Archive for April, 2012

Beta Build 15650: More Nerfs

by on Apr.27, 2012, under Mists of Pandaria

Beta Build 15650 is being released, and the following has been nerfed:

  • Ursol’s Vortex now has a 60 sec cooldown, up from 30 sec cooldown. Now lasts 10 secs, down from 15 secs.

Moonkin can never have anything pretty.

Still no real changes to our level 60 or 90 talents.

Now that the servers are up, I’ve noticed a few undocumented changes:

  • Glyph of Stars ‘spark’ effect has been moved to our feet.  It’s not nearly as obvious now.
  • There’s no longer charges to Wild Mushroom, but the new placing mechanic exists.  It’s much nicer now.



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Gripe of the Week: Charging ze Lasers

by on Apr.26, 2012, under Mists of Pandaria

I was running around the Jade Forest today, unleashing my Wrath upon critters when I noticed…. my Eclipse bar didn’t move.  Apparently in Mists of Pandaria you’ll no longer be able to charge ze lasers by attacking poor defenseless critters.

 



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Beta Build 15640: Blizzard is still clueless

by on Apr.24, 2012, under Mists of Pandaria

Another beta patch is being pushed, and it’s still inherently obvious that Blizzard has no clue what to do with talent trees.  MMO-Champion is reporting some interesting base damage increases across the board.

Spell changes:

  • Starfall base damage has been increased by 20%. Now scales from 34% of Spell Power, up from 31.2%.
  • Starfire Now scales from 169.4% of Spell Power, up from 155.3%
  • Moonfire  DoT duration reduced to 12 seconds. Now scales from 24.8% of Spell Power, up from 22.7%.
  • Wrath Now scales from 121% of Spell Power, up from 110%.

Talent changes:

Tier 14 Bonuses:

Our DoTs have been decreased considerably as the beta rolls on.  Initially, from the talent removal of the personal damage boosts of Balance of Power, Master Shapeshifter, and Earth and Moon, to removing the improved ‘Insect Swarm’.  Our direct nukes had damage increased to counter it, but DoTs did not.  Now they’re reduced from 18 seconds to 12 seconds.  Nerfing it just to re-introduce it via the 4 piece bonus seems a bit cheesy to me.

The slight increase in coefficients is nice, but I’m still not happy overall via the DoT change.

Force of Nature trees still do the same damage, so they were nerfed, from a 33% (60/180) uptime to a 25% (15/60) uptime.

As for the changes to Dream of Cenarius and Heart of the Wild, I’m bothered that Blizzard is making small tweaks to completely failed talent options, instead of a complete re-work.

Needless to say, I’m a bit hot under the feathers right now.  What about you?



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Question of the Week: Keeping the Moonkin?

by on Apr.23, 2012, under Mists of Pandaria

So, with all of the changes that are in store for Moonkin in Pandaria, what are your initial thoughts?  Will you be keeping moonkin as your main in Pandaria?  Will you be looking elsewhere?  What are you most looking forward to?  What about least?

Sound off!



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Pandaria Parses: Level 60 Talents

by on Apr.15, 2012, under Mists of Pandaria

I got bored today and created some more parses for the different level 60 talents.  I ran four parses for Soul of the Forest and then Incarnation, before I realized that Incarnation was actually broken and not giving any bonus damage while in Eclipse.  Essentially, the four ‘Incarnation’ parses became baseline parses (where no level 60 talent was used).

I ran one parse for Force of Nature.  I didn’t bother running more as my damage was right in line with my baseline parse, and I really don’t see the RNG for Treants really changing a whole lot.

Comparing Soul of the Forest to baseline, the talent adds between 550k-900k damage during a 3 minute fight.  Force of Nature only added a bonus 158k damage.  It’ll obviously need to be tweaked — and quite a bit — for it to be in line.  Also, while the ‘Wrath’ tooltip for the trees makes it look like it inherits your Eclipse damage and haste, it does not.  Those are probably two good starting points to bring the damage back in line.  They’ll also probably need to revert it’s damage as well.  (The damage was halved when the cooldown was extended.).

Here are the parses if you’d like to see them:

SotF Mean: 5.7 mil, Baseline Mean: 5.08 mil, FoN mean: 5.27 mil

Soul of the Forest (parse 1) — 5.6 mil

Soul of the Forest (parse 2) — 5.8 mil

Soul of the Forest (parse 3) — 5.88 mil

Soul of the Forest (parse 4) — 5.51 mil

Baseline (parse 1) — 5 mil

Baseline (parse 2) — 5.24 mil

Baseline (parse 3) — 5.06 mil

Baseline (parse 4) — 5.03 mil

Force of Nature (parse 1) — 5.27 mil



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Incarnation: New art planned for Moonkin, Bear, and Cat

by on Apr.14, 2012, under Mists of Pandaria

You just may see armor on your Moonkin after all.  Ghostcrawlerconfirmed today that there will be graphics solely set aside for incarnation, although it may not be entirely new art.  Maybe, as one poster requested, they’ll put us on ponies.



