Showing posts with label Druid. Show all posts
Showing posts with label Druid. Show all posts

3.14.2009

Mana Mana (again)

More mana regen nerfs. They just keep piling up. Spiritual Attunement is the latest victim. And while that isn't a Druid thing, it is nonetheless yet another reflection of the mana destruction we are seeing in WoW.

On the PTR, my Resto mana regen is quite frankly a joke. I am not one to be an alarmist, and yes people are killing the bosses on the PTR with the massive mana regen nerfs in place. But this whole thing seems to really be getting out of hand. And not just a little bit.

I will say it again, not that Blizzard will hear it or get ir if they did hear it, but here goes:

WE ARE NOT OVERPOWERED.
THE CURRENT CONTENT IS UNDERPOWERED.

Please please stop it Blizzard! Healing has been more fun the last few months than ever in this game. At least it has in the opinion of this author who has healed from Molten Core days up until now. With raiders being more bored in WoW than ever before, and more and more people just bailing on the game seemingly every day, putting mana users (and *especially*) healers in mana crunching situations like old days, making it much less fun, is a very bad move.

Now I understand the need for balancing. I really do. many things Blizzard did in the past panned out a lot better than it looked like they would. But this time, their actions indicate (to me at least) that they are not in touch with reality here. Er... actually its a video game... the uh, reality of the virtual reality... ah crap you know what I mean!

I haven't had the guts to wear a Boomkin spec on the PTR yet. I am too afraid of what I will see when open the character pane and check mana regen.

When is Starcrat 2 coming out?

3.02.2009

Resto Nerfs INC

NERFS?
In case you have been hiding the last week, there are 2 significant changes queued up for raiding resto Druids. The Druid community is quite up in arms. Its not that often that Resto Druids get all bent out of shape. Our raiding Trees are generally a pretty easy going bunch. But oh they are upset now!


NERF 1: MY MANA!
First let it be known that I am a mana pig. I use it, abuse it, and drool over it. Some mobs hits me for 15k damage? Oh, he hit me. Some mob steals like 3 mana from me? ITS ON!!

We are getting our spirit based mana regen nerfed. To the ground baby! Its really the out of 5 second rule regen that is getting nerfed though. I don't know about you, but I really don't get much time out of 5SR. I could probably take it, but don't really need to. Heck, I have become quite fond of spamming the crap out of Nourish lately. Its pretty inefficient on the ol' hallowed mana bar, but its really fast. Its great for sniping raid heals, I mean for keeping the raid alive. With Replenishment, I don't have to worry about mana very much. Add in a Ret Pally, and I just don't have mana issues. Some mobile fights I will have to think about mana, but very few.

So is this really going to hurt us? Well geared Resto Druids? I don't think so really. If anyone, it is going to hurt people in quest blues just starting heroics. Remember how bad mana was for you back then? I have tried hard to forget. Mana pig, remember?


NERF 2: LIFEBOOM
This is the one that has me scratching my head over here. Basically, Lifebloom costs twice as much mana! But wait, if you let your stack bloom, you get half the mana back. Huh?? Who came up with that one?

So what this means is that if you keep rolling stacks up, you are going to take the mana cost in the shorts. Hard. Well well, mana may become quite an issue after all.

However, there is a possible silver lining here, one that takes quite a change of thinking to get in to. Its Nourish. Its getting buffed. Could even be Godly buffed. You know that spiffy little talent that makes Regrowth crit practically all the time? Its going to affect Nourish as well! The crit chance is actually being lowered some, but still, the "wow" potential is high! If you ahve every done some Nourish spamming, you know how quick those heals start flyng when you get a good crit train going. Now triple that crit chance. YEEEEE HAAW!


BUT WHY?
Why the mana regen nerf? Why the Lifebloom nerf? Blizzard thinks both are too powerful. As they watch raids in Naxx. Think about that one a second... Lets imagine for a moment that we are not going to ignore the elephant in the living room, and step back for a more balanced and subjective perspective. Well that will take about .3 seconds for someone with the IQ of a garden salad to come to an immediate and inescapable conclusion:

Naxx is too easy.

