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Is the class always greener on the other side?

In my many years of playing World of Warcraft, I have spent a considerable amount of time as part of the theorycrafting community, especially related to druid class design. However, I turned my attention to the mage class for the first time in Mists of Pandaria and put my druid into hybernation from serious raiding (though I still do play my druid from time to time). In switching to a mage as my raiding main, I thought I would finally have the wonderful damage superiority that “pure” classes promised from their much greener hill on the other side of the hybrid vs. pure divide.

What I found, however, was just simply another class with the same problems, related to a lack of movement DPS, talent issues, outdated mechanics, and ability bloat. In my many years of being envious of the mage class, I quickly found that everything wasn’t all that I thought it would be. While I am still raiding on my mage, and haven’t dedicated much time to the druid this expansion, broadening my expertise to understanding the mechanics of two classes gave me a much better sense of perspective about the fact that every class in WOW has design limitations that can make it difficult or frustrating to live with on a day-to-day basis.

While I needed the change in perspective, and I don’t regret my class switch, I have overall been more selective in terms of what minor problems I’ve come to live with, versus understanding what major problems I think should still be addressed (such as healing mushroom’s development in early MOP for resto druids, and the continuing problem of the mage level 90 talents).

As we start to ramp up for another round of beta testing and feedback, I think it is still important to remember that a side-effect of theorycrafting and class balance is that other classes likely have just as many serious problems in this type of game. In addition, while classes all have strengths, and the game as a whole is substantially better than it used to be, it turns out that the class we play isn’t the only one that is potentially in need of fixing.

With that said, I really do look forward to picking apart both mage and druid weaknesses as we ramp up into the next expansion over the next many months. Just remember – that other classes don’t necessarily have things all that much better at the end of the day. The game balance as a whole, however, is still much better than it used to be in the dark days of Vanilla and Burning Crusade.

Posted in Cataclysm, Druid - General, Mage, Warlords of Draenor, Written By Lissanna

Fewer buttons? Yes, please!

Post on optimum number of buttons in a rotation & review some classes.

With news of the stat squish, reducing our insane number inflation back down to something more reasonable, there is another area of reduction that needs attention. This area is in the inflation of the number of abilities each class has access to and uses on a regular basis. As Lore pointed out on the forums, it could be easy to remove buttons people never use, but the bigger problem is in the number of buttons people DO use.

While some people are worried that reducing the number of buttons will increase homogenization, I actually think it would do the opposite. Due to 10-man raiding for high-end content, we have increased the number of buttons so that 10-man raiders wouldn’t be missing any necessary tools to defeat the encounter. You had to defeat the hardest content in the game with only 2 healers present (meaning that every healer had to bring every tool, or they would risk getting benched). In thinking about the “ability squish”, the nature of Mythic 20-man raiding means that you can require one of each  of the 11 classes to be present for optimal raiding, and can balance the game around the idea that you would have around 5 healers likely to be present in the raid. While requiring a “frost mage” or “resto druid” specifically could be problematic, abilities available to all classes allow for more unique flavor if an ability is taken away from some of the classes that had to bring the abilities just for the 10-man content. To get more unique flavor, while having fewer overall buttons, it may be time to remove some places of redundancy.

How should ability bloat be managed? By removing unused abilities and reducing the number of redundant abilities (if two buttons do basically the same thing, one should just be removed and the other potentially improved to compensate if needed). Below are some examples of potential areas by which redundancy and unused abilities can be identified for potential removal/consolidation. While I use specific examples from druids and mages (the classes I am familiar with),

