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Druid class changes in Legion from class Q&A

Today was “class info release day” at Blizzcon. I will need to spend more time over the next few days writing about the Blizzcon announcement, but here are some major highlights from the class-specific Q&A that happened in the DMF area (that wasn’t available on the livestream):

All specs

  • Baseline, you will get fewer abilities for specs outside of your main specialization. So, balance won’t have a bunch of mostly useless bear, cat, and resto healing abilities. Instead, balance will pick a talent where you choose to have a secondary specialization in resto, feral, OR guardian. That secondary spec would be slightly weaker than the first. This allows Guardian druids to shift into moonkin form or cat form (depending on the talent choice they made) and do useful amounts of damage when their tanking partner taunts the boss off them. This same choice applies to cat and resto, as well.


  • Eclipse is gone. Playing the UI by watching the bar go back and forth just wasn’t a good playstyle. Never really worked well.
  • Balance has a focus on DOTs. Also gains and spends resources in a new way than Eclipse. This means balance gets a different mastery. Will keep existing DOT spells (moonfire, sunfire, starfall).
  • Balance will get Innervate as a specialization exclusive ability. Can cast innervate on other people: increase mana regen of your healer (or arcane mage!). No one else gets the ability to give mana to other players. This replaces Stampeding Roar which wasn’t thematically appropriate for balance.
  • The planned class blog will go live some time between Sunday and Tuesday, where you can learn a lot more details about these changes and more! I will work really hard beta testing balance along with the other balance theorycrafters. Once the info is live, I will work at collecting feedback and organizing it.


  • They will reduce the rejuv spam feel of the spec, but overall the spec is in decent shape in terms of the overall toolset.
  • Resto will get a single-target “mark of the wild style” buff they can put on another player to boost them. No specific details on this. (this is in place of stampeding roar, which is guardian/feral exclusive. Turns out trees can’t actually roar.)
  • Changes to the talent system will impact how you specialize your heals for a fight. The talent changes will impact rotational play.


  • Bears no longer dodge as their core tanking mechanic. It didn’t make sense that bear was all about dodge. That was really a mechanical thing that came from using Agility as the primary stat due to how gear worked. Magical dancing circus bears that dodged attacks is thematically inappropriate and won’t be around in Legion.
  • Bears will focus on armor and health instead – big beefy bears can take a hit and keep on going.
  • Vengence is gone. They will make the abilities and core mechanics of tanking classes work better without vengeance.
  • Tanking-related things in general will undergo some changes that are better discussed elsewhere by people who understand tank mechanics better than I do.


  • They didn’t announce much in the way of specific changes on the Q&A. There will be tweaks that fix some core problems, but no major overhaul like guardian and balance. They mentioned a couple little things like not casting rejuv in cat form. Details coming soonish.
Posted in Blizzcon, Druid - General, Legion, Moonkin Balance DPS, Written By Lissanna
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New expansion: Druid class halls & form reskins

The new World of Warcraft expansion (Warcraft: Legion) brings with it a flurry of new features. A few of the changes are particularly interesting to the druid class. The new expansion overall looks amazing – with tons of different lore progression on a bunch of different story threads. This story is for all the WOW lore fans who want to see the main story’s progression back at home in Azeroth.

Artifact weapons – Clarification for kitties

First, the new Artifact Weapon system will allow for customizing legendary weapons, with awesome new skins and lore. However, feral and guardian druids can’t see their weapons. So, instead, your cat and bear skins will change based on the weapon customization.

Updated cat druid models

Note that they did not say ANYTHING about restoration or moonkin druids. I’m seeking clarification on what is happening with moonkin/resto (mostly by spamming everyone on twitter). For cat and bear druids, we know that the choices you make about your artifact weapon change your skins. However, moonkin and resto druids can already see their weapons – so we need more specific clarification on whether moonkin keep their 1.0 models while cats get to be fangs of the first nightsaber.

The other thing they didn’t talk about was whether or not you could have more than one artifact weapon. We don’t yet know how artifact weapons interact with Dual Specs. If you run two different specs and actually use them – are you locked to only one spec due to the weapon system, or can you progress more than one weapon? Overall, the idea of artifact weapons sound neat, but we’ll have to see how the practical implications work.

