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	<title>Restokin &#187; Patch 3.3 WotLK</title>
	<atom:link href="http://www.restokin.com/category/patches/patch-3-3-wotlk/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.restokin.com</link>
	<description>Lissanna&#039;s blog about druids</description>
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		<title>Real ID: Do you trust the friends of your friends?</title>
		<link>http://www.restokin.com/2010/06/real-id-do-you-trust-the-friends-of-your-friends/</link>
		<comments>http://www.restokin.com/2010/06/real-id-do-you-trust-the-friends-of-your-friends/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 13:39:55 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Patch 3.3 WotLK]]></category>
		<category><![CDATA[Patches]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3551</guid>
		<description><![CDATA[So, today is patch day. This patch has a lot of neat features (like the Ruby Sanctum raid). One of these upcoming features is the Real ID system.  This system is designed to blend your &#8220;real life&#8221; with game life to a somewhat uncomfortable facebook-stalker level. When the Real ID system was first announced, I [...]]]></description>
			<content:encoded><![CDATA[<p>So, today is patch day. This patch has a lot of neat features (like the Ruby Sanctum raid). One of these upcoming features is the Real ID system.  This system is designed to blend your &#8220;real life&#8221; with game life to a somewhat uncomfortable facebook-stalker level.</p>
<p>When the Real ID system was first announced, I thought I&#8217;d be able to get into contact with my friends &amp; blog readers that I&#8217;ve met through the game, twitter, etc. However &#8211; the level of detailed information that the system provides to your &#8220;friends&#8221; (and the friends of your friends) makes it such that I&#8217;ll only be using the Real ID for the people I know in real life, and not likely people I met through the game (even if I think you are a great person, I may not trust your friends). That means I won&#8217;t be using the feature to it&#8217;s fullest.</p>
<p>They could have designed the cross-server chat to be less invasive, but they chose to reveal too much personal information in a fantasy roleplaying video game, and didn&#8217;t implement enough choice &amp; privacy options.</p>
<p>Unfortunately, it&#8217;s not just YOUR friends that can see all your personal info. It&#8217;s also the friends of your friends. If I invite someone to be my friend, and they have 100 friends, all 100 of those friends can see my RL info, and that makes me very uncomfortable. So, I&#8217;ll mostly be waiting &amp; hoping that they add more privacy options into their system in the future. If they gave us the option to disable friends of friends, then I&#8217;d like the system a lot more. Until they implement privacy options into their system, I&#8217;m going to keep my friends circle limited.</p>
<p>Now, there<em> are</em> RL friends who play WoW that I&#8217;m looking forward to having cross-server communication with, and I&#8217;m happy that I&#8217;ll be able to reconnect with them. I just wish the system was better.</p>
<p>Just remember to be safe about how you use the Real ID system. It&#8217;s not supposed to be a friends list that you give to everyone you ever meet in-game. (my battle.net e-mail is not the e-mail I use for this blog).</p>
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		<slash:comments>52</slash:comments>
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		<item>
		<title>How has ICC changed your healing style?</title>
		<link>http://www.restokin.com/2010/05/how-has-icc-changed-your-healing-style/</link>
		<comments>http://www.restokin.com/2010/05/how-has-icc-changed-your-healing-style/#comments</comments>
		<pubDate>Mon, 31 May 2010 15:27:48 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Patch 3.3 WotLK]]></category>
		<category><![CDATA[Restoration Healing Trees]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3525</guid>
		<description><![CDATA[So, I haven&#8217;t updated my healing guide until before ICC came out. So, I was wondering &#8211; has your healing style changed since ICC came out? During my Druid Healing Survey back in December, people generally responded that: They HOT the tanks and then raid heal Rejuv was the most commonly used spell (with wild [...]]]></description>
			<content:encoded><![CDATA[<p>So, I haven&#8217;t updated my healing guide until before ICC came out. So, I was wondering &#8211; has your healing style changed since ICC came out?</p>
<p>During my<a href="http://www.restokin.com/2009/12/druid-healer-survey-results-part-1/" target="_blank"> Druid Healing Survey</a> back in December, people generally responded that:</p>
<ul>
<li>They HOT the tanks and then raid heal</li>
<li>Rejuv was the most commonly used spell (with wild growth coming in 2nd)</li>
<li>Healing Touch overwhelmingly won as the least used spell.</li>
<li>For the Rapid Rejuv glyph &#8211; most people either weren&#8217;t sure, or planned to swap it in &amp; out.</li>
<li>A lot of people were planning to respec to pick up celestial focus.</li>
