Shifting Perspectives: Letting go of DOT-based AOE

Firelands comes and goes, boss strategies are created and refined -- and with each passing encounter, players come up with different ways in which they can push the mold. What may be true for one raiding tier can quickly become the wrong way of doing things in the next, without any changes or direction from Blizzard. While we can sometimes point to spell scaling as the root cause of these alterations, often it is the changes within the design of the encounters that actually force players to adapt in ways that go against conventional wisdom.
In the past raiding tier, using DOTs as our AOE has been the one and only method to perform. Our more traditional AOE was mocked due to the constraints that were placed upon it. That has not changed in the least; what has changed, however, in AOE in general. Throughout the first raiding tier and even into Firelands, Blizzard has made changes to the mobs that we AOE and the strength of other classes' AOE abilities, all of which impacts the way we perform. This week, we take a look at the new face of balance AOE.
Are we seriously talking Hurricane?
Perhaps the biggest news since our last article was the downing of heroic Ragnaros. It was quite a monumental achievement for those involved, and whatever your feelings are on the raiding tier or the raiding group, I at least offer them a hearty congratulations. Originally, DREAM Paragon did not want to release their kill video, which only makes logical sense, but a few days ago, that silence was finally broken.
Why bring this up? If you have not yet watched the video, then I suggest you go do so. It includes my favorite balance druid, Lappe, in action. (Okay, my second favorite balance druid.) Many of Paragon's videos actually show Lappe's point of view, and by watching him, you can glean a lot of the tricks and hoops balance druids jump through in order to deal chart-topping DPS. In the case of this Ragnaros encounter, you'll see Lappe breaking what is perhaps one of the largest moonkin no-no's of our time: casting Hurricane.
Hurricane has been shunned by balance druids for the majority of this expansion. While there are a few rare cases when it could be beneficial in order to game the system to take advantage of Hurricane, that ability has since been removed and that puts a huge dent in the viability of the spell. The other use that Hurricane has seen is as a slow, yet with Fungal Growth, Wild Mushrooms can slow just as well and cover a much larger area.
Why, then, use Hurricane? Has the spell been buffed in some way to finally make it viable? Is there some crazy, super-secret technique that only Lappe knows to make Hurricane worth using? Short answer: no.
When to make the switch
Using DOTs as a form of AOE has always relied upon a single principle -- that the DOTs would last long enough on each mob in order for their damage to actually play out. Unlike other forms of AOE, the damage isn't done up front; rather, it trickles out. DOTs work for AOE purely because the AOE requirements of past tiers were so high and so few specs were able to contribute at the same level. You could easily have several DOTs tick completely out before a wave of adds died. This significantly increased the power of our multi-DOTing capabilities, making us seem like vast AOE powerhouses. While true, that principle held faintly onto the best scaling mechanic in the game: time.
Many specs are now far more powerful in terms of AOE than when this expansion started. Furthermore, the adds in the Firelands have proportionately less health than those in the prior raiding tier. Combined, these facts leads to the situation we find ourselves in now, in which Hurricane can be worth casting.
Notice in the Ragnaros video that each add wave only lasts around 6 seconds tops. In that time frame, you could get out maybe five Sunfires on different targets, and they would tick only a handful of times. While Sunfire would certainly tick harder than Hurricane does, the numbers just aren't there. The adds don't live long enough for the DOT to do it's job; thus, our old friend makes a reappearance. During any time that an add group is going to last for less than a single Hurricane channel, then it is far better to cast Hurricane than to go through the normal DOTing routine.
The unfortunate side of things is that you won't really have much of a way of knowing this until you've seen the encounter itself. Ragnaros phase 2 adds have relatively low health, so Hurricane works; the same is also true of Beth'tilac's Spiderlings. On Lord Rhyolith, it depends a little bit more on your raid composition. If your group doesn't get the adds on Rhyolith down within a short time frame, then DOTing would be the better choice; however, if you have really strong AOE, then you'd want to Hurricane instead. It's all a matter of what fits your raid group.