Could that be the real problem with mana regen and lifelboom? Nah... couldn't be that. Don't get me wrong, I don't think these nerfs are going to be nearly as horrendous as the doomsday posts on the WoW forums would lead one to believe. I am however totally convinced that they are based on a very faulty premise, and that the root cause is that Naxx is just way too easy.

2.03.2009

Wild Growth Nerf: Aftermath

So it has been a little while since the 6 second cooldown was added to Wild Growth, and we Druid folk have had some time to adjust. How much has it affected our healing?


LOLHAELZ?
Let's go back to the time before the nerf. On some fights, it was very effective to simply run around the raid in circles spamming Wold Growth. It required little more from a player than 1 working finger, one hand to move your character, and a pulse. In some situations, it was remarkably efffective. This was what Blizzard did not like.

Take Sapphiron for example. In 25 man, 2 Druids running circles could put out a tremendous amount of effective healing on a raid. No skill or brain required, just run and spam. On Lootavon, er Archavon, it was pretty much the same deal, even though all that group healing wasn't needed.

There were however, and are, boss encounters where spamming Wild Growth was not such a brainless non-decision, where it was actually a smart and effective healing strategy. Malygos, when the entire raid gets tossed and spun is a very good example. Wild Growth saved a lot of lives.


DOOM INC
The fights we were most concerned about were Sapphiron and Malygos. These fights were where WG made the most contribution, and doing those fights without the WG spam sounded like a bad thing.
On Sapph, there are other options of course. Chain Heals by the Shammys of course could play a much larger role in raid healing. My thinking was that we keep a Pally or two on the MT, maybe with a Priest because they are good at healing anything, and the rest on the raid. Sounds good.
Malygos was an even larger source of worry. How would we keep everyone alive? I guess make sure everyone is topped off, cast what HoTs you can, and hope for the best?


AND WE GO!
On Sapphiron, much to my suprise, the difference was neglible. Hey whaddya know, Druids have other good heals too! SNAP!
On Malygos, I ended up assigning 'preferred groups' to Druids and Priests. Of those in range during the flying fun, stick HoTs on people in the assigned group first, then any others you can hit. I spread the Priests out across as many groups as we had Priests, so they could PoH the group when we land.
Worked like a charm! To my surprise, we seemed to actually have less chance of dying than before! Huh?!?! It may have been due to healers paying closer attention, or being more focused. I did make a big deal on vent out of the challenge we would be facing; that probably helped too.


CONCLUSION:
How bad is the nerf, now that we have had some time to digest it, adjust to it, and use it?
Not even an issue at all. And I thought it was going to be catastrophic!



Quick Off Topic:
Added the spiffy new header a few weeks ago! The background is actually a shot of Moonglade. I was messing around with some blurs, and accidentally put one on the wrong layer, the entire background. Before I hit the undo button, I looked at it and really liked the almost ethereal feel it gave, so stuck with it.
I used WoW Model Viewer for the caps of the forms. I liked having them all looking at you as you are looking at them. The eye contact thing seemed cool. Except for the Boomkin. He is either basking in his power and glory, or very unhappy about the insanely low spell power coefficient on Starfall, not sure which.

1.01.2009

Druid Predictions for 2009

First let me say that the batteries in my crystal ball went out just yesterday. The timing is uncanny. So I am going to have make all this stuff up.

So without further excuses that I can point back to a year from now when everything I say here turns out to be wrong, in order of the impact they will have, least to most, here are my 5 Druid Predictions for 2009!


Resto will be way overpowered, for a minute.
Ghostcrawler has talked about a healing revamp for all classes, a major overhaul, several times. Although the most dramatic early ideas will get tossed out, some major fundamental changes are going to come down toward the end of the year.
Somehow, someway, Druid healers are going to end up in an overpowered state briefly, like Bears were very early in BC. The nerf, er fix, will come quickly, bringing us back in line with other healing classes. But for a brief moment, Resto Druids everywhere will bask in the glory of God Mode healing.

