With the change to Sunfire, I began looking over my gear to see if I could make any more changes to min/max.
Now, the standard methodology is that spell power (intellect) is always far superior to haste. This is not ALWAYS the case, and you need to understand your mechanics to see why.
First, let me post the haste to DoT chart, as provided by Hamlet over at Elitist Jerks.
Assuming we have 3/3 Genesis, and Moonkin Form:
Tick 11: 365 Haste
Tick 12: 712 Haste
Tick 13: 1059 Haste
Tick 14: 1406 Haste
With Nature’s Grace:
Tick 13: 493 Haste
Tick 14: 795 Haste
Tick 15: 1097 Haste
Tick 16: 1398 Haste
Looking over my toon, I realized I was at 1369 haste, and by simply changing out 4 +20 Intellect gems, I would be adding a tick to both DoTs in my rotation. This is a clear DPS increase (as supported by WrathCalcs), despite it breaking the standard convention of Int > Haste.
A lot of people still ask me what to reforge for. Hands down, this is haste. Haste not only affects both Wrath and Starfire, it also affects our DoTs. If your item already has haste, reforge to crit. Mastery is a very poor stat for us as we’re not constantly in an Eclipse.
Also, something I just recently realized, was how to determine how quickly our DoTs will tick. Our DoTs tick as quickly as the hasted cast time of the same duration spell. For example, Moonfire and Insect Swarm (and Sunfire once it’s fixed) tick at a 2 second base. Wrath, when talented, also has a 2 second cast time. Whatever your current cast time is for Wrath, that’ll be how often your DoTs tick. Currently you can look at Starfire to see how often Sunfire will tick. With bloodlust and Black Magic, I’ve been able to get .8 second Wraths and .8 second DoT ticks, obtaining 22 ticks in an 18 second duration. The good thing is, while Wrath still clips at 1 second due to the global cooldown, DoT ticks do not.
I was able to get Mastery to work on the new PTR build (I had to copy a new character over and learn mastery before I talented anything), so I reforged for Mastery and ran another 10mil damage to get a new parse. The DPS numbers obviously went up as I’m running 42% (158 Mastery) Eclipse damage versus 25% Eclipse damage (About 1.5k dps).
Here’s the numbers: 12979 DPS
Insect Swarm: 19.9%
Moonfire (Direct): .5%
Sunfire (Direct): .5%
I’m ran these exact same numbers reforging the 158 Mastery into 134 Haste/24 Crit Rating to see how it skews the percentages. If Graylo’s calcs should be right, the 158 haste should easily win out. I think you can see how Insect Swarm lost a slight amount of percentage whereas Starfall gained it, as Starfall actually gains from Mastery and not Haste.
After exchanging 158 Mastery for 134 Haste & 24 Crit:
Insect Swarm: 20.5%
Moonfire (Direct): .5%
Sunfire (Direct): .5%
Starfall, as expected, did a smaller percentage as it gains nothing from haste, yet gains from the mastery. It appears Insect Swarm favors haste over mastery considerably.
A few of you might have been luckily chosen to be in the Closed Beta already, and if you are, you have experienced the new changes to deal with our haste soft cap.
It seems developpers have listened to our whining, because most of the changes asked for were delivered :
Haste caps and Nature’s Grace — We’re addressing the haste situation in a few ways. We’re going to up the cast time of Wrath to 2.5, up from 2 sec base (so 2 sec after you get Starlight Wrath). This should help the clipping issues. In general, your haste and crit stats won’t be as inflated as they were in Wrath of the Lich King so it will be more unlikely for you to reach caps for those stats. However, we are also considering short term haste power gains to scale off of your existing haste values. What that means is that instead of just increasing your haste by 20%, it instead will increase the haste value on your paper doll (or rather, the sum of how much haste you have itemized) by a percentage. So the more haste you have, the stronger the effect of Nature’s Grace is.
I think these changes are very interesting. This will make Haste once again a very valuable stat (one of our masteries, should you remember), this will push back the haste soft cap and the haste won’t be as inflated as in WOTLK’s retarded ilevels.
You guys make sure to check out the whole article about Eclipse changes and Nature’s grace changes on MMO-Champion
Bets are open. Who says we’re going back to BC era, when haste was stacked like no tomorrow ?:)
This is sure to make moonkin happy, as it’ll allow us more mana conservation during those random strings of non-Omen of Clarity proc’ing. Zarhym announced on the Twitter Developer Chat that haste would no longer cause the duration of channeled spells to shorten, but it would cause more ticks during the duration. This means that Hurricane will always be 10 seconds long, but it’ll pulse many more times in the 10 seconds.
Please realize that Blizzard raised your haste cap to over twice it’s original value. Please gtfo my crit gear and start stacking haste.
Okay, so at least at the beginning it won’t be for moonkin, however, the question I pose to you is, would you WANT it? I’m not so sure, because we get so many boons just from our DoTs being up (due to [spell]Improved Insect Swarm[/spell]), I wouldn’t neccessarily want to have to refresh DoTs more often, especially in the middle of an eclipse. What do you think?
The following is the post from Ghostcrawler:
“We are trying to make haste a slightly more attractive stat for classes that utilize a lot of damage or healing over time spells, specifically Shadow priests, warlocks (though especially Affliction) and Resto druids. We realize other classes use hots and dots too, but I think we can all agree that it’s a bigger problem for the ones I mentioned.
I’m going to share with you an idea that the class and item designers came up with for 3.3. This is a work in progress so it’s possible we’ll end up going a different way after we see how it plays. However I also wanted to explain our logic here in case it wasn’t obvious.
We have new tech that will allow specific hots and dots to tick faster — the time between ticks would decrease. This means more damage or healing per time but also having to refresh those spells more often. Since there is a trade-off, we’re not sure the change is a no-brainer, especially in the healing case.
Because of this, we are planning on introducing the concept through glyphs. Glyphs represent a great test bed for new ideas because they are easier to change (and easier on the players when we do change them) compared to core spell functions or even talents. If we like the way it feels and players like the way it feels and the glyphs prove popular or fun, then this may be the kind of thing that shifts from glyphs over time — not unlike the way some favorite set bonuses eventually become talents.
For 3.3 we are talking about introducing three new glyphs for Shadow Word: Pain, Corruption and Rejuvenation that would allow these spells to tick faster with the more haste you have. There are glyphs of Corruption and Rejuv already, and we’re not sure how we’re going to resolve those yet. For Shadow Word: Pain, we are likely to rename the current glyph to Glyph of Mind Flay, remove the old Glyph of Mind Flay, and increase Mind Flay by 10 yards in the base spell.
Again, these are not promises (nor ponies). For a variety of reasons, you may see these changes on the PTR or you may not. If you do see any or all of the three glyphs implemented however, we wanted you to have some idea of what we were trying to do. Feedback is certainly appreciated, especially if you get to try them out.”
On the flip side, I think I’d welcome this as a resto druid quite quickly.