Matters of damage
Unfortunately, damage was only a fraction of the issues that surrounded Hurricane. The primary concern that should bother every balance druid is that our entire AOE abilities rely on being in Solar Eclipse. It's an old, tired battle, but this really is one that we cannot let up on. Our entire ability to contribute meaningful DPS in any AOE situation hinges upon being in Solar.
Again, refer back to Lappe on the Ragnaros kill. You see him casting Starfire in Solar for a good 15 or so seconds because there's an add phase coming up, and not being in Solar means he contributes far less damage than he would in Solar. That easily makes the difference between killing the adds in time or having them destroy the raid.
Why Blizzard has allowed this obvious and crippling flaw to go on for so long is frankly baffling to me. While it is easy to make the case for player skill or that not every ability should be balanced in every situation, this is an entirely different animal. The entire philosophy of casting the wrong spell in order to delay Eclipse for a specific portion of an encounter is senseless, and it goes against the entire design philosophy for both balance druids and the game as a whole.
How powerful and necessary this tactic is becomes clear when you look at any parsing data. A balance druid can literally give up thousands of DPS for an extended length of time, dealing less damage than any other DPSer in the raid, yet still bounce back to crush everyone within a small window of time. Solar AOE is untouchably powerful. I would gladly trade a portion of that power if it meant that I was actually capable of AOEing at any part of my rotation.
Matters of mana
The other major concern with Hurricane is one of mana. Hurricane is the most expensive AOE spell in the game. No other caster has to spend as much mana as we do in order to use our intended AOE ability, and how much of a hindrance that can be was evident rather quickly. Initially, it was rather difficult for any balance druid to use Hurricane as an AOE ability even as intended because we simply couldn't support the mana cost.
To be fair, a portion of that is our own fault. Blizzard's intention was clear from the beginning of beta: Innervate was not to be a raid utility, and balance druids would have to Innervate themselves. We scoffed at Blizzard for believing that it could create such a system, and rightfully so, yet Hurricane was one of those limiting factors. Still, we found a way to ignore the mana constraints and deal higher levels of damage.
Gear, however, was always the real limiting factor. Balance druids are somewhat remarkable in that our standard form of mana regeneration scales with our mana pool. The more mana we have, the more we regenerate, meaning that as we progress within the expansion, any prior mana concerns eventually evaporate. Yet we have now reached a point at which both of those goals have been reached.
Innervate is no longer a raid utility tool, as the mana that it refunds to targets who are not the casting druid is rather pitiful. Furthermore, gear has advanced in such a way that we're rapidly reaching the point that Eclipse transitions will become mana-positive (meaning that we actually gain more mana than we expend to reach each Eclipse state). Now that balance druids are free to Innervate themselves, we have the spare talent points to pick up Dreamstate, and Euphoria is worth more than it was previously, the mana cost of Hurricane is becoming trivial.
That isn't a real solution, though. Not every balance druid runs around in the latest, greatest raiding purples. Also, gear will eventually reset; come around to the next expansion, and (barring any changes) we'll be right back where we started again. Hurricane will be far too expensive, and we simply won't be able to afford it any more. Blizzard needs to stop being content with the fact that things are somewhat functional in the now and actually look toward the future, for a change. Fix the problems now, before they end up breaking a class, not once the class becomes broken.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 1)
Como Jul 29th 2011 3:20PM
I don't think it's an issue. As you said before, to get max returns on mushrooms planning must be done, but it's not like your dps is bad w/o it. I haven't played balance since early wotlk and I'm just relearning the rotation and I can do more aoe dps then most classes (and I'm in healing gear, which in my case is mostly optimized but not optimized like our pure dps classes).
I mean if there is a better way to go about it fine but I'm all for squeezing out extra dps by doing something that is not normal, that's what separate the good players from the ones who just read cookie cut build 2 with it's rotation.
Tyson Jul 29th 2011 3:28PM
Awesome article! small typo: " what has changed, however, in AOE in general. " probably should be what has changed, however, IS AOE in general?