Bears will become stamina driven tanks.
As we move through Ulduar, post armor nerf, Bears will more and more seek out straight up hitpoints in the absence of the high levels of mitigation they used to enjoy. By the time we get to Arthas (which may not be in 2009), there will be a screenshot floating around the web of a Bear with over 100,000 hitpoints. Said Bears will take atrocious amounts of damage, but will be highly sought after in raids nonetheless. Healers will be using their biggest heal bombs, and sweating bullets.

Cat DPS will flatten out. Badly.
Post Naxx/Sartharion/Malygos, cat DPS will once again scale poorly. Sound familiar? In BC, cats did great DPS through about mid tier 5 content. By mid tier 6, their DPS was so low compared to other comparably geared DPS classes, they became a waste of a raid spot.
I remember topping 6k AP in Hyjal, and struggling to put out 1200 DPS. This was while lesser geared rogues were hitting 2k DPS. Six. Thousand. Attack Power. That was when I hung up the catsuit and went Boomkin.
This will be repeated in Wrath of the Lich King. Scaling, scaling, scaling. Not.

Eclipse will be changed.
Talk to five different high DPS Boomkins, and you will get five diffferent opinions on how good Eclipse is or is not, everywhere from "gotta have it" to "what a waste".
What I would love to see happen, and almost certainly will NOT happen, is this: If you are casting Starfire when Eclipse procs, it gives you the... make sure you are sitting down... the Starfire buff! Same for Wrath! OH SNAP! That makes too much sense. Far better to try to artifically force Boomkins to alternate between Starfire and Wrath in some wacky chase-down-the-proc-ah-crap-I-missed-one-cast-and-GCD-gonna-emo-and-kill-myself-now kind of thing right?
Although they will not use this all too sensible solution, Eclipse will see a significant change of some sort. In the end, after much heated debate and incredibly deep theorycrafting, it will still be no better or worse than it is now.

Power.
While this will be announced but not impelemented in 2009, everything is going to really hit the fan as a result.
Remember how we had +heal and +spell damage gear? As you know, that was changed to spell power.
This will taken one more step. Blizzard will announce that Attack Power and Spell Power will consolidated in to one single stat: Power.
That Pally Plate that gets sharded every week will be great for a DPS Warrior. Hunters will be rolling against Resto Druids for gear! WTB Main Hand Warglaive for my heal or nuke set?

12.26.2008

WotLK Tuning

Much has been said and written about the tuning of Wrath raid content. Naxx is tuned to be much easier than in its previous 40 man incarnation. I am not going to beat that dead horse. What I do want to go over a bit is the tuning of other elements of this expansion. This will be a rare post from me, one that is not raid focused. Dogs and cats, living in sin... (Ghostbusters reference ftw)


Quests
From the starting zones all the way to the last quests you do before hitting 80, most are tuned to be easily soloed, but not crazy hard. Players can blow through quests at a fast pace. And there are soooo many of them! Other then just the difficulty tuning, I have to say I am very impressed with how well the quests are laid out. There are tons of quests where you start out heading for Objective A, along the way pick up a quest to go to B, where you additionally pick up something for Area C. You get sort of lost and absorbed in these great little side trips, with a bunch of extra quests before finally getting back to A.
There are only a few of those chains that send you back in to the same area to kill the guys you just killed, but there are a few. I hate those. Its like "Hey, I just killed a dozen of those things to get to the stuff for the last quest, and now you want me to kill more of them?" Fortunately, there aren't that many.
And the quests are generally a lot more interesting than the standard gather-pig-spleens quests of old. The quests where you ride a dragon, or a boss, or a vehicle are just a blast!
In general, WotLK quests are very nicely tuned, well laid out and fun.


