Tag: force of nature

5.4 PTR — Tons of Changes Ahead!

by on Jun.12, 2013, under General, Mists of Pandaria

According to the data-mining by MMO-Champion, a lot of changes are ahead.  While most of the changes were done to assist restoration druids in their healing issues, there were also some changes to balance druids. (I removed the parts of talents not applicable to balance.  Mouseover them to see the entire new (and old) tooltips).

Spell Changes

  • Innervate Causes the target to regenerate 10% of the caster’s maximum mana over 10 sec. If cast on self, the caster will regenerate an additional 10% of maximum mana over mana equal to 50% of the caster’s Spirit every 1 sec for 10 sec. Can be cast in Tree of Life Form, Moonkin Form. 30 yd range. Instant. 3 min cooldown.
  • Wrath 8.4% 12.6% of Base Mana.
  • Eclipse Your Wrath now generates Lunar Energy and your Starfire now generates Solar Energy. Solar Eclipse When you reach 100 Solar Energy you will trigger a Solar Eclipse, increasing all Nature damage done by 15%. Lunar Eclipse When you reach 100 Lunar Energy you will trigger a Lunar Eclipse, increasing all Arcane damage done by 15% and transforming your Hurricane spell into Astral Storm. When triggered, both Lunar and Solar Eclipse grant 15% spell haste for 15 sec and energize you for 35% 50% of your maximum mana. Druid – Balance Spec.
  • Moonkin Form Shapeshift into Moonkin Form, increasing Arcane and Nature damage you deal by 10% and reducing all damage you take by 15%. The Druid cannot cast healing spells while shapeshifted. While in this form, you increase the spell haste of all party and raid members within 100 yards by 5%. The act of shapeshifting frees the caster of movement impairing effects. Can’t be cast in Tree of Life Form. Druid – Balance Spec. 9.3% of Base Mana. Instant.
  • Starfire 10.3% 15.5% of Base Mana.
  • Starsurge You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes [ 4,970 + 238.8% of Spell Power ] Spellstorm damage to the target and generates 20 Lunar or Solar energy, whichever is more beneficial to you. Can be cast in Moonkin Form. Can’t be cast in Tree of Life Form. Druid – Balance Spec. 10.3% 15.5% of Base Mana. 40 yd range. 2 sec cast. 15 sec cooldown.

Talent Changes

  • Dream of Cenarius Wrath, Starfire, Starsurge, and melee abilities increase healing done by your next healing spell by 30%. Tranquility is not affected. Nourish, Healing Touch, and Regrowth increase the damage done by your next 2 Moonfire or Sunfire casts by 50% or by your next 2 melee abilities by 25%. Each of these bonuses lasts 30 sec. Druid – LvL 90 Talent. The Emerald Dream grants a benefit which varies by your combat specialization. Balance Increases healing from Healing Touch by 20% and casting Healing Touch increases the damage bonus of your next Eclipse by 10%.
  • Heart of the Wild Increases Stamina, Agility, and Intellect by 6% at all times. When activated, increases all healing done and, dramatically improves the Druid’s ability to perform roles outside of their normal specialization for 45 sec. Grants the following benefits based on current specialization: Non-Guardian While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Vengeance granted, chance to be hit by melee critical strikes reduced. Non-Feral While in Cat Form, Agility, Hit Chance, and Expertise increased. Non-Restoration Healing increased and mana cost of all healing spells reduced by 100%. Guardian Druids may also cast Rejuvenation while shapeshifted.
  • Mass Entanglement Roots your target in place for 20 sec and spreads to additional nearby enemies. Affects 5 total targets. Damage caused may interrupt the effect. Useable in all shapeshift forms. Can’t be cast in Flight Form. Limited to 5 targets. Druid – LvL 45 Talent. 30 yd range. Instant. 30 sec cooldown.
  • Nature’s Vigil Increases all damage and healing done by 10% for 30 sec. While active, all single-target healing spells also damage a nearby enemy target for 25% of the healing done, and all single-target healing and damage spells and abilities also heal a nearby friendly target for 25% of the damage amount done. Druid – LvL 90 Talent. Instant. 1.5 min cooldown.
  • Soul of the Forest Aessina’s blessing grants a benefit which varies by your combat specialization. Balance Your Wrath, Starfire, and Starsurge casts have a 8% chance to cause your next Astral Communion to instantly advance you to the next Eclipse.
  • Ysera’s Gift (New) Every 5 sec, heals you for 5% of your maximum health. If you are at full health, the most injured nearby ally will be healed instead. Can’t be cast in Moonkin Form. 30 yd range. Instant.

