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Phaelia Blue Review

Published on October 31, 2008 by Phaelia
Blue
7 Comments

scary_tree More delectable Blue tidbits yesterday and today! Also, happy Halloween to everyone. I hope you Ferals enjoy being able to eat candy in forms for the first time this year! You can check out Phaelia’s costume at right.

Quick Links

  • Addressing Feral Mana Concerns
  • Restoration –> Balance Switch
  • Living Seed Fix
  • Lifebloom Complaints
  • Wizard Oil to Pull Disappearing Act

Addressing Feral Mana Concerns

Zakirroth of Frostwolf (US) asked for further clarity regarding Feral mana limitations. To summarize his concerns:

  1. Feral Druids are currently not sought for Arena teams because of their low damage and utility. With Wrath, utility has been improved but accessing many of those utilities requires shapeshifting.
  2. In PvP, Feral Druids DPS in Cat Form but have to switch into Dire Bear Form  for survivability when focused.
  3. Shapeshifts will cost more mana at level 80. There is less Intellect on gear at level 80 than there is presently, which means Feral mana pools will be smaller.
  4. Shouldn’t the spec that relies on shapeshifting be as good or better at it than the specs that do not require shapeshifting to function?
  5. Berserk is a lackluster PvP ability because of it’s long cooldown and the fact that it no longer grants an immunity to crowd control.

Ghostcrawler took a moment to respond to his post with the following:

We’re not trying to punish Feral with a lack of mana or anything. We’re just evaluating how they perform and what they do, especially in PvP with regards to this issue. The bottom line is we’re not sure yet if it’s really a problem or if the Feral players are just having trouble adjusting to the change. (I understand many of them *say* it’s a problem.)

We also aren’t trying to make Balance and Resto the shifting specs. However, as mana-using classes they are going to be able to do more with that mana, such as healing. We want druids to be able to shift — that is a major part of the class. The only thing in contention is how often is too often and how much can they do in Night Elf or Tauren form.

I discussed this issue yesterday in Druids Have the Blues, so to avoid repeating myself, I’d like to take a look at the idea that Ferals should be “better” than Restoration or Balance Druids at shapeshifting. This concept stems from the idea that a Feral in caster form cannot use any Feral abilities, while a Balance Druid can still DPS and a Restoration Druid can still heal. However, a Balance Druid loses a tremendous amount of survivability and utility when they shift out of Moonkin Form:

  • Moonkin Form: 370% armor bonus, 5% critical strike bonus, and spell criticals regenerating 2% total mana
  • Improved Moonkin Form: 3% haste and 15% of Spirit as Spell Power
  • Owlkin Frenzy: Pushback immunity procs

In exchange, they gain access to heals (Lifebloom, Regrowth, Rejuvenation, Healing Touch, Tranquility, and Wild Growth), and Abolish Poison.

On the other hand, a Restoration Druid outside of Tree of Life loses access to:

  • Tree of Life: 6% additional healing, 20% mana reduction on HoTs (Lifebloom, Rejuvenation, and Regrowth)
  • Improved Tree of Life: 100% armor bonus and 15% of Spirit as Spell Power

In exchange, they gain access to Cyclone, Entangling Roots, Moonfire, and Wrath (Starfire and Hurricane, too, but those aren’t especially useful in Arenas). Essentially, all specs of Druid have to shapeshift in PvP. Even if a Restoration Druid avoids Tree of Life because she loses access to crowd control, she’s still going to spend mana shifting into Dire Bear Form for Bash and additional survivability (formerly Feral Charge, too). I’m therefore reticent to say that Ferals are somehow more deserving of cheaper/easier shapeshifting than the other two specs, but I would support a Feral talent that decreases the cost of Cat Form and Dire Bear Form, maybe their own specialized (and improved) version of Natural Shapeshifter. This would help compensate for considerably smaller mana pools, increase access to Cat- and Bear-specific utilities, but not give a Feral the mana pool to pop out and start healing like a stalk of rotten broccoli.

Restoration –> Balance Switch

Vento of Trollbane (US) wrote a post pleading with Restoration Druids to stop switching over to Balance after a long-time raidmate made the switch himself because, “Resto druids are useless after the patch. CoH and Chain Heal covers ‘em all.” Surprisingly, Ghostcrawler chimed in to respond to the recent spec changes:

I think part of it is that Resto was a good spec and Boomkin generally was not. We got Boomkin up to being a "real" DPS class now, so it might look all bright and shiny to long-time Druids now. We have seem similar phenomena with Paladins going Ret and warriors going Prot. Basically specs that were changed a lot feel exciting.

My prediction is that once things settle down, the community will have a better feeling for how Balance is really shaping up based more on experience and less on theorycrafting (not that there’s anything wrong with theorycrafting). Your friend might come back if he or she sees Restos doing competitive healing. Or Balance just might prove fun. :)

I have to agree with Ghostcrawler here. Many long-time Restoration Druids are going to be attracted toward Balance because it’s more viable than ever, similar to the number of Restos that switched to Feral as soon as Bears became truly competitive tanks. I do think that the excess of mana post-3.0 is certainly contributing to Vento’s guildmate’s low feeling of self worth, and that he might change his mind when they’re doing more challenging content again. Of course, the most likely outcome of all of this is that Vento’s guildmate chooses Balance of Resto as his “main” spec and uses his second talent spec for the other. I suspect we’ll see a lot of Resto/Balance and Balance/Resto dual-speccers because of the tremendous gear overlap.

