Archive for February, 2010

Moonkin basics for the new level 80 Raider

So, you just hit 80 and want to be a moonkin raider? Great! Lets get started.

First, you have to be aware of how many great resources there are for new moonkin players, such as the Balance 101 guide on WoW.com. Murmur’s guide covers a lot more than what I’m going to talk about here, and he covers it in greater detail. I am also including lots of links in this post to places where other people explained things, so if you are a new moonkin, I expect you to read all those other links, too! The more resources you read, the better you will understand the moonkin mechanics.

This guide will also assume (in places) that you haven’t raided before on another character. Murmur’s guide is very specific to things unique to moonkin, but a lot of the time, people who are very new to WOW raiding will miss over other important basics (like why you need addons, or how to learn the boss fights in advance). This is also going to be more of a resource list of things you need to know, and where to go find out about them.

The most important thing you need to remember is that it is your job to NOT be a faildruid:

From CAD-Sillies by Tim Buckley

How should you spec?

Talents are a very, very important thing. Having the right talent build can take you from being a failkin to being a boomkin. When you hit level 80, you need to choose a good talent spec for raiding. There is a little bit of flexibility, but not that much. Instead of explaining all the talents, I’m just going to give you 2 “template” specs that you can use:

For more discussion on talents, see Graylo’s talent guide, and Hamlet’s moonkin basics for more advanced raiders.

Get to know your spells.

Priority/rotation basics:

  • In a raid, always attack what your raid leaders/tanks tell you to attack. If they put a Skull symbol over something’s head, it means you should attack that. At the very least, follow directions about what kill targets you are supposed to be on. For example, there are often adds that spawn that you will need to single-target kill in boss fights. The raid leaders will ask you to kill those adds FAST and then go back on the boss.
  • For 3 or more mobs that are standing near each other (usually on the “trash” packs before bosses), you can AOE instead of doing single-target damage (ie. hurricane & starfall). If you have enough space to not aggro a bunch of other crap, then you can use starfall when it’s off cooldown. If you aren’t sure how big your AOE radius is on starfall, then skip it and stick to just using hurricane.
  • For your single-target rotation, you will basically be refreshing DOTs, using your cooldowns, and switching back and forth between wrath and starfire based on having a solar (orange = switch to casting wrath) or lunar Eclipse (blue = switch to casting starfire) proc. For how this all works, See Graylo’s “spells and rotations” guide. Graylo has great advice about being able to master the art of doing good damage as a moonkin druid, and should be considered “required” homework for you.

Addons/Interface.

  • You have to WATCH your Eclipse buffs and your DOTs closely so what you should do is to install an addon called Squawk and Awe. (Advanced moonkin can find other options, such as Quartz, power auras, etc).

Here are some other addon things I find helpful. In general, try to keep your interface CLEAN and SIMPLE. Make sure you can see the world around you so that you can pay attention and your screen isn’t covered in windows, spam and crap. If you are a new player without other high level characters, here is a couple really basic addons that are helpful for raiding:

Gear for Success

  • Gem & enchant all your gear, and use the right kinds of gems & enchants. The worst mistake that you can do is to apply to a serious raiding guild without any enchants or gems in your gear. Even running PUGs, they will likely not accept you if you do poor damage and you look like you don’t care about your gear at all.
  • Run Random Heroics to get your triumph badges for the Tier 9 set pieces (which you will eventually replace with Tier 10 from frost badges) & make sure that you get a good idol, trinkets, and pick up enough stuff to replace all your blues with dungeon epics. Running 5-man dungeons will also be a good way to practice your rotations before you try to start raiding. Graylo has good loot lists to help you evaluate raid-level gear.
  • Make sure you have enough hit rating that your spells don’t miss (263 without a draenei, or 236 with a draenei in your group). You want to hit these marks, but not have a ton of extra, since you get zero benefit from hit after these points.
  • Try to have between 400 & 500 haste rating, and then focus more on crit after that point as you are gearing up.
  • Don’t forget your glyphs! What the “best” glyphs are will change in patch 3.3.3, but before the next patch, you would want moonfire, starfire, & insect swarm glyphs. You will likely trade out your insect swarm glyph for a starfall glyph when the next patch day hits, however this is subject to change.
  • Use flasks (Flask of the Frost Wyrm), and food buffs (usually fish feasts, but make sure you have your own spell power-increasing food if you need it).
  • Since you need to run 5-mans before you start running 10-mans or 25-mans, you may also want to read this wow.com rookie guide for advice on preparing to run 5-man dungeons at level 80.

