Dec 152012
 

A I mentioned on WoM, I’ve been struggling with writer’s block lately. As I did there, I’m going to designate one day a week where I MUST write something (even if I think it’s terrible) in order to get something out there, even if it’s just an aggregation of links I find interesting.

(EDIT: Of course I would write this and then forget to hit Publish. That’s not very interesting. So, I added an interesting story to the d’oh thread linked below. :))

Rip Bug (Error in your Favor; Collect DPS)

So, I’ve deliberately kept quiet on this for a little bit to give those that found it some time to play with it, but it’s time to go public. :)

Stenhaldi (and others) discovered that if you cast Rip on targets inside an Ursol’s Vortex, that Rip becomes infinitely extendable via Shreds instead of just  That means you can prep a super-Rip (via trinkets, potion, DoC, etc.), apply it, and keep it rolling for as long as your energy/OoC procs hold out.

This isn’t gamebreaking by any means, as you won’t have the energy to keep the Rip rolling once Berserk/Heroism is over, but it’s certainly a damage gain. I’ve seen DPS increase estimates from 5% to 20%. Don’t get accustomed to it though, it’ll get hotfixed fairly soon.

More in the forum thread.

Talent/Trinket Rankings and Stat Weights

This thread is epic enough that it’s worth an article of its own, but I’ll just highlight it here and let you go read. Big thanks to aggixx for putting all this together.

Other Stuff

  • Weapons: N Tsulong’s staff (w/epic gem) beats H Spirit Kings polearm, LFR staff w/gem beats N polearm. Seeing that question a lot.
  • If you’re looking to spend VP on upgrades: Weapon >>> Trinkets > Other stuff. Of course, do your research and don’t upgrade things that you’ll be able to get a dropped upgrade for.
  • The d’oh thread keeps on rolling. :) Want to share about something silly you did during a raid? Post!
  • A good discussion on my forums about tips for harder bosses in Brawler’s Guild. (Need to figure out how much invites are running for that…but I may just wait until 5.2, as the consensus seems to be that you need raiding gear to finish through Rank 8.)
  • Congratulations to kaiadam (aka Dought) of our forums for snagging the World First Glory of the Pandaria Raider as part of his guild, Midwinter!
 Posted by at 8:30 am
Oct 092012
 

Thankfully, my wife’s condition is finally starting to improve, so I’m trying to get playing and posting again! Alaron’s currently level 86, and just about to start questing through Krasarang. I ended up taking my monk to 90 first (heresy, I know) just because I was so enthralled with the storyline, but now that I’m there I’m switching back to my favorite elf.

I gotta admit, though, I’m not real fond of leveling with the new form of Feral. I never used SR while leveling during Cataclysm (except for the occasional “boss” with extra HP), and the need for it now to do non-pathetic damage is annoying. Once the rotation is rolling, it’s fine, but you know how ferals aren’t great at target switching? Questing is like target-switching over and over again. :( I’m considering going Guardian, but I’d be interested in hearing what you guys thought about leveling as feral!

 Posted by at 5:46 pm
Sep 282012
 

(xposted on TFD and WoM)

So, the good news is I got two weeks off of work. The bad news is that it wasn’t to play WoW, it was because my wife is in the hospital again. :( Thankfully, since I have no plans to raid at the moment, I’m not under any social pressure, but man. Talk about your funsuckers.

Some quick-hit thoughts from the limited time I did have to play (RAF’d the monk to 80, working through Cataclysm content now):

  • I made a last-minute decision to play my Monk as my “questing” toon, and my Druid as my “dungeon” toon. So, Alamonk (creative, no?) will knock down all the story segments, and Alaron will relearn how to play all the non-feral specs in a group setting again. :)
  • So far, the monk’s been as fun as I expected from the beta, though windwalker remains kinda eh. It works, don’t get me wrong, but it’s still missing something. I’ll have to think on it a bit more. In contrast, Brewmaster is crazy good. I did a couple of Stonecore runs just for kicks, and the whole “manuever to pick up Gift of the Ox” orbs thing is pretty entertaining, especially when you’re AoEing so you get 10-12 lying everywhere. I wish picking them up would be a little more responsive, though.
  • Feral’s pretty fun, but I still don’t like having to SR “before” every questing pull. I’m still going Ravage/Rake/dammitSR.

