Monthly Archives: October 2009

Hallow’s End Guild party!

So, Conspiracy on Elune had a guild Hallow’s End party Sunday evening. We decided to skip our normal raid night, and instead we met up in Darkshire for some spooky fun:

We had a Scavenger Hunt! We split up into 2 groups of 6 and then traveled to far parts of Azeroth to find various items based off lines from Shakespeare’s Macbeth. We had to find Eye of Newt (mulrloc eye), wings, charms, cauldrons, adder’s tongue, et cetra. We had to interpret what item to get based off the line of Shakespeare’s text and ended up with all sorts of random things that we tried to pass off (sometimes successfully, sometimes unsuccessfully).

We also had a costume contest, won by Leyasnu’s Burrow & sombrero outfit.

After that, we split up into smaller groups and ran Headless Horseman to get people a couple more achievements.

It was a lot of fun!  Thanks Lauraya for organizing it!

Posted in Uncategorized

Glyph of Rapid Rejuv testing on PTR

Okay, so they FINALLY put the new glyph of rapid rejuv up on the PTR.

With limited testing abilities, here is what I’ve discovered:

A) It’s bugged so that the tooltip of rejuvenation doesn’t reflect the changes in how long it lasts. It would be REALLY great if we knew how long the new duration was going to be when it was glyphed. The Tranquility tooltip already scales with the haste we have (ie. at my same super high level of haste, tranquility ticks every 1.46 seconds for 5.82 seconds)

B) The effect for rejuv does seem to be working on the PTR, anyway, even if I can’t get a very accurate duration number:

No glyph + Nature’s Splendor: rejuv up-time = 18 seconds

Glyph + Nature’s Splendor + Celestial Focus + GotEM + 698 haste rating (no other haste effects) = about 13 second duration

13 seconds /6 ticks = 2.2 seconds between ticks

So, if my estimation is correct, I’m down to just over 2 seconds between ticks instead of 3 seconds between ticks, but that also means I can’t keep it up on nearly as many people as I can at an 18 second duration. I can’t give much more of an accurate count than that without the tooltip working.

If I cast during a nature’s grace proc, I’m dropping the duration even lower, closer to between 10 or 11 seconds, so it has interesting interactions with weaving it between Nourishes in more interesting healing builds.

Am I going to use it? Maybe. I just wanted to get numbers down on “paper” for now. We can talk more about what it means as the weeks go on. This definitely leads me to believe that it’s going to be helpful for 5-man and 10-man healing, but I don’t see it as being required, since it comes with essentially a duration trade-off for the faster healing ticks.

Posted in Patch 3.3 WotLK, Restoration Healing Trees

Moonkin & Haste: The wrath problem

Okay, so for the last couple days, I’ve been following Murmur’s post in the damage dealing forum about haste & wrath.

The problem has a couple layers:

  • Wrath has a short cast time
  • The global cool down (GCD) can’t go below 1 second
  • Wrath is able to have a cast time below 1 second with haste (from gear, talents, buffs).
  • Having a cast time below the GCD is bad.
  • Eclipse makes us have to cast wrath even if we don’t want to
  • So, we gear for less haste to not have as bad GCD clipping problems
  • but then we have to avoid haste on our gear.

The best fix for this problem, after reading everyone’s feedback from that thread would be to change Nature’s Grace to just give less haste, so that we have a higher haste cap before Wrath clips the GCD. However, we can’t change Nature’s Grace in patch 3.3 for obvious reasons, as Ghostcrawler points out:

I agree Nature’s Grace is a big part of the problem here. We changed Gift of the Earth Mother for pretty similar reasons. However, Nature’s Grace is a Really Big Deal. We honestly keep talking about changing it, but we’re also paranoid about screwing it up because Balance dps is dependent on it. NG is probably an overbudget talent, but in this case if we nerfed iit, we’d have to mess with Balance in a lot of other areas to compensate. We’ll almost certainly do it at some point, but I worry about messing with it for 3.3.

Nature’s Grace is a talent that all caster druids (should) pick up: For PvP, PvE, tree healing, & moonkin damage dealing. It would hurt all these aspects of the game to just nerf Nature’s Grace. I also don’t think resto could handle a NG and GotEM nerf in the same patch without really having problems.

