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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

Spending the holidays in my garrison

Happy Winter’s Veil everyone! The new expansion launched quite successfully with a mad rush for everyone to hit level 100. I did a lot of traveling around Warlords launch, rushed to get ready for raiding, and then I came down with a nasty cold this last week. So, for the last week, I’ve spent my holiday break in my garrison.

WoWScrnShot_122714_122431

I may have also made my garrison defenders pandaren-themed (since I still have the barraks and my panda is only exalted with other pandas).

Without flying to encourage me to leave my garrison, I’ve gotten anything I could ever want directly in my garrison. I even got a 670 ilevel trinket from a Highmaul follower mission. Getting raid gear during our week off from raiding is pretty sweet.

However, I worry a little bit that we might be getting too much from our garrisons, and not being given enough incentives to walk out our front doors. My stables sent me out for a couple weeks, but now I’ve run out of stables quests. I don’t need as many apexis crystals anymore, so I’m doing fewer daily quests. My Inn quests are overflowing from my quest logs now that I don’t need gear from dungeons.

My cold zapped my desire to leave my garrison, and my garrison welcomed me with open arms to sit around and be lazy on my newly acquired holiday lounge cushions.

At least I have Pepe!

Posted in Uncategorized, Warlords of Draenor, Written By Lissanna

Happy WOD release day!

When working on leveling up in Warlords of Draenor from 90 to 100, I’ll be working on tweaking the healing guide with new strategies relevant to level 100. Keep in mind that the whole way that bosses were designed is changing with the new dungeon and raid content, so there will be some adjustment period for resto druids.

Below are some general expansion resources to help you with getting ready for the new expansion content!

Relevant to all classes

Druid resources

Quick Blizzcon Recap

blizzcon7_WOP

  • Kris Zierhut answered a travel form and glyph question related to druids at one of the blizzcon Q&As. One of my twitter followers (@MykroftHolmes)transcribed his answer:

Kris answered druid stag for question

Other than that, Blizzcon didn’t have much new content. So, have fun in Warlords of Draenor! Happy new expansion release day!

Posted in Warlords of Draenor, Written By Lissanna

Beginner Moonkin Eclipse Strategies

The new Eclipse mechanic is confusing a lot of druids. While Lore made a great intro video, some of the timing and advice is above what brand new moonkin druids can do. So, we’ll cover the general new player strategy below. If you are an advanced player, you should move directly to the guides written by Cyous.

Once upon a time, I was falling in love (with moonkin), but now I’m only falling apart. There’s nothing I can do. A Total Eclipse of the Heart.

What is Eclipse?

Illustration of the Eclipse power bar

Eclipse is the most difficult mechanic to learn as a moonkin. Eclipse puts a bar under your name-plate (if you are using the default User Interface, without any addons). You get Eclipse at level 10, so you can start learning the mechanic early. Do not ignore Eclipse! There is a new Eclipse version again this expansion.

When you start combat, the new version of Eclipse makes the bar automatically swing back and forth, even if you aren’t casting anything. It starts out heading towards the moon (Lunar Eclipse) side. The closer you are to the moon (Lunar Eclipse), the more damage your Arcane spells (e.g., Starfire and Moonfire) do.

When Eclipse crosses into the yellow Sun side (Solar Eclipse) at the zero balance power mid-point, your moonfire turns into Sunfire. Sunfire does nature damage (instead of arcane damage). The closer you are to the sun (Solar Eclipse), the more damage your nature spells (e.g., wrath and sunfire) do.

Are there addons to make playing moonkin easier?

Yes! The most recent patch broke every previous addon tool everyone used to manage their Eclipse rotation. At this point, Cyous has made a tool using Weak Auras 2 for managing the new Eclipse rotation. This helps you with timing Eclipse for more optimal play. If you plan to raid at end-game with your druid, you want to get the Weak Auras 2 build that Cyous put together.

What do you cast in Lunar Phase as a new druid?

  • Moonfire: This is a Damage over Time spell. You want this DOT on your target to tick over time. In the most simple rotation, you can always just cast this once every time you enter a new Lunar Eclipse phase (or refresh it at any point during the lunar phase). NOTE: While you get double-damage to the instant damage from moonfire/sunfire in the ‘peak’ Eclipse, the DOT isn’t impacted by this extra buff. Instead, the DOT dynamically updates every tick. Thus, maintaining high DOT up-time is the first step in learning the rotation (e.g., more ticks is more damage; regardless of when you cast moonfire).
  • Starsurge: This is spell has three charges. The simplest time to cast this is at the start of a new Lunar phase. When you cast starsurge, it buffs the damage of your next two Starfire spells. Avoid casting starsurge when you are about to leave the Lunar Phase (otherwise, you can usually fit in one or two starsurges per cycle).
  • Starfire is the main ‘filler’ spell you cast during Lunar Phase.
  • Beginner Lunar rotation Summary: Moonfire -> Starsurge -> Cast a bunch of starfires -> Swap to Solar phase at the zero midpoint.

What do you cast in Solar Phase as a new druid?

  • Sunfire: This is another DOT. You want this DOT on your target to tick over time. In the most simple rotation, you can always just cast this once every time you enter a new Solar Eclipse phase (or refresh it at any point in the solar phase). This shares the same mechanics as moonfire.
  • Starsurge: The simplest time to cast this is at the start of a new Solar phase. When you cast starsurge, it now buffs your next three wrath spells in this phase. Avoid casting starsurge when you are about to leave the Solar Phase.
  • Wrath is your main ‘filler’ spell you cast during Solar Phase.
  • Beginner Solar rotation Summary: Sunfire -> Starsurge -> Cast a bunch of wraths-> Swap to Solar Phase at the zero midpoint.

Can I just spam moonfire all the time?

No, learning at least the very basic lunar vs solar distinction is helpful for building the foundation for learning the rotation. Also, now that moonfire turns into sunfire, you only have access to moonfire half the time, anyway. So, everyone who just spammed moonfire should learn the basic rotation described above for alternating lunar and solar phases. However, moonfire spam can be useful for movement. Keep in mind that the DOT updates dynamically with spell power buffs and such, so that the timing is more forgiving.

What are the more advanced rotation decisions?

Posted in Moonkin Balance DPS, Uncategorized, Written By Lissanna

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