UPDATE: The press kit came with pictures of what we believe to be the Fang’s weapon graphic you would see outside of your feral form:


Druid Class Halls – Druids are for fun times with friends

In the announcement, they talked about a class-specific hall where members of your class will come together. This builds off the concept of garrisons, but are seemingly more social hubs for activity. This means for druids that we will be able to host frequent dance parties. I expect to organize druid parties periodically for hanging out in our druid class halls. This has a chance to be a really fun feature, if done correctly. If anything, however, the druid hall will be the best hall. Druids are for fun times with friends!

Emerald Dream raid and druid lore

Not to be outdone by features, this expansion will have a significant amount of druid lore (including the site where Malfurion first learned about druidism). This includes a long awaited raid where we will venture into the Emerald Dream. Thus, for people who thought Warlords of Draenor fell short in terms of lore, there will be tons of lore for everyone to look forward to!


Talents specific for PVP

They are making a change to the PVP system that will include talents designed only for PVP. This will change how your druid plays in PVP compared to PVE. This expanded PVP system includes a lot of different features that will be relevant to everyone. However, a different set of talents for PVP may ultimately give more flexibility in balancing the class.

I will definitely be here blogging all of the new expansion news, views, and changes – particularly those relevant to druids. At this point, given the heavy class-focus, I may even consider going back to my druid  for my primary character. I look forward to what the future brings!

Posted in Druid - General, Feral DPS Cat, Legion, Player Versus Player, Written By Lissanna

Happy 6.2 patch day for druids and mages

The 6.2 patch is hitting the servers this week, with a new raid, a new questing zone, and various class changes. With playing both a druid and a mage, I’ll cover a couple things for resto and balance druids, with a bonus “what should I be?” for mages.

General updates:

Resto druid updates:

  • The good news for resto druids is that you didn’t change very much this patch. So, healing should be very similar in 6.2 compared to today. Overall, resto druids are solid in terms of healing toolset and output.
  • Note, however, that hunters’ aspect of the fox went away and can’t be paired with tranquility anymore (so, no more Tranq on the move).
  • The Tier 18 set bonuses buff your Lifebloom. The 2-piece makes your lifebloom HOT have a chance to proc a big burst ‘bloom’ periodically, and the 4-piece allows you to put lifebloom on both of your tanks. This should help make you more competitive as a tank healer, though the lifebloom ‘bloom’ procs are totally random and risk overhealing.
  • The legendary healing ring comes with a group buff you have to be aware of. When one person activates the ring, it increases all healing being done and causes all raid members to share a shield blanket that absorbs damage for the amount that people heal for. So, this basically becomes a very powerful AOE heal for all raid members that needs to be timed in progression fights – BUT only one person can use it a fight (e.g., like heroism). In LFR, expect random people to pop it at the wrong time – because that’s just how LFR rolls.
  • The druid trinket from Archimonde (seed of creation) allows druid rejuv & lifebloom heals to sometimes ‘cleave’ to heal a second person.
  • Other than those minor things to be aware of, you can mostly continue on doing what you were doing. Druids are still fine for healing overall (not the best persay, but certainly good enough to bring to raids).

Balance druid updates:

  • All the major changes to balance druids shouldn’t impact your rotation. They just did fixes to make gear scaling work better, which has always been a problem for balance druids and a few other classes.
  • The balance Tier 18 set bonuses don’t change your rotation or healing style. You have a chance to gain a temporary damage-dealing pet (2-piece) and that pet increases your damage (4-piece), similar to some of the other set bonuses.
  • The damage legendary ring group bonus will be something moonkin won’t actually hit the button for, as the person who uses it should be in melee range. You do, however, get a damage bonus when one of your melee uses the legendary ring effect. If you want to use it at the start of the fight in LFR, you are welcome to run in and pop it in melee range (but I can pretty much guarantee you that if anyone else has it, they’re doing the same thing).
  • The trinket has a chance for starsurge to also cast a starfall effect. So, you should use this in guiding whether you glyph starfall (untamed stars) or not (e.g., do you want starfall to hit one thing or many things?). The glyph may be swapped out between fights as necessary.