</ul>
<p>So, the question is &#8211; did your predictions hold true for your healing?</p>
<p><span style="text-decoration: underline;"> For me, It&#8217;s mostly stayed the same:<br />
</span></p>
<ul>
<li>For me, Rejuv &amp; Wild Growth still dominate my healing.</li>
<li>Healing Touch &amp; lifebloom usually rank low on my total healing done.</li>
<li>I don&#8217;t use the Rapid Rejuv glyph, because I found that it caused me to frantically try to keep it up at a shorter duration, and that caused me too much stress.</li>
<li>I have celestial focus talented right now, since my haste dropped lower as I got better gear, due to the amount of crit/spirit gear I&#8217;ve picked up.</li>
</ul>
<p>I&#8217;m pretty sure that mine has stayed more the same since we are NOT doing hard-mode fights, since the hard modes seem to be what drives people to swap healing styles more often. I did, however, find myself using more healing touch (not glyphed) during some dreamwalker fights (when I had lots of stacks on me and not so many HOTs on dreamwalker) just to see the big numbers fly!</p>
<p><span style="text-decoration: underline;">So, how about you? Has your healing mostly stayed the same, or has it  changed since 3.3 came out and you started raiding ICC?</span></p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<item>
		<title>Moonkin in 3.3.3: To dot&#8230; or not to dot.</title>
		<link>http://www.restokin.com/2010/03/moonkin-to-dot-or-not-to-dot/</link>
		<comments>http://www.restokin.com/2010/03/moonkin-to-dot-or-not-to-dot/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 18:48:17 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Moonkin Balance DPS]]></category>
		<category><![CDATA[Patch 3.3 WotLK]]></category>
		<category><![CDATA[Patches]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3253</guid>
		<description><![CDATA[Okay, so now that 3.3.3 is getting closer to release, we have more details about what moonkin PvE will look like &#8220;soon.&#8221; However, this is still subject to change. One big looming question that a lot of high-end moonkin are struggling with is when to cast dots, or when to not cast them. The buffs [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, so now that 3.3.3 is getting closer to release, we have more details about what moonkin PvE will look like &#8220;soon.&#8221; However, this is still subject to change.</p>
<p>One big looming question that a lot of high-end moonkin are struggling with is when to cast dots, or when to not cast them. The buffs to starfall actually have the effect of making our DOTs seem even less worthwhile.</p>
<p>Recommended reading: <a href="http://www.wow.com/2010/02/26/shifting-perspectives-are-dots-worth-it/" target="_blank">Murmur&#8217;s wow.com post on DOTs</a>, along with <a href="http://elitistjerks.com/f73/t94208-moonkin_pve_discussion_3_3_3_a/" target="_blank">Hamlet&#8217;s work (among other posters) at EJ</a>.</p>
<p><span style="text-decoration: underline;">The problem:</span></p>
<p>Our Damage over time spells (insect swarm and moonfire) have not kept up with the rest of our rotation and are not scaling well enough at high gear levels (ie. Tier 10, ICC 25-man gear). So, there has been a lot of discussion lately about how to glyph (since all of our glyphs previously were being used to buff our DOTs), along with when to cast our DOTs (along with if we still use them).</p>
<p><span style="text-decoration: underline;">Glyphing in 3.3.3:</span></p>
<p>The nerfs to Glyph of Focus in the latest PTR build, even with the huge buff to starfall&#8217;s damage, make the most common/obvious glyph choices: Glyph of Starfire, Moonfire, Starfall. I will be dropping the Insect Swarm glyph, in favor of Starfall when the patch hits. These glyphs will be the best choices even for beginners. There will likely still be some situational variability, but these are the glyphs that I assume you will have when I talk about DOTs in 3.3.3.</p>
<p><span style="text-decoration: underline;">DOTs for new level 80&#8242;s: </span></p>
<p>At the lowest gear levels, and even in Tier 9 gear, our DOTs are worthwile to maintain in 3.3.3. So, the newbie &#8220;how to DPS&#8221; guides still work great for beginners, because it&#8217;s always going to be a DPS boost to refresh your DOTs at the lowest gear levels.<a href="http://www.restokin.com/2010/03/eclipse-basics-rotations-for-beginner-moonkin/" target="_blank"> So, the basic rotation guide still applies to you</a>. For people wearing 2-piece Tier 9, moonfire is definitely a good damage ability to keep going.  You should also have an idol that requires DOT damage to be effective. In practice, for new moonkin, refreshing DOTs when they fall off will work well enough, since the problem really ends up being at high levels of gear (and for new moonkin, a complicated DOT refreshing system would end up being a DPS loss due to confusion problems &amp; hesitating).</p>
<p><span style="text-decoration: underline;">DOTs for ICC 25-man geared moonkin:</span></p>
