Tag Archives: Moonkin changes

Patch 3.2 Reactions

I promise I’m really going to do a Yogg strat (I promise!), but I can’t let this go unblogged.  I avoided posting during the Maelstrom of Patch 3.2 news because, like everyone else, I was kind of overwhelmed.  I never thought I’d say that I was ever given too much information…but that was certainly a bunch of info all at one time.  I’ve seen a lot of the same questions repeated across the interweb, so here’s my take on two of them:

WHEN?!When will the patch come out?

I don’t guess I’m surprised that this question has been splattered all over the forums and blogs across the WoW universe.  People are either going to panic about getting things done before the patch or are bored with the current standings and ready to do something different.  Some of us are feeling both.

I’ll be honest:  I think we have at least a month or two before the patch comes out.  I know a lot of people are predicting it either much sooner or much, much later, but following the PTR is usually a good measure of how long it’s going to be.  For those of you who played on the 3.1 PTR, you’ll remember the Ulduar boss-cycling.  Blizz tried to get that started last week with some issues, but once they get the train rolling, you can bet probably the equivalent of  a week per raid boss, so I’m guessing 6-8 weeks before the patch.  Maybe a little more.

But again, this is Blizzard’s ball game, and no one can accurately predict the patch day.  I’m not even sure the guys at Blizzard can give you more than a ballpark.

What are the changes to <insert class here> and why are they important (or not so much)?

L2P Chicken!

Yes, you need to know about the moonkin changes, because it’s going to be a pretty big adjustment to the way we play.  I’m going to skip over the complete druid list (for now) and go straight to the important moonkin stuff.

In news-writing, you learn to start with the most important facts.  I see the new Eclipse mechanic as the Number 1 thing-to-know about this patch:

Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30-second cooldowns. In addition, it is not possible to have both buffs active simultaneously.

I’ve been experimenting with this a little on the PTR, and I haven’t settled on a rotation yet.  I’m sure it will end up being a question of math, and anyone who is familiar with my blog knows that math and I are not the best of friends, so I may end up defaulting to the theorycrafters on this one.  I can tell you, though, that regardless of the tweaks, you’ll be looking at a rotation that switches back and forth between the two Eclipses.  I’ve been testing something akin to Wrath -> SF Eclipse -> SF through Eclipse until Wrath Eclipse procs, although I’m not satisfied with the way this has played out just yet.

I’m still using Squawk & Awe on the PTR, but with this change, you might find yourself leaning more towards traditional DoT Timers.

Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.

I’m not sure how much of a real difference this is going to make, but I can see it working for us slightly.  Right now, if I were an NPC mage casting 9k fireballs at you, there is a chance that I will miss you, and that’s great.  But when I hit you, I’m still going to do 9k damage.  Fireball one misses, maybe; but fireball two lands on you for 9k, Fireball three lands on you for 9k, and crap, you’re about dead.  You’d better hope you get healed before the next one gets off, because if it hits, that last 9k is going to leave your corpse on the ground.

Now, with the new mechanic, if I’m that same mage, my Fireball is pretty much expected to hit you.  However, it’s going to hit you for 8.5k instead of 9k.  No, that’s not much, but it might be just enough extra time for you to get that healthstone off, or for a healer to shake off their tunnel vision and throw an appreciated heal your way.

It’s a small difference, I admit; but I’m willing to be optimistic about this.

And finally,

Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.

I’m really not sure if this is going to be a huge mechanic change or not.  I mean, it will certainly feel very different, but it could mean that I get to use innervate more.  Right now, I use it during raids about 5 times a night.  4 times to keep me up through chain-pulling trash, and 1 time to innervate the resto druid that helps relieve some of my decursing during Phase 3 Yogg so I can actually DPS.  If this makes it a more useful spell; hey, I’m all for it.  I don’t see it as being a big deal, though.  I’ll know more after I get into those PTR raids.

There is a LOT more info in the patch notes I want to get through, but it’s been a very busy few weeks, so I’ll be dishing out my reactions slowly, hopefully by the end of this week I’ll have them all.

Deja Vu

Deja Vu

On top of that, I finally got my mage alt to 80 (yay!) and am farming up gold like crazy so as not to go broke buying her epic flight.  I ran a 10-man Naxx on her and got 5 great upgrades, so hopefully there will be more of her to come.

To all my chickens:  may your mana bar always be full and your Starfires crit often.


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Pulling Patch 3.1 – Part 1: Balance Druids

Apparently I have more influence than I thought, as not long after I posted yesterday’s blog, the PTR shut down in anticipation of patch 3.1 going live today.  I will still take screenshot submissions for the previous post, though; because it will still give me a good chuckle to see your guildies scratching their heads.

