Shifting Perspectives: The matter of Mists talents and abilities

Druids, friends, brothers and sisters, we need to have a right good talk. Earlier in the week, Blizzard released the ability list and talent calculator for every class and spec in the next expansion. As we all knew, there were many significant changes that were made in terms of what abilities each spec received and, in some cases, how these abilities worked. Oddly enough, this seemed to cause something of an uproar within the druid community over several choice changes. It's strange to me that a community preaching patience quickly froths at the mouth, but fret not, nothing is nearly as bad as it seems.
The changes are massive -- of that there is no doubt -- but at the core, everything that we've known is still there. The majority of the balance druid spec as it exists today is virtually intact; as far as changes could go, this is close to the best that we could have hoped for. There are still tweaks that should be made, but those shall come in time. For now, allow me assuage your fears.
The curse of Lunar Shower
Oh, Lunar Shower, Lunar Shower, what are we to do with you? First, there is a large amount of misinformation within the community about why it is that we currently do not take Lunar Shower. Make no mistake, we really don't want to have Lunar Shower as a base passive. It isn't that great of a talent, but the flaws are entirely different from what you might gather were you to go read half of what is being said on the forums.
To start with, Lunar Shower isn't a direct DPS loss. What's that? Oh, it's true. Lunar Shower is useful for what it was intended to do, that is, in a movement DPS situation. The problem that we have is that it is far more limiting than merely movement. Lunar Shower only works in periods of extended movement when you would actually build all the way up to three stacks, which would require at absolute minimum of 3 seconds (usually slightly more) in order to reach. Even with the Eclipse energy generation pushing you out of Eclipse, Lunar Shower is a DPS increase. In fact, the talent is invaluable for heroic Ragnaros.
However, in every other situation, it does not yield a DPS increase or can be a DPS decrease. The largest issue with Lunar Shower is how it interacts with our ability to AoE, which is to say that it utterly destroys it -- well, partially destroys it. You can still AoE just as effectively with Lunar Shower as without; you just have to game Eclipse a little bit differently. The other problem is that it doesn't work for short bouts of movement.
Need to only take a few steps to avoid a Lava Wave? Running out of Staghelm's Leap? Moonfire, and by extension Lunar Shower, isn't of use to you there. In periods of short movement when you don't have time to fully stack and utilize Lunar Shower, it can result in a loss of DPS or a neutral change in DPS.
It isn't the end of the world
The current implementation of Lunar Shower is a bad design. It needs to be tweaked. But it isn't the end of the world. It's a bad design purely because it doesn't function as it was intended to function, which is to say that it doesn't increase movement DPS in all situations, only some of them. The factor that it holds on our AoE is irrelevant. Either Hurricane is fixed to be a proper AoE ability in which case Lunar Shower holds no bearing on AoE, or we keep using Moonfire and merely stall Eclipse at the start of a proc instead of at any point. Either way, our AoE isn't going to be changed.
Ideally, Lunar Shower would be scrapped entirely for a real movement ability, but it isn't impossible to balance the talent out. That, however, is a different topic for another day.
On nukes and cast times
Another thing that people were actually slow to notice but quick to bandwagon on top of once it was discovered is the cast time changes for Wrath and Starfire (although it would be more accurate to say that we merely lost Starlight Wrath). Wrath actually has a base cast time of 2.5 seconds currently in game; we merely talent to take 0.5 seconds off of that. Starfire's base cast time is 3.5 seconds, again with 0.5 seconds taken away. The listed Wrath cast is the same 2.5 that we have today. Nothing has changed other than the loss of Starlight Wrath.
Starfire's cast time, however, was tweaked, brought down from 3.5 to 2.7, yet whether this is an actual change or merely a database error isn't really clear. 2.7 isn't a spell's usual cast time -- in fact, I don't think any spell has a base cast time that isn't a factor of 5 -- so it's highly unlikely that 2.7 is legitimately the new cast time for Starfire. I would count on Blizzard introducing Starlight Wrath back in some form or another, but it may also be toying with the idea of keeping Wrath at 2.5 and dropping Starfire down to that level. It would certainly be an interesting direction considering the concerns that Ghostcrawler noted last beta about Wrath and Starfire becoming too similar to each other, but you never know.
Old things becoming new
Other important though less controversial changes were nothing more than old talents being baked into existing skills. Genesis was baked into its respective skills; Nature's Grace, Sunfire, and Euphoria were all baked into the passive Eclipse gained at level 10. Fungal Growth was baked into Wild Mushroom -- oh, and we get to keep Owlkin Frenzy, because that was super-important; without it, we'd have no reason to stand in lava during encounters, and that would just be wrong.