  • Remove buttons that are not used by your specialization: While healers still need to be able to do damage to things, and damage dealers still need healing/survivability tools, there is really no reason for a frost mage to have fire mage spells, or vice-versa. We could actually reduce homogenization by taking away more of the unnecessary and potentially redundant off-spec abilities from the main spec of a class. For druids, while having the ability to use moonfire in feral forms could be interesting (with the new level 100 talent), that is likely just going to increase the ability bloat without being a useful or necessary tool in the first place. Removing more unnecessary buttons in terms of reducing off-spec buttons would actually help to keep button bloat from getting out of control, and this is especially true for pure-DPS classes where these tools increase redundancy and confusion without increasing effectiveness or fun. Now that we have gotten used to the idea of split tool sets, the hard decisions of splitting more tools and increasing the unique set of abilities available to each specialization within a class absolutely needs to be done.
  • Combine mechanics that are redundant with other mechanics – There are some things that actually should be “homogenized” in terms of having two things that function the same having different names and category labels for no real good reason. An example of how this has worked well in the past is putting multiple cleanse mechanics into one dispel button (instead of one button for removing poisons and another for curses). Another example in the current expansion, Soothe is still not consolidated with other dispel mechanics. In terms of what soothe does, it seems to dispel some (but not all!) enrage effects (what’s an enrage again?). In the end, enrage is really just another name for a type of “buff that increases your damage”, and there are also lots of other different classifications of “buff that increases your damage” and so it should share the same classifications and rules of game-play as other mechanics as other buffs that increase your damage. I’d suggest removing spells like Soothe and instead changing current enrage effects to either be dispelled by other class dispels or balanced around not being dispelled. Make all boss enrages either not dispelled or magic effects. The dispels for enrage effects are an under-utilized feature in PVE (I can count on one hand the number of raid encounters where soothe was useful in the last 9 years of the game), and an obtuse and confusing mechanic in PVP. The “enrage” warrior damage increase ability and mechanics could still be called enrage in terms of the name (the way that Eclipse is the name of a moonkin buff that increases damage), but “enrage” effects that are dispelled in PVE (or even in PVP) by things like Soothe could be changed to a different classification of spell mechanics – such as magic, or just not be able to be dispelled at all. At this point, I’m not sure that Soothe even removes warrior enrage in the first place (because enrage mechanics in terms of whether dispels work or not are so poorly defined that druids can’t actually agree on what soothe does at all). Removing things like “enrage” as a spell category with its own set of dispel mechanics could allow for consolidating buttons by eliminating the need for Soothe. While warriors need a buff that increases their damage, it doesn’t have to be its own special “enrage” magic type that is set apart from other mechanics that function exactly the same (that is really just a damage buff mechanic by another name). In fact, not being able to dispel enrage-type mechanics at all would make it easier to balance what enrage mechanics do in PVP and PVE alike. There is no reason for druids to have one button that specifically dispels enrages from enemy targets and another button that cleanses magic, poison, and curses from friendly targets. Just like combining the button that dispelled different debuff categories from friendly players, Soothe is a button that doesn’t need to clog up druid bars.
  • Put the breaks on healing button wars – Now that we can balance around 20-man mythic, healers need fewer buttons that are tailored around two types of healing rotations: a set of buttons for single-target and a set of buttons for AOE healing. There is no need for three single-target direct heals that are both redundant with the other healing spells, but also are the exact same for each healing class (the original “triad” model). Instead, each class should have the single-target heals that makes the most sense and are the least redundant with their class-specific tools. For druids, removing Nourish is an obvious candidate. In terms of AOE heals, the emphasis should be on making sure that all classes have an AOE healing toolset, but that the number of actual buttons they use for AOE healing doesn’t balloon out of hand (especially since raiders are likely to use both single-target and AOE heals in raids). In some places, redundancy should be reduced to increase the unique feeling of classes, even if that means we have to give up some tools we’re used to having (but with an emphasis on removing buttons we hardly ever actually use, or contribute very little to our overall healing). If a healing spell only contributes to 5% (or less) of your total healing being done across an entire expansion, is that spell still important to have access to? The number of buttons that healers are using inside and outside of raids should be examined and should be reduced. The emphasis should be placed on reducing redundancy in healing toolkits – and undoing some of the damage caused by the 10 vs 25-man healing split.