Lifebloom Complaints

Dreamheld of Farstriders (US) took advantage of the recent blue attention on the new Healing forum to complain about the current state of Lifebloom, prompting two responses from Bornakk:

Using one spell and just cycling through 4 people (or 5 if you were fast enough) and doing nothing else isn’t what we have in mind for a healer and we’d like to change that if possible.

You can imagine the responses that the above prompted, one of which pointed out the Chain Heal spam Shamans are so well known for. Bornakk seized upon that observation to share his opinion of the use of AoE heals:

I personally would say that an AoE heal is a different category from a single target heal. Even if there were 3-4 different kinds of AoE spells, I’m pretty sure one would be the best and be the only one used in a situation where you need AoE heals.

I guess targeting a spell that requires you to count off X seconds or risk losing your stack and a large mana investment is a less appropriate method of healing than standing near a group of people and pressing a button to automatically heal them every 2.5 seconds.

On another thread, Ghostcrawler responded to similar complaints from Netsio of Demon Soul (US):

There are plenty of good threads on Lifebloom post-nerf. It is less powerful than it was before, but it is still a very good spell and we fully expect druids to still use it in PvE and PvP.

Which I have to interpret as “HAI GUYZ YOU STILL GIT TO CAST UR SPELL EVEN THO WE MADE IT BAD.” (Translated to LOLCrab.) Honestly, I’ve reconciled myself with the nerf, but telling me that “yes, it’s crappy; we still expect you’ll use it” does not give me the warm fuzzies.

Living Seed Fix

I’ve received several reports from readers that Living Seed isn’t functioning as its tooltip would seem to indicate, essentially that the seed is “popping” immediately, even before the actual critical heal hits the target. (On the bright side, Living Seed is currently behaving like a healer-version of Vengeance, making critical heals heal for 75% extra instead of the standard 50%.) Beta tester Cheroba of Lich King (US) describes the issues thus:

Right now, it only takes a percentage of my effective heal from a crit. So, if I crit for 3k but do 10 effective healing… my Living Seed only will go off for 3. Really? Why isn’t this one of the most useless talents in the Resto tree? It’s not only ineffective, but it’s kind of counter-intuitive.

Further, if my target is brought up to full health before the next hit after Living Seed is placed on a target… they get zero healing, waste the seed, and then take damage. How is that effective? Earth Shield was awesome in that it provided an extra buffer… I thought that was the point of Living Seed.

Ghostcrawler’s response is (somewhat) promising:

This part should be fixed in the 3.0.3 build — it should be consistent with Earth Shield. I believe we even hotfixed it. Can anyone confirm?

The part about it being effective healing is by design.

This means that the seed should remain on your target until the tank takes (or would have taken) damage that the seed then absorbs. This is great news. However, the fact that the effective healing is what is intended seems pretty silly to me. With the elimination of downranking, it’s going to be really hard to limit overhealing with direct heals (read: any spell that can crit and therefore proc Living Seed), greatly reducing the worth of this talent. Boo, I say, and not just because it’s Halloween.

Wizard Oil to Pull Disappearing Act

Verimonde posted on the Item Discussion forums (the what???) in response to a player’s concern about Sharpening Stones:

Sharpening Stones and also Wizard Oils have been discontinued. While they were something nice to use once in a while for most people for many raid guilds they were simply another burden to the cost of raiding. They also caused some issues in that they only helped certain classes and took away some of the uniqueness of other classes who were able to imbue their weapons with temporary enchants such as Rogues and Warlocks.

I’m sure that a lot of players will decry this change as “dumbing down the game” or “encouraging players to be slackers,” but really, anything that makes the slackers who don’t bring consumables to raids less a hindrance to progress is a good thing in my book. And, just like the Potion Sickness debuff, anything that limits the amount of monetary investment required for raiding is a good thing.

Keeva of Tree Bark Jacket shares her opinion of this change here.

Related Posts

  • Blue: Question, Answer, and Response
  • Koraa: We hope to tone down Lifebloom in WotLK
  • “Fake” Patch Notes Not So Fake after All
7 Comments
Categories: Blue

Phaelia Druids Have the Blues

Published on October 30, 2008 by Phaelia
Blue
28 Comments

crab_on_tricycle
Crab on a Tricycle
by Malakuko

Watch your step this morning as there’s blue goo everywhere. Ghostcrawler made several post in the Druid forums yesterday, and it’s likely that he’s “making the rounds” after the developers’ recent in-depth look at Retribution and Holy Paladins. As usual, here’s a summary of what was discussed and my thoughts on each point.

Quick Links

  • Druids are not “Fill in the Gap” Healers
  • Druids Need a Fair Chance at Visual Improvement
  • Ghostcrawler Responds to Feral Concerns
  • On the Subject of Balance DPS QQ
  • Infected Wounds’ Snare Effect Can be Resisted

Druids are not “Fill in the Gap” Healers

Beta tester Flynx of Murmur quotes Ghostcrawler for having said that:

Druids have better single-target and AE heals now, but the single-target spells aren’t as good as the paladin ones and the AE isn’t as good as a shaman or priest. They are just there to fill in the gaps. Paladins got Beacon of Light, Holy Shock and things like Infusion of Light to also fill those gaps. The question asked was what if those aren’t sufficient, and my reply was we will buff them or add new spells.