Know the boss fights.

Additional Moonkin Resources:

Conclusions:

  • Moonkin CAN do respectable damage, but often don’t live up to their potential.
  • The biggest places where moonkin lose out is by having a bad spec, not gearing correctly, not understanding the “rotation” well enough to maximize damage output, not using good raiding addons, not knowing enough about the fights (so you lose more damage time by moving too much or too little), and not using the resources available to learn how to do it right.
  • Try to run other raids (like Naxramas, Ulduar, ToC, VoA, etc) before jumping into Icecrown Citadel if you haven’t really raided much before. You can usually tag along with PUGs running 10-mans for the weekly raid quests.
  • Learn to maximize your potential – so that you can be a contributing raid member and to help your team to succeed.
  • Also, don’t forget that this is supposed to be fun!

Recap of Twitter answers for druids

There were 2 questions relevant to druids in the latest twitter #blizzchat.

  • Q. Is there any ETA on tree / moonkin form graphical update?
    A. Moonkin is hard because Moonkin players are so in love with that form. It’s tough to change it at all. We currently hope to do a new tree form for Cataclysm, but no promises.

I think what moonkin would like more than a complete revamp is just color customizations of the already existing forms. A quick re-color (tied to our hair colors) would be a lot of fun, even if the basic forms weren’t changed for moonkin. Color customization is more important for trees & moonkin, really. More colors, please!

Also, moonkin & tree form (and ALL the forms) need to look different for Worgen & Trolls compared to their NE & Tauren counterparts. Since we won’t likely be able to fight outside of forms as druids, the new races need very distinctly different forms so that the new races can be fun.

  • Q. Has there been any thought of changing Eclipse to charges so that Moonkin dps doesn’t suffer so much from moving?
    A. Yes. Expect a major overhaul in Cataclysm that keeps the same basic idea (alternating from Arcane to Nature) but in a way that is more core to the class. Like everything though, there is the risk that we may decide this idea sucks once we see it in action.

This is something I’m super excited to see. I can pretty much promise you that the moonkin players will give you great feedback on anything that you tinker with during Cataclysm testing. We can’t wait to see what the developers ideas are for making moonkin a more fun spec to play! If their first idea for the Eclipse mechanic comes out funky, we’ll do whatever we can to help it work out in the end.  I think moonkin need to see a lot of revamp & change to bring us into a better place in Cataclysm, but that’s what expansion talent revamps are really all about.

I’m glad that they are at least willing to consider fundamentally changing how Eclipse works, which gives me hope that maybe they’ll make the changes necessary to moonkin so that we don’t feel like we’re always an expansion behind everyone else and just trying to play catch-up all the time. I’m really excited to see what may be coming for moonkin in the future. This next expansion will be really fun for moonkin (yes, I can still sound hopeful from time to time).

3.3.3 Druid changes – for moonkin pvp (or not)

First, the changes:

  • Typhoon mana cost has been reduced from 32% of base mana to 25% of base mana.
  • Starfall damage has been increased. Now causes 563 to 653 Arcane damage (Up from 433 to 503) and 101 Arcane damage (Up from 78) to all other enemies within 5 yards. Spell Power coefficients also increased.
  • Nature’s Grasp: Now has 3 charges, up from 1.

Typhoon:

First, the typhoon mana change is designed to help make typhoon not cause moonkin in PvP to go OOM. Typhoon needs to be something that moonkin can use often, so making it slightly less of a drain on their mana pools is a helpful change.

Starfall:

Designed to help starfall feel more useful. Gives probably a small-ish DPS increase for PvE (depending on how much you use starfall already). Unlikely to do anything significant for moonkin PvP. If each tick does a couple hundred more damage (at most), and you only get off 2 or 3 ticks in a PvP situation (at most), then it’s not really going to do what the developers had hoped it would do. Starfall is always going to be interrupted by Crowd Control, and no amount of crying is going to convince the developers otherwise, so the best hope for making starfall more useful for PvP is being able to capitalize on getting off the first couple ticks when you can.