So, to recap:

Innervate is being nerfed for balance druids.  Since it now revolves around the caster’s spirit, a resto druid innervate will regen much more mana than balance.  Our spell costs are being increased, but our mana return from Eclipse is being increased as well.

Moonkin Form is being nerfed in that it no longer grants 15% passive damage reduction.

Our level 90 talents have all been re-worked, although only DoC really changes, the other changes were to boost restoration. Dream of Cenarius now grants a boost to Eclipse damage, but with the removal of Nature’s Swiftness, you’ll have to hardcast a heal to get to it.

Mass Entanglement is having it’s root cap limit removed.

Soul of the Forest is being re-worked to give a chance to instantly swap to an Eclipse (by choice), by tethering the instant Eclipse to Astral Communion.

My thoughts:

I’m glad restoration has been given some perks, but it seems it was done at the cost of the other specs.  Removing Nature’s Swiftness is a pretty big survival nerf to moonkin, and makes Dream of Cenarius (even reworked) a pain, as it requires hardcasting.  It seems that now restoration is the only “non-hybrid” spec, as they can heal and get full range of benefits of all talent choices.  Restoration also saw boosts in areas like Nature’s Vigil, that will boost their healing — even when healing.  It’d be nice to see that our damage also caused splash damage as well.



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5.3 Hotfixes — Force of Nature now viable!

by on May.24, 2013, under General, Mists of Pandaria

Blizzard made a few attempts to fix Force of Nature — the problem was that they would start to walk around and act crazy if their Wrath cast time was less then that of the global cooldown.

First, Blizzard increased the cast duration from 2.0 seconds to 2.5 seconds (while increasing the damage by 25%).  This helped, but with the meta gem proc and Nature’s Grace, it was still very easy to hit the global cooldown.

Next, they reduced the global cooldown to .5 seconds.  This has solved the problem.  Force of Nature seems to be very viable on most of the fights in ToT.  Enjoy treants that for the first time in WoW history … don’t suck!

Also, a small hotfix was made to Solar Beam.  It seems you could spell reflect the silence back onto yourself:



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5.3 goes live this week!

by on May.20, 2013, under General, Mists of Pandaria

5.3 goes live this week, and there’s not too many changes for balance druids (for better, worse, or indifferent):

Here’s a recap:

  • Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.  Balance Force of Nature will cast entangling roots before casting Wrath.
  • Glyph of Solar Beam changed to Glyph of Omens: While you are not in an Eclipse, the following abilities now grant 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol’s Vortex, and Mighty Bash.

One small note:

It seems that Force of Nature gets crazy at high values of haste (9.5k+), when the meta gem or Nature’s Grace proc.  At those high values of haste, the trees begin to walk around and cast entangling roots and not cast as many Wrath as they are supposed to.  (Possibly GCD capped?).  Slippykins has discussed this in the MMO-Champion forum post here.



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5.3 PTR: Force of Nature changes

by on Apr.02, 2013, under General

A change has been made to Force of Nature that makes it instant cast, not require targeting, and also have three charges.  This allows virtually 100% uptime of a single treant.

 

  • Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.
  • Restoration version of the Treant now casts Swiftmend on the Druid’s target when summoned. This version of Swiftmend does not require or consume a heal-over-time effect on the target.