<p>It&#8217;s much more complicated, and there seems to be very little agreement on what to do about it, and the recommendations seem to be subject to change based on various factors. For patch 3.3.3, this seems to be the most reliable (current) advice, <em>however this is likely to change again between now and when 3.3.3 is released, based on lots of different factors.<br />
</em></p>
<ul>
<li> Since you won&#8217;t use the glyph for insect swarm, then you can use IS (potentially even at a DPS loss) just to keep up the hit debuff to help your raid, even in high-end content. It appears to be worth casting IS when Eclipse is not active, but ends up being a larger DPS loss to cast IS when Eclipse is active. If you are trying to keep up the debuff, but not lose too much DPS, then one solution would be to refresh insect swarm after it falls off  when your Eclipse proc has ended (regardless of which kind of Eclipse). If you don&#8217;t care about keeping up the hit debuff, then you would likely want to refresh right before you proc a Solar Eclipse and start casting wrath.</li>
<li>It is also looking like moonfire shouldn&#8217;t be refreshed during a solar Eclipse portion of your cycle, since it is only a consistent DPS increase if you can get off 3 starfire casts before it falls off. When you are chain-casting wrath for a prolonged period of time, then refresthing moonfire is likely a DPS loss because it will fall off before you benefit from the starfire refreshing glyph. If you have the moonfire &amp; Starfire glyphs, then it is going to be worth casting starfire before a Lunar Eclipse proc, where you will be able to cast more than 3 starfires before it falls off.<em><br />
</em></li>
<li>The really only clear piece of the puzzle is to: cast DOTs while moving. Since DOTs are instant-cast abilities, you should always be able to refresh DOTs while moving, regardless of what part of the DPS cycle you are on.  For fights with predictable movement, you can likely avoid recasting right before a movement phase, so that it will fall off before you can refresh it on the run (ie. Marrowgar&#8217;s Bone Storm ability). Since most fights have movement phases, and you should &#8220;Always Be Casting&#8221;, then movement periods are always the best time to cast your DOTs.</li>
<li><span style="text-decoration: underline;">EDIT <em>Disclaimer</em>: </span>Part of the problem is that DOTs make up such a small % of our DPS that the difference between various DOT refreshing strategies ends up being pretty small, so people are likely going to work out different strategies of DOT refreshing, since a lot of different factors will impact the theorycrafting math. Gear also makes a big difference in DOT scaling issue calculations. So, there may not be a good one-size-fits-all strategy for DOT refreshing in 3.3 &#8211; which makes it hard for people like me who are given the task of simplifying all the theorycrafting into bite-sized morsels.</li>
</ul>
<p><span style="text-decoration: underline;">Additional starfall 3.3.3 reminders:</span> When starfall gets it&#8217;s buff, you should cast starfall as often as you can (it will be a 1 minute cooldown with the starfall glyph). Please remember to still being smart about not wiping the raid by pulling extra things, and paying attention to other factors specific to boss fights. Each fight may have times where it&#8217;s better (or worse) to pop starfall, so be aware of the fact that it is going to have a large radius around you if you aren&#8217;t using the Focus glyph. Starfall may also potentially cause threat issues when used on new sets of adds (which is good for sarufang if you are trying to pull the adds away from the boss, but not as good for other fights with adds spawning), so watch your timing of when you pop your ability. There may be situations where you need the focus glyph if you aren&#8217;t as confident about being able to keep things under control, but this is going to be a more personal choice.</p>
<p><span style="text-decoration: underline;">Conclusions:</span></p>
<p>When should you switch from a &#8220;refresh all the time&#8221; to a more complicated refresh pattern? I would say that once you have your 4-piece Tier 10 bonus, you probably have the knowledge and need for the more complicated DPS rotation in the 3.3.3 patch. When you refresh DOTs ends up not even being that important, since DOTs are such a small DPS difference in the first place. Even with all that work, the timing of DOT refreshing may only add up to a couple hundred DPS difference at most. The total DOT damage (moonfire &amp; insect swarm combined) makes up between 10 &amp; 20% of my total damage, even on single-target fights.</p>
<p><span style="text-decoration: underline;">Suggestions:</span></p>
<p>Since moonfire seemed to benefit so much from being able to crit with the T9 set bonus, I think that Insect Swarm probably needs the same treatment to remain viable &#8211; and this isn&#8217;t something that I think can wait until Cataclysm to fix it. As people get more and more heroic gear, and possibly into the new dungeon, it is going to become more and more tempting to start not using IS at all. When we have all the bosses on farm, then I would anticipate not needing the 3% miss debuff at all, and so this isn&#8217;t something that we should wait until Cataclysm to fix. The fact that refreshing our DOTs at the wrong time is a DPS loss is actually really concerning, and should be something the developers are concerned about fixing sooner rather than waiting. I am more concerned about Insect Swarm than moonfire, and I think adding in crit IS ticks would be a really good step to helping with moonkin&#8217;s stat scaling issues in high-end gear (ie. I&#8217;m already crit soft-capped, hit capped, &amp; haste soft-capped, and I&#8217;m in mostly 10-man ICC gear).</p>