Once I get to 90, I’ll likely be working on some Ovale scripts for monks, and tweaking all my guides. Anyway, what are your impressions so far?

 Posted by at 4:28 pm
Sep 122012
 

It’s here…the thing you’ve all been waiting for…(yes, all four of you)…the 5.0 Feral Guide!  /applause

As always, I’ll put an excerpt here, but go to my blog to read the full guide.


IntroductionHorkin Figluster, Art by Dave Kendall

What are feral druids? Well, we’re the druid melee DPS class, and we kill things, fast and stylishly. Overall, we’re similar to rogues (we have stealth, energy, and wear agility leather), but there’s less stealth and poison and much, much more bleeding.

Our primary resource is energy. It’s contained in a pool that regenerates at 10 energy/second, which can be increased with haste, and has a maximum capacity of 100. The majority of our abilities use this energy to generate damage.  Now, if that was all we had, things would be boring, but we have a secondary resource: combo points.

These combo points serve to create an ability rotation that is wave-like in nature. Many of our damage abilities will generate a combo point (or two) on a target. These combo points will stack up to 5, and can then be consumed by other abilities known as “finishers” to increase their damage. In almost all cases, you will want to use finishers with a full 5 combo points to maximize their effectiveness. Now, both of our primary finishers (Rip and Savage Roar) have relatively short timers, so doing good DPS revolves around keeping those two abilities up as much as possible, while using as many of our other abilities as we can.

(Oh, and if things are looking bad, we can turn into birds and fly away. Everyone else can have their sparkleponies; give me instant Swift Flight Form any day.)

Feral Strengths
  • Speed. With Feline Swiftness, Dash, and Stampeding Roar, cats are one of the most mobile roles in the game, bar none. As raid encounters continue to get more complex and require more movement, the ability of cats to open and close range quickly becomes essential.
  • Self-sufficiency.  We have two damage-reduction cooldowns and multiple self-healing abilities; we also can glyph for a permanent 20% healing done (to us) increase. We will not stress healer mana.
  • Best off-role potential. With the Heart of the Wild talent, we can jump into tanking or healing temporarily and “save the day,” if necessary.
Feral Weaknesses
  • Complicated rotation. Feral is easy to learn, but hard to master. Unlike a, say, arcane mage who gets all of his damage from direct abilities, a vast chunk of our damage potential comes from damage-over-time effects and self-buffs; you have to juggle these to keep them up.
  • Target switching. Once all our abilities are up, we can dish out pain like no one else, but it can take a while to get there. Unlike a rogue/warlock, we have no built-in way to “transfer” effects or combo points from one target to another, so we suffer in this area. (There’s always Symbiosis…but I’ll talk about that later.)

Primary Abilities

These are the abilities you’re going to use most often, so know them, love them, hotkey them.

