[Balance] Cataclysm 4.3 (Dragon Soul)
This is a compendium of information on raiding as a Balance Druid. It contains everything a beginner needs to achieve basic competence at raid DPS, as well more detailed discussion for people more interested in understanding the theory or more advanced play. The article is supplemented by the attached spreadsheet.
Anyone posting on the thread should have a good familiarity with the current state of Moonkin theory, either from this guide or from anywhere else. At the very least, do not ask questions that are directly answered in the guide; they will be infracted. It's good to be familiar with things that have been discussed on the thread as well, we start new thread each patch so they don't get too long. In particular, know what's been discussed on the last few pages before posting.
In addition, I often post any Druid research/theorycraft work I do on this blog and Twitter feed:
Jay (@HamletEJ) on Twitter
And I upload videos of myself playing various boss encounters here (currently on hiatus for 4.3):
[top]Talents, Glyphs, and Race
Any PvE Balance spec will include the following talents:
Nature's Grace, Starlight Wrath, Nature's Majesty, Genesis, Balance of Power, Euphoria, Moonkin Form, Typhoon, Shooting Stars, Gale Winds, Dreamstate, Force of Nature, Sunfire, Earth and Moon, Starfall, Natural Shapeshifter, Heart of the Wild, Master Shapeshifter.
That leaves 8 points, 4 of which must be in the Balance tree, mostly up to you. Options for these talents:
1) Mana. Generally, mana is only a concern where you use Hurricane or Moonfire (without Lunar Shower) frequently. Even then, Dreamstate should cover your mana needs. It's unlikely you'll need more mana than that, but if you do, Furor is better than Moonglow.
2) Other utility. Solar Beam (silence), and Fungal Growth (snare) can have uses at various encounters.
3) Lunar Shower. This talent significantly improves the damage and efficiency of repeat Moonfire casts, but at the cost of energy usage. In situations where you're spamming Moonfire (generally due to movement), you want the talent due to the DPS boost. But in general you work hard to avoid having to spam like that, and the talent also makes Eclipse control harder. Usually you will work without it.
4) Filler. If you don't need any of the above. Owlkin Frenzy is some DPS contribution depending on encounter. Perseverance is a fine raid talent, especially when learning Heroics and more dangerous encounters.
So, much more than in past expansions, you have many more "optional" points where you have to use your judgment to decide what best fits the encounter you're doing. Here's a typical example:
WoW Talent Calculator - Sigrie.
One miscellaneous point of mechanics that people should understand: DoT's read their spellpower and haste values, and any %damage buffs, at the moment they are cast. These do not update while the DoT is ticking. Crit chance and target debuffs, however, do update dynamically.
The best two are is [Glyph of Insect Swarm] and [Glyph of Moonfire]. The third will usually be [Glyph of Wrath]. However, [Glyph of Nourish] (Glyph of Starsurge) can be strong in a fight where Starfall is regularly used on cooldown on multiple targets. Even on a single target, it sometimes lets you line up every Starfall with a Lunar Eclipse, which is good for DPS (depends on haste and amount of movement). In these situations where Starfall is very strong, use Starsurge as your third Glyph.
[Glyph of Starfall] is a solid DPS increase. [Glyph of Rebirth] is also highly recommended in any raid situation--being able to Rebirth people safely is very valuable to your raid (especially with the new system of limited Rebirths).
The others are all situational:
[Glyph of Thorns] is useful anytime Thorns is good (see below).
[Glyph of Focus] gives a little bit of DPS anytime you don't need the extra range on Starfall. Sometimes the reduced range can also help you control your Starfall targets.
[Glyph of Growl] (Glyph of Solar Beam) is useful at any encounter where you have to interrupt spells (despite the tooltip, the Glyph extends the lockout effect, not the silence aura).
[Glyph of Innervate] can be a filler Glyph, but Moonkin rarely have mana problems in raids (and when we do, we're likely to Innervate ourselves for Dreamstate).
None of these add any DPS, so it's entirely up to personal taste.
[Glyph of Typhoon] is the only one that affects combat mechanics, but it's situation-dependent.
[Glyph of Unburdened Rebirth] can prevent you from being embarrassed with no reagents, and saves an inventory slot to boot.
[Glyph of Dash] can occasionally be handy.
[Glyph of the Wild] can save a little bit of mana if you ever have to rebuff people during a fight, but MotW is very cheap now.