UPDATE: It looks like starfall should be doing somewhere around 3x’s more on the PTR compared to what it is on Live. Should be a nice PvE boost. Not sure for PvP yet how it’s going to work out.

Nature’s Grasp:

Now has 3 charges? I’m really confused on how this could actually work for moonkin in terms of being something useful. It’s much more likely to help resto druids escape, since resto has the mobility to keep HOTs going while root-kiting. Feral  already has instant-cast cylones & roots with their cat form talent, which doesn’t require them to get hit in the first place. Moonkin can’t rely on nature’s grasp as an actual escape mechanism. Moonkin PvP’ers are worried that more procs that go to waste is not going to be helpful because it will just contribute to the diminishing returns (or just snag pets that you don’t want snagged). Unless it could root all 3 targets at once, then the charges won’t help moonkin (and it’s unlikely that they would give feral & resto an AOE root).

The nature’s grasp change, combined with all the other changes, really need to be tested on the PTR, and people need to post constructive feedback about why they are (or aren’t) working. However, anything that makes this a viable escape mechanism for moonkin would likely be overpowering for resto druids. In fact, resto probably benefits the most from this in PvP because they have improved barkskin and other mechanics (like instant-cast spells) that help them escape while also being able to cast something worthwhile on the run. We really need to see this in action to get a better idea of how it’s effecting the 3 specs.

UPDATE: GC says that the roots from Nature’s Grasp can apply to other people without breaking the previous roots (so you could potentially have 4 people rooted at once if you were super lucky).

Conclusions:

All 3 of these are buffs. The typhoon one buffs PvP moonkin’s mana. The second one buffs moonkin PvE. The third is likely to benefit resto druids the most. None of these are the actual moonkin PvP fixes that they were looking for, which is why there has been a string of rather non-productive posts on the damage dealing forums. The lack of focus in all the moonkin threads, however, makes it particularly hard to see if the buffs are actually going to help moonkin PvP or not. I’m hoping that people will start talking about their actual PTR PvP results once things settle down. I gave up on moonkin PvP so long ago that I don’t even think I could do any worthwhile PTR PvP testing at this point. The good, productive, posts are also being lost in the low signal-to-noise ratio on the forums.

UPDATE – More info on Starfall:

Hey Hamlet, sorry for any confusion. We probably should have just waited until you guys could test it on the PTR.

I think I figured out how you all are calculating the coefficient, so maybe this will make more sense. Again, I’m not 100% sure we’re speaking the same language here. If I have time, maybe I will just log in with a moonkin and compare the before and after and post numbers.

Main star
Old coefficient: 4.8%
New coefficient: 37%

Splash damage
Old coefficient: 1.2%
New coefficient: 13%

As I said, these numbers are very generous. If Balance druids melt the world we may have to back off of them.

BA shared topic: Warm fuzzies?

I recently volunteered to help be a moderator at Blog Azeroth, along with a handful of other people. So, now, it’s not just one person burdened with keeping the forum community going, but now there is a whole team of people helping!  It’s nice to see that Phaelia’s BA community keeps growing every day!  If you are a new blogger, you can post in the Introduction forums and then get started on posting about other topics!

One good thing about Blog Azeroth is that there is a weekly shared topic, so that when you get stuck on what to write about, you can choose one of the topics there and do a post for it. One of these topics is on Warm fuzzies from positive random dungeon experiences. Only… not this kind of warm fuzzies:

These two new super adorable plushies just went live in the Blizzard store (with in-game non-combat vanity pet also available when you buy the plushies). However, that’s not the kind of warm fuzzies I’m supposed to be talking about today.

No, instead, he is asking about positive experiences you have in random dungeons, since most people only post about negative experiences they have had.

The most positive experiences I’ve had is running into people I wouldn’t have otherwise been able to run with in-game. I’ve run into several people I knew, and several people recognized me from my blog.