  • Reduce redundancy and increase uniqueness of single-target damage rotations: Bring damage rotation buttons back under control. Reduce number of damage cooldown abilities for each class (especially redundant things that people could macro together if they were on the same cooldown). For example, do we have too much damage from all classes coming from DOT/bleed effects? How many simultaneous DOTs/Debuffs does each class need? Are there places (similar to removing insect swarm for moonkin) where removing abilities could make the rotation feel better? While there is a core set of roles that have to be filled by a rotation, there can be complexity without the need to constantly watch 10 different timers in some cases. At this point, we have mistaken overloading memory and attention capacities as the primary criteria by which we evaluate “interesting” damage rotations. A rotation with 4 buttons could potentially be even more fun and interesting than something with 20 buttons – in this case, more is really not always better.
  • Reduce redundancy and increase clarity of intended AOE damage rotations: With my frost mage, when multiple targets are available, I have too many possible tools that I could use to deal with those targets, leading to more confusion than fun. If there was a more clearly defined AOE strategy (rather than 10 different possible damage spells that do damage to more than 1 target), frost mages might have an easier time dealing with AOE damage. You need a spreadsheet to tell you the maximum efficiency of the damage use between: DOT/bomb (the 3 possible bomb talents you can choose before the fight), Ice Lance cleave to spread mastery damage (likely used during a DOT-cleave strategy), frost nova (Does AOE damage and freezes them in place, on a cooldown), cone of cold (does damage and slows them, on a cooldown), Blizzard (is channeled, with a slow), frozen orb (on a 1 min cooldown), arcane explosion (stand in melee and spam the instant button), and flame strike (a cast time spell to place a damage circle on the ground that ticks over time). These 10 total abilities are all incredibly redundant and you can’t use all three at the same time. Instead, the muddiness and confusion of the AOE tools means that a DOT/bomb + cleave strategy almost always ends up working out the best, with not actually using the tools we should use for AOE. In a raiding situation, I’m only likely to use 3 to 4 of these 10 possible buttons (but, all 10 buttons take up space on my bars!). So, having all of these abilities in their overlap of roles is actually more harmful than good. What is the point, for example, of a frost mage having flame strike, blizzard, and arcane explosion? Instead of three super redundant abilities, if we just had 1 of these that was clearly defined in an AOE rotation, we could actually be better balanced in our AOE damage and have a more unique feeling AOE rotation between each mage specialization. So, if Blizzard was uniquely available to frost (and frost didn’t have either arcane blast or flame strike), and was designed to fit more intuitively within the frost mage PVE rotation (potentially channeled for a shorter period of time and worked with the frost mastery or the 8 other abilities I listed above), that could allow for frost’s AOE rotation to feel more unique vs. fire or arcane (and frost mages would still have 8 total DOT/AOE/cleave abilities even if they lost two of the 10!).
  • Reduce redundancy in damage/healing/tanking cooldowns: While moonkin needed one additional damage increasing cooldown (or some way to control Eclipse better) to allow for controlling their damage output, in MOP, they were actually given up to 4 new buttons for managing damage output (up to two thru talents and two given baseline), which contributed to some redundancy and bloat in the toolset. This largely just brought moonkin in line with the cooldown wars that other classes had been participating in for a long time (because when everyone else has tons of cooldowns, moonkin needed them, too). As a frost mage, I have 4 cooldown buttons I hit to increase my damage: frozen orb, mirror images, alter time, & icy veins. Alter time is actually an ability I could live without ever using as a DPS increasing talent. While it was originally designed to add some fun utility, due to this spell’s interaction with buffs that increase our damage, this is used only as a DPS increase in raiding situations (with a huge drawback of randomly placing you in fire puddles of death). I could live without time warp and be perfectly happy with the four other abilities that increase my burst damage potential. Most frost mages actually just use mirror images, alter time, and icy veins all at the same time, so while mages would complain at the idea of losing any of them, the area of cooldown management is still an area for most classes where there is a huge amount of redundancy in the cooldown buffs we use. In general, the buffs that should be removed are ones that provide either the least amount of unique flavor, or provide the most drawbacks (in the case of alter time sometimes killing me in fires or removing heroism from me when someone else casts it at an inconvenient time) where the buff is also a huge trap that inexperienced players will have problems with.
  • Make more PVP tools not be useable in PVE (and vice versa), with better UI marking/labeling and tools for management that reduce the number of things we put on our bars: The PVP vs PVE ability wars actually end up with over-complicated PVP and PVE situations. Things like excluding long cooldowns from PVP was one area of allowing for separation in toolsets. In addition, sometimes bosses are immune to PVP mechanics. However, there are not clear markings on the abilities themselves that designate PVP vs PVE settings on the tools, and as such, we tend to clutter up our bars with both sets of tools, even when the tool on your bar isn’t going to work in the content you are currently in.  In addition, with some outdoor bosses making outdoor-only tools magically become available, or some bosses that happen to NOT be immune to the PVP mechanic tool, this “set of abilities I can’t use here, but I might use somewhere, at some point” turns into ability bloat on our bars. Even with mods that help us manage our bars, the pvp vs pve toolset becomes confusing and contributes to bar bloat. Inconsistency amongst where tools may or may not be useful leads to people throwing anything from their spell book into a bar somewhere that they can reach in the 1% chance it might be useful at some point.

