Monthly Archives: July 2010

Internet dragon picnic

We take a break from our regularly scheduled Beta testing today to report on more raid progress for Conspiracy on Elune. We have slain an internet dragon and had a celebration with fireworks and a picnic. Yes, that’s right, we were slow to the party, but we finally have Sindragosa down on 25-man ICC. Everyone finally came back from their 4th of July holiday vacations and we were able to get down to business.

Take that Sindragosa! Tonight, we get to get our first face-time on Lich King 25-man. It should be fun!

Posted in Achievements

Cata: More druid talent proposed changes

So, I started writing posts about how all the various talent trees should be changed. However, I ended up with huge walls of text that didn’t make sense and weren’t going to be fun to read. So, I found the war-tools website that allows us to create our own talent trees. So, instead of a lot of explaining, I can “show” the direction I’d like our talent trees to head in. After a couple of hours building the talent trees, I have something that I like a little better than the current Beta version of the trees.

So, for comparison purposes,  (build 12479 – REMOVED) version of the talent trees.

Now, CLICK HERE for my newer version of the talent calculator that I created based on the above talent trees, with more points and “bloat” added to increase the probability of having to actually choose.

Here are the proposed changes that I made to the current Beta tree:

Balance talent proposed changes:

  • Tier 1 – Genesis moved to the resto tree. Replaced with Nature’s Majesty
  • Tier 2 – Added Nature’s splendor. Reduced lunar justice to 2 points
  • Tier 3 – Removed imp eclipse, replaced with Lunar Guidance. Moonkin form in place of starsurge (starsurge learned at level 10).
  • Tier 4 – Removed lunar guidance, replaced with Owlkin Frenzy.
  • Tier 5 – Removed owlkin frenzy, replaced with Earth & Moon, with E&M’s personal effect including Vengeance crit damage increase (not sure what is happening with spell crit damage).

Feral talent proposed changes:

  • Tier 1 – Added Furor to the feral talent tree.
  • Tier 2 – added reduced prowl detection to feral swiftness
  • Tier 3 – changed Imp Feral charge to require feral charge
  • Tier 5 – added the reduced chance to be hit with melee attacks to natural reaction
  • (Rend & tear in my calculator is supposed to be 3 talent points, not 5).

In addition, Honorless made a feral talent tree here that would be stronger than what I have for the various talent tiers that I wanted to bring attention to (except that he didn’t move Furor).

Resto talent proposed changes:

  • Tier 1 – Added genesis, with genesis increasing bleed damage, as well. Something else needs to be added to natural shapeshifter, too, but I’m not sure what to do with it.
  • Tier 2 – Added Master Shapeshifter. Added Naturalist. Removed imp rejuv.
  • Tier 5 – Removed swiftmend (learned at 10), removed natural perfection. Added wild growth,  added gift of the earth mother.
  • Tier 6 – Added natural perfection. Removed wild growth.
  • Tree form – changed lifebloom effect to reduce damage taken by 10% instead of the currently useless bonus (which applies 2 stacks of lifebloom instead of 1).

Posted in Cataclysm, Druid - General

Cata: Druid talent tree suggestions

So, we now have previews of what the new druid talent trees would look like.

I started working on the 31 point talent tree feedback. I have 1 partial post up so far. You can find it on the Beta forums here. I suggest taking a look at that thread, since I’m not going to copy/paste it here.

Basically, that feedback thread contains suggestions for what the first 2 tiers of the moonkin & resto talent trees should look like. I also suggest moving Furor to the first tier of the feral tree, to give feral druids access to Furor at low levels, and giving bears an easier way to move up the feral tree. The suggested changes to moonkin & resto trees are to make them more attractive to the other talent specs, and to make up for moving Furor out of the resto tree. Just cleaning up the first 2 tiers of the talent trees will begin to make the talents better overall for the specs.

I’m pretty sure that we have a lot of work to do with the druid talent trees, and that they are basically bad because they’re not done yet. I’ll be working hard over the next couple days to try and write feedback posts for all the talent specs, but it’s sleepy time now. It will likely take multiple hours to do all the necessary in-game testing on the Beta server necessary to figure out how to fix the seriously broken new version of the druid talent trees. Yes, it’s broken. Yes, we can fix it.

Posted in Uncategorized

Cata: Regrowth discussion

So, someone on the forums asked about how regrowth fit into druids’ healing tools in Cataclysm.

Ghostcrawler responded with: “We want Regrowth to feel like the flash heal. It will need to change a little to fit in that model (more up front and less hot perhaps) but it doesn’t also need to feel exactly like Flash Heal to do the job.”

So, here are the level 80 regrowth numbers for a pre-made druid, with 2255 spell power, from beta (build 12319).

  • Regrowth, with gear & resto talents: 5007 direct heal, with 533 healed per tick for the HOT component. The HOT lasts for 27 seconds after talents.
  • In addition, when regrowth crits, Effloresence procs and has an AOE heal that is pretty powerful (about 800 per tick)

    Now, to feel like the flash heal, regrowth’s cast time needs to be reduced to a 1.5 second cast like the other class’ flash heals.

    How doers regrowth stack up to a priest flash heal? Well, at level 80, with no talents, the pre-made priest flash heal does 6000 to 6851 with 2338 spell power. When I pick up a holy spec with relevant talents and gaining the mastery bonus, flash heal is healing for a little over 7,000.

    So, the 5,000 talented regrowth is not that far behind the 7,000 priest flash heal, especially given how potent the regrowth HOT effect really is, and how powerful the effloresence proc is right now. If the flash heal and regrowth healed for the same amount with regrowth having the extra HOT component in addition, I think that would make regrowth possibly too powerful in comparison. I think that since the flash heals aren’t supposed to be the big heals, that the current regrowth healing model is probably fine.

    In addition, if they leave in the regrowth glyph, we can make up a lot of that lost direct healing with having increased healing when we “spam” it on the same person repeatedly. I used to have the regrowth glyph in my toolset when I was raiding Naxx at the beginning of WotLK.

    GC’s post talks about wanting to put more healing to the up-front portion of the regrowth spell. However, I’m not sure how much it really needs that much tweaking from where it is now at level 80 on the beta server. You could take maybe a couple ticks off the HOT to make the direct heal portion more powerful. Making regrowth’s HOT shorter would be better than reducing the amount that each tick heals for.

    Conclusions: At this point, with the current beta build (12319), I’m pretty sure that regrowth is fine – with only the cast time needing to be shortened to bring it in line with the other class’ flash heal spells. Regrowth right now is an important “go-to” spell for druids: It’s a tank heal with both a direct heal and HOT, and it will proc the AOE HOT making it useful as a primary raid healing tool, as well. Making it too powerful would run the risk of being the only thing we ever wanted to push until we ran OOM.

    Posted in Cataclysm, Restoration Healing Trees


    Featured Blogs