Shifting Perspectives: A 3.1 miscellany, part 2
How good are the Tier 8 bonuses?
Balance
2-piece: Increases the bonus granted by Eclipse for Starfire and Wrath by 15%.
4-piece: Each time your Insect Swarm deals damage, it has a chance to make your next Starfire cast within 10 seconds instant.
This is final confirmation, as if any were needed, that Blizzard is balancing around raiding moonkin using Eclipse. Graylo had a look at the tier set when the 2-piece bonus was only 6% and wasn't tremendously impressed at the time, but with the damage bonus buffed to 15%, at least you're not actively losing damage going between 4-piece Tier 7 and Tier 8 anymore.
Verdict? 2-piece is OK, especially if you're religious about managing your Eclipse procs. I don't know how good the 4-piece bonus is yet, and I'm prepared to see a torrent of complaints on the forums that it's competely worthless if your Starfire rotation has just procced an Eclipsed Wrath damage increase, or that it doesn't proc often enough, or what have you. So far I haven't seen any solid information from anyone on the PTR as to the likely proc rate (no surprise there, as I doubt anyone's running around in 4-piece Tier 8), so stay tuned.
Feral
2-piece: The periodic damage done by your Rake, Rip, and Lacerate abilities has a chance to cause you to enter a Clearcasting state.
4-piece: Increases the duration of Savage Roar and Survival Instincts by 8 seconds.
Amazing for cats. Garbage for bears. The cat DPS rotation (insofar as never letting any of several debuffs drop could be called a rotation) is very difficult, and an additional 8 seconds on Savage Roar plus the chance of a Clearcasting proc is huge.
For bears, both are underwhelming, especially once you've seen the Warrior 4-piece Tier 8 bonus. For raid tanking, you're generally not going to face a low-rage situation, and this is all the more true once you factor in the armor nerf and rage gain even while shielded. An additional 8 seconds on Survival Instincts falls pretty squarely into the category of "nice," but not exactly game-breaking. You'll be using Tier 8 for the stat bonuses over Tier 7 and certainly not for the set bonuses, although the transition should be relatively easy because Tier 7's set bonuses are also kind of meh.
Restoration
2-piece: Increases the healing done by your Swiftmend spell by 10%.
4-piece: Your Rejuvenation spell also provides an instant heal for the target.
Both are very welcome, especially in conjunction with Glyph of Swiftmend and Glyph of Rejuvenation, as I assume the latter will apply to the instant heal as well. The Swiftmend bonus...well, that goes without saying. If you can pull it off without allowing the bonus to go to +overheal, this is a solid plus. But again, when it comes to 4-piece bonuses with procs, there's really not much information out there yet, so I don't know how much the 4-piece bonus heals for or its exact mechanics. I assume it applies an instant heal on the initial application of Rejuvenation, which may prompt you to reapply Rejuvenation on a tank earlier than you might have otherwise, or to use Rejuv even more than you already are as a raid heal.
What I find most interesting is something Ghostcrawler's previously noted concerning Blizzard's own data on Ulduar raids; they're seeing Rejuvenation continue to be the single greatest contribution to healing done by Restoration Druids, so this is quite a lovely bonus.
What profession changes are most likely to affect us?
Alchemy: As we already know, flasks are only going to last 1 hour (2 hours for Alchemists with Mixology) but be cheaper to create but be cheaper to create. You're less likely to have to "waste" a flask if your guild is 3/4 of the way through a raid night and decides to try more new content.
Jewelcrafting: Finally, finally, FINALLY we are getting an agility/stam cut, which was arguably the single best purple gem for bears in Burning Crusade but never made a reappearance as a Superior-quality cut in Wrath. For cat DPS, you're going to want to go back to agility and agility/hit gems for maximum DPS sets, as Savage Roar now increases your physical damage and doesn't bloat your attack power.
Enchanting: There's a fantastic new enchant for tanks called Blade Ward that, once procced, increases your parry rating by 200 and will cause 600 to 800 damage on your next successful parry. Better yet, it can stack up to 5 times and the effect lasts 10 seconds. This is amazing, and it's a great boost for both avoidance and threat generation. In related news, bears are still unable to parry.
How is Savage Defense working so far?
I've done my own testing but basically arrived at the same conclusions that Kalon of ThinkTank did. I tested it against mobs for dailies and then a random collection of elites I ran around pulling in Icecrown, but haven't yet had the chance to test it in a raid (for the few PTR fights I've done so far, I've gone as Resto).