Ability Icon Discussion
Shred 40 energy. Basic attack. Increases combo points by 1 (2 on crit). Does a good bit of damage, and does more if the target is bleeding (which thy should be). Your primary direct-damage ability, but it only works from behind, so paying attention is key; it’s far too easy to miss the error message that your attacks aren’t hitting.  If you are stuck attacking frontally (certain fights, no tank, etc.) sub in Mangle instead. (For experienced ferals, note that Mangle no longer has a bleed debuff.)
Rake 35 energy. A damage-over-time ability that hits (or “ticks”) six times over 15 seconds. Increases combo points by 1 (2 on crit). You’ll want to keep this up and ticking as much as you can.
Savage Roar 25 energy. Finishing move that provides a 30% damage buff for 18 to 42 seconds, depending on the number of combo points used. By far, this is the most important finisher you have. Above all else, you want this up at all times. If possible, you want to refresh it at 5 combo points to cut down on energy use, but if it drops, put it up immediately with whatever combo points you currently have. Note the glyph, which allows you to use it with 0 combo points for a 12 sec duration.
Rip 30 energy. Finishing move that ticks 8 times over 16 seconds; damage is based on number of combo points used. If Rip is on the target, the next three Shreds (or Mangle/Ravage) will add 2 seconds and an additional tick. Second in priority to Savage Roar.
Ferocious Bite 25-50 energy. Consumes all your current energy (minimum of 25, maximum of 50) and combo points for a large direct-damage attack. If the target is under 25% health, a Ferocious Bite will also refresh Rip’s duration. (This is known as the Blood in the Water or BitW effect, after the Cataclysm talent.) You can use this if you’re finishing something off, but you won’t use it too much in groups above 25% health; you won’t have the energy or combo points to spare.
Tiger’s Fury 30 sec CD, immediately generates 60 energy and increases damage done by 15% for 6 seconds. Off-GCD, so you can use this anytime. USE THIS ON COOLDOWN. I can’t stress this enough; people try to save it, which is a bad idea 99% of the time. If it’s available for use, use it UNLESS you’re above 30 energy (don’t want to waste the benefit). In that case, toss a Shred or two, pop TF, and keep going.
Berserk 3 minute CD. For 15 seconds, all of your abilities cost 50% less energy. Unlike TF, this one you have some flexibility on; use it when you’ve got a chance for some uninterrupted damage time. Note that Tiger’s Fury is locked out while Berserk is active; to best combine the two, pop TF and then immediately Berserk.
Soul of the Forest /
Incarnation
Force of Nature
You get ONE of these as your level 60 talent choice. Soul of the Forest is a passive bonus that effectively lowers the cost of all your finishers. Incarnation is a 3 minute burst cooldown that gives you a sweet armored form and some extra damage (by swapping Ravage for Shred).  Force of Nature is the old balance treants on a 1m CD that also stun your target. Overall, SOTF is the best choice, though certain fights may demand one of the other options.
Heart of the Wild / Dream of Cenarius / Nature’s Vigil You get ONE of these as your level 90 talent choice. Heart of the Wild is a passive bonus that also adds the ability to do off-role stuff temporarily. Dream of Cenarius completely changes up your rotation by asking you to weave in healing casts to buff your damage abilities; Nature’s Vigil is another burst damage cooldown that also adds some splash healing. Overall, Dream of Cenarius has the best theoretical DPS, but the DoC rotation is very difficult to use optimally, so I generally recommend Heart of the Wild.
Swipe 45 energy, basic area-of-effect (AoE) attack. Also generates combo points, so you can swap in Swipes for Shreds when you have a primary target and a few extras running around (known as a “cleave” effect).
Thrash 50 energy, AoE damage-over-time ability that ticks 6 times over 15 seconds. If a pack of enemies will last for a while, you want to Thrash them first then Swipe away.

That’s it! Master those 10, and you’ll know 90% of what you need to do.


This is an excerpt – full guide available here.

 Posted by at 2:24 pm
Sep 112012
 

Mostly changes for ferals; haven’t seen much for any of the other specs, but I’ll be happy to add them if there are any.

Cat Form’s 25% speed boost no longer stacks multiplicatively with Dash. An expected bug fix, though it remains to be seen exactly how all the different speed combinations are going to shake out. There’s LOTS of different ways of adding movement speed now.     (permanent–Cat Form, Travel Form, Feline Swiftness, PvP set bonus, boot enchant, metagem; temporary–Dash, Stampeding Roar, Nitro Boots, many others) and figuring out how all this stacks together now is going to take some comprehensive testing.

Rake damage reduced by 17%, Shred/Mangle/Ravage damage increased by 25%. This is from the class analysis thread, and is in direct response to us finding and exploiting Rake’s scaling last week. :) This change is going to shake everything up a bit; Dream of Cenarius/mastery will come down in value in relation to Incarnation/FoN and other secondary stats, and the Rake filler rotation is pretty much dead. (It might still be a small DPS gain at 85, but not at 90, looks like.) More details in the forums.

Glyph of Shred is bugged. For some reason, Glyph of Shred causes Shreds while under Tiger’s Fury to hit weaker, instead of stronger. Oops. I don’t see any mention of a fix to this in the patch notes, so we’ll see if it’s still like this when servers come up.