So, what are the other options?

  • Lowering the global cooldown below a second

This is a terrible idea for a lot of reasons, but the biggest one being that it takes time for human beings to react to stimuli presented on the computer screen, and the internet/server latency combined with human reaction times makes lowing the GCD below a second a horrible idea, since people with quick RT’s and lower latency would be the only people who really benefited from this.  You don’t want to end up with a 500 millisecond Global cooldown, but 800 millisecond internet latency. This would be a horrible precedent to set, and wouldn’t really “fix” the problem.

  • Increasing wrath’s cast time directly

This would ruin wrath for PvP, since PvP relies on the short cast time for wrath. So, we can’t nerf PvP for PvE in patch 3.3 for an already suffering spec. This is why starlight wrath can’t really be changed at this point. Introducing a glyph to re-increase the cast time of wrath isn’t a good idea, either, because we’d have to waste a glyph slot to undo the effect of 5 talent points we spent.

  • Change the Celestial Focus & drop that 3% haste from talents at that point in the tree.

Just giving us less haste through talents would be an okay short-term band-aid fix. They could change Celestial Focus to give a PvP survivability buff, and compensate for the damage loss in other ways (much to the grumbling of the resto druids who wanted to pick up this talent to help off-set the GotEM nerf). This is probably the best place to make a change for 3.3, and it would essentially just raise the gearing cap for haste by 3% – so it would be a temporary band-aid fix at best, but a band-aid fix for 3.3 may be all that we really need at this point.

  • Leave it alone & wait for Cataclysm

This is another viable option. We could just “deal” with it for Icecrown Citadel, and wait for a whole new revamp to take care of the problem. We’ll get at least 1 new balance DPS spell for our PvE rotation (because they would have to do that to “fix” a lot of our problems), they could make us less reliant on Wrath for PvE, they could revamp the whole talent tree to give us less haste but still keep us viable. They could easily change Nature’s Grace at that point along with the dozens of other changes, so we won’t even notice the loss. With the other Cataclysm stat & talent system changes, it will be really easy to compensate for any re-balancing that has to be done to make haste a more attractive stat for us.

What do we do until then? I’m really not sure there is a good answer…

Posted in Moonkin Balance DPS, Patch 3.3 WotLK

Blizzchat twitter recap

So, the @Warcraft twitter #BlizzChat session lasted about an hour, and they posted all the answers on the WoW forums.

There wasn’t much in the way of new information released, in normal Blizzard style. 😉

Here’s the recap of the top 3 questions I thought were interesting:

Q: With T10, are we going to see tokens like in Ulduar? or like CC? CC style had every class and spec rolling on same thing.
A: With t10 we’re going to see a hybrid. The tier 10 items (the ones with item levels you’d find in the 10-player raid) will be purchased with Emblems of Frost.
The tier 10.5 items (the ones with item levels you’d find in the 25-player raid) will be obtained by getting a token (one that is specific to 3 or 4 classes, much like the ulduar tokens) and using it to upgrade the tier 10 item that was purchased with emblems of frost.

So far, this is the most helpful answer on their little Q&A. I’m really excited if I can buy the 10-man versions, and then upgrade them to 25-man versions as I get the raid tokens, instead of having to wait until I can get the 25-man token OR have to waste badges on the 10-man versions while I wait for 25-man raid tokens.

Q: When do hunters get to tame druids?
A: Right after druids get a hunter form.

OMG I want hunter form!!!1! I already said I leveled to 60 as a hunter pet, so I find this one particularly funny. 🙂 That said, there were a lot of “fluff” and what felt like filler questions that got answered, but some of them were at least entertaining.

Q: Will leveling from 80-85 be like leveling from 70-80?
A: It’s too early to say. We base our leveling more around how much quest content we have and how good the reward pacing feels. If we have as many quests as we did from 70-80 and if it feels like your character is getting a reasonable amount of new stuff for the time invested, then it could end up being similar.

My current bet is that it will end up taking a little bit less time to level up to 85. Definitely longer than 70 to 75, otherwise it would be pretty fast and not all that fun. There are still going to be a lot of quests & new areas to explore, so it’s going to take time to get through it all.

Posted in Uncategorized


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