Monthly Archives: May 2011

The first 4.2 patch notes

Here are the patch notes & what they mean. Honestly, they feel just as rediculous as the April Fool’s day patch notes (thought the April Fool’s day notes were at least a lot more exciting):

  • Entangling Roots and the equivalent spell triggered by Nature’s Grasp no longer deal damage.

Roots not doing damage seems silly, since one of the things that tree form does for resto druids is to make roots do more damage.

  • Innervate now grants an ally target 5% of his or her maximum mana over 10 seconds, but still grants 20% of the druid’s maximum mana over 10 seconds when self-cast.

The glyph gives us 10% mana if we cast it on someone else, and the ally would get 5% of their mana, meaning that you are about 5% net mana lost if you use it on someone else. Given that right now you gain 10% extra when you cast it on someone else, this is really a huge nerf. This makes it so inefficient to use innervate on someone else that they really should just man-up and make it such that we can only cast it on ourselves, since 5% is so little that no one will notice if we use it on them or not. This change makes it a trap to use it on someone else, and after so many years of using it on other people, setting up this kind of trap is just mean. It would have to be at least 10% of the other person’s mana for casting it on someone else to be worthwhile (because then when you are glyphed, you will largely come out neutral with 10+10). I can see why druids’ gaming innervate with rotations to come out ahead on mana was potentially wrong, but this takes away the only thing interesting about innervate, and when this change goes through, I’ll have it macro’d only to use on myself every 3 minutes and largely forget about how much fun we were having playing with it this expansion.


  • Insect Swarm now generates 8 Lunar Energy for druids with Eclipse.
  • Moonfire now generates 8 Solar Power for druids with Eclipse.
  • Sunfire now generates 8 Lunar Energy for druids with Eclipse.

This seems to be designed at PvE so that druids won’t sit in an Eclipse’d state for long periods of time. However, what this does is it makes resto a heck of a lot less fun in both PvP and PvE because it took away the only control we had over our Eclipse state, and took away the only meaningful decisions we ever make in a fight (ie. do we moonfire-spam for a couple seconds to hold our Eclipse active, or do we push it to the next one in hopes we make it there before we need burst damage/AOE period?).

The other potential problem with this is that it only seems to push you OUT of an Eclipse state, and I’m not sure how PvP moonkin will ever have Eclipse active if that’s the intended design (as soon as you manage to get an Eclipse, your moonfire/sunfire has now pushed you out of it). Starfire has never been something that moonkin could ever cast in PvP, and before the developers push this live, they need to think about it’s implication for moonkin as a whole. If it’s going to generate energy and mess with our ability to control Eclipse, it needs to do both: it needs to push you out and push you in. At that point, Eclipse just becomes a passive thing where sometimes our DPS is high and sometimes our DPS is low, and our high & low DPS phases won’t match up to when we need burst damage.

For Eclipse, I think there are better designs we can think about. How about we shift some of the base DPS from Eclipse back onto Moonfury’s passive DPS increase? We can leave Eclipse high enough that it’s worth using, and make sure the mastery stat gives us enough to make that stat worthwhile, but not leave our DPS in vs. out of Eclipse so VASTLY different. The pre-mastery value of Eclipse may be too high, and may be the ACTUAL cause of this whole mess. They could also potentially tone down Lunar Shower and move some of that damage back onto starfire/wrath. If they want our DOTs to move Eclipse, then it needs to move Eclipse both in & out of Eclipse so that we can get back into Eclipse faster if needed. There are lots of options, but the patch notes seem to just be punishing moonkin who learned how to play more skilfully.

UPDATE: While I can’t get onto the PTR, the posters over at EJ have started playing with the new Eclipse 4.2 mechanic, which you can read more about here.

Posted in Moonkin Balance DPS, patch 4.2, Patches, Restoration Healing Trees



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