Mage updates:

The changes to mages mean that mages have to make more substantial decisions than druids do in the patch – namely, which of the 3 specs should they be? As always, gearing and skill are going to impact how much damage you do. So, changing specs isn’t guaranteed to be a damage increase for you and will require practice time to perfect rotations (plus you have to change your gear/enchants/gems/food).

  • The ‘right’ answer of “what mage spec should I be for Mythic HFC?” is “arcane for single-target plus either frost or fire for cleave/AOE fights, depending on where you are in progression”. If you never intend to do Mythic HFC, then frost actually becomes a much more viable choice (see below).
  • They did some pretty major buffs to frost mages in 6.2, since frost was having a hard time keeping up as the other specs got more gear. Thus, while I had dropped my frost spec entirely for the end of BRF progression (in favor of fire for all the AOE fights), frost is now more viable for HFC raids; particularly if you are working on fights where you can cleave to two or more targets. Frost is going to suffer from scaling problems (and there is a risk that some future bug fixes might substantially nerf frost damage again); so frost is really only an optimal choice for normal/heroic raiders who want one good spec they can use for all the fights without having to swap between two specs. TLDR: Frost wins if you want one well-rounded spec, particularly for normal/heroic HFC.
  • Arcane is by far the best single-target fight but suffers from basically a complete lack of notable cleave/AOE damage compared to the other two options. So, if what you really care about is being the best single-target damage dealer you can be, then arcane is the best choice. Note that the stat priority changes for the Tier 18 arcane and makes haste more powerful when you have the pet that doesn’t scale with your mastery (See the altered time post). Basically, if you go arcane – mastery is better than haste until you have the 2-piece set bonus for Tier 18. After that, you want to spec for haste over mastery. TLDR: Arcane is good single-target and weak AOE.
  • Fire is by far the best at AOE compared to the other specs; this is what made fire so powerful in all the AOE fights the last raid tier. Fire is less helpful in HFC because there are fewer good AOE/cleave fights where fire was really ahead on the PTR and the changes that end up nerfing fire damage leave fire behind on single-target quite significantly (enough to make fire single-target outright bad on any of the simcraft data). If you don’t ever intend to do mythic, then you could probably get away with staying fire for normal or heroic, but even in lower gear levels, your single-target will likely leave something to be desired unless you have lucky crits that boost your damage. TLDR: Fire is weak single-target and good AOE.
  • There is a larger FAQ for mages over at the Altered Time forums covering all other important things you should know.

TLDR: Balance and resto druids are fine enough for now – you didn’t get redesigned this patch (YAY!). Mages have to drop fire for any single-target fights and go arcane (or frost) instead.

Posted in Druid - General, Mage, Moonkin Balance DPS, Patch 6.2, Restoration Healing Trees, Written By Lissanna

Moonkin Logs – Sorting the Feathers from the Fluff

Today I’m going to walk you through how to analyze Moonkin logs from Warcraft Logs.  Analyzing logs is the easiest way to find out what you’re doing wrong, and how you can improve as a Druid.  I’m going to assume you know absolutely nothing about Warcraft Logs, so bear with me if you have some familiarity.

First we need to find your logs.  Go to the Warcraft Logs home page and type your character’s name into the search bar.  Select the right name/realm combination to bring up the rankings screen.  If your name/realm combination doesn’t appear on the list you don’t have any logs uploaded.  You need to download the client from the link at the top of the page, and run it while raiding to record and upload your logs.  If you don’t have any logs of your own to use, you can use my logs and follow along.

With the rankings screen, we want to figure out how you stack up against other Druids of similar ilevel.  Using the ilevel bracket menu, select the ilevel of your character (select 695+ if using my logs.) This will filter out all logs not withing your ilevel bracket, and adjust the percentiles accordingly.  The number in the “Historical %” column is the important one – 50% is the average parse, and higher is better.


To find mistakes and target improvements we have to look at the actual combat log.  Click any one of your parses in the table to open up the logs.  This will open up the Damage Done tab of the log as seen below.

The first mistake we look for is Casting in the wrong eclipse.  This is one of the most basic principles of Balance, so you’re probably already doing it right, and it’s super easy to fix if you’re not.  Click your name from the damage done tab (see above) to open up your damage source graph as seen below.

