even better, it also removes the Mangle cooldown for the duration. Very very nice for burst threat. With the three minute CD, I'd not consider it useful for fear breaking in PvE, but you can use it every other pull to establish good threat right away - and to make sure you do not lose aggro on a boss where your DPS is a bit overzealous.

So we go from "Not really having any panic buttons" to "Holy crap! Which one should I use?". I like it :)


Other stuff
There are some other changes as well. Not only can we use all items in forms (as well as eat and drink), weapon enchantments that proc now work also. Mongoose, here I come! Increasing agility also increases dodge as well as crit for us bears - more avoidance FTW.
Feral Faerie Fire has also been altered. It can be trained now instead of having to spend a talent point on it (with Survival Instincts taking its place). Also, its threat has been increased substantially (only when used in bear form), and it does a little bit of damage now (5% of AP + 1). This makes it a better ability for pulling, and as it is free, a good source of threat when you are rage starved and have a GCD to spare. Another nice aspect of this change is, that it now "tags" a mob, so when soloing you no longer need to get in melee distance to make sure a mob is yours.
Another changed ability is Bash; it now also has an interrupt component. This is independent of the stun, so you even can interrupt stun-immune mobs.


Looking at all these changes, I think we will do well with the expansion. Assuming, of course, that we well not be nerfed into uselessness (which I don't think we'll be).

As a nice ending to this post, let me give you an example for a tanking build: 0/60/11
I've not taken Rend and Tear (stronger Mauls are nice, but not worth 5 points) and Brutal Impact (a stun/interrupt every 30 sec instead of 60 sec may be necessary for some encounters, but I hope not).
Edit: changed the build to go for 2/2 Improved Mark of the Wild and 3/5 Furor. Thanks for the suggestion, Felkan!

Sunday, September 28, 2008

Bring on that Zerg


GC has just given us great news! Swipe (and Thunderclap) will no longer have a target limit. That means these abilities will hit all targets in range. Holy Crap!

Besides the obvious utility when tanking (which is the reason they did it), think of using it in PvP. Zerg in progress at a flag in AB? Swipe away! With halfway decent crit chance you should regain a lot of rage - enough to keep Mauling. Sadly, OOC no longer procs off it (only white damage).

Still, nice change. Should make it easier to tank those nasty AoE pulls.

Thursday, September 18, 2008

Going Berserk


Throughout the beta, Berserk has gone from "This is awesome" to "Meh. Maybe I'll take it". Which is not a direction a 51-point talent should take.

First they prohibited the use of Tiger's Fury while Berserk is active. That was understandable. With it, you would have been able to use one Shred or Mangle per second for the duration - nobody could survive that, even with healing.

Next, they reduced it to only break and immunize against fear. That was a bit harsh. While it is nice to be able to get out of a fear, stuns are more of a problem, actually. When running around like a headless chicken, I do not take more damage. But when stunned, melees can get behind me and I cannot dodge their attacks - which does increase the damage I take. With the reduced armor we have now this can get ugly.
Also I have the suspicion, that it only works against proper fears, not the other abilities that look and feel like them but are not.

Finally (as of build 8962) they have changed it so that Mangle and Maul no longer hit multiple targets in bear form.

I was seriously considering dropping it for Nature's Swiftness in PvP-builds at that point.


But there is hope. Ghostcrawler has posted a preview on upcoming changes.

1) Feral Faerie Fire becomes a core ability.
2) Brutal Impact increases duration and lowers cooldown of Bash. It swaps with Savage Fury, mostly to keep it out of the paws of anyone but Ferals.
3) Feral Faerie Fire replaced with the old Last Stand component of Berserk. But it's usable in both cat and bear forms.
4) Cat Berserk does not change. Bear Berserk goes back to Mangle hitting 3 targets, and since that isn't so useful on single targets, it also removes the 6 sec (untalented) cooldown of Mangle during the 15 sec duraton for some nice bear burst or threat generation. The Fear immunity is still intact.


Noice.