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		<slash:comments>10</slash:comments>
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		<item>
		<title>Recap of Twitter answers for druids</title>
		<link>http://www.restokin.com/2010/02/recap-of-twitter-answers-for-druids/</link>
		<comments>http://www.restokin.com/2010/02/recap-of-twitter-answers-for-druids/#comments</comments>
		<pubDate>Sat, 27 Feb 2010 02:34:20 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Moonkin Balance DPS]]></category>
		<category><![CDATA[Patch 3.3 WotLK]]></category>
		<category><![CDATA[Patches]]></category>
		<category><![CDATA[Restoration Healing Trees]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3199</guid>
		<description><![CDATA[There were 2 questions relevant to druids in the latest twitter #blizzchat. Q. Is there any ETA on tree / moonkin form graphical update? A. Moonkin is hard because Moonkin players are so in love with that form. It&#8217;s tough to change it at all. We currently hope to do a new tree form for [...]]]></description>
			<content:encoded><![CDATA[<p>There were <a href="http://forums.worldofwarcraft.com/thread.html?topicId=23425524394&amp;sid=1" target="_blank">2 questions relevant to druids in the latest twitter #blizzchat</a>.</p>
<ul>
<li><span style="color: #99ccff;"><strong>Q. Is there any ETA on tree / moonkin form graphical update? </strong><br />
A. Moonkin is hard because Moonkin players are so in love with that form. It&#8217;s tough to change it at all. We currently hope to do a new tree form for Cataclysm, but no promises.</span></li>
</ul>
<p>I think what moonkin would like more than a complete revamp is just color customizations of the already existing forms. A quick re-color (tied to our hair colors) would be a lot of fun, even if the basic forms weren&#8217;t changed for moonkin. Color customization is more important for trees &amp; moonkin, really. More colors, please!</p>
<p>Also, moonkin &amp; tree form (and ALL the forms) need to look different for Worgen &amp; Trolls compared to their NE &amp; Tauren counterparts. Since we won&#8217;t likely be able to fight outside of forms as druids, the new races need very distinctly different forms so that the new races can be fun.</p>
<ul>
<li><span style="color: #99ccff;"><strong>Q. Has there been any thought of changing Eclipse to charges so that Moonkin dps doesn&#8217;t suffer so much from moving? </strong><br />
A. Yes. Expect a major overhaul in Cataclysm that keeps the same basic idea (alternating from Arcane to Nature) but in a way that is more core to the class. Like everything though, there is the risk that we may decide this idea sucks once we see it in action.</span></li>
</ul>
<p>This is something I&#8217;m super excited to see. I can pretty much promise you that the moonkin players will give you great feedback on anything that you tinker with during Cataclysm testing. We can&#8217;t wait to see what the developers ideas are for making moonkin a more fun spec to play! If their first idea for the Eclipse mechanic comes out funky, we&#8217;ll do whatever we can to help it work out in the end.  I think moonkin need to see a lot of revamp &amp; change to bring us into a better place in Cataclysm, but that&#8217;s what expansion talent revamps are really all about.</p>
<p>I&#8217;m glad that they are at least willing to consider fundamentally changing how Eclipse works, which gives me hope that maybe they&#8217;ll make the changes necessary to moonkin so that we don&#8217;t feel like we&#8217;re always an expansion behind everyone else and just trying to play catch-up all the time. I&#8217;m really excited to see what may be coming for moonkin in the future. This next expansion will be really fun for moonkin (yes, I can still sound hopeful from time to time).</p>
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		<slash:comments>11</slash:comments>
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		<item>
		<title>3.3.3 Druid changes &#8211; for moonkin pvp (or not)</title>
		<link>http://www.restokin.com/2010/02/3-3-3-druid-changes-for-moonkin-pvp-or-not/</link>
		<comments>http://www.restokin.com/2010/02/3-3-3-druid-changes-for-moonkin-pvp-or-not/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 05:30:11 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Moonkin Balance DPS]]></category>
		<category><![CDATA[Patch 3.3 WotLK]]></category>
		<category><![CDATA[Patches]]></category>
		<category><![CDATA[Player Versus Player]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3181</guid>