It's a buff versus multiple low-level enemies that don't hit for squat, which dovetails pretty neatly into Blizzard's intent for it to function as a pseudo-version of block. Versus Icecrown elites you'll notice unshielded hits that do land will hit for more, but not memorably so; I finished with about the same amount of health as I did on live, give or take some RNG either way. Outside of a raid, you probably won't notice much of a difference, and I will hesitantly say that for the most part it will also be a buff to our survivability on heroic trash.
However, it's precisely the RNG that's the real issue here. The jury's still out on how this will help (or hinder) our status as potential main tanks on Ulduar content, because the shield can't be triggered by anything other than a crit.
Daveorn on the Elitist Jerks board makes the point more succinctly than I've seen it put elsewhere: "A weak blow (could theoretically) pose a serious threat to my survival by stealing the SD absorption before a large hit lands." I'm additionally concerned because sources of bear attack power are pretty thin on the ground, so the size of the Savage Defense "shield" may or may not scale all that terribly well. The only sources of strength for us in Wrath raids are non-set pieces that we share with (and are often better itemized for) plate tanks, and we're otherwise dependent on the raw AP that comes with our pieces. Ideally I'd like to see bear attack power scale with agility, but I don't know that we can expect that.
We're going to have to start using Nourish, aren't we?
That's a big 10-4, good buddy. And if you're one of the many Resto Druids who has eschewed Tier 7 in favor of better individual pieces elsewhere because our 4-piece bonus to Nourish was kind of worthless...it's less worthless in 3.1. Start pestering your raid for those Vanquisher token drops now if you haven't.
What do Ulduar bosses look like so far? Are these fights good for Druids? Bad for Druids?
Once I have a better sense of what's happening on the European PTR's, I'll have an article on this. At the moment, my sense of the actual fight mechanics there is unfortunately fuzzy at best.
Balance
2-piece: Increases the bonus granted by Eclipse for Starfire and Wrath by 15%.
4-piece: Each time your Insect Swarm deals damage, it has a chance to make your next Starfire cast within 10 seconds instant.
This is final confirmation, as if any were needed, that Blizzard is balancing around raiding moonkin using Eclipse. Graylo had a look at the tier set when the 2-piece bonus was only 6% and wasn't tremendously impressed at the time, but with the damage bonus buffed to 15%, at least you're not actively losing damage going between 4-piece Tier 7 and Tier 8 anymore.
Verdict? 2-piece is OK, especially if you're religious about managing your Eclipse procs. I don't know how good the 4-piece bonus is yet, and I'm prepared to see a torrent of complaints on the forums that it's competely worthless if your Starfire rotation has just procced an Eclipsed Wrath damage increase, or that it doesn't proc often enough, or what have you. So far I haven't seen any solid information from anyone on the PTR as to the likely proc rate (no surprise there, as I doubt anyone's running around in 4-piece Tier 8), so stay tuned.
Feral
2-piece: The periodic damage done by your Rake, Rip, and Lacerate abilities has a chance to cause you to enter a Clearcasting state.
4-piece: Increases the duration of Savage Roar and Survival Instincts by 8 seconds.
Amazing for cats. Garbage for bears. The cat DPS rotation (insofar as never letting any of several debuffs drop could be called a rotation) is very difficult, and an additional 8 seconds on Savage Roar plus the chance of a Clearcasting proc is huge.
For bears, both are underwhelming, especially once you've seen the Warrior 4-piece Tier 8 bonus. For raid tanking, you're generally not going to face a low-rage situation, and this is all the more true once you factor in the armor nerf and rage gain even while shielded. An additional 8 seconds on Survival Instincts falls pretty squarely into the category of "nice," but not exactly game-breaking. You'll be using Tier 8 for the stat bonuses over Tier 7 and certainly not for the set bonuses, although the transition should be relatively easy because Tier 7's set bonuses are also kind of meh.
Restoration
2-piece: Increases the healing done by your Swiftmend spell by 10%.
4-piece: Your Rejuvenation spell also provides an instant heal for the target.
Both are very welcome, especially in conjunction with Glyph of Swiftmend and Glyph of Rejuvenation, as I assume the latter will apply to the instant heal as well. The Swiftmend bonus...well, that goes without saying. If you can pull it off without allowing the bonus to go to +overheal, this is a solid plus. But again, when it comes to 4-piece bonuses with procs, there's really not much information out there yet, so I don't know how much the 4-piece bonus heals for or its exact mechanics. I assume it applies an instant heal on the initial application of Rejuvenation, which may prompt you to reapply Rejuvenation on a tank earlier than you might have otherwise, or to use Rejuv even more than you already are as a raid heal.