Separating the Last Stand component is something I was hoping for. It is a pure PvE ability and somewhat misplaced within Berserk, which is more or less focused on PvP. Also, it works in cat form now as well - great! Should help surviving in a lot of boss encounters.
Changing FFF to be a baseline ability to make room for it is a good choice, as it saves us from having to spend another talent point.
One question remains: Will the new Feral Last Stand be on the same CD as Berserk, or not? I could live well either way.

Having Mangle hit three targets again is great. That it no longer works for Maul is alleviated somewhat by removing the Mangle CD while Berserk is active. Which basically makes it a really strong Swipe. Starting out with 100 rage and 33% crit chance, you get out all possible 10 Mangles during the 15 seconds. With enrage you can even mix in a Maul or two.


I like what they have planned, but still would appreciate them adding stun breaking/immunity.
Also it would be great for it to allow Lacerate hit three targets as well. As both Mangle and Lacerate are on the GCD it would not increase our DPS, but still would be nice to have the choice to spread some bleeds. Could come in handy in a zerg.

Up to my ears in work


I know, I know.

No posts for a long time, I am a bad kitty.
I am just swamped at the moment. It is difficult enough to follow all the changes, let alone post about or do some theorycrafting with them.

I'll better myself, I promise :)

While you wait for something to come from me, take a look at Resto4Life or BigBearButt (linked to the right, for your convenience).

Saturday, August 30, 2008

Big Druid Changes in Build 8885



The latest build brings a major rework of the balance tree and some changes in restoration and feral as well.

As there are now completely up-to-date talent builders yet, I will wait for a day until you see some posts about the new possibilities.

In short: Feral got two new talents and some others moved around, restoration got a small change to Furor and balance got a major overhaul, with some talents that are useful for healing moved upwards (resto builds will now want to put around 14 points in balance), and a lot of changes and new talents.

More tomorrow.

Friday, August 29, 2008

Thanks for Listening, Blizzard!



Well, sometimes they prove that they DO listen to us. Shortly after the change to Furor, CM Jimmythenumbers came forward to say that they changed it to the following:

Gives you 100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form, and you keep up to 100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect while in Moonkin form by 10%.

Just as I (and many others) suggested. Thanks!

Also, the intellect bonus for Moonkins is very exiting. 10% seems a tad bit much for a tier 1 talent, so expect that to be reduced. Still, a nice way to spend five of that ten points you need to get to OOC.

Shifting the Power



Powershifting is gone.

They have changed Furor and the energy regeneration mechanics for ferals in the latest beta build. Now, if you shift out of form and back again, you do no longer simply have 40 energy flat. Instead you will be given the amount of energy you would have had without shifting, up to a maximum of 40.

Some examples:

You have 100 energy, shift out and back again; now you have 40 energy.
You have 0 energy, shift out, cast a Rejuvenation on yourself and shift back again; now you have 15 energy.
You have 0 energy, shift out, cast a few heals, chug a potion and shift back again; now you have 40 energy.


Basically, this is a nerf for raiding ferals, as we no longer can pump up our energy in exchange for mana. In PvP the effect should not be noticable, and in all other aspects of feral play there should be no disadvantage at all.

As they explain it, this is to counter a tactic they never intended to be part of feral gameplay and they do not want to have to balance around it. Which is understandable. If you think about it, King of the Jungle gives you 60 energy, and is much further down the talent tree (and on a 30 sec CD) - giving out 40 for just 5 talent points, some mana and a GCD seems kind of unfair.


What I am wondering is this: Why not go all the way? Have energy regeneration continue regardless of form. If I am in another form for 10 seconds or more, give me my full 100 energy (as long as I have put my 5 points in Furor)! The new system proves that it can be done using the current game mechanics (actually, due to a bug in the changes done, right now that is the way it works on beta realms).

That would counter the nuisance of waiting for 60 energy every time we shift to cat form.
On the other hand, with King of the Jungle we have a free method that doesn't use up a GCD. And powershifting much more frequently than every 30 seconds is not feasible anyways, so really we do not lose much.