Horde: Troll is best for DPS, since it gives Berserking and Beast Slaying. Tauren gives no DPS benefit.
Alliance: Worgen is best for DPS, since it gives 1% crit (Darkflight is also a nice perk). Night Elf gives no DPS benefit.
In roughly descending order of importance.
Intellect provides 1 spellpower and 0.00154% to crit per point. With Mark of the Wild, Heart of the Wild, and Astral Leather Specialization, it provides 1.169 spellpower and 0.0018% crit (555 points per 1% crit, a bit under 1/3 of a crit rating).
Similarly, with these talents, one point of Intellect increases your maximum mana by 17.53, and your regen from Replenishment, Euphoria, and Innervate correspondingly.
These things together make Int the best stat for both DPS and mana.
Intellect, without the talent bonuses, crit bonus, or mana gains. Basically a weaker form of Intellect that only appears on weapons and trinkets, but is still good.
102.45 hit rating gives 1% to hit with spells, up to the cap of 1742 rating against a level 88 target. With Balance of Power, 1 Spirit and 1 hit rating are identical for gear selection purposes (if you ever play Resto at all you probably want to gem Spirit). Along with haste, hit is one of the best DPS stats. Remember that hit rating over the cap of 1742 does nothing, so you need to reforge hit to other stats if you gear has more than this amount (see below).
128.05 haste rating gives 1% spell haste. Again a solid DPS stat. Along with hit, generally a stat you want to look for on gear. Haste adds extra DoT ticks at certain points (depending on which buffs you have up); WrathCalcs can compute them.
89.64 mastery rating adds 1% to our Eclipse bonus. Because only about 60% our spells are cast during Eclipse, this makes it weaker than haste rating, point-for-point.
Critical strike rating:
179.28 crit rating gives 1% to crit. With Moonfury and a Chaotic Skyflare Diamond, crits with most of our our main spells do 2.09 times the damage of non-crits. Because of the poor rating conversion on crit, it winds up as our worst secondary stat.
The stat priority can be briefly summarized as:
Int >> haste > hit/Spirit* = mastery > crit
More details on overall gear strategy at the end of this section.
*The actual per-point value of hit rating is largely irrelevant, as you always gear/reforge to as to remain hit capped. Therefore the effective value of hit/Spirit on gear is equal to whatever stat you reforge in/out of to maintain your hit cap, and in practice this is usually mastery.
Gem [Burning Shadowspirit Diamond] in your meta socket.
Gem [Brilliant Inferno Ruby] in all red/prismatic sockets, and in any blue/yellow socket where the bonus is worse than 20 Int (this is a good guideline--you can always use WrathCalcs to check in detail whether a socket bonus is worth it). In blue/yellow sockets where the bonus is 20 Int or better, use [Purified Demonseye] or [Reckless Ember Topaz].
As you get 4.3 epic gems available to you, substitute them in of course.
All of our tier 11 (Stormrider's Regalia) and T12 (Obsidian Arborweave Regalia) set bonuses are good enough to be worth using if you have access to them. Upgrade smoothly from 4-piece T11, to 2 T11 + 2 T12, to 4 T12.
The 4-piece T13 is unusually weak, so upgrading is not a priority. At equal quality (Heroic/Normal), T13 will still be an upgrade over T12 due to the ilvl bump. Don't rush to break your T12 bonuses though, especially at a quality downgrade. Use the spreadsheet for exact comparisons.
Most trinkets can be evaluated based on their stats just like any other item, if you use the uptime on their proc/use to compute an average stat value. WrathCalcs can also help you evaluate trinkets.
(fill T13 trinkets once there is further analysis)
The best trinket currently available is [Variable Pulse Lightning Capacitor]. After that, [Necromantic Focus] and [Darkmoon Card: Volcano] are similar, potentially depending on your current haste. [Rune of Zeth], and [Fiery Quintessence] are close behind. Note: the ranking can vary greatly with haste, as some trinkets have passive haste after reforging that can push you to DoT breakpoints. The main point of VPLC and either Focus or Volcano being BIS should hold, but I'd always check WrathCalcs to compare other trinkets in detail for your current gear. These trinkets are all better than the T11 trinkets [Heart of Ignacious] and [Theralion's Mirror].
[Mirror of Broken Images] is quite useful in many PvE encounters. Macroing it to Barkskin is the easiest way to use it.
