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Making way for new class changes in Legion

One of the hottest topics of any new expansion is the changing of class rotations. One of the most common things in recent expansions has been the removal of old abilities and making way for new class rotations. People are often concerned over the loss of spells they once enjoyed (crying the tears of “pruning). However, our memories tend to be pretty short and after the expansion launches with all the changes, we often don’t miss the spells we lost. For example, what abilities got removed in each of the previous expansions? To remember this, I have to look it up in old posts because I don’t much miss those spells a year or 10 years later. The newest Draenor expansion removed several spells, including Symbosis, Nature’s Grasp, Nourish and other spells. In most cases, we forget that abilities often got removed even in the first several expansions. Legion also comes with an “out with the old, in with the new” policy in the design decisions. With that in mind, I want to talk about these changes more objectively and talk about some of the stated design goals.

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Design goal #1: Abilities should fit the fantasy theme for each class and specialization.

A major change for the Legion expansion was the removal of any tool that didn’t fit the design theme. In some cases, specializations got entire new design themes, such as Outlaw Rogues when “combat” was too bland of a theme to work with. Blizzard did a series of previews for each class talking about the particular theme and core abilities for each specialization. For example, a core theme of balance druids is “leveraging the sacred powers of the sun, moon, and stars”. This meant that for balance druids, over time we have lost most of the spells that leveraged nature – in favor of space-themed abilities.

This also came with the removal of Eclipse and replacement with a “build and spend” resource system, as well as renaming wrath (solar wrath) and starfire (lunar strike) to better fit the thematic elements. Things that didn’t fit with the thematic elements were removed or redesigned, with the goal of “easy to learn, hard to master”. To calrify, as Eclipse was “hard to learn, easy to master”, time spent watching the interface bar move back and forth wasn’t particularly good for balance druids. Once you understood how the bar worked, the rotation was easy with little room for mastery above the basics.

The “hard to master” design often comes in the form of additional spells you pick up via talents. This means there are also more unique talents for each spec, though the classes do still share some common talents (thus, some of the original shared talents are now spec-specific). So, while your spell book might seem small when you first log into your character, you can often pick up many new abilities via talents (thus, a 5 button rotation can easily become an 11 button rotation via talents and artifact weapons, and even those 5 buttons may have much more complex interactions).

Restoration’s core healing buttons remain largely unchanged (with the exception of ‘merging’ swiftmend and Nature’s Swiftness), with the primary changes to restoration being in the form of changes to utility. Feral and Guardian also don’t have major reductions in their core ability sets overall, but still see substantial changes overall.

Design goal #2: Utility should feel unique for each class and specialization

One of Blizzard’s new design goals is to reduce some of the redundancy in spells across the classes, particularly with regards to utility. A major concern has been with how the ability creep has turned into the dreaded “homogenization” feel. Over time, everyone has needed X ability because everyone else had it. In utility, if you didn’t bring equal amounts compared to everyone else, you worried about losing your spots to others who brought more. So, the solution over time to this was often giving everyone more and more utility until everyone had a bunch of mostly redundant things. This is changing in Legion, and is why the watered down utility of having access to ability sets for all 4 specs wasn’t going to work for druids. That means balance and restoration druids also lost utility spells (e.g., stampeding roar).

New Affinity System:   Druids lost a set of baseline abilities common to other specializations. For example, balance druids no longer get a full rotational set of feral, guardian, and restoration abilities baseline. These had become substantially watered down over time as it was difficult to make druids the master of 4 roles at a time, and so you became the master of 1 with some extra buttons you couldn’t really utilize to their full extent. However, as we discussed above with regards to added complexity via talents, the new Affinity talents allow you to choose one off-spec role where you will be at least half-decent.

  • Feral Affinty: Gives you a movement speed bonus and a set of damage abilities – Shred, rip, ferocious bite, and swipe. This would give guardians and resto druids the opportunity to do substantial single-target damage and some AOE damage (via swipe) when they aren’t being called on to perform their main role.
  • Guardian Affinity: Gives you an armor bonus and a set of tanking abilities – Growl (taunt), mangle and thrash (damage), plus iron fur and frenzied regen (survivability). This should be enough to off-tank for short periods of time in a situation where an encounter or situation might call for it.
  • Restoration Affinity: Gives you passive healing (4% HP to you or a nearby ally every 5 sec), plus a set of healing abilities – Rejuv, regrowth, and swiftmend (you already get healing touch baseline). However, you don’t get access to an AOE heal, somewhat limiting your ability to off-heal raid situations, but allowing for saving yourself or a tank from death in some situations.
  • Balance Affinity: Increases your range by 5 yards and a set of ranged damage abilities – Moonkin form (on a 30 sec cooldown), solar wrath, lunar strike, Sunfire (you already get moonfire baseline), and starsurge. This allows you to do relatively decent single-target damage with a little bit of AOE splash damage (via multi-DOT and lunar strike). Note that the cooldown on moonkin form will make the feral affinity higher sustained damage and balance likely better for short bursts, depending on overall balancing.

Redesigning Druid Raid Utility: In this discussion, it’s important to talk about the primary baseline utility available in raids. Only feral and guardian bring stampeding roar. Instead, balance brings back Innervate (buffing mana of healers). Restoration brings a single-target mark of the wild buff that adds to the base stats of one player in your raid. The major concern of the utility changes is that restoration may not bring enough unique utility that helps the raid in day-saving ways. Being able to move your entire raid out of the fire quickly allows you to save the day more than a passive minor DPS boost to one of your raiders each encounter. Keep in mind that resto druids won’t often be tanking or doing significant DPS in raids, making the affinity relatively minor in terms of frequently used off-role utility (whereas the other specs may benefit from the affinity utility more for raiding).