All in all, I do not mind the change. I personally found powershifting to be a crutch anyways.

Monday, August 18, 2008

To Bear the Burden - The Future of Tanking Part 1



The good news first: Blizzard wants all four tanking classes to be equally capable of tanking everything. Guilds that do not have a protection warrior will be able to tackle everything just as well. Every class will get their niche in which they are strongest, but no encounter will need a certain class.
They even go as far as saying that even non-tanking builds can do 5-mans well.

Now the bad news: Not to decry Blizzard's good intentions, but some of the blue posts indicate that they do not really know what to do with bears and in which niche to put them.
What they aim for:
  • Warriors get the best mitigation
  • Paladins stay kings of AoE tanking, with improvements for single targets
  • Death knights will specialize in magical damage
  • Druids get the most health


Combined with the fact, that quite often druids are not mentioned when the other classes are, this does not sound encouraging. Who would take a MT-druid that needs more healing when they can get a warrior who does the same, but takes less damage?

I'll return to that point further down, but first take a look at how things are now.


The Current Situation

Today the premier tanking class is the protection warrior. No matter where you are, you will not go amiss having one with you. Some encounters even require their abilities.
Pallies are the best by far in 5-mans (and Karazhan), and are very nice to have in Hyjal. But they take more damage than warriors and run into threat problems on long boss fights (and when offtanking).
Druids are the best OTs, pretty good on hard- and/or fast-hitting bosses (high AC) and generate the most single target threat, but require a bit more healing and have no emergency buttons whatsoever.

Druids and warriors are pretty much the two tanks of choice in 25-mans, especially when tackling new bosses. Most raids also have one slot for a protection pally to handle AoE situations.

The biggest problem all tanks face is game mechanics (followed by overzealous DPSers).

There are two aspects you have to focus on: Holding aggro and staying alive.

In order to stay alive you have to stack AC, dodge, parry, block and defense (druids rely on dodge and AC only).
What makes this really difficult are crushing blows. They are a mechanic where a certain percentage of attacks hit you for 150%. Here comes the fun - their random nature can lead to nearly unavoidable wipes. If you are unlucky, you take several in a row. That is an amount of damage which your healers cannot compensate. Especially fast hitting mobs are a problem in that regard.
To counter that, high-end tanks try to get crush immune. That means either you use active abilities (Shield Block, Holy Shield), or you stack your stats high enough to reach around 103% avoidance to be passive crush immune; something only warriors and pallies can do. Druids can reach maybe 80% passively, and have no abilities (which is one of the reasons we get that much AC).

All of that would be good and well. But the problem is the other part of the tanking equation: Threat.

The threat you generate does not scale all that well with tanking gear. The abilities have a fixed component and their damage multiplied by the factor you gain from Defensive Stance, Bear Form or Righteous Fury. That means to increase your threat output, you have to increase your DPS - but you cannot do that, as your equipment is focused on taking lots of damage. If you rely on passive immunity, your gear is gimped threat-wise, and if you go for active immunity you spend far too much GCDs and rage/mana on keeping your abilities up.
In addition as a druid or warrior with better equipment you tend to get problems generating enough rage, as a paladin you run out of mana (which you gain by getting healed). As an example: In full tanking gear my feral druid tends to be around 65% dodge (even more with a shaman in my group). That means less than one in three attacks actually hits me and generates rage.

So, as your raid increases its DPS with every equipment upgrade, you actually tend to decrease your threat output. Combine that with damage dealers that do not watch their threat and you arrive at one of the reasons why tanking becomes so frustrating in high-end raids: you do not fight the boss - you fight your own raid.

See the second part on how this will change and what Druids can expect.

Sunday, August 17, 2008

WotLK Release Date Speculation



As so many others I will throw out my estimates for the release date of the coming addon.

Currently the beta is running, with the level cap at 77 and no content beyond that. No raids yet, Lake Wintergrasp is still not functional, most professions are not yet complete and all classes are still being worked on heavily.

I am pretty sure that most content is already finished to some degree, it just has not been put on the beta realms yet.