Finally, [Sorrowsong] can be surprisingly good at certain raid encounters. It will proc if you hit any low-HP adds, and so it can be extremely good if an encounter has frequent add spawns. In addition, it's obviously worth using at any encounter where the most important DPS requirement is a final burn phase (it may be best for your raid, even if not best for your damage meters).
Typically the best time to activate is with your DoT's. Not only does this ensure you get a set of buffed DoT's, but you often refresh DoT's at the beginning of Eclipse. Even better, if it's a 20 second buff (like many are), your 18 second DoT's should get a second set of refreshes during the trinket activation. So, macroing trinkets to IS is not a bad plan if you don't want to deal with them manually all the time (as you'll see below in the DoT's section, you generally refresh IS first).
Here's a macro you can stick into any spell (such as IS) to activate a trinket without spamming error messages or sounds:
Use [Flask of the Draconic Mind] or a Cauldron of Battle. Similarly use a 90 Int food (such as [Severed Sagefish Head]) or a Seafood Feast.
The best DPS potion is [Volcanic Potion]. You want to use it during Bloodlust. When you're trying to completely maximize your DPS, remember you can click a potion just before combat starts (ask your tank to count down), and then be able to use another potion later in the fight.
Excluding profession bonuses.
Advanced players may occasionally use other options such as Mastery on gloves and Haste on bracers, to craft their stats very exactly around a haste breakpoint.
Tailoring is slightly better than other professions.: Lightweave Embroidery gives 580 Int for 15 seconds, 20% proc on spellcast, 60 second cooldown. The average benefit is around 140 Int, minus the 50 Int you usually have on your cloak, for an increase of around 90 Int
Beyond that, most professions provide equal gains.
Engineering: Synapse Springs give 480 Int, for 10 seconds out of every 60, for 80 Int on average (varies slightly in practice).
A macro similar to the one given above for trinkets can be used for glove tinkers--the glove slot is number 10.
Leatherworking: 130 Int to bracers in place of the usual 50 Int gives you 80 Intellect.
Blacksmithing is similar. An extra socket each in your wrists and gloves, each with a [Brilliant Inferno Ruby], gives 80 Intellect.
Alchemy: Mixology (with your [Flask of the Draconic Mind]) will give you 80 Intellect.
Enchanting: 40 Int to each ring gives 80 Intellect.
Inscription: 130 Int/25 haste to shoulders in place of the Therazane enchant gives 80 Intellect.
Jewelcrafting: 3 [Brilliant Chimera's Eye] in place of 3 [Brilliant Inferno Ruby] gives 81 Intellect. Note: Once you gain access to a lot of 4.3 epic gems, Jewelcrafting will grow weaker, down to a minimum of 51 Intellect. This is likely a while away, but I wouldn't swap to Jewelcrafting now if you're considering it.
The remaining professions are weaker:
Herbalism now gives a haste cooldown via Lifeblood. At 480 haste for 20s every 2 minutes, it averages out to 80 haste.
Skinning gives 80 crit rating.
Mining provides minor survivability benefits, but no DPS gain.
I'm not going to set out full BIS lists here, for a few different reasons. It's best for you to read this guide until you understand the class well enough to choose gear based on the things I've said above. But here's some overall advice to help provide some guidance.
Caster epics have Intellect, Stamina, spellpower in the case of weapons, and 2 out of the 5 secondary stats: crit rating, hit rating, haste rating, mastery rating or Spirit. Keep in mind a few rules of thumb, which are enough to get a quick estimate of the value of any piece:
Since the 5% Intellect from Leather Specialization is a strong bonus, you should generally ignore cloth gear.
To compare items more precisely and check for upgrades, use WrathCalcs to test different setups. You can also use WrathCalcs to compute DPS weights for all your stats for guidance. Generally though, the above rules are sufficient to figure out which of two items is better. See below for more on WrathCalcs.
Given all of the options we have for shuffling stats around now, it can be confusing to find the optimal way to select gear and gem/reforge it while remaining at the hit cap. Computational optimizers like Rawr can assist with this, but knowing the basic guidelines can save you a lot of time when going over your options. It's best to mock up your setup in WrathCalcs and decide how you want to gem/reforge, and then actually do it all at once on live servers.
This is a basic way to approach reforging that covers most situations:
1) In each slot, put on your best individual item (see above), ignoring the hit cap. This will generally be your highest-ilvl leather spellpower item, preferring haste items and set bonuses where possible.