Getting randomly put into a dungeon with people you know from other servers on your battlegroup can be a lot of fun and totally unexpected.

Other than that, positive dungeon experiences seem to not really be that memorable. The best heroic random runs with PUGs tend to be the ones that go smoothly, where nothing out of the ordinary actually happens, and you are going to be unlikely to want to blog about something totally ordinary happening. Instead, people tend to dwell on the negative experiences because they stand out, and actually end up being a deviation from the norm. I think that overall, people have more positive experiences in random dungeons, but all those positive experiences usually don’t get translated into something worth blogging about.

I also tend to do a lot of partial guild runs, where we may pick up 1 or 2 PUG players, rather than having all the other people be PUGs, so my most positive experiences tend to be with my guild members or friends that I’m having fun instancing with. However, since I’ve been running the heroics so frequently for so long, it’s hard to talk about a singular positive event that has been better than the others.

Pugs also tend to not talk to each other much at all, so that makes it particularly hard to have super positive conversations with them. With the exception of people who I recognized, or who recognized me, I haven’t been spending a lot of time talking to the random people from random servers, almost to the point where sometimes I try to talk & start up conversations, which may or may not actually work.  However, for as much as I cry to my guild about not wanting to PUG, I’ve actually had primarily good experiences with PUGs and the random dungeon system. I’m actually really happy that they put in the random dungeon system, and that they made it so easy to get those groups going. I think that’s why I’ve been able to have so many positive experiences that none of them stand out in my mind.

What about you guys? If you are bloggers, you can write about your positive experiences with the dungeon system on your blog and post it on the BA shared topic!

Elder Lissanna finishes her long strange trip

Last year I was too busy to finish honoring all my elders for the Lunar Festival. So, it ended up being the last holiday that I needed to finish What a Long Strange Trip It’s been. So, I trekked all over Kalimdor, Eastern Kingdoms, Northrend, and dungeons across the land. Finally, I finished the Lunar festival achievements, earning myself the title of Elder. At the same time, I also finished What a Long Strange Trip!

I got my violet proto-drake, which I showed off on the landing in Dalaran. Then, I remembered something that my character would have wanted to do after earning that big of an achievement. So, here’s Lissanna’s rendition of what happened next:

After completing my holiday celebrations, I returned to moonglade, what is usually my sanctuary away from the struggles of Northrend. What is usually a place of meditation and my connection to nature is now a festival ground for all of Azeroth to celebrate their elders. Since I had been awarded the title of Elder, I saw it fitting that I should go out to my home land, so that people could come to honor me. I went to my favorite place beside my friend Loganaar, where we can train young druids together. I started off training a young druid by showing him how to return back to Darnassus after he first learned how to come to my sacred home. However, I can not stay here for long, since there is little time to rest while the Lich King is still allowed to terrorize the frozen lands of Northrend and threaten all of Azeroth. The time of resting will soon come to an end and I will return when I am called to battle.


Can moonkin be fixed before Cata?

Okay, so Ghostcrawler has posted in multiple balance druid threads in the damage dealing forum in the last week. He shot down two ideas (ie. a glyph for wrath haste scaling, and Owlkin Frenzy buffs). He seems to be paying attention to moonkin, and to changes that will come before Cataclysm, but there doesn’t seem to be a clear-cut way to fix moonkin’s problems without major talent tree overhauls.

What are the problems?