Dungeons
The leveling dungeons are tuned to be easy, possibly a bit too easy. That may not be such a bad thing; lots of people got to see lots of dungeons while leveling. And wow, most of the dungeons are just amazing! The visuals are awesome, and many of the boss fights are more creative by far than the older dungeons.
Once you get to the heroics, difficutly ramps up quite a bit. I was continually amazed at how tightly they were tuned. I was mostly healing the first heroics we were doing. The margin for error was slim indeed. I would run out of mana often right as the boss died, and had very little downtime or margin for screwing up. This was with fresh 80s like myself, all of who I consider to be above average skilled players. Once some heroic gear started piling up on us, the heroics became much easier quickly. The difficulty of heroics is tuned very tightly for fresh 80s, extremely good tuning job by Blizzard.


Pre-Raid Gear
This is another area where WotLK is tuned very well in my opinion. My Druid was wearing pretty much full Tier 6 coming in to the expansion, with several best-in-slot pieces, both Resto and Boomkin. Don't think I replaced any gear before hitting 80. At 80, heroic gear started replacing my old stuff really fast, and rep gear as well.
This indicates to me that Blizzard designed a 'parity point' of sorts, a point that all players would reach where their gear would be close to the same level, whether they entered the expansion geared to the teeth or wearing greens. That point seems to be very shortly after you reach 80. I find this an amazing feat of tuning.
My Hunter is 73 with now, and was geared with Kara and Badge gear. I have replaced 1 piece of gear on him so far I think. The quest reward gear is getting very close to being upgrades. In many cases, the only reason they aren't upgrades is the enchants on the gear he has right now. I am not going to put expensive enchants on leveling gear of course.


Overall
Other than the raid content being tuned to be too easy, I think that all other aspects of WotLK are tuned amazingly well. I am hoping that the next raid instance released will be a good chunk harder.

12.23.2008

Random Resto Ramblings

Wild Growth Nerf INC
As you probably know, Wild Growth is going to be on a 6 second cooldown come patch 3.0.8. While I am not thrilled about this, I can definitely see the reasoning behind it.

In its current state, its pretty easy to abuse. For example on Sapphiron, all it takes is a pair of Trees running in circles around the raid, spamming WG, to pretty much counter the entire AOE/Aura mechanic of the fight. I can't see that as being the intention of the encounter designers.

On the other hand, some fights are going to get interesting. Phase 1 Malygos, when the raid gets tossed and whirled, comes to mind. Thats going to get interesting. While that phase isn't hard at the level of say, Sunwell, that specific part of that specific encounter is going to be out of wack with the intended difficulty level. Between the WG nerf and the corresponding CoH nerf, I suspect that the damage done to the raid is going to have to be pulled back a little bit, perhaps 10 or 20 percent.



HT Spam?
After reading the excellent post at Resto4life about current healing values (http://www.resto4life.com/2008/12/15/direct-healing-in-wrath/), I got thinking about the possibility of a HT spam spec. With the tremendous throughput of glyphed HT, it looked to be worth a try.

Before I get in to the specifics, a little history!
I first started raiding on my Druid back in Molten Core. At that point, if you raided on a Druid, you were a healer, period. We had Regrowth, Rejuvination and Healing Touch. Regrowth was horrendously inefficient, so it was pretty much out the window. Rejuv was a bit weak but not too bad. It was a milestone to have your Rejuv tick for 400. As raids progressed in to BWL, it became obvious that the most efficient and effective heal for a Druid was a downranked Healing Touch, specifically HT rank 4.

Druids spammed HT4 through BWL, AQ40 and Naxx. It was a bit boring, but overall pretty good.

Then the pre-BC patch came out, and something drastic happened: Hots stacked! If 2 Druids both put Rejuv on a single person, that person would have 2 Rejuvs ticking away. This was a huge huge change to Druid healing. On Patchwerk for example, instead of complex HT4 spam rotations, smart healing coordinators would have Druids keep up Rejuv on all the tanks.
Then came Burning Crusade and Lifebloom. Nearly all healing Druids went with Lifebloom as their primary heal, using it with other Druids like the Patchwerk healing strategy I described; roll hots across all the tanks. Or, roll hots across the raid.