2) Gem in the way described above.
If you are under the hit cap of 1742, do the following until you hit 1742:
3A) On any crit/haste or mastery/haste pieces, reforge the crit or mastery to hit or Spirit (you may prefer Spirit so you can use your items for Resto spec as well).
4A) Reforge any other pieces. Remember that you can reforge hit onto an item with Spirit, and vice versa.
If you were over the hit cap of 1742, do the following until you're just over 1742:
3B) Reforging hit/Spirit to haste on any non-haste items.
4B) Reforging hit/Spirit to mastery on any haste items.
5) Once you are at hit cap, if you have any unreforged items that don't have haste, reforge the crit or mastery on them to haste.
6) There's some possible further optimization by reforging crit/mastery to hit on some items and reforging back on others, or by changing between red and purple gems, but at this point you'll have to work it our yourself or resort to automated tools.
The first rule of DPS is to always be casting (or waiting out a GCD after an instant). Anytime a spell ends, you should already have queued your next one (see below). Don't delay a cast to make a decision or react to proc--train yourself to start another spell regardless of what's going on, and change the subsequent spellcast if necessary after you've had another second to think.
As a preliminary note, this type of macro might be useful for automatically assisting with your nukes when you have a raid member targeted:
First, recall that the client processes events when you release the key. Keep that in mind for learning your timing. Some mods have options to change this if you like.
Cataclysm introduces a new ability queueing system, similar to the single-spell queue in WLK but more consistent and more customizable.
When you send a spell command to the server, if your character is unable to cast immediately (typically because it's still casting or GCD-locked from your last spell), the server will see if you become ready to cast within a certain short window. If you do, it will begin the cast immediately. You can set the length of this window with an interface option called "Custom Latency Tolerance." You want to set this value to a high enough amount that you can always press the next spell key comfortably before the current spell finishes, and never have a gap between casts. But you don't want to set it too high, because you can't change your mind after you queue a spell, so your reaction time is effectively slower if you "lock in" each spell a long time before it begins casting. Experiment and find something you're comfortable with.
[top]The Short Version
For more detail, continue to the following sections.
[top]The Eclipse Rotation
You will generally operate in a four-step cycle.
Basically, you cast Wrath until Lunar procs and cast Starfire until Solar procs. But once DoTs and other instants are involved, thinking in terms of the four-phase cycle helps you plan your casts well.
[top]Subtleties of Transitions
Solar: You want to watch for when your Solar energy is at 80 or higher, so that you know your current Starfire cast is your last one, and queue a Wrath.
Lunar: Since Wrath gives its Eclipse energy upon landing, it's a bit trickier to time the swap to Starfire correctly. If your Lunar energy as you start a Wrath is 74 or higher, it will be your last Wrath (because the one in the air will give 13 energy when it lands).
Do your best to avoid casting extra spells beyond what's necessary to proc Eclipse.
If you use the mod Balance Power Tracker (below) things look slightly different. That mod can display a modified energy bar, which projects your energy value from currently casting/traveling spells, so all you have to do is check for when it reads 100. Remember that if you move or interrupt a cast though, your energy will appear to go back down.
When you die, you Eclipse bar is reset to 0. So on learning attempts for any boss, you'll get used to starting from 0 energy. As you attempt a particular fight more and more, you can sometimes plan out your Eclipses for certain AoE/movement phases. I'm not going to give a boss-by-boss guide here, but you should pay attention to the order of events in each fight and refine your routine. An important point is that you always have one nuke you can cast (Starfire or Wrath) that doesn't move your Eclipse bar, so sometimes you can use that to control when you enter or leave Eclipse at various points in an encounter. At some encounters, planning out your Eclipses at specific points in the fight will be a major part of doing good DPS. Most commonly, when a fight has AoE phase, you will want to do whatever is necessary to make sure you in Solar when that phase begins, by delaying Eclipses as necessary.
When you're not wiping, you can start boss fights at 100 energy with a freshly procced Eclipse. As you get near the end of the trash, go to the end of the Eclipse bar and stay there (by stopping Wrath/Starfire usage). During trash itself, where you're often going to be using DoT's and AoE spells, you can simply sit in Solar and use the Sunfire-based style (see below).