		<description><![CDATA[First, the changes: Typhoon mana cost has been reduced from 32% of base mana to 25% of base mana. Starfall damage has been increased. Now causes 563 to 653 Arcane damage (Up from 433 to 503) and 101 Arcane damage (Up from 78) to all other enemies within 5 yards. Spell Power coefficients also increased. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mmo-champion.com/news-2/patch-3-3-3-ptr-build-11599/" target="_blank">First, the changes:</a></p>
<ul>
<li><span style="color: #99ccff;">Typhoon mana cost has been reduced from 32% of base mana to 25% of base mana.</span></li>
<li><span style="color: #99ccff;"><span style="color: #99ccff;">Starfall damage has been increased. Now causes 563 to 653 Arcane damage (Up from 433 to 503) and 101 Arcane damage (Up from 78) to all other enemies within 5 yards. Spell Power coefficients also increased</span>.</span></li>
<li><span style="color: #99ccff;">Nature&#8217;s Grasp: Now has 3 charges, up from 1. </span></li>
</ul>
<p><span style="text-decoration: underline;">Typhoon:</span></p>
<p>First, the typhoon mana change is designed to help make typhoon not cause moonkin in PvP to go OOM. Typhoon needs to be something that moonkin can use often, so making it slightly less of a drain on their mana pools is a helpful change.</p>
<p><span style="text-decoration: underline;">Starfall:</span></p>
<p>Designed to help starfall feel more useful. Gives probably a small-ish DPS increase for PvE (depending on how much you use starfall already). Unlikely to do anything significant for moonkin PvP. If each tick does a couple hundred more damage (at most), and you only get off 2 or 3 ticks in a PvP situation (at most), then it&#8217;s not really going to do what the developers had hoped it would do. Starfall is always going to be interrupted by Crowd Control, and no amount of crying is going to convince the developers otherwise, so the best hope for making starfall more useful for PvP is being able to capitalize on getting off the first couple ticks when you can.</p>
<p><em>UPDATE: It looks like starfall should be doing somewhere around 3x&#8217;s more on the PTR compared to what it is on Live. Should be a nice PvE boost. Not sure for PvP yet how it&#8217;s going to work out.<br />
</em></p>
<p><span style="text-decoration: underline;">Nature&#8217;s Grasp:</span></p>
<p>Now has 3 charges? I&#8217;m really confused on how this could actually work for moonkin in terms of being something useful. It&#8217;s much more likely to help resto druids escape, since resto has the mobility to keep HOTs going while root-kiting. Feral  already has instant-cast cylones &amp; roots with their cat form talent, which doesn&#8217;t require them to get hit in the first place. Moonkin can&#8217;t rely on nature&#8217;s grasp as an actual escape mechanism. Moonkin PvP&#8217;ers are worried that more procs that go to waste is not going to be helpful because it will just contribute to the diminishing returns (or just snag pets that you don&#8217;t want snagged). Unless it could root all 3 targets at once, then the charges won&#8217;t help moonkin (and it&#8217;s unlikely that they would give feral &amp; resto an AOE root).</p>
<p>The nature&#8217;s grasp change, combined with all the other changes, really need to be tested on the PTR, and people need to post constructive feedback about why they are (or aren&#8217;t) working. However, anything that makes this a viable escape mechanism for moonkin would likely be overpowering for resto druids. In fact, resto probably benefits the most from this in PvP because they have improved barkskin and other mechanics (like instant-cast spells) that help them escape while also being able to cast something worthwhile on the run. We really need to see this in action to get a better idea of how it&#8217;s effecting the 3 specs.</p>
<p>UPDATE: GC says that the roots from Nature&#8217;s Grasp can apply to other people without breaking the previous roots (so you could potentially have 4 people rooted at once if you were super lucky).</p>
<p><span style="text-decoration: underline;">Conclusions:</span></p>
<p>All 3 of these are buffs. The typhoon one buffs PvP moonkin&#8217;s mana. The second one buffs moonkin PvE. The third is likely to benefit resto druids the most. None of these are the actual moonkin PvP fixes that they were looking for, which is why there has been a string of rather non-productive posts on the damage dealing forums. The lack of focus in all the moonkin threads, however, makes it particularly hard to see if the buffs are actually going to help moonkin PvP or not. I&#8217;m hoping that people will start talking about their actual PTR PvP results once things settle down. I gave up on moonkin PvP so long ago that I don&#8217;t even think I could do any worthwhile PTR PvP testing at this point. The good, productive, posts are also being lost in the low signal-to-noise ratio on the forums.</p>
<p><a href="http://forums.worldofwarcraft.com/thread.html?topicId=23425373255&amp;pageNo=1&amp;sid=1#2" target="_blank">UPDATE &#8211; More info on Starfall:</a></p>
<blockquote><p><span style="color: #99ccff;">Hey Hamlet, sorry for any confusion. We probably should have just waited until you guys could test it on the PTR.</span></p>