From this graph we’re looking at the brown peaks.  These peaks correspond to Wrath casts, so double check the colors in your log.  Wrath peaks should be roughly symmetrical and span about 20 seconds (if using Euphoria.)  Peaks wider than 20 seconds means Wrath is being casted in Lunar eclipse, and peaks smaller than 20s means Starfire is being casted in Solar.  It’s not the end of the world if your peaks aren’t nicely shaped – it simply means you missed a cast for whatever reason.


The second thing we look for is Potion usage.  This is super easy to find.  Open up the ‘buffs’ tab and look for how many counts of the “Draenic Intellect Potion” you have.  You should have 2.

Next we want to look at Cooldown Usage.  We can do so from the screen we are already on, the buffs tab.  Look for Celestial Alignment and Incarnation: Chosen of Elune.  Incarnation should be used on pull and every 3 minutes afterwards (2 uses in 3 minutes, 3 in 6 minutes, 4 in 9 minutes etc.) and Celestial Alignment should be double that (if you have the 4 set bonus) or the same (without 4 set bonus.)  Check to make sure the cooldowns are being used enough, and then check to make sure that Incarnation and odd-numbered Celestial Alignments are being used together.  It should be noted that there are some fights in BRF where cooldowns are not used on pull or saved for specific mechanics, in those fights simply look for number of usages and usage at the correct times.


Our Fourth mistake to look for is Starsurge usage and Empowerement consumption.  First we want to make sure that Starsurge charges are being used enough.  We determine how many charges are available by adding our Shooting Stars procs to the base generation.  The forumla you should use is 3 + (SS procs) + (fight length in seconds / 30s).  Calculating from my Gruul log shown above, we have 3 + (25) + (294/30) = 37.8.  We always round this number down because you can’t use 0.8 Starsurge charges.  In my parse I had 37 available Starsurges and I used 33.  This means I lost SS charges to being charge-capped at some point during the fight.  The number of Starsurge uses can be found on the damage source screen we used earlier.

Looking for Empowerement consumption is quite difficult and time consuming, and I’d advise you don’t bother unless you’re trying to squeeze out every drop of DPS.  The buff stacks are not tracked in the combat log, meaning we have to use cast sequences to determine buff overwrites.  First click the “Casts” tab, then scroll down and click the “+” sign at the far left of the row for Starsurge, Starfire, and Wrath.  You should be left with a screen that looks like this:

To look for overwrites, look for each cast of starsurge (yellow peak, middle graph) and check the Starfire/Wrath graphs for 2 Starfire or 3 wrath casts before another Starsurge peak appears.  This is very imprecise and difficult, so as I said earlier don’t concern yourself too much with this.  Give it a quick once-over looking for obvious Starsurge casts without Starfires/Wraths in between.


The second-last thing we look for is Idle time.  Time where you’re not casting or performing actions.  We can do this from the casts tab.  On the very bottom graph (the one with grey & orange peaks) click on all the greyed-out spell names at the top of the graph to add peaks for each spell.  When the graph is showing all your casts simultaneously, there should be no large gaps.  Large gaps means downtime, and downtime means lost DPS.  If there are large gaps, make a note of the time they appear, and keep track of those timestamps for our final step.


The final step is examining Movement for mechanics.  In the top right of the page click on “replay” to bring up the fight replay.  Click on everyone’s name except your own to hide their movements, and show only yours.  Start the replay and look for large and unnecessary movements that kill your DPS.  Check the timestamps you recorded in the last step to see if the gaps in casting correspond with movement.  This is again one of the more difficult things to analyze as you have to be able to determine for yourself if movement is necessary or superfluous.


Outside of looking for those specific mistakes, the best way to figure out what you’re doing wrong is to compare your log to that of a more experienced/progressed Boomkin.  You’re welcome to use my public-access logs to compare yourself to, or I’d recommend using logs from Sepe-Ner’zhul.  Sepe is one of the top boomkins in the world and consistently has excellent parses throughout progression.


If you’re still struggling to figure out what you’re doing wrong, feel free to tweet your logs to me @Starfeathers, and I’ll see what I can pull out for you.  Also I highly encourage you all to support Kihra in the maintenance and development of Warcraft Logs by supporting the patreon at

Posted in Druid - General, Moonkin Balance DPS, Patch 6.0, Patch 6.2, Written By Alame


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