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5.2 Force of Nature – Don’t expect any changes

by on Jan.10, 2013, under Mists of Pandaria

Karnudge, a Sunfyre’s Nest reader, recently tweeted Ghostcrawler regarding Force of Nature treants not scaling with Solar Eclipse, and here was the response:

gctreants

Sounds like we’ll be sticking with Incarnation, regardless of the situation.



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5.2 :: Force of Nature

by on Jan.04, 2013, under General, Mists of Pandaria

I’ve been playing around a bit with Force of Nature, now that it’s been buffed on PTR, and here’s what I’ve discovered:

If you look at the tooltip for the Treant’s Wrath, it will appear to scale dynamically off crit, haste, and mastery (Eclipse state) — it does not.

They do, however, scale with the haste and critical strike at time of cast.  Right now, without any haste proc’d, my treants each cast 7 times.  If Nature’s Grace is proc’d, then they each cast 8, and with Essence of Terror, 9.

With Relic of Yu’lon and Jade Spirit, my treants have a potential for hitting a training dummy for about 377k.  Their damage though is very cooldown/haste dependent though, and the fact that they do not scale with mastery really hurts.

There’s also a pretty hefty delay before the treants start casting, as well.  With all of my haste abilities popped, I should be able to get 11 wrath casts off, where I’m only getting 9.  Under just nature’s grace, or no haste proc’s, I just lose a cast (per tree), but that’s still a considerable amount of damage.I do not think that it’ll be able to contend with Incarnation‘s 25% burst damage for 30 seconds (given that it lines up with Celestial Alignment).  If Force of Nature were to scale with Solar Eclipse (which I think is the intent, since the tooltip numbers do update when you enter Solar Eclipse, the damage just does not reflect it), and also grant all of the casts that it SHOULD grant, then I think it might be able to be useful.

Until then, there are some fights where I could see it being useful, where you don’t have 30 full seconds of incarnation peen available to you (heroic bladelord is an example), but that’s about it.

 



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5.2 :: Balance Druid Changes!

by on Dec.22, 2012, under Mists of Pandaria

The PTR notes have been released for 5.2, and others have been datamined by our friends over at MMO-Champion.  I’ve parsed the notes to only show relevant balance druid changes.

Datamined changes:

Reviewing these changes, it looks like Heart of the Wild may become more attractive.  While mathmatically, Nature’s Vigil will remain unchanged, it loses the power it had when we stacked it with Incarnation.  I still do not think we’ll look at Cenarion Ward — the versatility of Nature’s Swiftness (including the ability to NS rez) is just too attractive.  Cyclone hit ferals hard (they now have a 30 second cooldown), but I’m not sure if the DR change will affect us too much.  I’m still skeptical about Force of Nature.  I think it’s there just to be there.

The Soul of the Forest change seems interesting, but the thing to note is it only affects one side of Eclipse:  Lunar to Solar will still require two non-Eclipsed Starfire casts.  This will shorten the Solar to Lunar, though, only requiring two non-Eclipsed Wrath casts, instead of the previous three.  (And 4 without SotF).  As Hamlet pointed out, as unattractive as Wrath is (especially non-Eclipsed), this may prove to be very useful.

What are your opinions?



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The problems with Force of Nature

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

I was bored tonight and decided to play a bit with Force of Nature.  Here’s what I found:

  • Treants now scale with the casters haste and crit, but not mastery.
  • The melee swings scale better with intellect then Wrath does.  Turning off Wrath causes them to melee for twice as much damage as each Wrath cast.
  • Wrath and the melee swing also scale with agility.  They do 2x as much damage if I’m in cat form when they’re out, since I get the int->agi conversion.

I’m not sure what their end goal of Force of Nature is, but right now the Wrath is in horrible shape.  If it were to have the same scaling as melee and also inherit our Eclipse damage, then they might possibly be viable, but I doubt it.



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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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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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