Ves Jul 29th 2011 3:34PM
WTB "Your damaging spells other than Wrath and Starfire now deal Spellstorm damage" talent.
Mark Jul 29th 2011 4:00PM
The only thing I don't understand about Moonkin AOE is why it needs to be so much work. Literally, it seems like a good way to get a repetitive stress injury. To do competitive AOE damage, you've to place mushrooms, which is the most awkward spell I've ever tried to use, hands down.
And then at the other end of the scale, when I switch to cat spec, I can do perfectly adequate damage by just pushing one button (Swipe) every time it lights up. If I decide to push two buttons (Berserk and Swipe) I easily do more AOE damage than anyone else in my raid. The only "challenge" is making sure I don't pull threat and get killed.
I'm not arguing to homogenize the playstyle of every class, but I just don't get why Moonkin AoE needs to be so painful, when Cat AoE is so simple.
Como Jul 29th 2011 4:08PM
First, it's 4 buttons every 10 seconds, it's not more repetitive then a rogue or a lot of other classes. How is it an awkward spell, there are plenty of aoe dps spells that must be cast, maybe not 3 times be we don't rotate dots as much as them (which I agrue is much more difficult).
Mark Jul 29th 2011 4:15PM
@ Como: I find it physically awkward. I have to position a targeting reticule three times in 4.5 seconds, which seems silly. I'm sure that it's just that I'm not that great a player, but I dread having to do it. There's no room for error, and it makes movement during AoE much more difficult, at least for me. Also, if -- god forbid -- the tank needs to move out of a ground effect or reposition, those mushrooms are lost.
I don't claim to be particularly skilled. I just don't understand why the skill floor needs to be so high for Moonkin AoE when it's so low for other AoE. Or why chain casting a ground targeted effect is fine for Frost Mages, but wasn't ok for Moonkin. I liked Hurricane.
Snuzzle Jul 29th 2011 4:19PM
Because every mushroom must be placed carefully so that they overlap and are all in rage of each of the mobs in the pack, or else you blew it. Because they have to be placed one by one and then exploded and hope the pack's not dead or moved by then.
In contrast:
-Shadow priests can multi-dot or just spam a single button (Mind Sear). Mind Sear even damages the targetted mob now.
-Frost mages put down their single Blizzard reticule and spam it.
-Arcane mages can spam a single button (Arcane Explosion).
-Fire mages can spam their two targeting reticule spells (Blast Wave and Flamestrike) plus play the multi-dot Living Bomb game on smaller packs.
-Ele shamans... okay yeah Earthquake sucks, sorry guys.
My point is, for optimum AOE DPS, mushrooms is the most awkward spell of all the caster classes, save maybe ele shammies with theirs being tied to Flame Shock and Fire Nova. Why must this be?
Lishalacey Jul 29th 2011 5:51PM
The biggest problem I have with Wild Mushroom is waiting for the little seed animation to float down and actually trigger a mushroom. The timing for detonation is so awkward.
I would rather it be an instant cast with an added global cooldown and actually see a mushroom pop up immediately where I place it. Then I wouldn't have to worry about missing a mushroom when I trigger the detonation.
Darkfriend337 Jul 29th 2011 4:12PM
"The entire philosophy of casting the wrong spell in order to delay Eclipse for a specific portion of an encounter is senseless, and it goes against the entire design philosophy for both balance druids and the game as a whole."
This may be true in theory, but in essence is rather untrue. Many, dare I say most classes have to forgo their perfect rotation in order to prepare for a certain phase or time in a raid encounter. As a warrior, back when we were in T11, instead of using damage CDs on cooldown, I had to save them for the 2x damage phase on Magmaw's head. This isn't optimal, but its better then using them on CD, no matter the phase. Healers have to use 2 minute CDs every 3+ minutes, if needed for a certain phase, such as Fandral's flame sythe. And so on.
