Starfall and Nature's Grasp PTR changes

Yesterday was a very good day to be a balance druid in the World of Warcraft. While things seemed a bit rocky at the start of the PTR, the most recent build held two changes that are certainly going to benefit all of our feathery friends out there. The first of these changes was an increase in the damage and scaling of Starfall, the second was a change to the way in which Nature's Grasp functions.
To start with Starfall, the updated patch notes do not tell the entire story of this change. In order to clarify things, Ghostcrawler made a few statements on the Damage Dealing forums about it. Although there have been several posts on the matter, the most important was this:
The Starfall change is difficult to patch note because of the nature of the spell, but I'll share the numbers so that the theorycrafters among you can plug them in. It's a significant boost to the spell's damage.
Initially, we had designed the spell to be more AE focused, but that hasn't been super useful for a class that also has Hurricane. Rather than adding another nuke we thought it made more sense to make the 51 pointer something that really delivers on damage. Yes it can be countered. PvP is designed with the intent that things can be countered.
Main shot
Base points 432 -> 562
Coefficient 0.21 -> 0.37
Splash damage
Base points 77 -> 100
Coefficient 0.12 -> 0.13 .
Initially, we had designed the spell to be more AE focused, but that hasn't been super useful for a class that also has Hurricane. Rather than adding another nuke we thought it made more sense to make the 51 pointer something that really delivers on damage. Yes it can be countered. PvP is designed with the intent that things can be countered.
Main shot
Base points 432 -> 562
Coefficient 0.21 -> 0.37
Splash damage
Base points 77 -> 100
Coefficient 0.12 -> 0.13 .
For some people, this change is a bit of a mixed bag. There is a lot of rumbling that Starfall is not a good choice in order to up balance's burst PvP damage. To a point, that crowd is correct. Starfall is not directly burst damage in the sense that Lava Burst or Conflagrate are, but it is one of the few burst capabilities that a balance druid holds. Starfall does deal a significant amount of damage, even in a PvP environment, however that damage is spread out over 10 seconds. That being said, it can also be used in conjunction with other abilities such as Force of Nature, an Eclipse proc, or even just free casting. All of that combined holds a very high damage potential. While the ability for Starfall to hit two targets for the full amount of damage is often brushed off by most Arena players, it should not be so easily ignored. Starfall can easily amount to around 10,000 damage to a single target, if the secondary target is not passively healed, it sets them up for an easy switch. Couple Starfall with the damage out-put of a well timed Lava Burst or some rolling shadow priest DoTs, especially during a Heroism, and you are putting out some very heavy damage. Balance druids may not have their own instant-15,000 damage i-win button, but they are very, very good at assisting other players in setting up their burst and being that tasty icing on the cake. It's a role we play exceptionally well at in Arena PvP, and this buff does actually help in that situation.
It took some time, but just this morning Ghostcrawler gave us what should be some solid numbers on how this change effects Starfall's damage. Originally, he quoted the current coefficient at 21%, while we understand it to be 4.8%. It was just a minor disconnect, but since it was so grossly different, it left us unable to calculate how this changes Starfall's damage. Now Ghostcrawler is showing that the coefficient will be 37% per star. This is a very major buff. Just to toss out some numbers, say you have 3,000 spell power, which is about normal for PvP and low for PvE:
Old:
(456 + 4.6% * 3000)*1.04(MSS)*1.06
New:
(608 + 37% * 3000) * 1.04(MSS)*1.06(E%M Personal) = 1,726.3584 per star
As I said, that is a very major change. With a maximum of ten stars per target, that is going from 6,548 damage to a single target to 17,263 damage to a single target. Considering that Starfall can hit two targets for maximum damage, the total damage of Starfall would be around 34,526. Even split perfectly 3 ways, that is a lot of damage going out, especially when you consider that you can still cast additional spells while Starfall is active.
The second change is a bit more...interesting. Nature's Grasp has been changed to now have three charges per cast, with a short internal cooldown between procs. Being the blessed creatures that we are, Ghostcrawler also spoke on this topic, saying this:
Nature's Grasp is a self buff that causes things that hit you to become rooted. That effect now has 3 charges. There is a small internal cooldown in between roots to keep say a rogue who hits you twice very quickly from wasting two charges. In your example, both the DK and pet should get rooted. If the DK breaks the roots and gets on you again, they will get rooted again (subject to the 45 sec duration).