Compared to WLK, our DoT's are far stronger now. You want to do your best to maintain very high uptime on both of them. Typically, the only time you will hold up recasting of a DoT is if it falls off and the corresponding Eclipse is coming up very soon--you'll wait one or two casts and refresh at the beginning of Eclipse. If both DoT's are coming up at around the same time when you start Eclipse, remember that Nature's Grace will only affect the second one, so you want to remember to use Insect Swarm first (because Moonfire/Sunfire is stronger than IS under either Eclipse).
Cataclysm changed the way DoT refreshing works--when you refresh a currently ticking DoT, you no longer waste a partial tick. Significantly, if you refresh a DoT when it has only one tick remaining, there is no loss at all. This means the optimal time to refresh a DoT is during its last tick, thereby maintaining true 100% uptime. Failing that, refresh at the same time you do now, as soon at it falls off. Note: since Moonfire and Sunfire are two different debuffs, we can't benefit from the new DoT system when replacing one with the other. In that case you should wait for the old Moonfire/Sunfire to fall off.
DoT ticks use your spellpower, haste, and +% damage (e.g. Eclipse) values from the moment the DoT was cast--they do not update in real time until the next time you cast the DoT. Crit chance of the ticks, on the other hand, does change dynamically if you gain or lose crit buffs while the DoT is ticking. Because the entire DoT is effected by your stats at the moment of cast, there can be detailed decisionmaking in when to apply them--see "Advanced Points" below for more.
Similarly to DoT's, simply use this on cooldown or any time Shooting Stars procs. As with DoT's, the only notable exception is if it would be the last spell before Eclipse. Then you can hold it up for one spell to cast it with the Eclipse buff.
It's possible that the 4-piece tier 12 set bonus will make it beneficial to stop casting Starsurge when outside of Eclipse. I'll update this when we work it out in more detail.
With the WLK haste cap issues gone, our spells are now all buffed nicely by Bloodlust. Nothing significant will change during the rotation, except that DoT's are exceedingly good. Make sure to DoT any possible target as soon as Bloodlust starts, probably even clipping any existing DoT's at that point (use any timers here if possible, such as Berserking and your Volcanic Potion). If you have a Nature's Grace near the beginning of Bloodlust, even better to spam DoT's with.
The basic solution to any movement situation is to try to get the most out of DoT's and Lunar Shower. Cast Moonfire the instant movement begins (or even just before) to start stacking the buff, then spam it on the target while running. Use IS, Wild Mushroom, and any other instants you have available (such as Shooting Stars) as well. Planting Wild Mushrooms at the enemy's feet while moving take some practice but is worthwhile; remember that you can wait until your next Solar Eclipse to detonate them.
Finally, if at all possible, you want to be in an Eclipse for movement, although you might often have little control over this. With Lunar Shower, the Moonfire spam can also build energy towards your next Eclipse, only if that Eclipse is Solar (this asymmetry will hopefully be fixed at some point).
It's important to manage our DoT's well during high-movement situations. You want to plan your casting so that you cast DoT's (or other instants) while moving, and nukes while standing still. This requires you to be highly aware of both your spell rotation and your surroundings, so you can anticipate movement. It's always worth delaying a DoT by a few seconds to cast it while moving, so you can cast another nuke while still. This also holds true for other instants.
[top]Multiple Targets and AoE
In multi-target (3 or more) situations, Wild Mushroom and DoT's tend to overpower all other spells due to their high DPET.
You want to be in Solar if possible for AoE phases. On encounters with a major AoE component, a big part of your planning should revolve around being in Solar Eclipse at the right time, due to the importance of Wild Mushroom.
If you have Lunar Shower and try to cast more than 14 consecutive Sunfires, your Eclipse will end, severely curtailing the DPS of your instants. In a situation where you would want to spam instants for more than 15 seconds, alternate Sunfire and Insect Swarm and add in frequent Wild Mushrooms. If the multi-DoT situation lasts more than 30-40 seconds, you have a few options:
The Balance spec in Cataclysm has a number of interacting buffs and procs, making it currently one of the complex classes in the game to play well. There's no concise list of rules for what to cast and when (which is part of why this guide is so long); you need to have the solid understanding of how the different abilities works and use your judgment in a variety of situations. When you feel you've mastered the basic techniques described so far, here are more subtle points you can try to start working into your play:
[top]Mods & Tools
SquawkAndAwe: A convenient set of bars for all Moonkin-related timers. Generally working now in 4.0.
