Yearly Archives: 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.

Balance

  • 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

Did ZA and ZG miss the mark?

One of the things about 5-man content in the time of WotLK is that it was largely accessible to anyone. Any of the 5-man content could easily be PUG’d except for one of the ICC 5-man instances in the last tier of content, and most of them could be finished in somewhere between 20 minutes and an hour at most. A lot of the raiding content was difficult, but people who didn’t want to be doing end-game hard-mode progression still had an option of running new 5-mans during the content release (and they didn’t need raid gear to clear 5-mans).

Right now, with the ZA and ZG heroics, people are reporting that they are spending 2 or 3 hours in the instance trying to clear them, and PUGs are really hit-or-miss in terms of whether you complete it or give up at the first boss. After taking a peak at the content, I’m pretty sure they missed the mark on what ZA & ZG were supposed to be. ZA and ZG should be content where average players are still capable of running it, even if they don’t have full raid gear epics.

I am okay with raid content being hard and somewhat exclusive. I’m perfectly  happy to have raiding content be long and grueling (I spent like 6 hours one day raiding a single instance in LOTRO a couple weeks ago). However, I’m not really okay with 5-man content feeling long and grueling. Even if it’s “hard”, it should be relatively fast to clear. Both ZA & ZG have too much trash, since they also have a lot of bosses. The target should be for people to be able to get done in an hour or less for 5-man dungeons. Any 5-man taking longer than an hour (unless you are wiping repeatedly) is too long for people. A 5-man version of a raid we used to run shouldn’t really feel like running a raid, it should feel like a fun 5-man where you can just calmly hang out with your friends for a quick trip down memory lane.

The new random PUG dungeon finder tool should go along with a set of dungeons that can actually be done by people who PUG 5-mans on limited time schedules because the 5-man content should be end-game content targeted at people who can’t raid. People who don’t raid want to be able to go in and not have to commit a 3 hour time block to clear content. Even people who raid really want short things they can do in the ~hour or two they may have free before/after the raid. Instead, the ZG and ZA instances are huge time-sinks that I haven’t even been able to run due to my schedule not allowing for setting aside 3 or so hours on either a raid night or a non-raid night.

I like my raids long and epic-feeling BUT I like my 5-mans fast and straightforward to give me a fun break from the grueling raiding end-game process. ZA and ZG just don’t feel fun because they’re just so long. :(

Posted in Cataclysm, patch 4.1, Patches

Happy 4.1 patch day!

Okay, so I spent this morning working on getting my healing guide ready for patch day.

The 4.1  updated healing guide can be found here.

Information on talent specs in 4.1:

Major Changes in 4.1:

  • Living seed was unlinked from Efflorsescence, allowing you to move those 3 points wherever you want.
  • Tranquility’s cooldown was reduced through Malfurion’s Gift (so, Tranquility has a 3 min cooldown after talents).
  • Efflorescence’s healing effect got changed so that now it’s a smart heal that scales with haste. It will target the lowest 3 players and heal them for a decent sized chunk of health. This is a much better design and should heal for more overall than the old version. The change to efflorescence is a BUFF, and you should now pick up this talent for ANY resto druid spec.
  • I wrote a more complete set of changes in a previous post you can read here.
  • Rank 4 HT’s blog has another list of resto changes here.

I hope you have a good patch day!

Posted in patch 4.1, Patches, Restoration Healing Trees

Managing your mana while raiding

Welcome to another installment of “voices from the community’. Today’s post was written by Bouridon, a very talented resto druid that heals with Lissanna in our guild Undying Resolution on Elune (US)!

With all of the OOM-related issues healers are having in Cataclysm, I thought it would be good to explain the best ways to conserve/regain your mana efficiently(as a restoration druid)!

Spirit- None of the following will really matter if you don’t have an adequate amount of spirit for passive combat mana regeneration. While you may have to stack some spirit at lower gear levels (346ish iLvl), once you start getting some purple pixels this will become less important as your gear will provide more than enough. (intellect also provides mana regen from talents, so you still want to gem for int).