<p><span style="color: #99ccff;">I think I figured out how you all are calculating the coefficient, so maybe this will make more sense. Again, I&#8217;m not 100% sure we&#8217;re speaking the same language here. If I have time, maybe I will just log in with a moonkin and compare the before and after and post numbers.</span></p>
<p><span style="color: #99ccff;"><em>Main star </em><br />
Old coefficient: 4.8%<br />
New coefficient: 37%</span></p>
<p><span style="color: #99ccff;"><em>Splash damage </em><br />
Old coefficient: 1.2%<br />
New coefficient: 13% </span></p>
<p><span style="color: #99ccff;"><span style="color: #99ccff;">As I said, these numbers are very generous. If Balance druids melt the world we may have to back off of them.</span></span></p></blockquote>
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		<title>Can moonkin be fixed before Cata?</title>
		<link>http://www.restokin.com/2010/02/can-moonkin-be-fixed-before-cata/</link>
		<comments>http://www.restokin.com/2010/02/can-moonkin-be-fixed-before-cata/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 14:24:56 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Moonkin Balance DPS]]></category>
		<category><![CDATA[Patch 3.3 WotLK]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3162</guid>
		<description><![CDATA[Okay, so Ghostcrawler has posted in multiple balance druid threads in the damage dealing forum in the last week. He shot down two ideas (ie. a glyph for wrath haste scaling, and Owlkin Frenzy buffs). He seems to be paying attention to moonkin, and to changes that will come before Cataclysm, but there doesn&#8217;t seem [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, so Ghostcrawler has posted in multiple balance druid threads in the damage dealing forum in the last week. He shot down two ideas (ie. a glyph for wrath haste scaling, and Owlkin Frenzy buffs). He seems to be paying attention to moonkin, and to changes that will come before Cataclysm, but there doesn&#8217;t seem to be a clear-cut way to fix moonkin&#8217;s problems without major talent tree overhauls.</p>
<p><span style="text-decoration: underline;">What are the problems?</span></p>
<ol>
<li>Wrath scales poorly with haste, causing there to be a soft-cap of around 400 haste rating, where after that rating level, your wrath cast time drops below a second and clips the GCD (when Nature&#8217;s Grace is active). Also causes problems when Heroism is up.</li>
<li>Eclipse has been buffed too many times, and now makes the crit cap for Starfire be too low, and Eclipse makes up too large of a % of our overall DPS. Eclipse is also a clunky &amp; uncontrolled mechanic, leading to big RNG swings in our DPS not being reliable (ie. we have good RNG days and bad RNG days, with larger DPS swings up and down  than other classes have to deal with).</li>
<li>Moonkin have to stand rooted in place to do good damage. For example, on Festgergut in ICC, I&#8217;ve deemed myself a &#8220;melee moonkin&#8221; so I can pump out between 2,000 and 3,000 more DPS than if I was in range (a bigger swing than any of our other ranged damage dealers). Lack of mobility effects both PvP and PvE moonkin.</li>
<li>Given that the fight mechanics require a lot of moving around and we scale poorly with stats, we tend to fall behind on DPS compared to people who don&#8217;t have those same movement or scaling problems. In some fights in ICC 25-man, I can come in 4th place on the meters &amp; in the same instance, I can also come in 11th place; since my DPS goes up and down all over the place, which isn&#8217;t happening to the other people in my raid (ie. they stay relatively the same &amp; I move up and down willy nilly).</li>
<li>Moonkin don&#8217;t do well in PvP. Given that all of Moonkin&#8217;s mechanics are designed around doing good PvE damage, moonkin have very few good PvP abilities, and lack the defensive cooldowns or escape mechanics that other classes have. Combined with clunky damage dealing mechanics and no burst-damage cooldowns they can use on demand (and how hard it would be to maintain an Eclipse rotation in pvp), moonkin haven&#8217;t been doing well overall in Arena teams all expansion (with very few exceptions of moonkin who have managed to &#8220;stick it out).</li>
</ol>
<p><span style="text-decoration: underline;">Are there ways we can fix these problems before Cataclysm? What are the real fixes these problems need?<br />
</span></p>
<ol>
<li>No. Well, not without some clunky mechanic like the glyph that GC doesn&#8217;t like. The real fix for poor haste scaling is that Nature&#8217;s Grace needs to be removed for Cataclysm&#8217;s talent changes, where the trees can be designed around the talent&#8217;s removal without being a huge nerf. Anything else is just going to likely to be clunky (like the glyph option).</li>
<li>No. Eclipse can&#8217;t be fixed until Cataclysm either. What moonkin&#8217;s rotation needs is about 2 more spells that we can mix into our rotations, in which case Eclipse would be much more easily modified at that point. In addition, other talents can be put in the mix to reduce our dependency on Eclipse forcing us to do more than just cast starfire. In addition, Eclipse wouldn&#8217;t need to be as strong if Wrath didn&#8217;t clip the GCD so much (ie. wrath was actually desirable to use in PvE). They could also take wrath out of our rotation and give us something else that was a medium cast-time nuke, and save Wrath for being a PvP spell (where fast cast times are more favorable).</li>