In a perfect world you would be correct, but as with many things, there is no real way to do this without either buffing other classes, or nerfing boomkins in some other way.
Snuzzle Jul 29th 2011 4:22PM
There's a difference between saving cooldowns for certain phases and just plain playing your class "wrong" for a certain amount of time because you need to save Eclipse for AOE phases.
It would be more akin to going back to Vanilla when warriors all saved up full rage bars and did nothing but spam Execute during the last percentages of a boss's life. Even that's not close though.
Moonkins are supposed to wane and wax through Eclipse states naturally during a fight. Having to hoarde your Eclipse by casting the wrong spell because your AOE damage will be poop if you don't is poor design.
Tyler Caraway Jul 29th 2011 5:31PM
Saving a CD for a burn phase is totally different from not following the Eclipse bar. A better parallel for the warrior would be that, for 15 seconds, you spend 0 Rage in order to conserve all of that Rage for a single portion of the encounter. You don't merely do this because it increases your DPS for that particularly part of the encounter, but rather that it skyrockets your DPS so much that even after doing literally nothing for 15 seconds, you are still the top DPS.
A balance druid spamming Starfire in a Solar Eclipse is only barely out-DPSing tanks, and if it's a phenominal tank like Ressi then you aren't even doing that. Yet because Solar Eclipse is that much more powerful for out AOE, we can blow every other class out of the water in terms of damage.
Watch DREAM Paragon's kill of Rag and you'll see it rather clearly. Going into phase 2, Lappe is around 4 - 5 on their damage chart. Just before the adds come out, he drops down to around 9 - 10, then right after the first wave of adds, he's up to 1.
It's highly counter-intuitive how our rotation actually works out, or how a vast majority of our spells work with the Eclipse mechanic.
Narkondas Jul 29th 2011 7:28PM
Being forced to stay in one end of the eclipse bar for extended periods of time is like asking a hunter to melee or a rogue to continuously use his thrown weapon...
Stilhelm Jul 30th 2011 9:04PM
I doubt the damage drops to the level of hunter melee or rogue ranged dmg. As a hunter, if I'm going to do AoE I may change my rotation some, adding steady/cobra shots (depending on spec) so make sure I'm full on focus to support the AoE. It depends on what is more important at the time. If getting adds down quick is vital, then I'd cast extra steady/cobra shots and possibly delay my signature shot in order to have the focus to burst down the adds. Admittedly, I wouldn't need to do that for 15 seconds.
However, I may need to be in melee range on Baleroc when soaking a badly-placed shard, and if I have to, I do, regardless of the fact that for the next 10 seconds I can only hit raptor strike or drop a trap.
With moonkin, if he casted wrath a few times, would starfire not move the eclipse bar back to the solar end? Or does it have to travel from one end to the other?
babywhiz Jul 29th 2011 4:46PM
I would be happy in ZA/ZG to burst the mushroom and NOT pull off the tank.
ikkewow Jul 29th 2011 5:27PM
FIX THE DAMN DAMAGE PLOX
P.S. CAPS FTW
razorwire_jago Jul 29th 2011 6:12PM
Actually, Arcane mages don't just spam AE for their AOE. You have to AB to a 4 stack, then AE 3-4 times, recasting AB to keep the stack up. And Fire mages can't spam BW, it's on a CD... And spamming flamestrike is just bad, both for your mana and dps. But agreed, Earthquake sucks.
Eatz Jul 29th 2011 6:46PM
Just a throwing an idea out there. How feasible would it be to have the lunar showers talent make hurricane do arcane damage in the moon phase as a way to ease the bar watching? Maybe it could be baked into the sunfire talent instead, It would still be problem out of phase but would add a bit more wiggle room is my thinking.
Tyllis Jul 30th 2011 7:24PM
I'm really disappointed with the new emphasis on quick-burst AoE. Channel and spam AoE is boring.
It also has the rather humorous effect of makin Fire Mages rather useless at AoE. Actually, as a main mage (druid alt), I find this more depressing that humorous.