He understandably wanted to know if the developers’ intention is truly for Restoration Druids to simply “fill in the gaps” left by other healers. There is some hemming and hawing about whether the quote has been taken out of context, but fortunately Ghostcrawler himself chimed in on the thread to clarify what he was trying to say:

In our minds, your go-to spells when healing anything bigger than a 5-player group are Rejuvenation, Regrowth and Lifebloom. You are probably not benefiting your raid the most if you are chaining Healing Touch on the tank while the Paladin is trying to keep everyone up with Beacon of Light.

Healing Touch, Swiftmend and Wild Growth are all very useful spells. But they are intended to be used in smaller group or when something unusual happens in a raid. If the entire group takes a lot of damage at once, that’s a good time for Wild Growth. If a melee DPS class is very wounded, and you don’t have time for the bloom and Swiftmend is on cooldown, go for the Healing Touch.

If any class is the “fill in the gap” healer, it’s the Holy Priest. Their strength is in versatility – they have single-target heals, group heals, instant heals and HoTs. The standard (but by no means only) way to heal a raid is to have a Holy Paladin on the tank along with a Resto Druid, have a Resto Shammy AE heal the group, and then put the Holy Priest wherever you need them. We are also trying to get the Disc Priest into a role similar to the Paladin, but based more around damage avoidance than efficient, quick heals.

That’s comforting to know, though I’d be hesitant to classify Priests as “fill in the gaps” healers unless it was in the most positive light possible. In other words, Priests can fill in any gap because they can essentially do everything, almost as well or better than any other healer. Of course, the strength of Circle of Healing is such that you do lose out on a bit of flexibility in terms of assigning them a task other than AE healing on any fight where there’s a considerable amount of splash damage.

Interestingly, Ghostcrawler doesn’t even mention our new level 80 spell, Nourish, a fact that’s seized upon by Arenis of Lich King (US) who inquires, “Is there any acknowledgment among the Devs [that] it is a pretty redundant heal? I mean why does any class need 3 direct heals that heal for basically the same amount with basically the same cast times?” Ghostcrawler graciously responds to Arenis’ question:

Nourish is supposed to be a Flash Heal – fast but expensive. It may be too fine a line for a class that already has Swiftmend and a (much improved) Regrowth.

This is something that has been said repeatedly, both by players and developers, almost as soon as the initial period of “well, what does THIS do?” wore off. So why is it still there? I don’t know how you feel, but I’m personally not looking forward to choosing between two direct heals and a third direct heal plus HoT. The spell made some kind of sense when Healing Touch was still disallowed in Tree of Life (giving us some kind of direct heal), but even then it’s HPS and HPM were pretty divergent from that of an unglyphed Healing Touch. Many Restoration and Balance Druids would like to see the spell scrapped in exchange for a new Balance ability, something that would benefit both specs. As time goes on, however, this looks less and less likely.

Druids Need a Fair Chance at Visual Improvement

Responding to a beta tester’s complaint that Druids are tired of the same old form visuals, Ghostcrawler chimes in with a very hopeful response:

New art for forms, customization per form, and even the possibility of showing some gear in a form is all stuff we are talking about. When we have a firm plan we’re ready to unveil, I’m sure you’ll hear about it.

bubble_crab_meat
Bubble Crab Meat
by Sanja

Great news, of course, but Feral Druids aren’t the only ones who need a visual revamp. Trees also use a model that was in the game at release. You can find it in the model viewer under “Rotten Broccoli.” Left up to me, I’d request new art for forms with optional customization based on the cumulative item levels of your gear. Basically, aesthetic points that you could spend on buying new features. Of course, this begs the question of what happens when you take all your armor off or happen to downgrade an item in terms of item level, but that’s why Blizzard gets my $15/month – to figure out answers to pressing questions like these!

I actually wrote pretty extensively about this topic in Too Sexy for my Bark, and Big Bear Butt also recently shared his desire for some customization.

Ghostcrawler Responds to Feral Concerns

And how. Ghostcrawler took the time to respond to a numbered list of Feral concerns put forth by beta tester Xaamau of Lich King (US):

Q: Feral Mana Pools are very limited, is there a planned fix for this?
A: It’s something we are still looking at. The way mana regens now when you’re in a form feels like it’s enough to let you occasionally use that mana for something. We think you will probably still go dry quickly if you’re healing a lot (which ultimately isn’t something we want Feral to do a lot) or if you’re chain shapeshifting (which is also something we don’t want you ideally doing a lot, but recognize sometimes you need to – dealing with a Frost mage perhaps).

So essentially, only Restoration and Balance Druids are able to shapeshift a lot because they have the larger mana pools to sustain it. Of course, their functionality (re: their ability to heal or DPS) draws on the same limited resource, so there is a tradeoff. Nonetheless, the flexibility of being able to change roles (CC, high armor, stealth, healing, DPS) is one of the things that has made Resto PvP so strong. I can see why they’re hesitant to give Ferals the same advantages.

Q: Protector of the Pack limitation mechanic – not very fun, what was the thinking behind this and can the limitation be removed?
A: I’ve avoided this debate for a long time because it seems to really, really upset people that they can’t do something they really, really want to do in a very niche case. Bear isn’t designed to be something you run around solo to kill things in, and even if you want to do so anyway, your damage reduction shouldn’t be a big deal. It’s designed as a tanking talent and “solo tanking” is sort of nonsensical. Bear itself works fine without it, and in fact you can even tank just fine without it as long as you aren’t doing progression raiding. (If it affected your DPS or something, I’d be a lot more convinced.)

