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09/17/10, 11:25 AM
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#331
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Von Kaiser
Night Elf Druid
Shadowsong (EU)
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Are you running oom in 3 minutes with or without raid buffs? If without, 3 minutes seem to be fine to me. From now on we are supposed to look at our mana bar, aren't we? At the moment it only clutters our display, serving no purpose. We are spoiled kids.
As of moonfire, you can't compare it to DP, as we are not primary "dotters", but rather "nukers", whereas spriests are. Moonfire is something that ups your dps a bit and makes you busy when running. That's it.
Finally, speaking of starfire casting speed, what's the problem with slow casting? If you stand still, it doesn't matter, if you run, you use MF. Spammy does not mean better.
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09/17/10, 12:31 PM
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#332
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Von Kaiser
Tauren Druid
Madmortem (EU)
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Originally Posted by Ranghar
Are you running oom in 3 minutes with or without raid buffs? If without, 3 minutes seem to be fine to me. From now on we are supposed to look at our mana bar, aren't we? At the moment it only clutters our display, serving no purpose. We are spoiled kids.
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Blues said that all DPS specs wouldnt have to worry about Mana, except Arcane Mages. But that are just numbers which can be fixed easily (thats why balancing is so easy these days, or isnt it, GC?) or it's just a problem of not having hero gear.
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09/17/10, 12:32 PM
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#333
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<Druid Trainer>
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Mana longevity will also scale extremely well as we get more Int.
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09/17/10, 1:33 PM
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#334
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Von Kaiser
Night Elf Druid
Whisperwind
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Originally Posted by Ranghar
Are you running oom in 3 minutes with or without raid buffs? If without, 3 minutes seem to be fine to me. From now on we are supposed to look at our mana bar, aren't we? At the moment it only clutters our display, serving no purpose. We are spoiled kids.
As of moonfire, you can't compare it to DP, as we are not primary "dotters", but rather "nukers", whereas spriests are. Moonfire is something that ups your dps a bit and makes you busy when running. That's it.
Finally, speaking of starfire casting speed, what's the problem with slow casting? If you stand still, it doesn't matter, if you run, you use MF. Spammy does not mean better.
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Without raid buffs (Doesn't matter, as longevity shouldn't take place only in a raid when they have to balance longevity for PvP as well, which does not include heavy raid buff support). Like a poster above said, it i not intended that we are heavily restfricted by mana management; that is dedicated solely for healers and arcane mages.
Says who, that we aren't dotters? We have 2 DoT's. Spriests have 3. Hardly a difference. Just because they have 1 more DoT doesn't mean Moonfire should be so deficient in the face of Insect Swarm (which is like SWP, but better).
The problem is that if Moonfire continues to be such a lackluster spell compared to IS, we're falling again into preferring one eclipse over the other. That's why I suggested Starfire be made an equivalent to Wrath and that Moonfire and IS be brought closer to each other, if not evened out.
We shouldn't see theories cropping up that try to circumvent the intent for eclipse into only proccing one over the other because the nukes for one produce better output than the other.
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09/17/10, 3:36 PM
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#335
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Don Flamenco
Troll Druid
Lightning's Blade
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You're falling into the trap of assuming the PvP scene will be the same in Cataclysm. It will not. Raid buffs are much more prevalent in battlegrounds and the shift away from Arenas will give them a presence in PvP.
Affliction Warlocks and Shadow Priests are DoT-based classes. A large portion of their talents and abilities are devoted to getting the most out of these effects. Fire Mages have Ignite, Pyro, and the Fireball DoT. Does that make them a DoT class? Our DoTs are supplementary in nature; they aren't the driving force behind our mechanics.
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09/17/10, 6:04 PM
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#336
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Von Kaiser
Troll Druid
Stormreaver (EU)
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Originally Posted by Lucrece
Says who, that we aren't dotters? We have 2 DoT's. Spriests have 3. Hardly a difference. Just because they have 1 more DoT doesn't mean Moonfire should be so deficient in the face of Insect Swarm (which is like SWP, but better)..
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You cannot decide who is a "dotter", based on the number of DoTs they have.