Design goal #3: PVP abilities are now chosen in the PVP talent trees, instead of being baseline

One of the biggest loss of baseline buttons happens in the way of PVP abilities no longer being baseline. In some cases, they significantly reduced the number of crowd control and survivability buttons aimed at PVP effectiveness. This is felt in forms such as Cyclone no longer being baseline for all druids. Instead, cyclone is an optional PVP talent, with decisions still being made about which specs will or won’t have access to cyclone via PVP talents.  This is also a factor of why some of the druid utility was taken away – as the goal was to trim down survivability, crowd control, and movement abilities across all the classes. In the PVP talent tree, you will choose 6 talents that augment your primary role, including being able to re-acquire some abilities that are no longer baseline.

Conclusions

Every class is worried about the removal of abilities in Legion. However, at this point, many classes have buttons they don’t use very often, are redundant with buttons other specs have access to, don’t fit the core thematic design, and/or are PVP buttons better suited for the PVP talent tree. Thus, while there may be fewer baseline abilities, the total maximum set of buttons for every class is still on the order of 20 to 25. If you aren’t happy with around 20 buttons, then the problem is with the design of those buttons, rather than needing more buttons. I would anticipate many more changes between now and the launch of Legion. Thus, it is better to focus on discussing why druids need a specific button to be effective and fun, rather than worrying about the total number of buttons available. With alpha soon resuming (and other specs likely to open for testing soon), we’ll still have a lot of work to do. However, in giving feedback, keep in mind these three core design goals for how abilities and talents are designed for Legion. Saying you want more buttons just for the sake of having lots of buttons isn’t an effective feedback strategy. However, resto druids got back Cyclone as a PVP talent by showing that the spec needed strong crowd control options in terms of fulfilling the core playstyle that was still consistent with the design goals.

The most important design goal of Legion is to make sure that class specializations feel unique, effective, and fun. In many cases, I think removing some abilities to make room for new design goals might help the game overall move forward. Don’t let fear of change and fear of “pruning” impact our ability to give solid design feedback. It’s too soon in the development process to panic, as anything broken now allows time for it to be fixed. Things that are broken can only be fixed with giving good constructive and specific feedback about what Legion things aren’t working in the context of Legion’s goals. I for one welcome this “out with the old, in with the new” design style for the next expansion.

Posted in Beta Feedback, Druid - General, Feral Bear tanking, Feral DPS Cat, Legion, Moonkin Balance DPS, Player Versus Player, Restoration Healing Trees, 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


Resto gearing: And the winner is haste!

I have received a lot of questions about the ‘haste versus mastery’ debate for restoration druids. The winner of this debate all along was haste, but a bug to wild growth let people open up this debate. I believe Hamlet’s recent haste vs mastery post speaks for itself, but I wanted to put my support behind the “haste wins” conclusions.

While there was previously some room for debate, two recent major changes (in favor of haste) help boost the value of haste relative to mastery. Here are the changes:

  1. Bug fix for Wild Growth. Wild Growth launched with a bug that wasn’t giving the final partial tick, allowing it to still technically have a haste breakpoint. This drove some people to try and gear around the bugged breakpoint. This spell was fixed recently such that it now properly scales linearly with haste.
  2. They buffed haste for all classes. They lowered the amount of haste rating required to achieve 1% haste. This means haste is now more potent for all classes. While this buff also came with a nerf to the amount healed by rejuv, haste remains more potent overall in general.

With these two changes combined, haste comes out as a clear winner in the math versus mastery for resto druid. That said, a substantially higher ilevel piece with mastery is still a good item for resto druids. Even better are pieces with both haste and mastery, since all gear comes with two secondary stats.

If you happen to be in a position where you have two otherwise identical items and have to choose between the haste piece and the mastery piece, then the haste piece is going to come out ahead for resto druids. In general, as Hamlet illustrated in his haste post, unless you are trying to gear specifically to boost your tranquility spell, maintain 100% up-time on your harmony mastery (which, lets be honest, a lot of people fail at), and meet several other important criteria, then haste is going to give you the most consistent bang for your buck.

Now, this still means that both haste and mastery come out ahead of crit and versatility. With more raid dungeons and LFR opening up soon, we’re finally hitting the point where you get to make decisions other than about equipping a higher ilevel piece. This is also complicated by things like the tertiary stats that get rolled randomly when an item drops. Thus, gearing has been greatly over-complicated this expansion, during a time where Blizzard claimed to be simplifying. For resto druids, however, I think the community has finally settled on a general stat priority – for what that’s worth. Go forth and be hasty!

Posted in Patch 6.0, Restoration Healing Trees, Warlords of Draenor, Written By Lissanna


Happy 6.0 Warlords of Draenor patch day!

The 6.0 pre-patch with all the class and systems changes goes live today! Here are some resources for surviving patch day! Returning to the game after a break, or haven’t been following all the dozens of changes? No problem! Below are some helpful links for druids (with a couple bonus mage guides!). I’ll add more resources as they become available – many people are working on finishing & publishing their guides today. For example, wowhead is still working on finishing up their class guides today.

General Druid Changes:

Restoration druids:

Balance Druids:

 Guardian Druids:

Feral Druids:

Frost Mages:

Blizzard’s Beginner Balance Druid video:

Posted in Moonkin Balance DPS, Patch 6.0, Restoration Healing Trees, Uncategorized, Warlords of Draenor, Written By Lissanna


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