[…]

My take on it is that the people who hate the limitation on the talent just hate the idea of the limitation, not for how it actually limits them (which is still a totally valid way to feel). It would be similar if the talent said “You gain damage reduction but only while wearing a ridiculous green hat.” It is in there just for flavor, but it has been controversial enough that we have talked about removing it. I’m not sure if we will yet, but I believe we understand your concerns.

The concern here might be that a Feral would have too much armor in small-scale Arenas (they’ll still get the bonus in 5s, though, and it doesn’t drop as group members are killed). Runycat provides a more detailed write up regarding this limitation in her latest article, Latest Blue Talks Druid Tanks: Not So Homo(genized).

Q: Feral talent point usage in Resto tree means we have to focus too many points on a non-Feral tree, also very difficult to get all the “tanking” talents offered, no room for PvP choices in a tanking build – is this intended?
We designed the new Feral tree with Omen [of Clarity] as a trade-off. If we ever moved Omen around, we would also juggle Feral talents. We don’t want you to be able to get all Feral talents and OoC. You can be a good Bear, good Cat, get good PvP talents or get Omen. But you can’t do it all with one build.

That seems like way too many tradeoffs to have to make. You can either be good at Bear, Cat, PvP, or get Omen of Clarity but no two of the above?

Q: Swipe / Thorns combo (360′) Aoe. Is it possible to get a 360′ upgrade to our bear form AoE ability?
We don’t think too many Druids are having trouble using Swipe in its new form. A little difference among class abilities that are otherwise very similar is probably good for the game.

Ferals have recently complained that all tanks other than Druids have access to a 360-degree AoE ability, while Swipe remains a frontal cone. We wouldn’t be Druids anymore if we got something awesome that didn’t have an arbitrary limitation to make it worse than our counterparts, right? Expect it to become 360 degrees in the Emerald Dream expansion.

Q: Feral Itemization issue 1: Too much Armor on some earlier tanking weapons compared to 25-man Naxx gear is this intended?
Do you mean you’re going to keep using the older weapon instead of the Naxx bear staff?

Q: Feral Itemization issue 2: Not enough "Armor" trinkets in game making them invaluable to Druids, basically once you have these trinkets you will not grab anything else unless you reach armor cap. Can more armor trinkets be added, with different usage stats?
My suspicion is you are still over-valuing armor compared to other defensive stats. I realize you don’t want block or parry but that doesn’t mean it’s armor or nothing.

Q: Feral Itemization issue 3: Tanking gear – PVP gear seems to be better for tanking, more Stamina, why is this the case?
PvP gear pays a lot more of its item budget on resilience than it did in BC so you’re going to be giving up something else (like Agi) to use it. Also make sure you are comparing PvP gear to PvE gear of the same item level.

I’ve heard many complaints that the PvP gear is better for Ferals than the equivalent PvE gear because it still has green armor. It seems obvious that, if PvP is the way to get the highest armor values in PvE, Druids are going to PvP to pursue it. It almost sounds like they’re arbitrarily punishing Druids who do this, though, with more expensive Resilience (which no longer grants any benefit in PvE) and lower auxiliary stats as a result. The major contributor to the decision to eliminate bonus Armor was probably the desire to streamline gear between Druids and Rogues (who would complain if itemization points that could have otherwise been applied toward DPS stats were instead spent on augmenting Armor values). Later in the same thread, Ghostcrawler comments about a player-proposed gear comparison between the [Hateful Gladiator’s Dragonhide Robes] and the [Heroes’ Dreamwalker Raiments], both item level 200:

Okay, yes I have seen these examples before. If you are willing to give up 42 AP and 35 Exp (which is a nominal mitigation stat), then you can increase your health by 130 (plus modifiers). I don’t predict many tanks will take that trade, but we’ll see. I am sure there are other situations in which you could take an even lower item level that grants you more Stam than that. You are giving up an awful lot of threat stats though. If we start getting a lot of reports about how bears can’t hold aggro, I’m going to immediately look to see if they are wearing Resilience gear. :)

So essentially, Ghostcrawler is re-emphasizing the idea that Druids are expected to avoid PvP gear or see their threat generation take a noticeable hit. This seems to be confirmed Kalon of ThinkTank’s recent post, Rumors of My Bad Threat may have been Greatly Exagerrated.

Q: Kitty AoE – Kitty form basically has no AoE ability, which limits damage output in multiple mob situations – we would have to switch to bear / caster which would mean taking a chance on pulling aggro or doing minimal damage with hurricane. Are there plans to add kitty form AoE?
Hurricane and Swipe do pretty good AE, certainly better than rogues have (on which cat was modeled).

It’s easy to say that neither Rogues or Cats should be doing “good” AoE damage and that they should have better single-target damage to compensate. However, in practice, this philosophy is flawed since most boss encounters end up being single-target damage fests. If Rogues and Cats were that much better single-target DPS, you’d end up stacking your raid with melee DPS. On the other hand, without any AoE to speak of, Rogues and Cats will find it difficult to remain competitive on many trash fights and even a few boss encounters where AoE can be helpful. It’s a delicate balancing act, and I don’t envy Blizzard for having to manage it.

Q. Cat charge being linked to Bear charge. – Why is this the intended mechanic for these two attacks?
We think this would encourage quickly shifting from one form to another, which is something we have actually taken pains to discourage (RIP powershifting).