While I have put in some specific examples above, this is not a complete list of what tools might be removed (especially when some abilities are contingent on other class’ abilities). However, there is still a great deal of redundancy and unnecessary confusion built into the current toolsets for each class that could be fixed to improve the unique fun and feeling of each class.

Posted in Druid - General, Uncategorized, Warlords of Draenor, Written By Lissanna

Patching in the New Year

Happy New Year everyone! The 2o12 year was very exciting, with the release of the Mists of Pandaria expansion! The start of the new year will soon bring us a new PTR patch with new content and fixes.

Lets take a look at what is currently on the table for druids in 5.2:

  • Cyclone was nerfed, especially for feral cat PVP. Only feral has the increased cooldown time, but I believe that the new diminishing returns affects everyone. In addition, typhoon given an increased cooldown for all specs. Faerie Swarm’s snare effect was limited to one target at a time. However, mass entanglement had the cooldown lowered significantly.
  • A change to displacer beast, which was previously the least useful talent on that movement tier. the new talent is a teleport with a movement speed buff after teleporting. They removed the stealth mechanic from the talent, which wasn’t designed to actually work right in the first place. Overall, it’s a minor buff to the talent, but still won’t be my favorite for PvE.
  • Buffed Cenarion Ward on the healing tier. There has been some math floating around that suggests the healing could be powerful for resto druids, but only if it doesn’t result in primarily over-healing. The mana cost (and the fact that it’s another HOT rather than a direct heal) means that we’ll have to wait and see how it plays out long-term compared to the other available burst heals on that tier for each of the specs.
  • Several scaling buffs to bear guardian druids (tooth and claw, frenzied regen, and the guardian mastery all buffed).
  • Buffs to the Force of Nature and Soul of the Forrest talents to help potentially make them more popular. We will need to see how these play out in PTR testing relative to the much more popular Incarnation talent on that tier.
  • Nature’s Vigil had both the cooldown and effect decreased. This will make the burst effect smaller (a 10% damage bonus instead of 20% for the duration), and since it can now be cast twice as often, that will mean that it is no longer in synch with the Incarnation burst talent, which was being macro’d together by moonkin.
  • Rejuvenation was buffed for restoration druids by having a lower mana cost. This will mean that you can use more rejuvenations before you run OOM.

Different day, same problem:

Healing Mushrooms still has not been addressed in the current set of 5.2 patch notes. We’ve been discussing shrooms since Beta and it would be really nice if the spell was actually worth putting on resto druids’ bars. Right now, however, healing shrooms are really a trap and need to be fixed so that they are a tool that makes sense in our toolset. It has been on the radar of the developers, but we still haven’t heard any real news. We really need to see some sort of fix for healing shrooms in 5.2. We’ve now had plenty of time for shrooms to show their design flaws on the live servers.

Posted in 5.2, Druid - General, Mists of Pandaria, Patches, Restoration Healing Trees, Written By Lissanna

How to use Symbiosis in Mists

Symbiosis is a new spell we get at level 87. When you cast it on another player, you gain one of their spells, and they gain one of yours. This duplicates the spell, so that both players keep their existing tools. The person you cast it on will need to drag the new symbiosis spell button to their spell bar.

Symbiosis addon management tools:

I haven’t tested any of the symbiosis addons, but here are some options of things that may be helpful to you.

Here are copies of the tables of symbiosis spells. They can also be found at Sunfyre’s Nest with mouse-over text.

What you gain from other classes when you cast Symbiosis:

Death KnightAnti-magic shellBone ShieldDeath CoilIcebound Fortitude
HunterMisdirectionIce TrapPlay DeadDeterrence
MageMirror ImageMage WardFrost NovaIce Block
MonkGrapple WeaponElusive BrewClashFortifying Brew
PaladinHammer of Justice Consecration Divine shieldCleanse
PriestMass DispelFear WardDispersionLeap of Faith
RogueCloak of ShadowsFeintRedirectEvasion
ShamanPurgeLightning ShieldFeral SpiritSpiritwalker Grace
WarlockUnending ResolveLife TapSoul SwapDemonic Circle: Teleport
WarriorInterveneSpell ReflectionShattering BlowIntimidating Roar


What you give to other classes:

ClassSpec ASpec B
Death KnightTank: Might of UrsocDPS: Mushrooms
HunterAll specs: rnDash
MageAll specs: rnHealing Touch
MonkTank: Survival InstinctsHealer: Entangling rootsrnDPS: Bear Hugrn
PaladinTank: BarkskinHealer: RebirthrnDPS: Wrath
PriestHealer: CycloneDPS: Tranquility
RogueAll specs: Growlrn(taunt w/survivability bonus)
ShamanHealer: prowlDPS: Solar Beam
WarlockAll specs:rnRejuvenation
WarriorTanks: Savage DefenseDPS: Stampeding shout

Who should you cast it on?

They nerfed what tanks get, so at this point, it doesn’t much matter who you cast it on. When running PUGs with players you don’t know, assume that the other player won’t use it and just cast it on whoever gives you the best benefit. (I’ll usually go for iceblock if a mage is available). With the changes, this is mostly a PvP ability with limited PvE use overall.

See more for resto druids in the updated healing guide.


Posted in Druid - General, Mists of Pandaria, Patch 5.0, Written By Lissanna


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