Side note- Always have your gear gemmed/enchanted for max healing/regeneration. I will not go further into gearing issues at this time.

Overcasting- We all do this at some points (albeit usually by accident) but you really need to be cautious to not overcast(especially HoTs). By this I mean, don’t Wild Growth when only a few people are taking damage and try not to put Rejuvenation on someone if 50% or more of the duration will be over-healed. As for cast time heals:

  • Nourish: Feel free to use this as much as you like as it is our most efficient(and practically free) heal. Try to use this on someone with a HoT already on them.
  • Healing Touch: Primarily, you will be using this much more when assigned to tank healing as opposed to raid healing. There will be times that you need to cast this on a DPS taking a lot of damage, which is fine. However, don’t use HT on someone who can be easily healed with your HoTs/Swiftmend, as it is a waste of mana.
  • Regrowth: I suggest rarely using the current version of Regrowth unless you have an Omen of Clarity proc, as it is very mana intensive(and heals for fairly small amounts). I’ve found using Regrowth on a tank (and sometimes a DPS) may be completely necessary to keep them alive and thus should be done intelligently (don’t spam) and not too often.

Lifebloom- You should always keep a 3stack of Lifebloom rolling on someone (usually a tank). This is because Lifebloom is now the only way to get Omen of Clarity while healing(with talented Malfurion’s Gift).

Clearcasting(OOC)- OOC only lasts 6 seconds now and makes your next cast-time spell free of mana. The only healing spells that will consume the proc are now: Healing Touch, Regrowth, and Swiftmend. Use your best judgement on whether you should use Regrowth or Healing Touch on your target. Never consume an OOC proc with Swiftmend, as it is very low on mana cost.

Innervate- This regenerates mana equal to 20% of the casting druids MAX mana on yourself (or current target) over 10 seconds.

  • For 2+ Restoration druids: I recommend that you each pick up Glyph of Innervate and make a simple macro: /target Bouridon /use Innervate , and set up a chain to get the most out of each innervate. Even if you don’t have 2+ restoration druids in your raid, it is still a good glyph to have incase you need to innervate the OOM Priest/Paladin/Shaman healer(while still getting 50% of the effect).
  • Innervate on yourself: I suggest using it right when you dip below ~80% mana. This will get you another 1 or 2(possibly 3?) innervates depending on the fight. Another thing to keep in mind is that any proc intellect bonuses you get (IE:Power Torrent enchant) will increase the amount of mana you regenerate from this. If you can, wait for an intellect proc and then pop Innervate.

Mana Pots- Always have a stack (or more) of Mythical Mana Potions stocked in your bags before raids as this is a valuable source of mana when you need it! I find myself using them regularly during each raid encounter. I usually use them when I hit about 80% mana after I’ve used my first innervate.

I also recommend that you get some Potion of Concentration for fights where you can take time to regain the mana(IE: Magmaw when he is spiked).

Tree of Life- ToL should be used for 3 purposes(in raid settings):

  1. Solely for increased healing
  2. Low mana/regen + increased healing
  3. LOLWrath Spam

What many druids don’t realize is that ToL should be used to conserve/regenerate mana, as opposed to spamming instant Regrowth and going OOM.

ToL Strategy- If you find yourself needing mana/running low and have Tree of Life off cooldown go ahead and pop it. Now simply sprinkle Lifeblooms across the raid (this will cause a high amount of Omen of Clarity procs). Use Instant Regrowth/Healing Touch on the OOC procs. You will find yourself healing for a lot with relatively no mana cost while still regaining mana through your passive combat regeneration.

Side Note- On a fight like Phase 2 of Chimaeron for example(all healing on everyone reduced by 99%), Tree of Life can be used for boosted 1 sec cast-time Wraths for extra damage on the boss.

If you have any questions leave them in the comments section and I will respond promptly.

Posted in Restoration Healing Trees, Voices From The Community

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