Shifting Perspectives: Eclipse, AOE, and energy gains

Last week, we talked about the oncoming change to the talent system and what the previewed talents mean for balance druids. Understanding that everything we see now is very much in the pre-alpha stages and bound to change, talents are still but one aspect of the class that is going to need to see some changes in the next expansion. As we all know by now, Eclipse too needs to change. I'm sure that this is one topic that people are about tired of talking or hearing about, but it's simply unavoidable. Eclipse is the core of our DPS; it is everything to us. If it fails, we fail, pure and simple.
Unlike the past, we won't particularly be discussing the same old boring flaws that we have with Eclipse today. Many of those are known factors, and we already know that Blizzard is looking at addressing them. Instead, we'll be discussing some of the things that balance druids have known for a long time that Blizzard has not, as of yet, mentioned. We'll also be looking into the way in which the system does need to change in order to survive into the next expansion.
Talents and Eclipse
On Wednesday, druid blogger Lissanna asked me a rather interesting question on Twitter. She asked whether I thought that with the addition of an arcane version of Hurricane, more (if not all) of our spells should generate Eclipse energy. This question holds some merit, particularly because it is something that we saw Blizzard attempt to enforce with the change to Lunar Shower. Now that traditional talents are out the window, utility talents such as Lunar Shower might potentially be forced onto us.
All of the talents that we know of now cannot simply disappear. Many of them are far too important to the spec's ability to sustain DPS in order for this to work. While there is some leeway with things such as Starlight Wrath -- although it would hurt to lose it -- other talents such as Euphoria cannot be written off so easily. Balance druids need a way to sustain their mana regeneration; without that talent, we simply have nothing. Baking Euphoria or Dreamstate into our specializations or giving them to us as passive skills at certain levels, as was shown with Titan's Grip and Single Minded Fury for warriors, is certainly the logical step that Blizzard would take with similar, spec-dependent talents.
One thing that is currently lacking from balance druids is the ability to deal any form of damage while moving. Mages and warlocks both have movement DPS talents. Shaman, so far as we know, still have their glyph to allow Lightning Bolt to be cast while moving. Balance has nothing right now. This could mean that Lunar Shower or some other new form of movement DPS is baked into our standard ability list. Given than most druids don't take the talent as it stands now, this could be problematic.
Why Elipse generation doesn't work
There's a good reason why skipping the current Lunar Shower is so prevalent within the community. While it can be a great talent in an extremely high-movement situation, forcing Moonfire to generate Eclipse energy when we don't always want it to holds many negative aspects. In many situations where you want to cast Moonfire multiple times, it would result in a DPS loss for it to move our Eclipse meter -- I am, of course, speaking of AOE rotations.
Our current AOE format is a mixture of Wild Mushrooms, with DOTs being used between the cooldown. Right now, leaving a Solar Eclipse would result in our AOE abilities being horridly crippled. In Solar, we have some of the best (if not the best) AOE in the game; outside of Eclipse, we have some of the worst AOE in the game. Recognizing this flaw, Blizzard has already promised that we'll be seeing an increase to our ability to AOE in Lunar -- yet that is only half the battle.
Any damage that we deal outside of Eclipse, right now, is peanuts compared to what we can do inside of it. The problem has grown so bad that we actively avoid using Moonfire to overwrite Sunfire in many situations because it would result in a loss of DPS. This is something that needs to be fixed. Add in a Lunar AOE options will fix mask the problem, but it doesn't actually fix the underlying issue. Eclipse is simply too large of a damage contribution.
Problems with AOE abilities
Should more of our abilities generate Eclipse energy? The short answer: no. In the most ideal situation, yes, it would be wonderful for all of our abilities that benefit from Eclipse to move the bar in some manner or another, but this just doesn't work in a practical setting. To start, this would fix the issue that we currently have where players game Eclipse. All it would do is change the way in which the game is played.
Say, for example, that Hurricane now generates 20 Eclipse energy every time that you use it. When an AOE phase is coming up, you would clearly want to be inside of either Eclipse proc in order to get the highest amount of AOE damage; therefore, instead of doing what we do now and off-cast at the end of an Eclipse proc, you would merely never leave the start of an Eclipse proc. Should you accidentally leave Eclipse, standing around and casting an unEclipsed Hurricane would be a waste of time. Instead, you would merely spam Hurricane over and over again until you push yourself to the next Eclipse proc, and then properly AOE. That would be a horrible system.
Further, allowing our AOE to generate Eclipse energy would cause another form of abuse: gaining Eclipse outside of combat. We already have something of an issue with this now where players will abuse the presence of critters in order to build Eclipse prior to a boss fight, a situation which Blizzard is none too thrilled with. Neither Hurricane nor Wild Mushroom require targets in order to use, so it could be possible to generate Eclipse without having to actively be in combat.
It could be possible that Blizzard would implement a system where these abilities have to deal damage to a target in order to generate energy, but since each of them hits multiple targets, it would be rather awkward. To keep things simple, our standard AOE abilities cannot generate Eclipse energy.
What needs to change
How we generate Eclipse is certainly a part of the process that needs to be looked at. Both Blizzard and the players certainly aren't happy with the current system. The flaw, however, is that any changes would upset the delicate balance that we have achieved. While it might be possible to work in Eclipse generation with out DOTs, traditional AOE is certainly out of the question. That's all right, though, and probably for the best.
AOE, however, is only a portion of the problem and really only works to show the great issue at play. Our damage outside of Eclipse is simply too weak -- or you could say that Eclipse is too strong. I've been saying this ever since Cataclysm beta; now, finally, much of the community is starting to come around. Hopefully, this time, Blizzard will realize the mistake and work to fix this problem before it grows out of hand in the next expansion.