Ghostcrawler goes on to elaborate on this point by responding to complaints about being forced to remain in the same form for extended periods of time:

No, that’s not exactly it. Using cat in short bursts is awesome. Shifting out of feral to Innervate or Rebirth is cool, even if you immediately go feral again. Where it starts to cross the line is being a bear, going cat to hit a button, then going back to bear to benefit from the cat button. Doing feral charge bear, shifting and doing feral charge cat is not what we want. Anything that starts to feel like the old powershifting (changing just to generate mana) is what we’re trying to avoid.

If it helps, think about it this way: shifting once in a small window is cool. Shifting several times in a small window is less cool.

RIP powershifting, indeed. Anything that discourages shapeshifting into different roles is going to cost Druids some of the versatility that would make them strong in PvP. I’d personally love to see a talent or talent addition that affords Ferals an additional mana discount for shapeshifting directly from Bear to Cat or Cat to Bear, but I suspect that by more or less tying you to one form or the other, they feel it’s safer to make each individual form more potent than they could otherwise. They are, in effect, de-hybridizing us in an effort to ensure we remain competitive.

Q. Berserk – The current version of Berserk feels weak now that the immunity to all snares has been removed, and its cooldown is too long. – Is there any way the snares functionality of berserk can be restored?
We thought it was too good if it broke all snares and granted such a great DPS increase.

Q. Savage Roar – Is it possible to have it persist through shifting?
Same answer. We don’t want to add anything else to the class that encourages you to say go cat, use an ability, then go back to bear. Changing forms is cool. Changing forms to buff yourself in one form then going to another isn’t what we’re going for. If you’re a cat and shift to humanoid to heal or decurse or bear to survive when being attacked – that’s cool and what the Feral design is all about. It’s when you start to chain several shifts together that we get uncomfortable.

I don’t really feel qualified to speak to this topic as I’ve never PvPed as a Feral, but it seems like Ferals would like to include a snare break on Berserk to avoid having to spend the mana to shift and break snares. I can understand wanting to discourage shifting into a form for a specific ability and then shifting back to the form you’re using 95% of the time. This was one of the problems with Restoration PvP and Feral Charge and is the reason the ability was moved so much further down the Feral tree.

The whole idea of Druids losing some of their hybrid nature so that we’re more effective in whatever role we choose is really enforced by a comment that Ghostcrawler goes on to make:

We considered a model where the Druid was the jack of all trades and master of all, but decided that might cause problems.

crab_scuttles_by
A Crab in the Beach 
by Malakuko

In a world (of Warcraft) where players have access to 71 talent points with which to specialize their characters, there is an ever-growing risk that a “jack of all trades” will constantly be eschewed for specialist classes instead. This is less of a concern in 10-man raid instances where Druids will undoubtedly shine, and dual-specs will practically make everyone hybrids to some degree, but I’m not surprised to see an increased emphasis on choosing your role carefully. Yes, Ferals have lost the ability to switch between Bear and Cat in the middle of an encounter and perform at similar levels of effectiveness, but the dual spec should still allow them to switch between the two on an encounter basis, and with a lessened (but not eliminated) need to maintain two independent sets of gear. This can be seen in direct parallel to Restoration/Balance dual-speccers who can also function reasonably well in their off spec by using the gear associated with their main spec.

For a Feral’s perspective of the above quotes, check out Big Bear Butt’s recent post, Ghostcrawler Shares Some Shifty Thoughts.

On the Subject of Balance DPS QQ

Respected beta tester Lisana of Northrend (US) posted an articulate and intelligent response to the recent QQ that’s been going on about Moonkin PvE DPS. At the risk of over-simplifying her lengthy post, she states that

  1. Measurements of Balance DPS will vary widely due to the variability of the Eclipse talent.
  2. While some meters show Moonkin dominating other players in terms of DPS output, there are many that do not.
  3. Performing well as a Moonkin requires considerable skill and – in some cases – the use of addons to help manage Eclipse procs.
  4. Moonkin are not overpowered in level 80 PvP, partially because shifting out to access healing costs them a great deal of survivability and other Moonkin-specific benefits (armor, spell casting interruption prevention, spell haste procs, higher crit chance).

Ghostcrawler responds to Lisana’s post with an explanation of how Blizzard tries to objectively measure a class’s DPS output:

I’m not sure which quote you’re referring to, but we measure DPS at a point in time and over the course of several minutes (and even longer if it looks like a caster might run out of mana). For PvP we obviously focus a lot more on the short-term DPS.

Moonkin DPSdoes seem to be pretty high right now on Live, but we believe that is partially an artifact of so many groups AE’ing their way through the nerfed raid content (and Hurricane doing serious damage now). We’ll have to see what the Starfire + Wrath numbers look like at 80 compared to our own testing.

So it sounds like they aren’t allowing themselves to be overwhelmed by player QQ and that Moonkin are actually benefitting from the same thing that’s hurting Restoration Druids: content that’s too easy and allows for the use of abilities that would otherwise be too inefficient or risky. While Restoration Druids are seeing their HoTs overwritten by massive and expensive AoE heal spam, Moonkin are using massive and expensive AoE Hurricane spam they might otherwise avoid. Interesting!