At this point, there was a second heal spec to consider, which came to be known as the Dreamstate spec. It was actually originally the HT/Mana Battery spec. The goals of the spec were to be able to cast gigantic HTs, and to have ridiculous mana regen. This spec was very, very, very hard to master, but incredibly powerful. Instead of being reactive or preventative, it was as *predictive* based healing style. HT was far too slow to react to incoming damage, you had to accurately predict the damage and wind up your massive heals before the damage happened. Done correctly, it was by far the highest throughput single target healing spec that WoW has ever seen. It was also a very misunderstood and often maligned spec, mostly because very very few knew how to use it correctly. Make no mistake, having one good DS Druid in your raid made a *massive* difference.

Then came Wrath of the Lich King, and the complete destruction of any downranking. The old DS spec was dead.

Or is it? I decided to try out a DS spec again, based around glyphed HT. I was running about 2100 heal, with about a 19k mana pool and 200 haste. Mana regen was about 1100/300, very high. The build was:
The goals of the build are the same as the old school DS build; maximize HT and mana regen. There are a lot of 'throw-away' points in there, unavoidable to get DS and as deep in to resto as possible.

So I fired up the spec and off we went to Naxx. Patchwerk was on the menu, a perfect chance to try an HT spam spec! Woot!

Keeping in mind that I was not geared specifically for the spec (would want to emphasize int for better mana regen from Replenishment for example), the results are still a good indication of how it can work.

First thing I noticed is that my glyphed HT had a cast time of .85 seconds. You read that correctly, point eight five seconds. Mmmm, this is looking interesting!

Patchwerk inc, let the spam begin!

Pause. I use Quartz. If you don't know what it is, oh are you in for a treat!
(That link is at Curse.com. Based on past incidents, proceed with caution. It is probably available elsewhere)
So I am in the habit of several quick button clicks at around what my next cast time will be to minimize delays due to server/casting latency. Again, if you don't know what that is about, you are probably missing a ton of your peak possible efficiency. You really do need to get Quartz, or at least understand what it does and why.
The HT cast bar goes, gets to the red, and I start the clicking for the next... what the? Oh snap, HT cast time is shorter than the freaking GCD! This seems like a minor thing, but it seriously screwed me up. I got through the best I could, but old habits can be very hard to break.

After making some marginally effective mental adjustments, the HT spam proceeded. In short, I could not make it as effective as it looked like it should be on paper. My overall throughput was not all that stellar. I really didn't dig the whole thing. I respecced after the fight.

In conclusion, I couldn't make it work. That doesn't mean that it can't work, just that I couldn't make it work. As someone who healed through all the BC instances as DS, I figured I would be more qualified to make a new HT spam spec work than most. Perhaps I will revisit it in the future. I also may revisit it without the HT glyph.



On the State of Regrowth
Good Lord its an efficient heal, at least when it doesn't get stepped on by other heals. However, this post just reached the 12 mile long mark, so I am going to shut up for now, and plan to revist the RG thing some other day.

12.18.2008

To Crit or Not To Crit?

Another Boomkin-centric post this evening. Boom!

Crit Theory
There is much discussion around various places frequented by Laser Turkeys about the value of crit. I know I sure like to see those big crits flying. There aren't many things when nuking away that are as satisfying as a nice long string of Starfire crits. But how good is crit for a Boomkin really? I mean, exactly how good?

One very cool website is of course MaxDPS.com. Although some people might take the numbers there a little too literally, when used with a bit of common sense and knowledge about how your class works, its really a great tool they have there. According to it, with my current gear, each 10 points of various stats would translate in to more DPS like this:

(+) 10 Spell Power:7.40
(+) 10 Crit Rating:7.02
(+) 10 Hit Rating:0.00
(+) 10 Haste Rating:10.96
(+) 10 Intellect:4.88


So, I should be looking for haste first, Spell Power second, with crit a close third.

Another good resource is of course the forums at ElitistJerks.com. There is some very good info there, and some seriously deep math discussion. I mean the kind of stuff that makes your brain melt, pour out your ears and all over your keyboard. Deep stuff. There are usually a few spots there where you can find information about how crit rating stacks up against spell power, haste, Intellect, etc.