One can venture an educated guess by looking at the calendar. There are two events in October that may be a perfect opportunity to launch the expansion, or at least the in-game events that lead up to it.

The first is Blizzcon on October 10th and 11th. The other is Hallow's End, which starts on October 18th, and ends on November 1st.

From wowwiki.com:
Hallow's End marks the day the group of undead, who would later be known as the Forsaken, broke free of the Lich King's dominance and once again regained their free will. They celebrate this occasion by setting fire to a wickerman after a short speech from Sylvanas herself and smearing the ashes across their faces.

Blizzard CMs have stated repeatedly, that the launch of the expansion will be preceded by some kind of world event.
Now, my guess is, that this introductory event will either be a modified Hallow's End or will be tied into it in some way. Blizzcon would also be a good point to launch patch 3.0 (which most likely will come before the addon hits the shelves, same as with patch 2.0 and BC).

This would put the release of the addon itself somewhere at the end of October or the beginning of November.

Another way to get an estimate would be to look at BC. The beta for BC started in early October 2006, with the signup beginning late September. The game came out January 16th, 2007.
This puts the duration at slightly less than three and a half months. With the WotLK beta starting in early July, this would suggest mid to late October, which fits nicely.

Of course Blizzard does not have the habit of keeping hard deadlines with their projects. Their release cycle is dictated by internal technical factors, not external ones as with so many other companies (which is a Good Thing)

Still, fitting the whole story of the Lich King into existing events is too big an opportunity to let it slip by and I am pretty sure that they are trying to get it done in time for it.

Beta Builds: Feral Raid DPS



This is the first post in a series that looks at the talent builds which will be coming with WotLK. Of course, the current trees are subject to change.

0/54/11 (+6)
This is the basic build that contains all essential damage enhancing talents, with 6 points left. Feral Swiftness, Brutal Impact and Feral Instinct, while really nice in themselves, do not directly increase your DPS and are only in there to get the prerequisites for talents further down.

Let's take a look on some selected talents.

Feral Charge (1 point)
Not a DPS talent in any way, but you need the point to go further down the tree and the other alternatives are not as good. Especially now, that it works in cat form as well. It is still in question whether the cat version interrupts and/or works on bosses, but helps against knockback effects (e.g. Lurker) and to move around and position yourself behind enemies quickly.

Primal Precision (2 points)
Some people might argue that it is a talent focused on dealing more damage and wonder why I omitted it from the build. The reason being that it becomes completely useless, once you hit the expertise and hit caps with your equipment. It is a possible choice for some of the six points left though, especially in the earlier stages of raiding.

Nurturing Instinct (2 points)
I am torn on that one. One the one hand, it is not directly useful for your DPS, and with our small mana pool (especially with the expansion, when we will share more equip with rogues) the increased healing output is not really interesting for backup healing. On the other hand, receiving 20% more healing can make the life of your healers easier and enable you to survive longer. On the gripping hand, it gives your self-healing with HoTs a pretty big punch, which could leave you standing while the rogues and warriors get turned into corpses, when your healers have no time to keep melee DPS up. If you add a self-cast Lifebloom and/or Rejuvenation into your powershift (maybe even with a weapon switch), it could amount to a significant contribution.

Survival of the Fittest (3 points)
This is not only a tanking talent, as many would argue. With its 6% buff to all stats you gain some AP/crit. For level 70 with T5/T6 equip it amounts to around 1.5% crit and 100 AP. Not much, but you need some points to advance further down and in combination with the crit immunity you gain it is nothing to sneer at.

King of the Jungle (3 points)
Tiger's Fury is getting changed to a free ability on a 30 second cooldown (somewhat similar to Feral Faerie Fire). 60 energy every 30 seconds amount to 2 energy/second extra. Normal regeneration rate is at 10 energy/second. That means with that talent you gain 20% energy regeneration rate! In addition you can choose when you want to use it, making it even more useful. It is a no-brainer for almost every feral build, including raid DPS.

