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MoP news: mounting in moonkin form

Right now on beta, Moonkin form can mount! We’ve known all of beta that mounting in the astral glyph form has been working. However, moonkin was bugged until this latest patch where you had to shift out of moonkin form to be able to get on a mount. Sunfyre noticed today that we were able to mount in moonkin form (something people have been wanting for a long, long time). I’m fairly sure that the ability to mount from moonkin form will go live, since astral form would be overpowered if it could mount and moonkin couldn’t. Here are a few shots of me in the MoP beta. Please let us keep this!

This took a while to figure out since we were bugged and had no mounts at all in  the latest beta build due to the new UI feature not working all that well.

Posted in Beta Feedback, Mists of Pandaria, Moonkin Balance DPS, Written By Lissanna

State of the moonkin PvE MOP edition

Now that we have been in beta a couple of weeks, it is time for me to start doing my moonkin beta posts, which I write a couple times each beta. I’m going to try and keep this reasonably short to just highlight some major areas where things are going well and where we still need attention. The beta forum version can be found here.

Overall rotation:

  • At this point, our single target “training dummy” rotation works okay. Solar and Lunar feel relatively balanced. Removing insect swarm works out fine. There is still a lot of skill involved in maximizing moonfire & sunfire “double-DOT” up-time. I’m fine with insect swarm being gone, though I wouldn’t mind if it came back as an instant-cast execute ability to help give moonkin a finisher and more instant-cast damage outside of shooting stars procs and moonfire spam.
  • For AOE purposes, the changes to hurricane (astral storm) makes our AOE rotations more balanced between the two specs. So, it’s likely that our AOE rotation in Mists will feel a lot better. The targeting mechanic for shrooms is also a lot better. Hurricane still costs too much mana, but that will likely be a balancing issue for level 90.
  • Our movement DPS options are still severely lacking. Being limited to moonfire spam is not going to cut it. In terms of how to fix this issue, I’ve been suggesting adding Spiritwalker’s Grace and Aspect of the Fox to moonkin’s Symbiosis spell list (where having either a shaman or hunter in your raid would allow for casting wrath & starfire while moving during the duration). A way to cast wrath & starfire while moving could also be a good option for glyphs.

Talents:

Glyphs:

  • Right now, moonkin lack any sort of real set of major glyphs that impact the spells we use. I do love glyph of moonbeast, since it allows me to be the true “restokin” I always wanted to be (I’ve been wanting to cast heals in moonkin form since moonkin form was created in patch 1.8). However, other classes are still getting glyphs that impact their main role (even if they come at a cost).
  •  Glyph of Focus (inreased starfall’s damage but reduced it’s range) is actually something I think should be added back. It had the cost of sometimes being out of range of the boss for starfall in exchange for sometimes not hitting things you needed to keep alive.
  • Other glyph options: We could have a glyph like glyph of flame shock, that reduced moonfire/sunfire’s direct damage but increased it’s duration.  Glyph of unleashed lightning could be adapted to moonkin, where we could cast wrath & starfire while moving at the cost of an increased cast time. We could have a glyph where starsurge was always instant cast but lowered the chance for shooting stars to proc. Glyph of Mushroom where you drop three mushrooms at once but it increases the bloom cooldown by 5 or 10 seconds.

Symbiosis:

  • Moonkin have a lot of options for PvP, but most of them won’t give you any type of real benefit in PvE at all (and some of the spells just don’t do anything for you). For example, you don’t need misdirect as a moonkin for PvP at all, and if you already have a hunter in the raid, you don’t need it for PvE either. Symbiosis is a good place to add ways of doing DPS on the move. Giving us a couple options that will have minor impacts on our DPS will not be overpowered or problematic as long as we have 3 or 4 different options of things that give us similar PvE benefits. I worked out a google doc spreadsheet thinking about ideas for what moonkin could want, to have a somewhat well-rounded ability list that wasn’t likely to be overpowered for either PvP or PvE purposes.

https://docs.google.com/document/d/1ow2iKen7eW-HyQ3Qo0u-kypD4BdRjOWrvpt0UMaRSgU/edit?pli=1

Posted in Beta Feedback, Mists of Pandaria, Moonkin Balance DPS, Uncategorized, Written By Lissanna

MoP Beta resto changes from latest build

So, they pushed out a new build last night. The mmo-champion patch notes aren’t particularly helpful for figuring out what the changes actually were for resto druids this build.