 Posted by at 1:51 pm
Sep 062012
 

After long hours of wowheading, I’ve finished up the 5.0/Mists of Pandaria gearing list for ferals! I’ve included an excerpt below: hit this link for the full list.


Here’s your feral gearing list for Mists! Some quick notes:

Slots to fill!

  • PvP gear doesn’t suck! I haven’t listed PvP gear here, but the low-level stuff is very comparable to equivalent item-level PvE gear, since you no longer lose a secondary stat on most items. Crafted Contender’s gear is great for starting 5-man heroics; Dreadful gear is perfectly acceptable as a 5-man heroic drop replacement. (Malevolent gear isn’t as comparably good, since you start losing socket bonuses/set bonuses.)
  • Your basic leveling/gearing strat will be to quest through Kun-Lai at 87 (to unlock Vale/Golden Lotus and gain Shado-Pan rep), then Townlong Steppes at 88 (more Shado-Pan), then Dread Wastes at 89 (Klaxxi). Once you ding 90,  run dailies in the Vale of Eternal Blessings for Golden Lotus rep: once you get GL to revered, daily hubs will open for the other factions. You shouldn’t need dailies to get to honored (except August Celestials) but anything past that will take some daily quest grinding.
  • Justice Points are used for buying honored rep gear, Valor Points are used for buying revered rep gear. Don’t stress too much about Valor Points, as you’ll have to do a lot of daily grinding before you can use them anyway. (If you heard about VP’s being used to upgrade gear, that mechanic’s been pushed to 5.1.)
  • If you are in well-gemmed/enchanted raid gear, I wouldn’t start trying to replace gear until level 88, and don’t break your set bonus until 90. The free OOC proc when you use TF is great for leveling.
  • In general, mastery >> crit  > hit/exp = haste. If you choose to hit/exp cap (7.5% for each), you’ll take a small theoretical DPS loss, but you’ll likely make up for it with a cleaner rotation. I expect bleed damage to get reduced a bit though, so mastery will likely fall back some.
  • Expect crafted gear to be very expensive because of the Spirit of Harmony requirement, which isn’t tradable.
  • Neither set bonus is very good. The 2pc set bonus is worth about 0.5% DPS. The 4pc set bonus is worth about 0.75% DPS. That said, I wouldn’t break them unless you’re upgrading at least two pieces a full tier, or at least three pieces a half-tier.
  • Off-sets: The head, shoulder, and chest slot off-sets are a half-tier lower than the tier gear, so don’t prioritize those. LFR/Normal-mode raiders will likely prefer to go offset gloves, since the Murderer’s Gloves (crafted) are much better itemized than tier gloves. Progression raiders will likely prefer to go offset legs, since the “elite” off-set legs are better itemized and a half-tier higher than the tier legs.
  • I’ve cut this list off roughly around 440/450; a full set of 437 gear can be obtained in Dread Wastes to fill missing spots.
2H Weapon

As always, weapon DPS remains a feral’s best friend, so go for the best you can find. The archaeology spear is actually the best pre-raid weapon you can get, if you want to take the time to go dig it up.

Name ILvl Source Difficulty
Gao-Rei, Staff of the Legendary Protector 509 Tsulong, Terrace of Endless Spring Heroic
Screaming Tiger, Qiang’s Unbreakable Polearm 502 Spirit Kings, Mogu’shan Vaults Heroic
Gao-Rei, Staff of the Legendary Protector 496 Tsulong, Terrace of Endless Spring Normal
Screaming Tiger, Qiang’s Unbreakable Polearm 489 Spirit Kings, Mogu’shan Vaults Normal
Gao-Rei, Staff of the Legendary Protector 483 Tsulong, Terrace of Endless Spring LFR
Inscribed Tiger Staff (BoA) 476 Inscription N/A
Screaming Tiger, Qiang’s Unbreakable Polearm 476 Spirit Kings, Mogu’shan Vaults LFR
Snowdrift’s Bladed Staff 463 Master Snowdrift, Shadow-Pan Monastery H 5-man
Firestorm Greatstaff 463 Brother Korloff, Scarlet Monastery H 5-man
Ghostheart 463 Xin the Weaponmaster, Gate of the Setting Sun H 5-man
Amber Spear of Klaxxi’vess 463 Exalted with Klaxxi N/A
Spear of Xuen (BoA) 463 Archaeology N/A
Kaleiki’s Lost Training Staff 450 World Drop? N/A
Scar-Shell’s Scintillating Staff 450 Arena of Annihilation, Kun-Lai Summit 5-man

This is an excerpt – click here for the full guide.