There were some interesting additions as well. Starfall now resets its cooldown upon reaching a Lunar Eclipse. Currently, if you use Glyph of Starsurge, you might get lucky enough to hit Starfall's cooldown on a Lunar Eclipse every single time, but most often you either forced to use it outside of the Eclipse because it came up just as you left, or you have to hold onto it for merely half a minute in order to reach Lunar. Now, it will always be up every single Eclipse cycle and will definitely have a much shorter cooldown than 1.5 seconds.
What's interesting about this change as it completely removes the need to have Glyph of Starsurge or Glyph of Starfall. Both do nothing more than offer cooldown reductions for the ability, but neither of them, even together, would be enough to reduce the cooldown enough to where you might get two Starfall's per cycle.
Insect Swarm changes
Jumping back into the heavy, more drama-causing changes, it seems that Insect Swarm is no longer going to be a traditional DoT as we know it today. Currently, Insect Swarm is listed as being a raw debuff that increases the damage of Wrath, Starfire, and Starsurge by 30%. While that may seem as though it's a huge gain, it might even be slightly low-balled when you consider that Insect Swarm's damage currently accounts for around 15ish% of our total damage. That isn't what has people upset, though. There seems to be some strange community attachment to Insect Swarm.
A quick review of Insect Swarm: It was once a talent, introduced back in The Burning Crusade, during which time it wasn't actually used in the balance rotation because its damage was far too low. Blizzard first attempted to correct this in Wrath, but the original changes fell flat and we still didn't use Insect Swarm until it was buffed for a second time. Even then, we came close to dropping the ability by the end of Wrath due to the utter lack of scaling it had. Why people are upset that Insect Swarm might not be retained as a DoT is beyond me. It isn't like it has been a strong part of our rotation for any long sense of time.
If we lose Insect Swarm as a DoT, then we lose Insect Swarm as a DoT; it isn't the end of the world either way.
Everything will be fine
Finally, I want to leave people with this: The talents and ability list that you see today are entirely pre-alpha, as Zarhym had mentioned the day after their release. Abilities that should be listed potentially aren't listed, abilities that have already been changed might not be up to date on the list that you see ... There's a wide array of hemming and hawing still to be done before anything is finalized. No need to get your knickers in a knot just yet.
Filed under: Druid, (Druid) Shifting Perspectives, Mists of Pandaria






Reader Comments (Page 1 of 1)
Kanubis Nov 25th 2011 1:19PM
I think you're slightly out with your Insect Swarm history! I'm sure it was introduced in the big 'Druid update' (1.8?) back in Vanilla, but for some reason they decided to stick it in the Resto tree at the time - probably to subtly hint to us that they'd really like it if we just respecced resto, thanks...
Lissanna Nov 25th 2011 4:19PM
I used insect swarm in AQ-40, so yeah, it probably was introduced in 1.8 - primarily used for it's -hit debuff.
Wilk Nov 25th 2011 1:29PM
At least the new Insect Swarm doesn't have to be stacked to three like Faerie Fire (which in the MoP list now just gives the full 12%, although Sunder Armor doesn't...) or affliction warlock's current Shadow Embrace (which apparently doesn't exist in MoP.)
Also, you didn't mention it, probably due to having so little information about it, but I can easily see Symbiosis becoming the Dark Intent of MoP.
Scunosi Nov 26th 2011 1:57AM
I always thought the reason Sunder Armour continues to require stacking was because of the threat component. If you're tanking, you're likely not as worried about the DPS increase so much as the threat, and the stacking probably makes it easier to toss around and reapply. I'm assuming of course it has a shorter duration than the other ones, which have been buffed to last almost any boss fight these days. If not though, who knows?
PFDruid Nov 25th 2011 1:46PM
Actually loosing Insect Swarm has a more significant impact than youre stating.
Loosing IS as a damage ability greatly diminishes our ability to damage in a PvP environment. Turning it to a +30% nuke damage just opens itself to dispeling and gimping our nuke damage by 30%. This might be OK if they added a mechanic to promote long cast times like Wrath and Starfire, but they havent showed so far any intentions of fixing or enabling the use of our nukes in PvP.
Owlkin Frenzy is supposed to be the PvP spec ability, but 10% increased damage doesnt help when you cannot cast spells longer than 1.5 seconds. It should reduced cast time of the next spells by some %.
Scunosi Nov 26th 2011 2:01AM
Yeah, that's what I saw that as initially. Currently, a lot of the damage you do in BG's (since who arenas as Moonkin? :P) and a lot of the reason for Moonkin in BG-situations being so dangerous is because of how much damage we can just toss out and run from. Dotting up every enemy on a flag point adds up to huge numbers and eats up healer time if they choose to dispel, and having two dots that both hit hard made us nasty if they couldn't find us and get rid of us.
Nathanyel Nov 25th 2011 2:16PM
Could you please name balance-centric posts more distinctly? I should know by now that a SP post in the feed that doesn't reference a certain spec ist most likely a balance one, but still...