Crit Fact?
But last night, I think I found the ultimate authority on the real effect of crit for a Boomkin. WWS reports! More specifically, Loatheb numbers.

On the Loatheb fight, you will have a buff that gives you an extra 50% crit. You will have it most, or all of the fight. You can go over 100% crit on Stafire with Eclipse for short periods.

With that massive of an increase to crit, we can see how it really does stack up for us. I have to say, the results were pretty surprising. I did about 500 or 600 more DPS on Loatheb than other, more normal boss encounters. That's all. Not thousands, but hundreds. The other Boomkin in the raid, same thing. Mages on the other hand, seem to be scaling very nicely with that extra crit.

On Loatheb, thats about triple the normal chance to crit that I have. For a DPS gain measurable in the hundreds. So that got me thinking. What would my DPS gain be if I tripled Spell power? I am pretty sure that would be up in the 5 digit DPS range. How about tripling Haste? Imagine casting Starfire in just over a second. That would be pretty high 4 digit, maybe 5 digit DPS. Triple the crit, and its hundreds of DPS higher, not thousands.

So...
Some folks have long said to never gem or enchant for crit. I personally have always gone spell power and haste. After reading Loatheb WWS reports, sure I am glad about that!
Now this does not take in to account the mana return from critting alot. On Loatheb, my mana bar practically stays glued to max. But with better gear, and a mana pool hitting 20k or 21k in raids now, and the added benefit of Replenishment that comes with that higher mana pool, I rarely have mana issues anymore.
So despite wanting it to not be so, I have to say, Not To Crit. Gimme spell power and haste all way!

12.16.2008

Swipe! Now with 50% More Threat!

A hotfix went in today that increases the threat generated by swipe by a whopping 50%!

Whoa. Didn't see that coming. And of course the QQing has begun in full force. I swear, if Blizzard decided to send everyone 100 gold for Christmas, to one character per account, there would be a massive QQ outcry.
Thats not fair to people who earned their gold the hard way! (translation: I am an elitist snob)
Hey! What about people that have like 35 alts? They got 3500 gold!!! (translation: I didn't read how it works, and am probably the guy in your raid who asks 'So wuts this guy do?' after the raid leader spent 5 minutes explaining the fight)
Some guy in our guild has 4 accounts. He got 400 gold. Thats not fair to me! (translation: I totally fail at the whole greater reward for greater effort concept, and am probably still angry that they won't give me a raise at work even though I slack off more than the rest of my department put together)
100 gold is a slap in the face! What am I going to do with a measly 100 gold? (translation: I am self-entitled ungrateful little worm who thinks everyone owes me something for just being me)

So back to the swipe buff! How can this be a bad thing? I see this as a win for everyone. DPS gets to unload AOE harder on big pulls. It hasn't been an issue on a lot of pulls in heroics, but I have been seeing AOE nukers getting unwanted attention on some AOE pulls in Naxx. It would probably be better for them to hold off a few seconds more of course, but heck, everyone is nuke happy! Even me! So, this is going to be a very cool change in raids.

One thing people are saying is that this will make Bears the best AOE tanks in the game, making Pallys and others obsolete. This is wrong. Swipe still only does 180 degrees. Pallys get 360, T-Clap does 360. DKs do amazing and strange things for full radius aggro too. Nobody is going to lose their job because of the swipe buff.

This is going to be awesome! I am hoping I can go Boomkin tonite instead of heal, in order to really stress out our Bear tank, I mean to see this in action.

12.15.2008

Hunter Weapon!

With the massive change to Feral Staves in the next patch, things may get interesting. If you haven't seen examples yet, check here:

So with all the juicy AP and agi, how awesome are most feral staves going to be for Hunters? Very, very, very. Does this mean that ferals are going to have to roll against Hunters for their weapon now? Yup, totally. Is this catastrophic (pun semi intended)? I don't think so.

