PTR for 4.3.2 was deployed, and data started streaming already. What we currently know :
Item – Druid T13 Balance 4P Bonus (Starsurge) now also increases Starsurge damage by 10%.
Finally ! This is a very much welcome change, as our 4 piece pretty much sucked. This will help a bit. Considering Starsurge is somewhere around 10% of my dps nowadays, it’s approximately a 1% dps boost.
What would be the best 4-piece bonus for you, knowing the fights and the Dragon Soul encounters? Do you feel our tier bonuses are underwhelming, comparing to other classes ?
I’ve created a moonkin DPS rotation tutorial video. This is my first attempt at using my MacBook to capture the actual WoW video, and my first time editing together a video in this fashion. Enjoy!
I’ve finally taken a break from the endless raid grind and have a few moments to share some of my thoughts on the raiding experience.
First off: I love it.
Cataclysm raids are much harder then those found in Wrath of the Lich King. I would put the comparable difficult of standard Cataclysm Raids to that of heroic modes in Icecrown Citadel. So far I’ve killed 11/12 bosses, and I have yet to come across a gear check. These fights are all about execution and individual responsibility. We probably spent about 10 hours beating our head against Cho’gall until we figured out our weak point and were able to fix it within an hour.
As for moonkin in PvE, I think we play a very vital role. I find our DPS to be comparable to any other class, plus our utility of rebirth, and ESPECIALLY our innervate, is really crucial to most fights.
We do have our shortfalls, however, and I think our main one right now is AoE. We simply cannot withstand to hurricane, and without splash damage, Starfall is no longer a very decent AoE. Wild Mushrooms can do some incredible damage, but with their 3 yard explosion radius and their three individual cast times, you can often find yourself losing a lot of DPS due to exploding mushrooms with nothing around. I think the Wild Mushroom mechanic needs to be worked on. I’d like to see an ability to drop all mushrooms at once, as well as the range doubled. (I personally think the explosion range should match the fungal growth range of 8 yards.).
As for mana, I generally do not have issues. If I used my own innervates, I definitely would not. I use [item]Glyph of Innervate[/item] and innervate a healer on cooldown. The only time I run into mana issues is when I cannot continue to hardcast my standard rotation, and generally trying to get back into my rotation fixes my mana issues.
By the way, if you’re raiding, make sure you have the [item]Glyph of Rebirth[/item]. It’s priceless.
Soon I will post a screenshot of me riding my [item]Reins of the Drake of the South Wind[/item] that [npc]46753[/npc] decided to give me tonight.
Now that we’re a week into the Cataclysm, and I actually have some enforced downtime (thanks, maintenance), I thought I’d share with you my initial thoughts about balance druids in PvE at 85.
I think balance druids really shine in heroic dungeons. We have some incredible CC and damage mitigation that’s unparalleled by other classes. With [spell]hibernate[/spell] for dragonkin, [spell]Entangling Roots[/spell] for melee mobs, and [spell]Solar Beam[/spell] to drop on a kill pack and provide 15 seconds of silence (when glyphed), we’re great at both control and tank mitigation. Besides this, we can offer an [spell]innervate[/spell] to the healer as well as provide a clutch [spell]rebirth[/spell]. Being a balance druid shouldn’t hinder your chances at a heroic dungeon, and in my opinion, they should probably be glad you’re there.
I’ve found balance druids to be very on-par with every other class when it comes to viable damage output. On top of this, we provide some great utility. Currently, I spec for maximum mana conservation and maximum mana pool so that my innervates may be given to our healers. This is a very powerful tool during any encounter right now as healer mana pools are at a prime. (As a balance druid, with this method you should probably have the most mana of any class in your raid). Also, a glyphed [spell]Rebirth[/spell] can really make the difference between a wipe or a boss kill, as you can instantly resurrect your tank at full health (and spare your healers a ton of mana trying to top off 175k health).
A few tips:
Become friends with a scribe. Having a stack of [item]Dust of Disappearance[/item] handy is going to make you even more versatile. I usually swap out two or three glyphs depending on whether I am in a raid or in a 5man. In a 5 mans, [item]Glyph of Solar Beam[/item], [item]Glyph of Focus[/item], and [item]Glyph of Starfall[/item] are usually ideal. Depending on the dungeon, you may want to swap out Solar Beam for [item]Glyph of Entangling Roots[/item]. I find the glyph of focus to be MANDATORY for 5 mans, as most dungeons have such tight trash packs that starfall is rendered useless unless you can half it’s radius.
For raiding, I usually prefer [item]Glyph of Starfall[/item], [item]Glyph of Innervate[/item], and [item]Glyph of Rebirth[/item]. I really think these are fairly mandatory, and all druids should have the rebirth glyph.
[item]Glyph of Innervate[/item] is a very powerful glyph when all mana-wielding druids have it. This is going to allow multiple druids to buddy up and “cross innervates”, so each of them will gain a 20% innervate from another druid as well as 10% of their own innervate, yielding 30% mana return instead of the standard 20% they would normally return. Also, as a balance druid you should be able to effectively manage your own mana to the point that you can innervate a restoration druid and they can innervate another healer. This will provide you with 10% mana return, the restoration druid with 30% mana return, and another healer with 20% mana return. This is a net gain of 20% mana return over the restoration druid using their innervate on their own self and the balance druid using theirs on another healer.
Welp, that about wraps it up. What are your thoughts?
I’ve revamped much of the Moonkin Guides, and with The Shattering here, I’ve removed the Cataclysm preview pages.
Pages to note:
The next phase of the Cataclysm events has been activated, and the Doomsday Cultists have invaded the major cities.
The quest line seems to abruptly end. It appears the whole quest line is in multiple segments, and while the PTR had them all enabled, they’re going to be slowly released to the live servers. I don’t think the actual elementals are invading just yet.
UPDATE: Apparently the wind buff that you obtain from closing the air rift does not give 50 haste ‘rating’ as advertised. It gives 50% haste. Go have fun!
Blizzard released both the Cataclysm trailer and a TV promo today. What do you think?
There’s a lot of things I’m excited for, but I think being able to be a Troll would be number one.
Oh, and I’m also glad that ground mounts are becoming a thing of the past and I’ll never have to listen to a damn chopper again.
- Overgrowth is gone.
You were fun while you lasted.
Also in the last beta build was the following change to Glyph of Entangling Roots:
Glyph of Entangling Roots now adds a 10 second cooldown to the ability along with a -100% casting time.
It’d be nice to see Ghostcrawler defend all of these PvP nerfs.