<li>No. To fix our problems with movement-heavy or target switching fights, the changes they could make to our overall rotation and new spells could help address that &#8220;rooted&#8221; problem. For example, an instant-cast direct damage spell that did decent burst damage could be timed to use while moving when movement was predictable (and typhoon or refreshing DOTs just doesn&#8217;t fill that role well enough).</li>
<li>Yes, the developers can boost our overall DPS so that we don&#8217;t fall behind the other classes.</li>
<li>Not really. Moonkin PvP needs the talent trees redesigned, new abilities implemented, and new &#8220;on use&#8221; defensive/offensive cooldowns to stand much of a chance in pvp. Moonkin could also use an imp barkskin talent like exactly what they gave to resto druids instead of moonkin. There are little things Blizzard can do to make life for PvP moonkin more tolerable, but there&#8217;s no fix for a spec that is totally broken for PvP.</li>
</ol>
<p><span style="text-decoration: underline;">What can be changed before Cataclysm?</span></p>
<ul>
<li>This is something that a newer moonkin blogger, <a href="http://randommg.blogspot.com/2010/02/challenge-moonkin-bandaids-before-40.html" target="_blank">Random Moonkin Generator,</a> has been mulling over, and suggests things like: removing haste from celestial focus, changing improved insect swarm (ie. making wrath crit more &amp; starfire do more damage to help increase the crit cap for Lunare Eclipse starfires), making nature&#8217;s splendor increase duration of IS &amp; moonfire more, having our DOTs scale with haste or crit from talents. Some of these I&#8217;ll talk about below, but you should go read that thread, too.</li>
<li><em>The fastest solution </em>to falling behind on DPS is just to give flat damage increases to talents like Earth &amp; Moon that can easily be removed for Cataclysm, and work great without having to do too much testing. That&#8217;s what they did with Earth &amp; Moon once already in 3.3. They could just tack on an additional damage bonus to imp moonkin form or something.</li>
<li><em>The easiest solution </em>would be to do nothing and make us &#8220;wait until Cata&#8221;, so that in Alpha/Beta testing for Cata, the whole talent tree can just be re-designed from the ground up (or something like that).</li>
<li><em>Better scaling with gear?</em> I like the idea of having DOTs scale better with gear.  Our tier 9 set bonus allowed moonfire to crit, which was a nice temporary way of DOTs scaling with our crit. However, once you upgrade to T10 gear, none of our DOTs scale with either haste or crit. It might be interesting to have one (or both) of our DOTs scale better with either crit or haste. It doesn&#8217;t fix the immediate problems of wrath and starfire scaling, but it&#8217;s something interesting that could be examined.</li>
<li><em>Reducing Starfire&#8217;s Crit chance</em>? If the possibility of crit-capping Starfire on Eclipse procs is problematic, the crit bonuses given to starfire through imp insect swarm or improved Faerie Fire could potentially be changed to flat damage increases instead of crit increases. Imp insect swarm would be the most obvious candidate, since only starfire gains crit from that talent. The crit for starfire on imp IS could also be turned into X% haste, and then the haste from Celestial Focus could be removed and turned into something else.</li>
<li>Celestial focus &#8211; If the haste was removed from CF, then it could be possible to give some PvP effect that helped with their survivability or offensive ability. Moonkin PvP could still really use something to give them a chance to be more than just a training dummy out on the field of battle.</li>
<li><em>Owlkin Frenzy </em>is another talent that could be changed to help moonkin PvP. I&#8217;m sure the devs could think of something (ie. make it reduce how much damage the moonkin are taking from players as they get beat on, for when they&#8217;re not able to take advantage of the damage boost). They could also just put a clone of Imp Barkskin into the balance tree so moonkin could actually shift out of moonkin form some time, and increase the usefulness of barkskin for them. They could also give moonkin the ability to cast heal spells in form (maybe just 1 or 2).</li>