The intent of this spell was to be a defensive tool for druids. Since it hasn't quite kept up, we wanted to try to get it to be more useful (i.e. do its job) rather than come up with an entirely new mechanic.
The intent of this spell was to be a defensive tool for druids. Since it hasn't quite kept up, we wanted to try to get it to be more useful (i.e. do its job) rather than come up with an entirely new mechanic.
This change is very interesting, and, if I may say so, very awesome. There is still some testing to be done of the full extent of the new mechanic - such as how it shares diminishing returns with Entangling Roots (though the running assumption is that it shares a full DR) and if Nature's Grasp procs will cancel out casted Entangling Roots or even break upon casting Entangling Roots. All that considered, this should go a nice ways in helping balance druids escape from melee. Although Entangling Roots has not been taken kindly to due to the numerous issues that players have had with the spell, at least this change makes Nature's Grasp useful during those times where it procs only to have the druid instantly stunned into place.
Will these be the changes that push balance druids into the mainstream of Arena PvP? Doubtful, but they are most certainly a nice step in the right direction. Balance has always been a more difficult PvP spec to play successful as, but Blizzard knows we are out there, and they are going to be making the changes we need to become more welcomed in PvP. It may not happen this patch, but the day is coming.






Reader Comments (Page 1 of 3)
Spriesty Feb 25th 2010 4:11PM
Yes because every class wants their '51 pointer to be something that really delivers on damage'. Ya' know...like instead of a turning into a ball of purple nothing?
/sigh
Wild Colors Feb 25th 2010 4:18PM
To be fair, our 51-point talent dealt 6.5k damage to target over 10 seconds and was on a 90 second cooldown. That's pretty weak. I think the buff is fairly well deserved. It also will (if the numbers don't drop too much from the PTR) finally allow us to switch out Glyph of Insect Swarm for Glyph of Starfall. Unglyphed Insect Swarm provides a relatively rare debuff (-3% hit) to mobs and bosses that we generally haven't been bothering to deliver so far in Wrath.
SpaceGoatPriest Feb 25th 2010 4:21PM
As a fellow spriest, moving evocation does not count as 'delivering on damage'.
(sorry for going along with the "thread jack", but that stood out to me too)
Hangk Feb 25th 2010 4:54PM
Yay, dispersion!
"Ok guys, I am killing the shadow priest"
"Ok guys, I am killing the shadow priest, who is a fluffy purple cloud"
"Ok guys, I killed the shadow priest, who's next"
Matthew Feb 25th 2010 6:49PM
Well hey - boomkins are the dps caster class of druidica. I mean, a shadow priest is - oh never mind.
At least you can mount as a shadow priest and change forms while eating and such. No, its not a trade off but it's cool.
I think moonkin mounts should grow feathers.
anthony Feb 25th 2010 4:20PM
I think the Nature's Grasp change just pushed Balance druids completely out of arenas and we'll see a large increase in resto druids. The mobility of resto druids is insane in arenas and are already impossible to kill. Buffing them to ensure they ALWAYS get away from their attacker is overboard. I see a nerf to this ability before the patch goes live.
Kaphik Feb 25th 2010 5:58PM
My mind is a bit fuzzy here, but do Resto druids really need yet another defensive option?
Matthew Feb 25th 2010 6:43PM
It will help vs a stun lock situation.
anthony Feb 25th 2010 6:52PM
roots don't matter in a stunlock situation. dps isn't pushed back or anything.
Hangk Feb 25th 2010 7:18PM
THIS. If Blizzard has to buff Nature's Grasp, do it as a high-level Balance talent. Trees do not need to be any harder to kill than they already are.
Kondin Feb 25th 2010 4:26PM
I'm happy about the nature's grasp from a Resto PVE perspective.
Moonkinmaniac Feb 25th 2010 4:27PM
Sigh I'd prefer some survivability in bg's as boomkin. Be nice to have a real good fight again, but looks like I'll be pvping as restro for now.
Royal Feb 25th 2010 4:49PM
This is a welcome change (talking about starfall) since this helps a lot with casting on the go. Moonkin dps is not bad at all but only when he can stand still. Starfall glyphed will certain give a boost to damage the heavy movement fights where we rarely can stand still for our lunar procs.
Hangk Feb 25th 2010 4:51PM
Oh good lord. This doesn't help Boomkins much. If you play a melee class, there is a button somewhere on your keyboard which will make you immune to Nature's Grasp for 4-6 seconds, and in that length of time you can wring the average space chicken's neck. Resto druids, on the other hand, will still be alive after your Stupid Melee Trick wears off, and can then run away from you and laugh*, times three. As if resto druids weren't immortal already...