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Symbiosis: What’s wrong and what can be fixed

by on Apr.14, 2012, under Mists of Pandaria

Now that we’ve had time to play with Symbiosis as well as discovered the abilities are transferred, it’s obvious there are some oversights and flaws that need to be addressed.

Here’s this druid’s take on it:

Symbiosis needs to be cool.  It’s our level 87 ability.  Especially for the poor resto druids who haven’t seen a new ability since Wrath of the Lich Ling, this really needs to pack a punch.

The problem we run into now is balancing.  The other classes will obviously be balanced around their level 87 ability.  If we want throughput abilities (which we do), we are going to need to be balanced around them.  To prevent us from being pigeonholed into a Dark Intent situation, the DPS buffs need to be on the druid’s side and not our target.

Further complicating Symbiosis and being balanced around Symbiosis is the situation when we do not have a viable throughput symbiosis partner available.  I submit that Symbiosis should provide a passive ability when not cast on a target to give us some sort of buffer/reprieve.  This could even be something as simply as +2 mastery.  (While the mastery mechanic is not the best for balance druids it would provide something worthwhile to each druid spec, and we all know what happens when Blizzard tries to split one ability across all four specs.  I’m looking at you, Heart of the Wild.)

The passive ability should be slightly underpowered compared to the throughput buffs to give a druid incentive to use Symbiosis, but still powerful enough that we are not significantly nerfed if we lack a Symbiosis target.

That’s my two cents for now.  I’m sure I’ll have more to talk about.  You can also hear my rant on the Team Waffle Podcast, Episode 29 which we recorded last night.



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A wolf in sheep’s clothing: Force of Nature

by on Apr.12, 2012, under Mists of Pandaria

It was reported yesterday that Force of Nature was extended from 30 seconds to 60 seconds of duration.

While that’s true, I’ve also noticed that the damage has halved per cast.  (Down from 3000 to about 1500 per cast).  The tooltip for the Treants’ Wrath ability also reflects the bonus damage modifier from Solar Eclipse, but it does not gain it upon an actual cast.

So, unfortunately it looks like nothing was actually gained by this change.



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MoP Beta Build: Exciting Balance Changes

by on Apr.11, 2012, under Mists of Pandaria

MMO-Champion has datamined another set of changes for Mists.  Here’s what they’ve found:

  • Force of Nature – Duration increased to 60 sec, up from 30.
  • Incarnation: Chosen of Elune – No longer doubles Solar and Lunar power generation. Instead increases all Arcane and Nature damage done while Eclipse is active by ?%.
  • Rebirth – No longer requires a Maple Seed.

It looks like from this they’re attempting to buff our options to Soul of the Forest.  I’m not sure these were the correct ways of doing it, but at least attention is there.  The numbers aren’t out yet to really see how decent the changes are, but I’ll try to run numbers as soon as possible.

The change to rebirth means they’re either destroying the Glyph of Unburdened Rebirth or changing it.  In a positive note, it means you can be a stag, orca, and astral druid all at the same time!

 



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The lack of Balance Glyphs and how to fix it

by on Apr.09, 2012, under Mists of Pandaria

Looking at the major glyph situation, Balance Druids are currently left in the dark.  While Glyph of Rebirth will probably be one of our choices, that still leaves two spots unaccounted for.  After speaking with Lissanna earlier today, I came up with the idea for a Glyph of Wild Mushroom.

Glyph of Wild Mushroom allows all three Wild Mushrooms to be cast at once, however the cooldown of Wild Mushroom: Bloom and Wild Mushroom: Detonate is increased to 12 seconds.

Some may balk at the increased cooldown duration.  This increased duration was encountered already with the addition of two extra GCDs, so you’d be at a net neutral.  At lower haste levels, you may actually gain a little bit of time as you haven’t reached the 1.0 second GCD mark yet.

Lissanna thought that 12 seconds might be to overpowered.  I’d still be okay with 15 seconds.  This would certainly be a situational spell.  If extended AoE was required where we’d need to mushroom every ten seconds, it may not be as desired, however if the AoE was burst and only done once at a time, it may be useful.

What do you think?  What additional glyphs would you like to see?  Remember, the thought behind major glyphs is to gain something, you also sacrifice something.  Pure throughput glyphs have gone the way of the Dodo.



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