I am a feral druid, we got two DoTs, Rake and Rip, our Ferocious Bite supports Rip(when boss is under 25% in health) and our Mangle supports all dots. Only 2 DoTs, but we rely more on them than possibly any other class, warlocks are near.
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09/17/10, 6:12 PM
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#337
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<Druid Trainer>
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Everyone should stop using the word "dotter" unless somewhat explains what possible relevance it has to anything.
To elaborate on what I said above about mana: our base mana is increasing by a factor of more than 5 from level 80 to 85 (therefore, so are our spell costs). You go from having infinite mana at 80 to being completely starved at 85, because the increase in total mana doesn't nearly keep up with the increase in base mana. Getting into decent level 85 gear will help this quickly because the amount of Int is so high.
Int has a superlinear effect on mana longevity--not only does the size of the mana pool scale linearly with Int, but so do the primary methods of regen (Euphoria, and in a raid, Replenishment). Since the mana burden is going to be heavily affected by gear scaling, it's by necessity going to be rough when we start out. Especially since the goal is for mana to be a much more live factor in the game than in WLK.
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09/17/10, 7:35 PM
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#338
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Don Flamenco
Troll Druid
Lightning's Blade
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Originally Posted by Arawethion
Especially since the goal is for mana to be a much more live factor in the game than in WLK.
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I've not read anything that gives me the impression this stance includes DPS classes, only healers. Can you provide an example?
I don't believe the design goal is to return to a time where we are running into melee to hit things when we run OOM. That being said, even in WotLK we started off with some mana concerns, but only in the sense that it dictated what talents we chose. By 3.2 though, these concerns were all but eliminated and we ended up dumping any mana regen talents. This is just the way things go with new expansions.
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09/18/10, 4:32 AM
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#339
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Originally Posted by aceofsween
I've not read anything that gives me the impression this stance includes DPS classes, only healers. Can you provide an example?
I don't believe the design goal is to return to a time where we are running into melee to hit things when we run OOM. That being said, even in WotLK we started off with some mana concerns, but only in the sense that it dictated what talents we chose. By 3.2 though, these concerns were all but eliminated and we ended up dumping any mana regen talents. This is just the way things go with new expansions.
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Blues did say that healers cant rely on our innervates any more (or shouldnt be able to) in cata.
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09/18/10, 6:56 AM
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#340
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King Hippo
Tauren Druid
Destromath (EU)
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Balance
* Wild Mushroom now becomes visible after 6 sec, up from 4 sec. Base damage increased by 400% (from 269-304 to 1300-1573 damage)
* Wild Mushroom: Detonate no longer costs mana, now has a 10 sec cooldown, and affects target within 10 yards, down from 15 yards.
* Starsurge now generates 15 Solar or Lunar Energy, up from 10.
* Euphoria first effect revamped - While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
* Earth and Moon now increases spell damage taken by 8%, down from 13%.
* Lunar Guidance is gone.
* Genesis no longer increases the damage done by your periodic spells and increases the duration of your Moonfire and Insect Swarm by 6 sec instead.
* Nature's Grace revamped - You gain 5/10/15% spell haste after you cast Moonfire or Insect Swarm, lasting 15 sec. This effect has 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Torment is instantly reset.
* Dreamstate (Tier 5) *New* - When you cast your Innervate on yourself, you regain an additional 10/30% of your total mana over its duration.
* Sunfire (Tier 5) *New* - While in Solar Eclipse, your Moonfire spell will morph into Sunfire - Burns the enemy for 196.24 to 239.85 Nature damage and then an additional [ 374.92 * ( Genesis : 100%/102%/104%/106% ) ] Nature damage over 12 sec.
* Shooting Stars (Tier 3) *New* - You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.
* Overgrowth (Tier 2) *New* - Your Entangling Roots and Nature's Grasp have a 50/100% chance to also root all enemies within 8 yards of the target.
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Only read through them, wow, that is quite a pack of changes.
NG, Shooting Stars look really good
Dreamstate: if this pushes innervate to 63% mana, wtf
Sunfire: Something like this is needed when MF is our "nuke while run"-spell, else you run and have lunar up = PEWPEW DPS, but if you happen to have solar up = LOLROFL dps.