Improved Mangle (3 points)
For a raiding cat, Mangle is only used for its debuff, as we rely on Shred to dish out the hurting. Saving 6 energy every 15 or so seconds would seem not that great a boost to our DPS, and probably isn't. With the old energy regeneration system (one tick every 2 seconds) it was very attractive, as it reduced a 3 Shred + 1 Mangle rotation from 166 energy to 160 energy. But as the tick is now 1 energy every 0.1 seconds, it has lost some of its appeal. After taking some time to think about rotations for WotLK, we need still need every help we can get in keeping up our buffs/debuffs (more on that in another post), so I consider it a must.

Infected Wounds (3 points)
Invaluable in PvP, still a nice utility talent in a PvE setting, probably more suited for feral tanks though. Could be worth putting one point in it to reduce the damage on the tank, but no more than that. Its usefulness also depends on whether it stacks with other classes' abilities (like Thunderclap).

Rend and Tear (5 points)
One of the cornerstones of our new DPS rotation. 10% more Shred damage scale very nicely, although it will be hard to keep bleed effects on our targets for every Shred. It is the most raid-focused talent by far, as it is not worth the 5 points in PvP or solo play.

Berserk (1 point)
With its 5 minute cooldown it is not really targeted at DPS ferals. You can use it maybe twice in a fight if you use it very early; which carries the danger of pulling aggro. But who can resist an "I-WIN!"-button? This ability is so great in so many aspects of the game, I cannot imagine any feral build without it. Even if you just take it for its sheer coolness.

Nature's Grasp (1 point)
As it now works indoors, an interesting escape mechanism when pulling aggro. Maybe not that useful as a cat druid, but it only costs one point and in combination with bear form you might survive long enough for your tank to taunt the mob back.

Naturalist (5 points) vs. Master Shapeshifter (2 points)
This whole part of the Restoration tree is pretty strange. It is OK to put some feral stuff in there, as well as OOC (which now will be something every druid build will take, as it procs off spells). But in most builds you will not have the points left to go for Master Shapeshifter. Think about it: Most builds can only use one aspect of this talent, and have to spend 5 points to get it. In PvE, Natural Shapeshifter is useless ballast.
Now you can put 2 points in Naturalist and 5 in Natural Shapeshifter/Master Shapeshifter for 2% more damage and 4% crit, or just 5 points in Naturalist and gain 10% more damage. To get both, you need 10 points.
Also, if compared to other crit chance increasing talents: 1 for 5% via Leader of the Pack, 3 for 6% via Sharpened Claws. The 5 points for 4% just don't measure up.
I hope they will put some more work into that part of the tree.


I am really looking forward to the "new" feral druid and think the raiding DPS build is pretty solid as it is. Blizzard should put some work into our rotation and in Master Shapeshifter, however. Another look at the tier 2 talents would not hurt as well, as there is nothing for a raid DPS build in there.

Next: Feral PvP

Saturday, August 9, 2008

Blogging Is Hard



Well, for me, at least.

Why?

I tend to be too thorough. Currently I have 2 post that I am working on. I wanted to write a little about the new DPS and tank rotations we will use in Wrath. After playing around a bit, I noticed that finding the optimal rotation will be difficult, so I started developing a spreadsheet to do that. Now I find out that I will have to do quite a bit of programming to get something that is halfway useful. This is not a problem, I am a software developer after all.

But taking 2 weeks per blog post is somewhat long, and is not the frequency I aim for. As an avid reader of several blogs I can attest that readers want posts in short and regular intervals.

Probably I should split up my posts.

How do other WoW-bloggers that are doing a lot of theorycrafting handle this problem? Do you write smaller posts that often link to other posts to explain details? Or do you craft very complete and thorough articles that have much more time between them?

Not that anyone is reading this.
(Isn't that the whole point of blogging? To pretend people do.)

Tuesday, August 5, 2008

Feral Swiftness Indoors



Yes, it's true!

Class designer Koraa responded to a post on the US forums asking for Feral Swiftness to be active outdoors with "Seems reasonable to me. Done =]". Another great thing coming with WotLK to look forward to.