Filed under: Druid, (Druid) Shifting Perspectives
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Reader Comments (Page 2 of 2)
Drogar Nov 5th 2011 4:04AM
These columns have been such a downer lately. When the new talents were announced I got up and did a happy dance after reading each one because they sounded so awesome, especially compared to some classes (cough, mage) whose new abilities are just rehashes of what they already have. Then I read shifting perspectives and realized I am supposed to be mad because not every talent is perfect for every situation. Are we really supposed to be angry about that?
Now we are back to bemoaning eclipse (again)? Do you remember trying to deal with eclipse on Gluth? Or Auriaya? That sucked. Eclipse today is fun, it is controllable like never before, and we chickens are putting out better damage than we have ever seen.
Sure, mushroom targeting is kind of clumsy and we could really use a new skin, but isn't anyone else enjoying this class besides me? Where is the fun?! Moar fun please!
Tyler Caraway Nov 6th 2011 11:34AM
Do you have fun playing a balance druid?
Yes?
Then my high brow theory of what happens behind the scenes if irrelevant. In striving to reach perfection, things have to be broken along the way. It only seems bad because I can see the flaws that most would overlook. People play this game to have fun, and that's all they need to do. Me? I play for fun, but I theorize on how to build the perfect game, the perfect spec; and perfection is impossible. :P
Ave_tous Nov 5th 2011 7:20AM
What find very annoying is that eclipse is an all or nothing system. You either have an eclipse or you do not. Why can it not be an cradual in- and decrease? Smearing out the burst of both eclipses and getting rid of the "my pet does more damage" fase.
The sun and moon do not just pop up all of the sudden do they? They cradually go up and down and sometimes ya can see even both of em..
Shepherd57 Nov 5th 2011 7:56AM
I think we need to remove the raid wide buff from moonkin aura, have a glyph that lets you see your armor. then buff all our nukes to current eclipsed levels of damage. Our ability then generate either lunar or solar energy, but we can gain both with out effect either energy side. So cast wrath get 5 lunar, cast starfire get 5 solar and you have 5 lunar and 5 solar points. Accumulate energy until 100 then hit eclipse cooldown which activates our eclipse mechanic. There should be a internal cooldown like lunar eclipse removes cooldown on solar eclipse and vise versa. What eclipse does should be different. Lunar eclipse should increase casting time and reset the cooldown on Starfall. Solar eclipse should allow us to cast wrath on the move, moonfire->sunfire, increase movement speed, maybe boost damage of nature spells. Each eclipse state should last maybe 12-15 seconds and it should take about 1minute to generate an eclipse. If you have both 100 lunar and 100 solar eclipse when you activate your eclipse cooldown then the first energy bar that was full should be activated and place a 10 second cooldown on the eclipse activating ability. Hope that made sense...it does in my head.
goldeneye Nov 5th 2011 8:46AM
Suggestion:
- Every spell generates lunar or solar power (instead of only a couple of spells now)
Hurricane = Solar
Hurriarcane = Lunar
- The bar is:
100 lunar ----- 0 ----- 100 solar
- It is always showing, with a big arrow, where you're supposed to go (solar or lunar)
- If >0 lunar we are in lunar eclipse, if >0 solar we are in solar eclipse: We are ALWAYS in either lunar or solar eclipse (expect perhaps at exactly 0, but that's not a big deal)
- So, say you start at 0, the arrow points solar, so you cast a solar spell (like Wrath or Hurricane)
- At the 100 mark in solar Euphoria procs and Wrath and all solar spells start to generate negative solar energy, we start dropping back to 0.
- Only at 0 we lose the solar bonus and gain the lunar bonus
- So we switch to lunar spells (like Starfire)
- At 100 lunar, Euphoria procs again and lunar spells generate negative lunar energy again.
- Starsurge can still generate positive/negative lunar OR solar energy, depending on the current energy state and where the arrow is pointing. So can other damage spells that only have one variant (Wild Mushroom?).
Consequently:
- You STILL want to transition back and forth on your energy bar. Because only casting Wrath will eventually leave you in the lunar bonus phase casting solar spells.
- The Eclipse Mastery can be toned down since the bonus is always active.
- The "double energy when in lunar/solar" effect of Euphoria can be changed to something else, since you'll effectively ALWAYS be in lunar or solar. Best it's not a timed buff though. Perhaps "whenever you are over 80 solar energy your solar spells generate double solar power, whenever over 80 lunar your lunar spells generate double lunar power".
Ideas? Suggestions? Feedback?
goldeneye Nov 6th 2011 4:25AM
Nobody? You know how that took to think of and type? :-p
apharrington Nov 5th 2011 8:51PM
Uhhhh, the second picture he's like, flipping us off and stuff. Hehe heh heh...
boomforlife Nov 9th 2011 1:28PM
I don't see why so many are against the rotation. In 378 gear, you can maintain about 80% or better Nature's Grace uptime on single target. Every time you hit eclipse, NG resets. Have you cast starfall during Lunar eclipse when DMC volcano is active? It's pretty nice dps. Keeping haste up allows you to fly back and forth between eclipse's, allowing you to get the most benefit out of all spells, instead of just the solar ones. I'll admit though, you hit a snag and it goes downhill fast. Starfire is so slow when not haste buffed. In my opinion, movement is the #1 killer to Boomkin DPS. I can do 22k all day, on a single target, if I don't have to move. Multiple targets just makes it even better. As soon as I start moving, dps drops to the 15k range.
Too bad a druid couldn't be a creature combination, a chicken/cat/bear/person type of thing. I'm picturing a Centaur type of creature. Just do away with the shifting, or remove the global cooldown if they insist on shifting. Then it wouldn't be so clunky using cat movement spells, or bear stuns, or person heals along with our chicken range dps.