One of our insomniac priests posted the patch notes going live today.  I’ve singled out the relevant druid ones to discuss:

Druid (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Abolish Poison: Now ticks every 3 seconds, up from every 2. Now lasts 12 seconds, up from 8.
  • Faerie Fire and Faerie Fire (Feral): Now decreases armor of your target by 5%. Has a 5-minute duration, and a 40-second PvP duration.
  • Innervate: This spell no longer costs mana.
  • Starfall: Cooldown reduced to 90 seconds.Balance
  • Celestial Focus redesigned: Reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Hurricane by 23/46/70% and increases your total spell haste by 1/2/3%.
  • Eclipse: The benefit to Wrath triggered by casting Starfire has been increased to 30% bonus damage.
  • Insect Swarm: The bonus damage from spellpower on this damage-over-time ability has been increased significantly to match similar spells on other classes.
  • Mark of the Wild and Gift of the Wild can now be cast while in Moonkin form.
  • Moonkin Form: Mana cost reduced.
  • Nature’s Grace redesigned: All spell critical strikes have a 33/66/100% chance to grace you with a Blessing of Nature, increasing your spell casting speed by 20% for 3 seconds.
  • Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.
  • Typhoon: Now causes a 3-second daze.Feral
  • Improved Mark of the Wild: Now also increases all of your total attributes by 1/2%.
  • Intensity: Now grants 17/33/50% of mana regeneration while casting.
  • New Talent: Improved Barkskin: Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.

Some of the above are pretty self explanatory, both the good and the bad.  GotW in Moonkin?  About time.  But here are some to consider:

Faerie Fire – If you run in a raid without a Misery-casting shadowpriest or a feral druid, using your Improved Faerie Fire hit bonus just got easier for you.  It now lasts 5 minutes, meaning you can throw it on at the beginning of a fight and either not have to refresh it or only refresh it once.

Innervate – Ever suddenly ran out of mana (this happens a lot to me while hurricaning Naxx trash because we chain pull, and the chain is very, very short) and realize you can’t cast Innervate because…well, you don’t have mana?  Fixed.

Celestial Focus – If you have before used Starfire + Celestial Focus in battlegrounds to stun enemies, you might be a little disappointed.  I admit, I’ll miss the stun when I’m just questing or farming.  However, less pushback is nice, and 3% improved haste is nicer.  I’ll have to play around with working this back into my spec.

Eclipse – Does this mean spamming SF to get Wrath Eclipse is now raid viable?  Probably not.  Does this mean we will be encountering single target trash in Ulduar where this will be awesome?  You bet your sweet moonkin tushy it will.

Insect Swarm – Good DoT made better.  The improvement to the spell coupled with the glyph should return this as valuable dps.

Nature’s Grace – This is an interesting change.  For those of us who have tried to stack haste, it’s a very slight improvement.  Almost negligible.  But for those who are behind on stacking haste, it’s a pretty significant boost.   Let’s use two numbers we can all understand: the base casting time of Starfire and my current casting time with the amount of haste I have.

Let’s start with the pre-3.1 Lich King.  The base Starfire cast time with no haste whatsoever is 3.5 seconds.  Mine is currently 2.54.

3.50 – 0.5 = 3.00 second SF casting time with Nature’s Splendor.
2.54 – 0.5 = 2.04 second SF casting time with Nature’s Splendor.

Now let’s look at the change to 20%:

3.50 x 0.20 = 0.700 second reduction, or 3.50 – 0.700 = 2.80 second SF casting time with Nature’s Splendor.
2.54 x 0.20 = 0.508 second reduction, or 2.54 – 0.508 = 2.03 second SF casting time with Nature’s Splendor.

My casting time has barely changed, while someone with very little haste might see a decent improvement. As I’m pretty much unaffected, I feel kind of so-so on this change.

Typhoon – Still useless for PvE, but for PvP this is a pretty sweet upgrade.  Now you not only pushback your enemy, but stun them as well.  Go go stunned arena healer.

Improved Mark of the Wild – Give it up, guys; you’re not going to get dedicated ferals to spec into IMotW.  But since most of us balance druids  already do: cool, more stats.

Intensity – If you were having serious mana issues, you should have already considered picking up Intensity, although there are a few other options (Dreamstate, OoC) in the talent tree.  If you’re still having mana issues, there’s absolutely no question about it now.  Get Intensityx3, period.

Improved Barkskin – Lumped in with Typhoon as useless for PvE but a change that makes Barkskin way more useful in PvP.

Relevant General Changes

–Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).

The applications for this are easy to see, and both awesome and scary:  healer drops out mid-raid, now you can respec and reglyph on site, assuming you have raid-worthy healing gear.  And if you don’t, you might want to consider getting some 25-man PuGs in for healing gear.  It’s nice to have options.

–Mana Regeneration: The amount of mana regeneration derived from intellect and spirit has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.

Am I the only one who doesn’t understand the need for this change?  Explain, please.

–The shaman’s Fire Elemental and Spirit Wolves, mage’s Water Elemental and Mirror Images, and druid’s Treants have all gained avoidance from area-of-effect damage similar to what warlock and hunter pets already have.

Amber like.  This change makes sense, unlike some others…

I want to go into more about some of the less class-specific things, but I don’t want to be verbose in one post, and this one is already over 1000 words.  I’ll probably have time to whip up Part 2 in the midst of the inevitable server crashes tonight.

Happy Patch Day to you all, and to keep you entertained until it’s over, I highly recommend The Ulduar Cinematic.


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