Barkskin/Ironbark

First, I have BOTH Barkskin & Ironbark on my bar as a resto druid. So, the text change on Ironbark was intentional to not let you have both up at the same time. Right now, they don’t share a cooldown at all (you can have both up), but I believe that’s just a bug. So, we’ll have to wait and see how that mechanic shapes up in later builds. At the very least, barkskin wasn’t on my bar last build, and now it is back.

Mushroom Changes

As of the latest beta build, they changed how shrooms are placed. This change applies to both the resto & moonkin versions of the spell. The old version required us to click a button and then use the mouse to target the ground to place each shroom. This looked something like:

  • press-click-press-click-press-click + Detonate

In beta, the shrooms button now has 3 charges. While you have charges active, your targeting circle will remain active and you can keep clicking to get more shrooms placed. The targeting circle no longer disappears as soon as you drop a single shroom (unless you only had one shroom charge, and then it goes away when you hit zero charges). So, in beta, if you have 3 charges active, this looks something like:

  • Press-click-click-click + detonate

The charges respawn fairly quickly (looks like one every second when you hit 0 shrooms, since there is a new charge that comes up right after your GCD ends for your last shroom placement. It respawns every ~2 or 3 seconds when you have 1 or more charges – the respawn rate feels about right for making sure you can drop 3 but have access to more quickly if things screwed up).

Taking out the two extra button presses makes the spell placement much less awkward. As someone who runs moonkin in raids a lot these days, I definitely appreciate the change to placement.

However, for resto druids, this doesn’t negate some of the other huge problems with the spell I talked about in the last post (namely, 6 yards is half the radius of the newly increased Healing Rain’s circle which looks like it is now 12 yards in beta, the best we could test. You can’t see where the shrooms are going to heal because the targeting circle & graphic are still significantly smaller than the heal effect). At the very least, an increased radius (8 to 10 yards) along with a graphic that better matches the size of the radius (so you know where you placed it and where to stand to get healed) is still really needed to make the healing shroom spell viable.

Posted in Beta Feedback, Mists of Pandaria, Moonkin Balance DPS, Restoration Healing Trees, Written By Lissanna

MoP Beta: More on moonkin & tree form shapeshifts

Hey guys, we got updates on the EU forum from Wryxian about moonkin form not being forgotten!

Well, we agree. And this is why an improved moonkin model is indeed in the schedule. But alas I have no due date to announce. In the meantime, we hope the various new cool shape-shift glyphs will provide a little distraction while the moonkin model gets the loving it needs. :)

So, it looks like while Glyph of Stars allows the moonkin haters to just not have moonkin form, there will eventually be a moonkin graphic update. Some day. This gives us a little bit of hope at least. So, peeps who don’t want moonkin at all can have glyph of stars, and people who want moonkin can just keep waiting.

Glyph of stars overall is a decent glyph. You can mount in that form, and it will be really great for PvP, I think. I personally, however, just feel empty without moonkin form, so the glyph of stars just isn’t for me.

Incarnation for moonkin right now is just making moonkin comically large, rather than putting you in a new form (though for some reason, my NE druid’s comically large moonkin is actually the Worgen coloring). I’m avoiding posting pictures of it just because I still assume this is a placeholder and not “working as intended” so to speak.

Tree form Glyph & Incarnation Clarifications

So, I keep getting questions about how the tree form glyph works & what happens with the cooldown tree. I didn’t include this in my shapeshift posts because the graphics haven’t changed. However, I figure that I’ll include it all here so you guys can see.

Here is my feral-spec druid in Perma-Tree form from the glyph. Note that any spec can use the tree form glyph (it is not spec-restricted). I also checked, and the tree form glyph is not slowing my movement speed. Treant form runs at normal run speed. You can cast spells in treant form, so you can heal in treant form as a resto druid. There is no time restriction on shifting into cosmetic tree, so you can hang out and dance in tree form all day if you want to.

Below is my resto druid with Incarnation. Note that incarnation doesn’t put a shapeshift form on my shapeshift bar. Instead, incarnation gives me a spell in my spell book that I drag onto my normal casting bar. I hit that spell to activate the cooldown. So, the tree form cooldown isn’t a shapeshift button on your shapeshift bar anymore.

Posted in Mists of Pandaria, Moonkin Balance DPS, Restoration Healing Trees, Written By Lissanna

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