  1. Wrath scales poorly with haste, causing there to be a soft-cap of around 400 haste rating, where after that rating level, your wrath cast time drops below a second and clips the GCD (when Nature’s Grace is active). Also causes problems when Heroism is up.
  2. Eclipse has been buffed too many times, and now makes the crit cap for Starfire be too low, and Eclipse makes up too large of a % of our overall DPS. Eclipse is also a clunky & uncontrolled mechanic, leading to big RNG swings in our DPS not being reliable (ie. we have good RNG days and bad RNG days, with larger DPS swings up and down  than other classes have to deal with).
  3. Moonkin have to stand rooted in place to do good damage. For example, on Festgergut in ICC, I’ve deemed myself a “melee moonkin” so I can pump out between 2,000 and 3,000 more DPS than if I was in range (a bigger swing than any of our other ranged damage dealers). Lack of mobility effects both PvP and PvE moonkin.
  4. Given that the fight mechanics require a lot of moving around and we scale poorly with stats, we tend to fall behind on DPS compared to people who don’t have those same movement or scaling problems. In some fights in ICC 25-man, I can come in 4th place on the meters & in the same instance, I can also come in 11th place; since my DPS goes up and down all over the place, which isn’t happening to the other people in my raid (ie. they stay relatively the same & I move up and down willy nilly).
  5. Moonkin don’t do well in PvP. Given that all of Moonkin’s mechanics are designed around doing good PvE damage, moonkin have very few good PvP abilities, and lack the defensive cooldowns or escape mechanics that other classes have. Combined with clunky damage dealing mechanics and no burst-damage cooldowns they can use on demand (and how hard it would be to maintain an Eclipse rotation in pvp), moonkin haven’t been doing well overall in Arena teams all expansion (with very few exceptions of moonkin who have managed to “stick it out).

Are there ways we can fix these problems before Cataclysm? What are the real fixes these problems need?

  1. No. Well, not without some clunky mechanic like the glyph that GC doesn’t like. The real fix for poor haste scaling is that Nature’s Grace needs to be removed for Cataclysm’s talent changes, where the trees can be designed around the talent’s removal without being a huge nerf. Anything else is just going to likely to be clunky (like the glyph option).
  2. No. Eclipse can’t be fixed until Cataclysm either. What moonkin’s rotation needs is about 2 more spells that we can mix into our rotations, in which case Eclipse would be much more easily modified at that point. In addition, other talents can be put in the mix to reduce our dependency on Eclipse forcing us to do more than just cast starfire. In addition, Eclipse wouldn’t need to be as strong if Wrath didn’t clip the GCD so much (ie. wrath was actually desirable to use in PvE). They could also take wrath out of our rotation and give us something else that was a medium cast-time nuke, and save Wrath for being a PvP spell (where fast cast times are more favorable).
  3. No. To fix our problems with movement-heavy or target switching fights, the changes they could make to our overall rotation and new spells could help address that “rooted” problem. For example, an instant-cast direct damage spell that did decent burst damage could be timed to use while moving when movement was predictable (and typhoon or refreshing DOTs just doesn’t fill that role well enough).
  4. Yes, the developers can boost our overall DPS so that we don’t fall behind the other classes.
  5. Not really. Moonkin PvP needs the talent trees redesigned, new abilities implemented, and new “on use” defensive/offensive cooldowns to stand much of a chance in pvp. Moonkin could also use an imp barkskin talent like exactly what they gave to resto druids instead of moonkin. There are little things Blizzard can do to make life for PvP moonkin more tolerable, but there’s no fix for a spec that is totally broken for PvP.

What can be changed before Cataclysm?