For those that raided SSC, how many feral staves got sharded? In most guilds, a ton of them. Then again in Hyjal, same thing. And, consider that weapons other than feral staves will be good for ferals now, like the ones that, you guessed it, Hunters would have been drooling over. In the end, this is probably going to mean a bit less sharded gear, and a more well geared raid. If it pans out like that, this weapon change will be a really good thing.

I guess the big question is this: Will this hurt cat DPS and/or Bear tanking? Blizzard of course says no. I have seen these kind of changes not work as intended too many times to beleive it until I see it. It's probably not going to be that big a deal, but you never know.

12.12.2008

Mana Mana

Got Mana? When we started heroic 5 mans a few weeks ago, I sure didn't. Had to stop and drink after every... single... pull. It was rare that Innervate was off cooldown for more than a minute or two, unless we were almost at a boss where it would be needed even more. Mana pots? Went through more than I want to remember. 80 Vendor Waters would last *maybe* 2 heroics. This was without a source of Replenishment though.

After a bunch of heroics 5s, the difference was signficant. Now what I really lusted after was more spell power, whether healing or nuking. And I got some. Not tons, but some. The major change in BC gear to new gear though was the basic stats, Stamina, Int and Spirit. And wow, the new gear has a TON of all those.

Once we started raiding 25s, we made a point to have 2 or 3 Replenishments in the raid. That made a massive difference. I still had to drink after a lot of pulls, but it was so much better. As new gear kept coming in, the mana issue got better and better. The thing about Replenishment is that the bigger your mana pool, the more mana you get from it. It gives you a percentage of your mana, so that makes sense.

Last night my Boomkin had over 20k mana for the first time. With 3 Replenishments in the raid, I dare say mana was almost not even a consideration. Burn baby burn! Longer boss fights I still had to drink a pot or use an innervate on occasion, but rarely.

So, got mana issues? Once your gear gets better, you probably won't anymore! Woot!


12.10.2008

Haste makes... headaches?

Haste, how I love thee, let me count the ways. Fast.

How much haste is good for a Boomkin? Is spell power better? How about crit? Or Int? Well, many people are fond of plugging in their stats at MaxDPS.com to get an idea of what is going to give them the most bang for the item budget buck. Its a pretty cool website, I use it often.

However, don't let it run your life. Because it says that one piece of gear is going to give you a 1.55233332555 DPS increase over another doesn't mean it is so. If one piece of gear shows as having a 45 DPS increase over another, yeah, its probably better. But always check the stats, and figure it out yourself. God gave you a brain, use it!

The most interesting part of MaxDPS.com, at least to me, is the little thing on the right that shows you how much DPS 10 points of each stat will give you. At least in theory. Its pretty cool to give you a general idea, but again, use your brain.

So, on to the whole haste thing. If someone can clear this up a bit with some solid math or extensive testing, please do! No, posting that "I red 1 tiem on teh WoW forums that hastes r rediculously gud" doesnt count.

A fellow Druid and I have been hashing out how to maximize our laser turkeys a lot lately, and the results have been excellent. Both of our DPS has gone up a big chunk quickly. We got talking about haste, and the more I got in to, the stranger it got. Here is a PM I sent:

Haste: (WowWiki says that 32.79 haste rating = 1% at level 80.)

Lets consider a spell with a 3 second cast. If I get enough haste to cut that down 10%, I am shaving off .3 seconds for a 2.7 second cast time. 10% more haste got me exactly 10% faster than what I had.
Now lets say I already have a massive chunk of haste, say enough to make that same spell a 1 second cast. I add an additional 10% here and I shave off another .3 seconds for a .7 second cast time. 10% more haste got me 30% faster casts than I just had!
Looking at it this way, haste would be more valuable the more of it you already have, at least until you reach the GCD.
This would be a logarithmically scaling valuation for stacking haste.

Looking at it from another perspective, mana issues aside, casting 10% faster *should* net exactly a 10% damage increase. This would be a linear valuation for stacking haste.