Balance Power Tracker: An alternative energy bar for 4.0. Among various display features, this bar has the option to add the expected energy from currently casting/traveling spells to your energy bar, to help you see when you need to swap spells for the next Eclipse. Try this feature out to see if you like it, but remember that if you've been practicing with the default energy bar, the timing change will take a bit of getting used to.
Quartz: as a primary caster, you should have a proper cast bar. This is an excellent one.
Rawr is up and running for level 85, I believe, but I've not played with it yet.
WrathCalcs (attached to this post). Moonkin theorycraft spreadsheet. Will give you the exact value of stats/talents/glyphs in your current setup, and lets you experiment with different rotations. Originally made by Adoriele here. I've since taken it over and used it as the platform for my own theorycrafting, reflected in the version posted here.
For those of you who used WrathCalcs in Wrath of the Lich King, the main change is a new front page where you can select gear, gems, enchants, and reforges from drop-down menus. Stats are automatically totaled and passed to the second page, where you'll find all the features from before: talent and buff selection, and all the same detailed outputs.
For everyone else, here's a basic description to get you started:
1) Input your gear, gems, enchants, and reforges on the front page. The basic rule is that any light-blue box is a dropdown menu where you can choose something. The sheet will automatically black out any enchant/gem slots that don't exist, and will highlight any inactive socket bonuses or meta gems in red. To un-reforge (or un-gem or un-enchant) and item, just the delete the current reforge/gem/enchant selection.
2) On the second page, input your talents, glyphs and buffs. Again, light blue boxes are menus where you can enter your setup. Don't modify the pink boxes, which are the stats inherited from the front page--these are shown so you can see the stat weights (see below). You can also set some parameters about how you use your spells in the purple boxes.
3) Basic results are in green boxes. You can read your overall DPS and net mana use in the "main results" box (these are also copied to the front page so you can easily see how they change when you change gear). Other green boxes show your hit/haste breakpoints, the DPET and DPM of each of your spells, and the damage breakdown of all your spells (also shown in the pie chart).
4) Advanced results are in the blue boxes. These require the use of data tables, which you have to recompute manually by pressing F9 (Windows) or Cmd-= (Mac). These include:
a) next to each stat, buff, glyph, and talent, the amount of DPS and MP5 derived from that particular thing. For stats, it shows the benefit of having 1 more of that stat. For talents and other bonuses, it shows a) if you have no points in the talent, the value you would gain from one point, b) if you have points, the value you currently gain from those points (i.e. the amount you would lose by dropping them).
b) next to the spell table, the amount by an additional stat point improves each individual spell.
There is now one version of the sheet for both Excel and OpenOffice. OO users select "OpenOffice" from the dropdown on the first page, and everything should work (except for the data tables/advanced outputs, which are not supported by OO).
There's also a profile save/load feature now (only works in Windows Excel) so you can swap between different gear sets more easily.
[top]Known Spreadsheet Issues
Ok, this has basic 4.3 info updated, and a version of WrathCalcs that should be good with 4.3 gear. Most important changes:
--Lunar Shower is rarely taken now, unless some fight arises with frequent unavoidable movement
--4T13 is very weak. Don't upgrade to it until you're getting an ilvl improvement as well.
--Jewelcrafting will fall behind as epic gems become more common. Just warning in advance that you probably don't want to switch to it.
Really, there's very little new as far as basic factual information goes.
Fair warning, I'm somewhat less involved here than in the past (in particular, I'm not raiding right now). I did these basic updates because they were pretty minor and there was no point having someone else rewrite a guide or learn the innards WrathCalcs. But they're still less in-depth than in the past--I probably won't be doing detailed analysis of BiS gear options (even trinkets), or commenting on further nuances to the rotation (which, with the complexity of this class, tend to keep arising). So it will be up to the community to get into these things more and try to come up with conclusions this time around. Forum regulars who have doing that sort of thing for a while can feel free to alert me to anything that's reached a reasonable consensus and should be put into the OP. The more specific it is, the more likely I'll throw it in quickly even if I haven't been otherwise following stuff.
Finally, as you may have guessed, this is probably the last update I'll be responsible for. So when Pandaria arrives you'll be looking to someone else to rebuild a guide/sheet for the new system. I'm sure I'll still be stopping by around here for a while though :) . On my end, my main online existence lives on Twitter here: Twitter . I've gotten to a know a lot of WoW (and former WoW) people there by now, feel free to stop by to chat about anything.
Good luck, and have fun!