<li><em>Changing the moonkin Tier 10 2-piece bonus?</em> This is somewhere that they could adjust something that would effect high-end raiders more than everyone else at this point. The OOC proc damage increase mechanic contributes to the randomness of damage swings, since you could have OOC proc 5 times in a row, or not proc at all. It would also keep moonkin from finding ways to &#8220;force&#8221; OOC to proc (even mana expensive ways that consume reagents). The damage bonus also doesn&#8217;t last very long, so you could miss out on it while moving too much. It doesn&#8217;t matter too much what  they changed it to, so long as it gave a more steady damage boost, rather than more random burst. <em>They could also just swap the T9 2-piece with the T10 2-piece</em>, since people at lower gear levels are likely less concerned with gear scaling problems (ie. people wearing all T10 could really use the crit scaling for moonfire). People at lower gear levels would also be able to better absorb the RNG-nature of the OOC proc bonus, and would have absolutely no effect on people wearing 2 pieces of each.</li>
</ul>
<p><em>Conclusions:</em></p>
<ul>
<li>There are many other changes the developers could decide to do to help moonkin PvP and PvE. However, only the developers can really decide what they want to change now versus what can wait until Cataclysm.  Anything from minor changes to large changes could be done at any time, and it&#8217;s really up to them to decide what it is they actually want to do. GC seems to want community feedback at the moment, but he isn&#8217;t really giving us directions on what we should be focusing on for our suggestions. It feels more like trying to shoot at moving targets in the dark, where we only know when we missed the target.</li>
</ul>
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		<item>
		<title>Patch 3.3.2 &#8211; Moonkin fixes</title>
		<link>http://www.restokin.com/2010/02/patch-3-3-2-moonkin-fixes/</link>
		<comments>http://www.restokin.com/2010/02/patch-3-3-2-moonkin-fixes/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 14:46:11 +0000</pubDate>
		<dc:creator>Lissanna</dc:creator>
				<category><![CDATA[Druid - General]]></category>
		<category><![CDATA[Moonkin Balance DPS]]></category>
		<category><![CDATA[Patch 3.3 WotLK]]></category>

		<guid isPermaLink="false">http://www.restokin.com/?p=3112</guid>
		<description><![CDATA[Okay, so moonkin are getting some attention in the 3.3.2 patch. The main patch note for moonkin is: Earth and Moon: This talent now increases the druid&#8217;s spell damage by 2/4/6%, up from 1/2/3%. What this means is that moonkin&#8217;s DPS should come out 2.91% better. This change has no effect on the debuff that [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, so moonkin are getting some attention in the 3.3.2 patch.</p>
<p><a href="http://www.wow.com/2010/02/02/official-patch-3-3-2-patch-notes/" target="_blank">The main patch note for moonkin is:</a></p>
<blockquote><p><a href="http://www.wowhead.com/?spell=48511" target="_blank">Earth and Moon:</a> This talent now increases the druid&#8217;s spell damage by 2/4/6%, up from 1/2/3%.</p></blockquote>
<p>What this means is that moonkin&#8217;s DPS should come out 2.91% better. This change has no effect on the debuff that gives the whole raid 13% damage. It effects only the moonkin&#8217;s damage directly. This is a straight buff, which is good. It doesn&#8217;t address any underlying problems for moonkin, however we didn&#8217;t really expect major changes. This is actually the best way to address moonkin&#8217;s damage falling behind, as they didn&#8217;t just buff Eclipse again. <img src='http://www.restokin.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><span style="text-decoration: underline;">Moonkin Tier 10 &#8211; 4 piece bonus</span></p>
<p>While I don&#8217;t have the set piece yet, a handful of other moonkin have. They reported that it was having a high amount of resists (above and beyond what is a normal resist amount). It was verified that the bug was that Languish was being treated as a level 1 spell. The patch note for it reads:<em> Fixed a bug to allow for this bonus to properly trigger. </em>This should (hopefully) mean that it should stop having resist problems, so that it will actually become a decent set bonus again.</p>
<p><span style="text-decoration: underline;">PvP changes for everyone</span></p>
<p>They are changing<a href="http://forums.worldofwarcraft.com/thread.html?topicId=22739754001&amp;sid=1" target="_blank"> the way that resilience works</a> (to reduce the amount of damage done in pvp), however they are also reducing the <a href="http://forums.worldofwarcraft.com/thread.html?topicId=22748761863&amp;sid=1" target="_blank">amount of healing done in PvP by 10%.</a> Since I don&#8217;t pvp, I&#8217;m not really able to analyze these changes. My bet is that it&#8217;s not going to change druid balance compared to other classes all that much, if at all.</p>
<p><span style="text-decoration: underline;">Walk faster!</span></p>
<p>They also made some improvements to 5-man dungeons such as:</p>
<blockquote><p>Brann Bronzebeard has been getting into shape and now feels comfortable walking faster when escorted.</p></blockquote>
<p><em>Yes! Take those exercise classes!</em> Even with all the moonkin buffs, this is by far my favorite patch note, because it shows that the patch note writers have a sense of humor. <img src='http://www.restokin.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><em>If anything else is discovered that didn&#8217;t make it into the notes, I&#8217;ll update as needed.</em></p>
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