I was going to write about other stats, then compare to haste, to arrive at some relative value for each at various levels of spell power, crit, etc. However, the napkin math I just laid out about haste seems enough of a brain twister for now!

I checked the EJ forums briefly and didn't find anything about this. It would almost seem that haste would have to have built in diminishing returns to *not* be logarithmic in it's scaling. IE, if you have 0 haste, 32.79 haste gets you 1%, but if you have 500 haste, maybe 60 haste is needed to add another 1%. However, I have not seen anything written by anyone that indicates this is the case. This would probably be easy enough to check though. Take off haste gear, see what the Stafire cast time is in the tooltip. Add a little haste, check it again. Add a ton of haste, check it again. Then compare the results. Maybe I will try this later!

My brain is going to explode.


12.08.2008

Boomkin Bugs?

General Stuff
So, here we are a few weeks in to Wrath of the Lich King! It has been for Druids so far.

Let's see. We had a Bear with over 45k hitpoints tanking Hatefuls last night. A Boomkin was hitting 3600 DPS on the same fight. Resto is better than ever too. Man, its a good time to play a Druid.

Currently, our guild has 4 bosses left in Naxx. Seems like most of the guilds on the server that finished BT are at about the same point, or a little ahead.

Thats the state of other stuff. How about the state of Druids? I have spent most of the time since the expansion came out doing the Boomkin thing. And its good. Very, very good.

Why is it so good? Many reasons. There is good gear that supports the spec. The talents that make up the spec are very nicely done, best they have ever been. All those things and more make it a glorious time to be a Boomkin! And of course the two big bugs help too.

Huh? What two big bugs? What are you talking about? Boomkin seems to work fine. I have to agree, it does seem tobe working quite well. Especially with the two bugs working in our favor!


The Hit Bug
When was the last time you saw a spell miss? Really think about it for a second? Been a while hasn't it? How is your hit rating right now? Well, mine is sitting around 150, which is way way below hit cap. During a typical 3 hour raid in Naxx 25, I will usually see like 1 spell miss. No seriously, 1.
The Boomkin hit cap is a hard number. Depending on who you talk to, it is usually quoted as being around 350, with talents. Any less, and against raid bosses, you should be missing. At 150, you should a LOT. I don't. And neither do other Boomkins I have talked to.
What possible explanations are there for this? Maybe the Dranei racial is helping, but probably not since I play a Tauren. Talents help, but not enough to add up to 18% hit. Other players in the raid have stuff that helps too right? Again, not even close to 18%.
And the plot thickens! I soloed Ony the other day, who is a skull level boss. That means she is 3 level higher than you as far as hit goes. I missed a lot of spells, about what one would expect. So why there and not in Northrend? Your guess is as good as mine.
So Boomkin hit rating is wacked. Right now, you need very little in raids. I can dig it!


Starfire Crit Crit Crit Bug
I probably don't pay as much attention to damage meters as most do. I do keep an eye on them usually, see where people are at, where I am at, and that kind of stuff. Since I lead our raids, I need to, at least to an extent. But I don't five in to my own stats like I probably should.
During a heroic 5 man with a guildie who is much smarter with stats than I am, he asked me what my crit rating was at. I told him around 20%. Turns out that for the last 20 or 30 minutes, I had been around 70% crit on Starfire. Now I am not *completely* oblivious, it did seem like there were a lot of bouncing big numbers flying around my screen. But I hadn't really thought about it that much, since I was not doing the whole eclipse proc-watching thing.
I started checking my post-fight stats a bit more, and sure enough, my Starfire crit rating is 2-3 times what it should be. I checked Recount on our other Boomkin in raids a few times, same thing.
I am very upset about this massive oversight on Blizzard's part. Not.


Working As Intended
Probably not. Sure am going to miss these two bugs when they are gone, but for now, YEEEEEE HAAAAA!


UPDATE:
Our glory days of free hit seem to be over. Misses have, sadly, returned to a casting rotation near you. The number most thrown around now seems to be 250-ish, assuming a Shadow Priest in the raid, without the Dranei racial.