Infected Wounds’ Snare Effect Can be Resisted

Beta tester Zargantor of Murmur (US) asks, “I have noticed infected wounds missing when the attack itself lands. It seems like they land as separate attacks with separate chances to hit versus automatically applying with the attacks they are suppose to hit with. Has anyone else noticed this?” Ghostcrawler responds to confirm that this is, in fact, intended as:

Infected Wounds is a disease, so it can fail, which shows up as a miss in combat logs. Stacking hit should fix the problem if it seems to happen a lot. Poisons have the same issue.

So PvPers shouldn’t discount +Hit! (Not that you were going to anyway, right?)

Related Posts

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28 Comments
Categories: Blue

Phaelia BlizzCon Summary

Published on October 14, 2008 by Phaelia
Blue, Community
17 Comments

blizzcon Because I know that some readers rely on Resto4Life for their Druid news (silly people), here’s a distilled summary of the Druid-related information from BlizzCon. Most of this information comes from the Class Panels at BlizzCon and has been gathered from WoWInsider’s extensive coverage.

Dual-Specs

While not immediately available with the release of Wrath, Blizzard hopes to patch them into the game with Patch 3.1. They may feel like they have a brief reprieve because the need for two specs is generally greater at level 80 when many players engage in both competitive PvP and endgame PvE content. Unfortunately, healers would really benefit from this option, as well, since it would be nice to be able to grind solo and switch back to healing for instances.

You’ll be able to switch to your alternate spec “whenever you want,” including in raids. Your Glyphs and hotkeys will switch automatically when you do. This is wonderful news because it means you won’t have to continue buying the same Glyphs to switch them for PvP or off-spec raiding. Of course, this is bad news for Inscriptionists. Sorry, guys!

Sharing In-Combat Rez

Q: Really happy we’ll be able to do 10-man raids all the way up. But in 10-mans losing one class can hurt. What about giving another class an in-combat rez?
A: … which class specifically?
Crowd: (various classes)

Since Paladins and Shamans already have specialty forms of wipe recovery/prevention (Reincarnation and Divine Intervention), it make the most sense to me that Priests be the ones to receive an in-combat rez. Of course, Priests and Shamans are still so desirable that it would perhaps make more sense to give them to Paladins. Naturally, I prefer that we keep our Rebirth. We wouldn’t want all healers to become Big Green Blobs after all.

And to the crowd member who yelled out “Rogues” in response to who should get in combat rez … /sigh

Spirit Not Just for Mana Regeneration

For a lot of classes, Spirit isn’t mana regen anymore, it’s something people stack for the spell damage bonuses.

I don’t know if I agree with this statement. I’ll probably continue stacking Spirit for its mana regeneration benefits, just as I did in TBC. I personally view the fact that it also grants +Healing as a nice bonus! The Spirit –> Spell Power bonus does mean that staying in Tree of Life will be very important, though, which is likely intended to negatively impact Restoration PvP since Tree of Life loses the ability to Cyclone and cast Entangling Roots.

Hybrids vs. Pure Classes

Hybrid DPS has been increased as a result of the changes made to the debuffs/buffs system, and hybrids are benefitting from gear streamlining and the dual spec system. To help counter this overall increase in desirability, pure DPS classes are intended to do the “best” damage, but “player skill should enter into it as well.”

Improvements to Forms

Blizzard has been talking about Feral form improvements for a while, but it’s a “question of time.” We’ve heard before that this is an improvement that’s intended very early on after the release (and subsequent bug fixes) of Wrath. According to the “Notes from the BlizzCon 2008 Art Panel” by WoWInsider author Daniel Whitcomb:

When a questioner asked if it was possible for Feral Forms to have visible armor, the Artists seemed very enthusiastic about the idea, all but saying it’s coming. Later, when another young man asked if Druid trees could change leaf color, Chris Robinson said he’d been talking with a designer who was very much a fan of allowing more Druid form variety. So without outright saying that it is coming, it seems like the designers have revealed that it is high on the priority list.

Earlier on in the article, Daniel also wrote “The artists all but said that giving visible armor to Druid forms is in the works!” but I couldn’t find anything in the summary that lead me to believe this is the case. I personally think visible armor could have the potential to look really goofy and am more enthusiastic about other types of form customization.

Teh Pee Vee Pees!

  • The Orgrimmar Arena will include moving pillars that change line of sight and DoT fire hazards, making “pillar humping” more interactive and potentially more dangerous.
  • The Dalaran Arena will include a pillar of water that temporarily obscures line of sight but also performs a knockback. There are also a couple of stacks of crates that block line of sight, but they aren’t as effective as the pillars players are probably accustomed to in TBC Arenas.
  • Travel Form and Ghost Wolf will work in the Dalaran Arena, but mounts will not.
  • Moonkin damage output in PvP is satisfactory, but they’re taking a look at its survivability (the armor nerf certainly didn’t help).

Q: Druid PvP (boos). Resto is powerful and I want it nerfed, but I don’t want to hurt Balance or Feral. How can you fix that without killing the other two.
A: Tom: Wrath is a very different beast than the live servers. Lifebloom lost a lot of power, so you can’t rely on it. There are changes, along with the new talents, that from the beta test we’ve seen, Druids aren’t the dominant force they can be in smaller brackets today.

Did anyone ever rely on Lifebloom? Really? I couldn’t. I was generally too busy running the hell away from the 1-3 people trying to kill me!

Q: Wintergrasp. I’m a healing Druid (boos). Before you were able to group in BGs, it was hard to heal, will there be any mechanic in Wintergrasp.
A: Tom: We’ve avoided groups so far, mostly because of the AFK problem. Our grouping system won’t go above 40 players at this point either, so for the moment, it’s group on your own.