What I find most interesting is something Ghostcrawler's previously noted concerning Blizzard's own data on Ulduar raids; they're seeing Rejuvenation continue to be the single greatest contribution to healing done by Restoration Druids, so this is quite a lovely bonus.
What profession changes are most likely to affect us?
Alchemy: As we already know, flasks are only going to last 1 hour (2 hours for Alchemists with Mixology) but be cheaper to create but be cheaper to create. You're less likely to have to "waste" a flask if your guild is 3/4 of the way through a raid night and decides to try more new content.
Jewelcrafting: Finally, finally, FINALLY we are getting an agility/stam cut, which was arguably the single best purple gem for bears in Burning Crusade but never made a reappearance as a Superior-quality cut in Wrath. For cat DPS, you're going to want to go back to agility and agility/hit gems for maximum DPS sets, as Savage Roar now increases your physical damage and doesn't bloat your attack power.
Enchanting: There's a fantastic new enchant for tanks called Blade Ward that, once procced, increases your parry rating by 200 and will cause 600 to 800 damage on your next successful parry. Better yet, it can stack up to 5 times and the effect lasts 10 seconds. This is amazing, and it's a great boost for both avoidance and threat generation. In related news, bears are still unable to parry.
How is Savage Defense working so far?
I've done my own testing but basically arrived at the same conclusions that Kalon of ThinkTank did. I tested it against mobs for dailies and then a random collection of elites I ran around pulling in Icecrown, but haven't yet had the chance to test it in a raid (for the few PTR fights I've done so far, I've gone as Resto).
It's a buff versus multiple low-level enemies that don't hit for squat, which dovetails pretty neatly into Blizzard's intent for it to function as a pseudo-version of block. Versus Icecrown elites you'll notice unshielded hits that do land will hit for more, but not memorably so; I finished with about the same amount of health as I did on live, give or take some RNG either way. Outside of a raid, you probably won't notice much of a difference, and I will hesitantly say that for the most part it will also be a buff to our survivability on heroic trash.
However, it's precisely the RNG that's the real issue here. The jury's still out on how this will help (or hinder) our status as potential main tanks on Ulduar content, because the shield can't be triggered by anything other than a crit.
Daveorn on the Elitist Jerks board makes the point more succinctly than I've seen it put elsewhere: "A weak blow (could theoretically) pose a serious threat to my survival by stealing the SD absorption before a large hit lands." I'm additionally concerned because sources of bear attack power are pretty thin on the ground, so the size of the Savage Defense "shield" may or may not scale all that terribly well. The only sources of strength for us in Wrath raids are non-set pieces that we share with (and are often better itemized for) plate tanks, and we're otherwise dependent on the raw AP that comes with our pieces. Ideally I'd like to see bear attack power scale with agility, but I don't know that we can expect that.
We're going to have to start using Nourish, aren't we?
That's a big 10-4, good buddy. And if you're one of the many Resto Druids who has eschewed Tier 7 in favor of better individual pieces elsewhere because our 4-piece bonus to Nourish was kind of worthless...it's less worthless in 3.1. Start pestering your raid for those Vanquisher token drops now if you haven't.
What do Ulduar bosses look like so far? Are these fights good for Druids? Bad for Druids?
Once I have a better sense of what's happening on the European PTR's, I'll have an article on this. At the moment, my sense of the actual fight mechanics there is unfortunately fuzzy at best.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
Cantor Mar 31st 2009 9:50PM
I still don't understand why Thorns isn't scaling with SP or AP - whichever is highest. As a scaling buff cast by a class that has a melee and 2 caster specs (and it being primarily most useful to the melee spec), it should have been forseen that this would be wanted; certain Paladin abilities scale in this way (I believe all Seal and Judgement damage), so why not the one spell used frequently in PvE by all 3 Druid specs?
As it stands now, I'll be wanting the Balance Druids to overwrite my 60-minute glyphed Thorns with their 10-minute version, simply because it will hit so much harder than mine.
Sorro Apr 1st 2009 3:30AM
Yeah, so now I have to decide whether to re-glyph. Why would I keep the 60-minute thorns glyph if I'm going to want a resto or boomkin to re-buff me before every fight? Weak.
Rosa Apr 1st 2009 5:46AM
It would be much better if it scaled with the receivers spell power or attack power whichever is higher, just like the "gift of the naru" racial draneis have, which scales off the higher of attack power and spell power. (or the casters sp/ap i wouldnt mind)
Freedomfighter Mar 31st 2009 10:03PM
I enjoyed the article. The only thing I didn't quite understand is why some balance druids tended to not take eclipse. It is a fairly significant bonus to damage and you are only hurting yourself by not taking it. In fact for a geared moonkin, you only need 2/3 or 1/3 points in it to get most of the benefit.