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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09/18/10, 7:54 AM
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#341
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Von Kaiser
Tauren Druid
Madmortem (EU)
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Sunfire just makes MF a nature spell, so you dont have to be in lunar when you have to run.
But i really like all of the changes
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09/18/10, 11:03 AM
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#342
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Don Flamenco
Troll Druid
Lightning's Blade
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Except that because Moonfire actually becomes a new spell, it is unlikely to be effected by Lunar Shower in it's current form. However I'm sure that's something that will change. Euphoria's change definitely excites me as it finally gives the random element that we've been missing.
Also, Nature's Grace (soon to be renamed Nature's Torment I'm guessing?) pretty much eliminates the value of a Stretch-cycle. We will want to switch back and forth between Eclipses simply to reset this 1 minute cooldown. This also implies that our target Eclipse cycle will be around the 15 second mark, which I don't think will be a problem especially after the Euphoria change.
Shooting Stars is a nice bonus because it's effect will also scale with Haste.
On a side note though, what did they move from Tier 5 to add Dreamstate and Sunfire? Force of Nature, Euphoria, and Earth and Moon are all in that tier and unless I'm mistaken, the max per tier is 4 different talents. I would guess Earth and Moon is probably the one that was shifted.
All in all, my reaction is pretty much the same as Starfox's... Just wow. Oh, and Overgrowth + Entangling Roots glyph + Solar Beam? That should be fun...
Editted to add:
My only concern is how these changes are going to effect how we spend our talent points. Going by just the patch notes and comparing where our new options are added, there looks to be a bottle neck in tier 4, which are all utility-based PvP abilities (although Solar Beam will likely have a nice place in raids). That forces you to go back down the tree and pick up at least 1 talent point in Moonglow (either that or Owlkin Frenzy/Gale Winds) to move past tier 4. Right now, you actually end up having to spend another point in Moonglow to move past tier 5, but the addition of Sunfire and Dreamstate will correct that problem.
This may be corrected depending on what they do with the now overly full Tier 5 talents. We'll just have to see. The only place to move a talent to is Tier 6 or Tier 3 though, and moving one further down the tree doesn't correct this problem.
Last edited by aceofsween : 09/18/10 at 11:15 AM.
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09/18/10, 11:53 AM
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#343
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Glass Joe
Night Elf Druid
Jaedenar (EU)
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Originally Posted by aceofsween
Except that because Moonfire actually becomes a new spell, it is unlikely to be effected by Lunar Shower in it's current form. However I'm sure that's something that will change. Euphoria's change definitely excites me as it finally gives the random element that we've been missing.
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Another question is wether or not Sunfire will overwrite Moonfire DOT or if they stay separated. My guess is that Sunfire will overwrite Moonfire and get the Lunar Shower buff to help us while moving. Euphoria sure is nice as it brings some randomness to eclipse without being as random as it´s now.
wowtal is updated as well. Seems like the tree is shaping up nicely. The only thing I might miss is an execute ability but it´s not really needed IMO.
I think what depends most is actually how many mana returning talents we need to not go oom in a longer fight. All in all I´m pretty amazed how much better the balance tree feels with this changes.
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09/18/10, 12:33 PM
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#344
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<Druid Trainer>
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On first read I'm very impressed with the changes. Will probably be working on sheet for a bit, but maybe will get some comments up at some point. Not on the beta yet, but:
--Sunfire is a prereq for Lunar Shower, so presumably they're meant to interact somehow.
Last edited by Hamlet : 09/18/10 at 12:40 PM.
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09/18/10, 1:02 PM
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#345
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Don Flamenco
Troll Druid
Lightning's Blade
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Ah, I see... They moved Euphoria down to Tier 3, which wasn't noted in the changes.
I fully expect that Sunfire will react with Lunar Shower, but was merely pointing out that if you only go by the tooltips, that doesn't appear to be the case at the moment. Interestingly, this puts Moonfire more on par with Insect Swarm, but it actually makes Solar Eclipse even stronger than Lunar Eclipse.
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