The forced grouping was great for healers in places like AB and AV. Having to request a group invitation is a huge inconvenience and it incentivizes the player to only assist those players with whom she is grouped, making healing more complicated (and therefore, less fun).

Q: Are Feral Druids going to be different from Rogues?
A: Chilton: Feral druids have been a B-spec in arenas and PvP. I don’t know if it’s a raw damage output problem. [Might be] something with loosing mana. We don’t have a clear idea of how it’s going to play out. Unfortunately we haven’t seen a lot of feral druids in the beta arenas.

For those of you unfamiliar with the mana plight of Ferals, the lack of Intellect on PvP gear is causing a great deal of concern about needing to shift forms often and not having the mana to do so. According to Ghostcrawler, “We don’t want you to worry about Intellect … It’s definitely stuff that we’re looking at.”

Miscellaneous (I.e., stuff that didn’t warrant its own subheading)

  • Players will no longer be dismounted when they enter water. Rather, their mounts will swim across. It’s not clear whether Druids will be able to remain in Travel Form when entering a body of water.
  • There are still no plans to allow Taunt/Growl to work in PvP. Darn! If they did, a Druid could Rocket Bear into a healer from the opposing team, interrupting their spell cast and forcing them to target her, further throwing off their rhythm.
  • Wrath goals for Balance were to give them a viable form of crowd control (indoor Root) and to eliminate the OOMkin.
  • The retinue of healing spells available to Druids has been expanded to include the Flash Heal-esque direct heal, Nourish, and an AoE heal, Wild Growth.
  • All tanks should see an overall increase in threat generation. The intention is that the successful completion of encounters should be more about healing and moving around. So seriously. Stop standing in the fire.
  • Blizzard wanted to deemphasize the use of consumables through things like the Potion Sickness and Tinnitus debuffs. This has the obvious effect of increasing players’ reliance on the new Replenishment effect provided by Shadow Priests, Survival Hunters, and Retribution Paladins.
  • Blizzard doesn’t want any class to have a buff that’s so powerful that the raid is canceled if it isn’t available. See also: Chain Heal, Circle of Healing (though I suppose those aren’t technically “buffs”).
  • Blizzard is considering adding customization to player animations. Perosnally, I’d love to use the /cheer emote for casting Revive.
  • Omen of Clarity procs will not be made undispellable. (The ability itself is now passive and cannot be dispelled.)
  • Players can complete Tiered set bonuses by mixing equivalent 10-man and 25-man armor.
  • Drops of caster and melee weapons should be about equal.
  • There was a re-emphasis on the idea that Druids should be just as viable as Warriors as an MT, despite their lack of tools like Shield Wall.
  • Ghostcrawler is a dude.

Additional Reading

  • Lumey’s wonderful, multi-part writeup on his attendance of BlizzCon (/jealous): 1 | 2 | 3 | 4 | 5
  • WoWInsider’s extensive BlizzCon coverage
  • Joystiq’s coverage of the BlizzCon dance contest (because Druids LOVE to /dance)

Related Posts

  • Blizzcon Class Panel
  • Ghostcrawler Defends Druids’ Out of Combat Rez
  • Bornakk: Druids Not to be "Big Green Blobs"
17 Comments
Categories: Blue, Community

Phaelia Ghostcrawler Defends Druids’ Out of Combat Rez

Published on October 8, 2008 by Phaelia
Blue, Spells and Talents
39 Comments

You may have heard about the new out of combat resurrection spell finally being given to Druids in Wrath of the Lich King:

Revive Rank 7
72% of base mana 30 yd range

10 sec cast

Returns the spirit to the body, restoring a dead target to life with 1800 health and 1365 mana.  Cannot be cast when in combat.
 
   

Apparently not everyone drank the Kool-aid. Beta Tester Presarius of Northrend (US) objects to the addition of Revive, claiming the resurrection spell is “unbalanced” and “unfair”:

It kind of irks me now that Druid’s have an out-of-combat rez (Revive). You see, everything was well-balanced around the fact that Druid’s have the game’s only in-combat rez, and everyone was cool with that. Seeing as how they didn’t have have an in-combat rez, it was all balanced, and nobody had a problem with it. But, now that Druids get Revive, it throws everything off, including balance.

Now, where are all the other healers’ in-combat rez to compensate?

I’ve been pretty vocal about this issue in the past. To summarize, though, an ability that has no effect on combat cannot affect game balance. Rezzers who begrudge Druids this one core ability do so because they want us to be arbitrarily less desirable than they are because of the inconvenience we cause the people who choose us as their healer. Alternatively, they want us to be forced to build our group around the inclusion of a Retribution/Protection Paladin, Shadow Priest, or Elemental/Enhancement Shaman, classes which provide no notable forms of crowd control and make these groups disadvantaged in harder instances like Heroics.

Revive is perhaps THE ability I am most looking forward to in the expansion because it represents the end of an era where Druids were relegated to sub-par healers because otherwise “there would be no reason to play with other healing classes at all” (Vaneras, June 2008). Clearly, giving us an out of combat rez has brought us one step closer to “morphing all classes into one big green blob that all have the same skills” (Bornakk, April 2008) I don’t know about you, but I prefer my uniqueness to be related to my abilities, not my disabilities. Thankfully, it seems that Blizzard developers have been brought around to our way of thinking since Developer Ghostcrawler responded to Presarius’ concerns with the following:

We don’t think an out of combat rez for druids is a balance problem. We did it to make druids more attractive healers for 5-player dungeons. It was frustrating for someone to die and have to run back nearly every time with a druid healing.