  • This is something that a newer moonkin blogger, Random Moonkin Generator, has been mulling over, and suggests things like: removing haste from celestial focus, changing improved insect swarm (ie. making wrath crit more & starfire do more damage to help increase the crit cap for Lunare Eclipse starfires), making nature’s splendor increase duration of IS & moonfire more, having our DOTs scale with haste or crit from talents. Some of these I’ll talk about below, but you should go read that thread, too.
  • The fastest solution to falling behind on DPS is just to give flat damage increases to talents like Earth & Moon that can easily be removed for Cataclysm, and work great without having to do too much testing. That’s what they did with Earth & Moon once already in 3.3. They could just tack on an additional damage bonus to imp moonkin form or something.
  • The easiest solution would be to do nothing and make us “wait until Cata”, so that in Alpha/Beta testing for Cata, the whole talent tree can just be re-designed from the ground up (or something like that).
  • Better scaling with gear? I like the idea of having DOTs scale better with gear.  Our tier 9 set bonus allowed moonfire to crit, which was a nice temporary way of DOTs scaling with our crit. However, once you upgrade to T10 gear, none of our DOTs scale with either haste or crit. It might be interesting to have one (or both) of our DOTs scale better with either crit or haste. It doesn’t fix the immediate problems of wrath and starfire scaling, but it’s something interesting that could be examined.
  • Reducing Starfire’s Crit chance? If the possibility of crit-capping Starfire on Eclipse procs is problematic, the crit bonuses given to starfire through imp insect swarm or improved Faerie Fire could potentially be changed to flat damage increases instead of crit increases. Imp insect swarm would be the most obvious candidate, since only starfire gains crit from that talent. The crit for starfire on imp IS could also be turned into X% haste, and then the haste from Celestial Focus could be removed and turned into something else.
  • Celestial focus – If the haste was removed from CF, then it could be possible to give some PvP effect that helped with their survivability or offensive ability. Moonkin PvP could still really use something to give them a chance to be more than just a training dummy out on the field of battle.
  • Owlkin Frenzy is another talent that could be changed to help moonkin PvP. I’m sure the devs could think of something (ie. make it reduce how much damage the moonkin are taking from players as they get beat on, for when they’re not able to take advantage of the damage boost). They could also just put a clone of Imp Barkskin into the balance tree so moonkin could actually shift out of moonkin form some time, and increase the usefulness of barkskin for them. They could also give moonkin the ability to cast heal spells in form (maybe just 1 or 2).
  • Changing the moonkin Tier 10 2-piece bonus? This is somewhere that they could adjust something that would effect high-end raiders more than everyone else at this point. The OOC proc damage increase mechanic contributes to the randomness of damage swings, since you could have OOC proc 5 times in a row, or not proc at all. It would also keep moonkin from finding ways to “force” OOC to proc (even mana expensive ways that consume reagents). The damage bonus also doesn’t last very long, so you could miss out on it while moving too much. It doesn’t matter too much what  they changed it to, so long as it gave a more steady damage boost, rather than more random burst. They could also just swap the T9 2-piece with the T10 2-piece, since people at lower gear levels are likely less concerned with gear scaling problems (ie. people wearing all T10 could really use the crit scaling for moonfire). People at lower gear levels would also be able to better absorb the RNG-nature of the OOC proc bonus, and would have absolutely no effect on people wearing 2 pieces of each.

Conclusions:

  • There are many other changes the developers could decide to do to help moonkin PvP and PvE. However, only the developers can really decide what they want to change now versus what can wait until Cataclysm.  Anything from minor changes to large changes could be done at any time, and it’s really up to them to decide what it is they actually want to do. GC seems to want community feedback at the moment, but he isn’t really giving us directions on what we should be focusing on for our suggestions. It feels more like trying to shoot at moving targets in the dark, where we only know when we missed the target.

Scholomance has a roof? Elders in hard to reach places

The lunar festival is the last one that I need to finish off for my meta achievement. While I’d participated in this holiday a little bit before, I had never explored and gotten all the elders.

So, in my quest for Elders, I discovered that some of them hide in hard to reach places. The hardest one for me to find was the one outside of Scholomance. It’s not inside the instance. It’s not beyond the locked door. It’s actually on top of Scholomance outside… For as many times as I ran instances there, I don’t ever remember going up to the roof. I don’t remember ever noticing the doorway that led up there. I didn’t ever realize that building had a roof. I spent probably 10 minutes trying to figure out how to get to that elder.  When you go into the first hallway to get to the entrance, instead of going inside the locked door on the left, you turn RIGHT and wind your thru some confusing hallways and up some stairs. Then, you eventually end up on the roof of Scholomance.  Why an elder would want to stand up there, I have no idea.

I hope you guys have a good holiday, and that you are able to honor all your elders in those hard to reach places! In general, the right answer to “where is the elder”? Is “up there somewhere”. I think they’re trying to be closer to the sky.

I’ve been following the coordinates from the wow.com lunar festival guide. The coordinates are pretty easy to follow if you have some sort of coordinate addon (I downloaded ct map mod just for the event). Wowhead also has a neat guide for the lunar festival with all the locations mapped out for the elders.

I got through all of Eastern Kingdoms, and I got bored when I started Kalimdor. Sometime before the end of this holiday, I’ll finally be able to complete “What a long, strange trip” meta-achievement to get my drake. However, like last year, I’m pretty busy over this part of the semester, so it’s going to get dragged out a bit…