And I have no idea what other moonkins would be putting points into as an alternative to eclipse. Are they maxing out on mana regen talents or something?
Macbook Apr 1st 2009 5:30PM
Agreed. At the beginning of WoTLK, I was one of the ones who didn't agree with taking Eclipse, and now I can't live without it.
Props to Allison for recommending Squawk and Awe; the addon itself should help you increase your DPS by a couple hundred if you use it properly, and using the correct spell rotation.
The T8 4PC bonus for balance is disheartening, the last thing moonkins need is another RNG-based mechanic taking part in our rotation, or something else we can miss. I was so happy when I learned of the T7 4pc bonus, since it was so perfect for us.
Great post Allison,
Macbook, http://Moonkin.info
Psar Mar 31st 2009 10:15PM
I read the whole thing and it was very informative.
And the only thing I'm going to remember is wondering whether or not 'fuzzy' in that last sentence counts as a pun.
jam Mar 31st 2009 10:25PM
The future of Bears once 3.1 comes out looks pretty grim at the moment.
Ensidia's bear tank posted about his experiences at the European forums, and his comments have been re-posted in several places, including the US forums and MMO-champion.
http://forums.wow-europe.com/thread.html?topicId=8523002582&sid=1
And those aren't the only threads, both the American and European WoW forums are full of concerned bears, but so far Blizzard has remained totally silent, refusing to address any of their worries.
Firestride Mar 31st 2009 10:25PM
This is how everyone else has been writing out the Resto 4-piece bonus: "Your Rejuvenation spell also instantly heals your target for its periodic healing amount."
To me, that clearly states that the bonus will DOUBLE the Rejuv and essentially turn it into an instant-cast Regrowth. While that does sound really overpowered, I can't read the bonus any other way.
Luke Mar 31st 2009 10:41PM
It probably has the same effect as the new Renew talent for priests: gives you one tick as soon as the spell is cast instead of having to wait the 2 or 3 seconds. The periodic amount is the amount per tick, not the total amount.
Firestride Mar 31st 2009 10:50PM
That is another valid reading of it, but then isn't that horrendous UNDERpowered for a 4-piece bonus?
Ben Mar 31st 2009 11:33PM
What if it means that it does an extra tick at the start of the duration, as soon as it lands? Not game breaking, but a nice bonus, keeping in line with the rest of the 4-piece bonus'.
Jack Mar 31st 2009 11:46PM
I'm personally a fan of this bonus: An instant-cast, no cooldown heal is not to be sneezed at. And it makes a speedy rejuv-swiftmend to heal up a damaged raid member even better.
Firestride Mar 31st 2009 11:59PM
Luke, and those of you who repeated what he said, I'm warming up to your idea. Rejuvenation doesn't tick as many times as I thought (only 5), so adding an extra tick is a 20% bump. An extra, instant 20% of your Rejuv spell does sound like a pretty decent 4-piece bonus.
Not sure how the math works out exactly with Nature's Splendor, but I imagine it doesn't make a big difference.
Jhestor Apr 1st 2009 7:10AM
I don't think it's that lousy, since my rejuvenate ticks for about 2k. Getting it to hit for an instant 2k upon cast will be extremely helpful.
Shamad Mar 31st 2009 10:43PM
Correction:
While armor technically is DR, the effect of armor is NOT DR. The armor nerf infact hits far harder on those with the better gears since we see a larger increase in damage taken at our content level.
insertname Mar 31st 2009 10:49PM
the way I read the Rejuv bonus, is that it will add one tick at the very beginning of the cast. (currently the first tick for Rejuv is after 3 seconds)
Avinoch Mar 31st 2009 10:56PM
If you're going to mention the parry enchant, you may as well also mention the heals from bleeds one. This looks like it could be more than decent for bear tanks who use lacerate as part of their rotation.
http://ptr.wowhead.com/?item=46098
jam Mar 31st 2009 11:17PM
That enchant is pretty darn horrible. As sad as it is lvl 70 enchant Mongoose (among others) still beats it by a mile.
Bears better get an enchant that's equally awesome to Blade Ward, otherwise I'm ready to believe soon that someone at Blizzard *really* hates ferals and doesn't want bears to tank.
Evandrial Mar 31st 2009 11:43PM
my poor, poor lifebloom :(
Reygle Apr 1st 2009 12:04AM
Needs info on the new Savage roar, reasons why rake was taken out of primal gore, and maybe even what ferals are going to have to do to adjust their pve rotations?
Still feeling like noone at wowinsider really cares much for feral.