The only possible balance issue that comes to mind is the druid who stealths into an instance and brings back the whole group to get around respawns. But really, that seems like such a minor concern compared to he major hassle of not being able to rez fallen comrades more often than once every 10 min, that we thought it was worth just making the change.

Presarius later admits that the motivation behind his original post was a desire for a 20-minute cooldown on the Shaman’s ability, Reincarnate, to mirror the 20-minute cooldown on Rebirth (Reincarnate is currently limited to a one hour cooldown). I don’t have a particular objection to such a change, but wanting a buff to one’s own abilities is no reason to demean a long-awaited and needed change to another healing class.

shaman_revive

And because I’m not sure if I’ve said it yet, THANK YOU, BLIZZARD! <3

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39 Comments
Categories: Blue, Spells and Talents

Phaelia Wild Growth … Grows a Pair *

Published on October 2, 2008 by Phaelia
Blue, Spells and Talents
31 Comments

I woke up this morning to several comments and e-mails (thank you!) informing me that Wild Growth is getting some much-needed attention from developers:

We are going to "run the numbers" again on Wild Growth and Nourish. What I mean by that is we’ll do some tests and compare them to similar heals and to other druid spells.

Wild Growth was nerfed pretty hard and I have some confidence that we can bring it up, though probably not as high as it was before. We’ll have to see about Nourish.

We don’t want to mess with Regrowth much more since it is now a button that seems worth pushing. We’re standing by our Lifebloom changes for now. It just felt like the solution to every healing situation that druids encountered. I suspect druids will still use it in its current form, but we’ll see.

Sorry I can’t offer anything more concrete than that. Making promises until I actually see the changes made can be pretty dangerous and just ends up frustrating the community in those situations where we can’t deliver.

And five and a half hours later …

Here are the changes we’re making next patch. See how they feel.

Wild Growth: Coefficient and healing increased. Mana cost decreased. Cost should be about the same as Circle of Healing. It doesn’t heal instantly, but will heal for about double what CoH does over its duration.

Nourish: Reduced mana cost by somewhere between 15 and 20%. This is supposed to be your Flash Heal, but we recognize that it doesn’t have the same versatility — you can’t just drop one on a wounded rogue or something since you need the hot up first. Hence the lower price.

Druids have quite an arsenal of healing spells now, and it can be tricky to find niches for all of them. :)

First let me say, “NOM NOM NOM!” (and not on crab cakes). This change should make Wild Growth cost about 21% of base mana, a much more palatable expense. How much it heals for will be dependent upon its +Healing coefficient which will be different than Circle of Healing’s since CoH is an insta-cast AoE heal and ours is a heal over time, but we should see considerably higher ticks than we are currently.. Either way, it’s a respectable buff, and the changes to Wild Growth and Nourish made me a happy sappy tree this morning! I’m guessing it will only be a matter of time before Lifebloom is adjusted again to make it a little stronger than where it is now.

toy-w-my-emo
More credit to the ever-awesome Eggo

Ghostcrawler also commented on Blizzard’s general healing philosophy in Wrath which I think makes for an interesting read. I won’t copy and paste it all here (lucky you), but you can read the whole thing over at MMO Champion’s fantabulous BlueTracker. If you don’t want to wade through the whole thing, here’s a summary:

  • Changes are never made by a single individual but are instead a collaborative effort.
  • Blizzard regrets the dominance of AoE heals in TBC.
  • The downranking mechanic was removed because of the difficulties it presented in terms of balance when they sought to once again make mana management an issue for healers.
  • Blizzard is happy that Spirit is a valued stat for casters.
  • Blizzard wants to encourage mana management through reliance on HoTs, limiting overhealing, coordinating targets among healers, and “knowing when a fight is won so you can take a break and start mana regeneration.” The last is included in quotes because I found it so interesting.
  • Without requiring mana management by healers, encounters must be balanced around having mobs hit so hard that bad luck can result in your tank dying, strict enrage timers, or overly complicated tactics that take a long time to learn.

I can accept encounters being built around healer mana management if it means I don’t ever have to try to explain fights like Lady Vashj again. (And yes, I know that sounds n00bish, but it’s the most complicated fight I can think of that I’ve actually attempted.)

* Article title dedicated to Runycat of Unbearably HoT. She would be so proud. *Sniff*

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31 Comments
Categories: Blue, Spells and Talents
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Phaelia
Hey, Stormwalker! Great to hear from you! Our little sprout is growing fast, but don’t call him “little” when he’s around or he’s sure to tell you “I a little bit big!” :-)

Stormwalker
I…I…kinda miss you and your Druidic writings of old. Good to see you’re still around, busy with RL. The little sproutling looks a little bigger now! Regards, Stormwalker, of old.
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Triadx
Gratz on the mini sprout!

Keybinding
Oh my gosh! You look beautiful. Is that a new druid in training? Maybe he will rebel and spec feral or oomkin? /cheer!

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I have a cat who has learned to open the pet door lock. I’d never have thought…
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Alahnna (Mama Druid)
Over two years later and this is still relevant and so very helpful. I hope you are having a blast with your little sprout, who’s probably running all over the place now. =D

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.
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