* I'd say "run away and laugh while healing themselves to full", but resto druids are always at full health already. Stupid trees....
Tyler Caraway Feb 25th 2010 6:17PM
Being able to root two - three targets at the same time is certainly a step in the right direction. Nature's Grasp, and Entangling Roots for that matter, isn't perfect and it does have a lot of crippling flaws, but it isn't impossible to work with either.
The change -does- help against melee. A balance druid getting stunned only to waste their single charge of Nature's Grasp happens all too often. At least this way, we have something of a chance to try and escape instead of 0 chance.
Hangk Feb 25th 2010 7:08PM
Speaking as someone who doesn't play a boomkin but frequently finds his little gnomish DK standing atop a dead one in the arena, your problem isn't that Nature's Grasp sucks. Your problem is that you are too easy to kill. Warlocks can bubble or teleport, mages have a number of ways to deal with melee beatdown, priests can shield themselves and fear and pull other tricks depending on their spec. But boomkin have no defensive moves that don't involve casting an interruptible spell. Which will of course get interrupted and then you will die while locked out of the Nature school.
Natures' Grasp doesn't need a buff -- Barkskin needs a buff. Preferably as a talent high up in the Balance tree so that bear tanks and Goddamned Trees (TM) don't become more OP than they are. (Why *are* you playing a boomkin again?)
BoomingEchoes Feb 25th 2010 4:54PM
Why does it bother me that Ghostcrawler basically just said "We can't possibly explain it to you for some reason so let the math geeks do it for us"?
You know, a recent article on WoW.com stated that he does a good job with the community and that Blizzard has come a long way since the days where they used to tell us nothing till the patch came out.. This blue post makes that pat on the back completely moot and I think it furthers the point I've been pushing, since he started posting at all, that he's part of the reason people QQ so much on the forums in the first place.
If they can't figure out how to explain something so that every one can understand it, which seems to be a driving goal considering how they want everyone to be able to do everything, then they just need to either figure out a way to word it or just shut their trap and let the theorycrafters catch the change after it happens. Then they could comment on it and how it wasn't going to be easliy explained through patch notes so they let the community find it. God only knows how many things we've had to find that they never bother to put a note too in the past, things that were never intended to have been changed or broken, so I can't see why they can't just keep statements like this one off the forums.
So next we can expect to see another post from GC about how he wish people would lighten up about the things he says on the forums (he's done it at least once in the past few months) and how he's doing a service to mankind telling us these things at all.. What I can't believe he doesn't seem to even have the foresight to see that he directly makes most of the people cry the way they do and that having to stomach him doing it right back (or make overly sarcastic and unprofessional remarks) doesn't make it any better..
Oh well, I guess the circle of life goes on.
Tooay Feb 25th 2010 5:23PM
I think what Ghostcrawler means is that, due to the very nature of how Starfall works, it's very complicated to put down in simple number the exact damage increase. You can't just say "Starfall's damage increased by 20%" because of the number of targets and the splash damage.
You can argue that they could still take the time to explain it, and it's true that Ghostcrawler isn't always a paragon of perfect customer service. In the end though, you still have the lead system designer coming down directly to the player base to explain a lot to us. This is much, much more than what I've gotten from any other game I've played, and the player community would do well to remember that it's a great service they give us, and a privilege of sort.
lethian Feb 25th 2010 6:30PM
i agree tooay
Deos Mar 2nd 2010 10:23PM
"and the player community would do well to remember that it's a great service they give us, and a privilege of sort."
By letting us pay $15/mo. to play their game! Oh goody!!
What I don't understand is why the legitimately critical comments are down-voted. Bottom line, it doesn't matter whether they expose the patch notes to the community first or whether we have to wait for it to hit live:
1) Half of the content released has to be hotfixed,
2) There ARE hidden patch changes, meant to see if anyone notices nerfs,
3) All of the content is released per developer's discretion.
Unless the "community" comes together on something, silly changes that don't solve problems will continue to be released.
Bottom line, Starfall was not the solution to why Balance is underserviced in pvp. There are two problems affecting balance pvp.
1) Creating Distance
2) Controlling Burst
The reason that Moonkins can't gain any traction is a lack of kiting abilities except travel form. Where other classes (mage, warlock, shaman, priest) all have some way of delivering a slow or (in the case of warlock and priest) a gap-creation ability with a low cooldown (