Okay, this thread is now restarted. Old content has been moved to: http://elitistjerks.com/f73/t127442-...firelands_old/. I'll be putting out an updated Gear Discussion thread later tonight, which though primarily Resto will include all leather spell power gear similar to the last edition. Hopefully I can save a few people infractions by reminding everyone that Hamlet is well aware of how thankful everyone is for his hard work. Please feel free to PM directly and let him know how awesome he is, but do keep it out of the thread as per the forum rules.
As per usual, sorry for any conversations that got cut off in the middle during the transition. Please feel free to restart them/make a summary post here so you can pick up where you let off. Good Luck with Dragon Soul!
I just want someone else to look and tell me if there is something very wrong that I didn't get a single Owlkin Frenzy proc on this Ultrax kill...
World of Logs - Real Time Raid Analysis
Is this a bug?
I realize that it's a 15% proc chance, but I'd assume a high uptime just because of all the instability damage taken.
Is anyone else seeing pushback mechanics in this fight as well? WC is simming me for about 32k before the gear I got last night, and I realize in that kill I had to Brez during lust, and I lost my DI when the lock died, but I usually pulled about 31-32k on Baleroc, I'd think for sure I'd be higher than that on Ultraxion. Are other people seeing the shift/pushback mechanics lowering their DPS?
Also, did I really not benefit from lust? That seems like a bug in WoL, as I think I remember getting the buff, but the other members of my raid team have it show up in their buff log.
Owlkin Frenzy doesn't proc from everything, it's quite possible Ultraxion's AOE attack can't trigger it. As far as Heroism, were you out of the Twilight realm (the logs are a bit off in terms of telling when this happens) when it was cast? That would stop whoever was logging from picking it up as being cast on you, but you may still have gotten the effect depending on how the phasing works.
No we lusted directly after the first Hour of Twilight past 20% so everyone should have been in the Twilight Realm. The reason I make a point about Owlkin Frenzy is that Lappe over at Paragon wrote up that he saw VERY high uptime on OF during Ultraxion. Perhaps this is something that they fixed after PTR, it's entirely possible.
Can anyone confirm that Ultraxion's AOE causes pushback? I'm almost certain I noticed it, but I was in the zone, so I may have been disregarding that particular aspect. If it does, I'd think that's a significant chunk of caster DPS that we can't get back.
I just checked my kill video for Ultraxion, and I can confirm that Owlkin Frenzy did not go off once. From looking at my casting bars during it, it does not look like I suffered from any pushback either, but admittedly this is not the best way to evaluate that.
One odd thing I noticed, is it looked like when I used Heroic Will, my trees popped out with me.
I guess I just thought that Ultrax was going to be our Patchwerk fight for this tier, but in all honesty, the phasing in/out is doing a lot of damage to caster DPS, as well as the pushback (if that is indeed the case). Looking at top guild parses from 25M Ultraxion kills even 390 ilvl Boomkins with DW are only pulling 32k.
As far as I can tell, no one has done a WC comparison of the tier options and posted anything of use.
These WrathCalc numbers are done with standard 4.2 BIS as a base line, and plugging in tier options:
4pc T12 (Heroic) - 34109.26 DPS
2pc T12 (Heroic) + 2pc T13 (Normal) - 34341.16 DPS
(Legs and Hat T13, Shoulder off)
2pc T12 (Heroic) + 2pc T13 (Heroic) - 34669.14 DPS
(Legs and Hat T13, Shoulder off)
4pc T13 (Normal) - 33979.20 DPS
4pc T13 (Heroic) - 35464.18 DPS
Keep in mind, I am using 4.2 BIS as background gear for the Sims.
Note: Sims done without Dragonwrath.
Note: I omitted profession bonuses for uniformity.
Note: Troll used as race.
Note: All sims are done within 5 points of 17% hit.
Note: Dark Intent not included.
Again, these numbers are done as accurately as possible, but are in no way gospel... Just a guideline.
Do other classes see this little improvement from gear? A loss of dps from solid normal upgrades and a 1k dps increase into full final tier heroic gear? I'm either concerned or confused. I cant tell.
Full BIS Dragonsoul gear sims at 48906.
To answer your question though:
Yes, Moonkin are particularly screwed in our 4pc set bonus in comparison to other classes.
- moved the comment about dps ahead -
Has the math been done on Cunning vs The Haste trinket vs the Spine trinket? All three seem pretty absurd.
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