 Posted by at 5:29 pm
Sep 032012
 

After reading an interesting report on the CBAT II about Rake scaling (thanks Melenkor!), our intrepid theorycrafters got to work and discovered that as of 5.0.4, Rake is now outdoing Shred for damage on the initial hit. Combined with some other rotational tweaks (deprioritizing the extension of Rip for finishers due to SOTF’s cost reduction), this is translating to a 5-10% DPS increase over our previous “best” rotation.

I don’t expect this to stay; it’s clearly an unintended consequence of the Rake buff that occurred late in beta.  Fixing it, though, will be more difficult, as any nerf to Rake would disrupt the balance at level 90. I’d say it’s 50/50 they hotfix it or just wait until a pre-release patch to implement changes;  we’ll see what happens. In the meantime, if you’d like to experiment for yourself, all you need to do is reforge to mastery, then use Shred ONLY if you have less than 5 CP’s and it will extend a current Rip. Otherwise, use Rake for CP generation, and Bite a little more. If that went over your head, no worries: the Ovale scripts are located here. 5.4.11 is the traditional Shred script, 5.4.12 is the Rake-heavy one. Please share your feedback on what increase (or decrease) you’re seeing with these changes.

(And thank Leafkiller/Tinderhoof/Aggixx, they do all the work, I just play nosy reporter.)

Oh, and in other news, I now own the feral sticky on the battle.net Druid forums. Yay!

 Posted by at 2:56 pm
Aug 302012
 

(No WoW content, just a quick PSA. Feel free to skip.)I like this, even if it's an XKCD knockoff.

As August winds down, I see that the site broke 50k visitors this month for the first time since the Cataclysm release, which is totally awesome. Seriously. I’m waving graphs at my wife right now, and she’s laughing at me. Yes, I’m a big nerd. Leave me alone.

Unfortunately, donations haven’t kept track. This whole month, I’ve had a grand total of 2 (yes, two) donations.  For you stats fans, that’s a 0.00004% donation rate.

This isn’t a “hey give me money you freeloader” nag. I have a great job with the Army that pays me well, so I’m not starving or anything, and frankly, there’s a hell of a lot of more important things to be spending money on then donating money to some dude who writes about numbers in an online game.  That said, I’m now spending several hundred dollars a year on various web-related expenses, and my wife has hinted that the family budget would appreciate it if the site could support itself a little better.

As such, I’m going to be exploring some advertising options for the site. (Yes, I have Google Adsense right now, but that’s pennies a day.)  I promise that this won’t turn into AdTown Central; I hate the damn websites that have a tiny square of content surrounded by fifteen ads, and I know you do too. If you’ve been following me for a while, you should know I have standards; I try really hard not to put out something that sucks. If someone wants to pay me to pitch something, you’ll know it’s a sponsored post/placement, and I’ll never do stupid stuff like “hey, I’m going to break this 2000-word article into five parts so you have to click through and read a new ad on every page!” If you think I’m being hypocritical, let me know in the comments/forums and we’ll talk about it.

If you want to advertise, contact me via the form on my About Me page, and we’ll work something out.

PSA over. We now return to our regularly scheduled programming. If you read this far, here’s a bonus: I’ve started working up a feral/guardian gear list, and here’s the first draft.

P.S. Oh,  I don’t mind if you use Adblock or something to that effect; hell, I use Adblock all the time. Just remember that for a lot of Internet-types who aren’t as fortunate as me to have a great job, ad revenue is something they eat off of, so try to do something to help them out every now and then. Doesn’t have to be a donation; just share a link, tell a friend, namedrop in trade chat, whatever. Thanks.

 Posted by at 11:26 am
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 Touch. I 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