While I’m going to save further comment on the reworked level 90 talents for my weekend WoW Insider column, there is one recurring argument against Heart of the Wild that I think is somewhat lacking in merit, and I’d like to discuss here. I think Cantor’s comment from my last post summarizes the argument well:
“The issue I still have with DoC and HotW is that they’re based on role-shifting, which breaks encounters. You really can’t argue that they don’t – a 10-man raid with multiple Druids essentially has additional healers or tanks on-demand in the middle of a fight, which WILL lead to stacking for world-first DPS races or healing checks and so on.”
In response to that, here’s my observations:
- No additional numbers WoW raiding is based around numbers. No way around it. Looking at 10H Ultraxion for a second, we see the median kill attempt did 250k DPS and 85k HPS, while the median wipe did 210k DPS and 60k HPS. (Of course, these numbers are adjusting over time to the percentage nerfs; a 210k DPS/60k HPS attempt today would probably net a kill.) HotW will let you temporarily flip some damage->healing or healing-> damage, but that doesn’t help you much if the fight has consistent damage and healing requirements; you’re better off asking healers or DPS to use their alternate spec as appropriate.
- Long cooldown Even if HotW does prove useful, it’s a long way from “useful” to “trivializing.” The 6 minute cooldown means you’re only going to get to use it once, as the majority of encounters end up taking less time than that. A single druid using HOTW won’t trivialize anything. Now, if the soft enrage ala Beth’tilac comes back into fashion, than there’s a theoretical potential to stack resto druids, have them use HotW early when healing requirements are low, then heal normally when incoming damage gets high, for example. You lose buff coverage by doing that, however, which makes it an unlikely scenario for most guilds who don’t have extra alts of each class ready to go, and the overall impact is pretty blunted. Sure, if we have more Spine-type fights (ugh), that’s one thing, but I think we’re done with those for a while.
- Healing requirements higher for MoP The majority of the DPS classes have talents that add some passive healing. Think that’s not going to be balanced around? Think again. Top that off with healer mana pools no longer scaling with Intellect, and my guess is you’re not going to see nearly as many fights where you can run healer-short and succeed.
Long story short? Yeah, it wouldn’t surprise me to see one fight where HotW is a large help, and a few more where it’s a smaller help. There may be some guilds who stack druids, but just like all the things that get blown out of proportion on the forums, it won’t be that big of a deal overall. Player skill will still be the defining characteristic of raid progression, not raid composition.