Nothing against our feathery siblings, but I'm just not interested in that spec, and I always get excited when I see notice a new SP post...
Drad Nov 25th 2011 2:32PM
Every Friday is Balance. So if your looking through the RSS feed on Friday (or just looking at the main website) and see a Shifting Perspectives, simply ignore it. Best advice that can be given.
Nathanyel Nov 25th 2011 2:48PM
Hmm, good advice. However, friday's also usually the slowest news day, meaning I'm starved that day :P
kowald Nov 25th 2011 3:07PM
Starfire actually has a base cast time of 3.2 seconds (talented down to 2.7). So the MoP talent list has Starfire with Starlight Wrath baked in, and Wrath without Starlight Wrath baked in. I am fairly certain that this is simply a tooltip error on the Wrath side. Increasing Wrath's cast time means you would have to increase the energy gain and just make the two Eclipses seem that much more similar. I can't think of any reason why they would want a longer Wrath cast time.
The new Insect Swarm combined with Lunar Shower makes me think competing in multi target situations will be very difficult. But I guess that all depends on how Shadow Priest and Warlock multi dotting was changed.
I am also of the opinion as your last paragraph states, there is no point in complaining at this early stage. If you druids want something to complain about, you should probably complain about the absolutely awful T13 4pc bonus to be released next week. Entirely unacceptable that the bonus went live in my eyes when you compare it mathematically to the other DPS 4 pc bonuses.
Phoenix Nov 25th 2011 3:08PM
I'm more worried about Moonkin Aura being back to 5% Crit but it might be a database error or something. If it's true and eclipse mechanics remain the same it's gonna be a huge nerf.
kowald Nov 26th 2011 1:18AM
This mostly doesn't matter unless you don't raid with a Shadowpriest or Shaman. It will hurt in pvp, mainly arena if you don't have one of those two on your team.
Ryan Nov 25th 2011 3:56PM
I think you missed something huge for balance druids:
In the new version of eclipse, it says that during Lunar Eclipse, Hurricane will transform into Arcane Storm, which I can only assume means it will do arcane damage. This will be a huge change, finally allowing balance druids to do respectable AOE in both Lunar and Solar Eclipse. It seems that Blizzard is trying to move everyone away from multi-DOT based AOE and into cast-one-spell AOE.
jsandwick1 Nov 25th 2011 11:27PM
Hurricane is still far to mana inefficient. While it did receive a very small damage buff, it's still no where near what it was back in BC. With the mana nerfs taking place in out base talents this will become a very situational spell and certainly not one that will be used repeatedly in a single fight.
Scunosi Nov 26th 2011 2:03AM
I would assume (or at least hope) that Blizzard would be looking into buffing the spell at this point, given how often you see people using it. I mean if they're going to all the trouble of changing it to be useful with Eclipse finally, why leave it so crappy all their work is for naught, you know?
Welldead Nov 25th 2011 4:38PM
Im Doing the Aplha-talent specialization right now and im looking at incarnation and force of nature, which one would benefit me more, incarnation gives me more damage done by 20% and reduces 15% of damage towards the boomkin, so should i pick this over Force of nature? so im guessing that force of nature is going to be used for pvp now rather than pve :/
joesbean Nov 25th 2011 6:50PM
Completely depends on how much damage treants will be able to do. Too soon to say.
ethansanderson Nov 26th 2011 1:09PM
Tyler, I read all of the Shifting columns weekly, but please, you need to do pvp more so you can understand that perspective when people comment. Losing our 2nd dot is a monster loss for us in BGs and RBGs.
You should be ticked there's no balance tier of talents somewhere, and our 'iconic' starfall still can be negated by stunning us. We need something more than the other druids get. When they asked for feedback, and all of us shouted in the forums we needed survivability -- we now get what all 4 specs get -- there's nothing to help us specifically. We're losing lifelboom to boot -- something we could do on the run, even if a 3 stack didn't heal for massive amounts and healing killed our mana anyway.
For our 'get out of jail free' move, we'll use displacer beast, ursoc (to increase max health), then use Renewal (we won't use Cenarion Ward b/c hots can be stolen or purged) and then Disentanglement for the heal. Given they gave typhoon away, what do moonkins get that the other specs don't?
The demo roar ability is nice -- I've been begging for a stun for forever, but it puts us in bear. How about a MOP talent that puts us into moonkin form?
Will moonkin form finally be off the GCD so we can macro it to a cast? When we dismount, we have to burn a gcd just to get into form... every time and it adds up.
Wally Nov 28th 2011 12:11AM
Frankly I'm excited about the Insect swarm change. My biggest complaint with the balance druid design in Cata is the degree to which we've become a dot class. We've always been very nuke oriented, and i liked that about the spec. I welcome the return of world melting starfire crits.