My apologies for not having a weekly round up the last few weeks, things have been pretty hectic at home.
It’s now confirmed that patch 5.2 arrives tomorrow. Let’s take a look at what’s changed:
- Displacer Beast has been redesigned. It now triggers Cat Form and grants 50% increased movement speed for 4 seconds after teleporting, and no longer activates Prowl.
- The healing granted by Cenarion Ward when a target takes damage has been increased by 100%.
- Revive and Mark of the Wild now cost 55% less mana.
- Faerie Swarm can now snare more than one target at a time.
- Mass Entanglement now has a 30-second cooldown (was 2 minutes).
- Typhoon now has a 30-second cooldown (was 20 seconds).
- The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.
- Soul of the Forest
- Balance: Now generates 40 Lunar or Solar energy upon leaving Eclipse.
- Nature’s Vigil now has a 90-second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).
- Wrath damage has been increased by 9%.
- Starfire damage has been increased by 9%.
- Starsurge damage has been increased by 9%.
- Starfall will no longer strike targets that are affected by crowd control effects.
All in all, we didn’t see that many changes. The Soul of the Forest ‘buff’ really wasn’t much of a buff, and Incarnation should still win out in most if not all fights. The only major PvE change was the nerf to Nature’s Vigil, which is going to make HotW the go-to talent in non-burst window fights. Force of Nature treants still suck.
The damage increase to Starfire/Wrath/Starsurge are a bandaid fix to our actual problem (movement and aoe). The Starfall change was a change that was SUPPOSED to go into effect back in Wrath of the Lich King (but never did, despite it making the patch notes).
Here’s some comments from Ghostcrawler regarding both. A change was made specifically to the balance druid proc rate for the Unerring Vision which brought it down to par with the other trinkets.
Unerring Vision of Lei-Shen – 0.50 RealPPM on damage/absorb from harmful spells and periodic spells. No ICD. Proc rate multiplied by 0.00 for non-caster specs. Proc rate multiplied by 0.5 for Balance Druids. Proc rate multiplied by 0.25 against player controlled units. Proc rate multiplied by 1/(1.15^((528-ItemLevel)/15) for the various Item Level versions of the trinket.
Sinister Primal Diamond – 1.18 base RealPPM on damage/absorb of harmful or periodic spell. No ICD.
- That base proc rate is multiplied by an additional coefficient:
0.302 Fire Mage
1.387 Frost Mage
Anyone Else: 1.000
The Unerring Vision will not be the end-all be-all of trinkets now,
however the rather high proc rate for Balance Druids with the meta gem is rather curious. Ghostcrawler has updated the values, which still aren’t horrible.
I will not be raiding this tier (I actually think my subscription is canceled by this point), so be sure to let me know what you think of 5.2! Leave a comment or reach me on Twitter @SunfyresNest.
I thought I was going to have a really boring weekly round-up until I read something in the MMO-Champion Druid Forums today.
Stommped asked Ghostcrawler why Balance Druids had dynamic-crit on their DoT ticks, whereas every other class had static snapshot values. Here’s the response:
Good question. We decided to dig into all of the dots and found they worked pretty inconsistently. (Consistency isn’t always critical because it does lead to a certain amount of homogeneity, but too little consistency can just be confusing too.) We made a pass at all of the class dots and made them snapshot crit chance. This will have implications in any simulations out there.
However, this has some implications on the Unerring Vision of Lei Shen trinket. We’re tentatively fine with the idea of you seeing that proc go off, and reapplying DoTs which crit for their whole duration, in most cases. There’s a couple cases where those periodic crits cause other effects, which end up being very powerful. For example, a Balance Druid can now apply Moonfire and Sunfire, and pretty much chain instant Starsurges for 15 sec, many of which are extending that Moonfire and Sunfire, probably out to 20-25 sec. That’s extremely strong, but we’re going to try leaving it alone for now.
This change is going to be a huge DPS increase, especially with the trinket. Consequently (given it were to proc), it would help alleviate problems with movement DPS.
I was really planning on using this round up to rant about our movement DPS and AoE DPS, and the 9% buff (while welcome) is just a bandaid to our DPS issues and not really solving the problem. I guess I’ll table that for now.
It is important to note, though, how one person can make positive change for a spec.
Howdy fellow moonkin!
If you’ve been following my Twitter, you’ll know that I’ve stepped down from raiding and canceled my active subscription. Sunfyre’s Nest is about to turn four, and I’m too old to keep spending as many hours as I have killing internet dragons. Unfortunately I’m an “all or nothing” type player, so I can’t really play casually. This won’t affect my blogging, and I’m going to try to actually editorialize more and provide a weekly roll-up of news and opinions from the last week. I will still be an active participant and moderator in the MMO-Champion Druid Forums.
In actual balance druid news, don’t be dismayed that we haven’t seen much PvE balancing in 5.2. In a response to a PTR question, Ghostcrawler stated the following:
This is a legit PvE nerf, but a very, very small one and as I said, we haven’t made any PvE numbers adjustments to anyone yet. This one is easy to fix without PvP risk and it makes a glyph less mandatory for its DPS benefits.
It does appear the Nature’s Vigil was a PvP nerf. Hopefully we will see some sort of change to counter it for PvE.
Also, if you’ve been following the soap opera that is known as Cyclone, it’s now back to 20 yards, with the 2-piece PvP bonus extending it’s range by 5 yards. Ferals will be hit with a 20 second cooldown.
Still haven’t heard why Force of Nature doesn’t scale with Solar Eclipse. Apparently it’s intended.
That’s all I’ve got for this week!