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Old 01/19/09, 8:41 PM   #201
Stownhenj
Glass Joe
 
Night Elf Druid
 
Cenarius
Originally Posted by dukes View Post
Lets look at this logically:

The alternatives to the FF/FFF armour debuff are:
- A Warlock casting Curse of Recklessness - this is not really a viable alternative due to the amount of DPS lost through not being able to use a damage curse; and
- A BM hunter using a Wasp for Sting. I don't think I've ever seen a BM hunter using a Wasp while raiding due to it not being as much dps as alternative pets.

Following from this, as long as you're in the raid as a balance druid, there are the 2 following scenarios:
- You are the only balance or feral druid in the raid. In this case, you should be using FF for the melee benefit as it's significantly more dps than your loss; or
- There is a feral druid in the raid and they are casting FFF.

In both scenarios you gain the benefit of IFF.

This means you should always take IFF as there will always be FF on the target and therefore you will benefit from the 3% crit aspect. This completely ignores the benefit of 3% hit from IFF, which will also be utilised if you don't have a shadow priest (and is more than enough reason in itself to take the talent anyway).
I'd like to add the thought that it's also important to consider that if your raid group is still learning the boss fights (i.e. aren't on farm status yet) you will probably have multiple people getting killed by various things during the fight. Even if you count on the feral to put up FF, and the shadow priest to put up Misery, there's a fairly decent chance that you'll have to start putting up iFF to cover for them if they die - so no matter what, you need to understand how to work the FF cast into your rotation.

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Old 01/20/09, 4:15 AM   #202
Anastassius
Glass Joe
 
Night Elf Druid
 
Hellfire (EU)
Are you sure that IFF and MISERY from the shadow priest stack on the boss?

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Old 01/20/09, 8:51 AM   #203
Humbaba
John Galt
 
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Humbalo
Tauren Druid
 
No WoW Account
Originally Posted by Anastassius View Post
Are you sure that IFF and MISERY from the shadow priest stack on the boss?
They don't. That's not what he's saying. He's stating that if your shadow priest dies you should apply IFF to cover the now missing 3% hit.

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Old 01/20/09, 9:23 AM   #204
milkymiak
Glass Joe
 
Tauren Druid
 
Mal'Ganis
Intensity vs. Dream State?

I did the math and I'm pretty sure that right now for me Dreamstate > Intensity.. Also I talked to other moonkins and most of them are running with intensity just because someone posted intensity > dreamstate. Armory is down so I can't show you my stats but I think my int was around 750~ and ooc mana regen around 220~

so...

intensity allows 30% of 220 to continue regaining while casting. = 66mp/5~
dreamstate allows 10% of int to be converted to mp5 so 75 mp5.

I do know that with more naxx gear I'll have some more spirit but is there anything wrong with my calculations?

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Old 01/20/09, 9:38 AM   #205
 Hamlet
<Druid Trainer> Emeritus
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by milkymiak View Post
Intensity vs. Dream State?

I did the math and I'm pretty sure that right now for me Dreamstate > Intensity.. Also I talked to other moonkins and most of them are running with intensity just because someone posted intensity > dreamstate. Armory is down so I can't show you my stats but I think my int was around 750~ and ooc mana regen around 220~

so...

intensity allows 30% of 220 to continue regaining while casting. = 66mp/5~
dreamstate allows 10% of int to be converted to mp5 so 75 mp5.

I do know that with more naxx gear I'll have some more spirit but is there anything wrong with my calculations?
Remember to subtract off MP5 from your OOC regen to determine spirit-based regen-only. Or just find the formula on the TTT; I don't remember the level 80 coefficient offhand, but it will look like X*Spi*sqrt(int).

But it is possible for Dreamstate, especially the first (4%) point to be better, once you get into nice gear with high Int and have mostly replaced your Spi with damage stats. This often moot though, as usually by then you've dropped all mana talents.

Links: Moonkin Resto WoWMath Twitter YouTube
Please don't PM requests for advice on UI or specific gear choices.

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Old 01/20/09, 9:44 AM   #206
Eilt
Piston Honda
 
Night Elf Druid
 
Bloodhoof
At the most basic level:
Take your Int, divide it by 2.5, if that number is greather than the amount of SPI you currently have, take dreamstate. Otherwise Intensity is better.

Granted that does not take into account spell damage or buffs or anything, just a basic level. So yes, until you get some gear that has spirit on it dreamstate is probably better (assuming you need mana regen beyon that of OoC). However since you take 30% of your spirit compared to only 12% of your int, it does not take much for intensity to take over from dreamstate.

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Old 01/20/09, 10:02 AM   #207
Cdin
Von Kaiser
 
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Troll Druid
 
Stonemaul
Originally Posted by milkymiak View Post
Intensity vs. Dream State?

I did the math and I'm pretty sure that right now for me Dreamstate > Intensity.. Also I talked to other moonkins and most of them are running with intensity just because someone posted intensity > dreamstate. Armory is down so I can't show you my stats but I think my int was around 750~ and ooc mana regen around 220~

so...

intensity allows 30% of 220 to continue regaining while casting. = 66mp/5~
dreamstate allows 10% of int to be converted to mp5 so 75 mp5.

I do know that with more naxx gear I'll have some more spirit but is there anything wrong with my calculations?
I recently did a blog post on Moonkin Mana Regen. You can find it here:

Gray Matter: Moonkin Mana Regen

I realize that results can be different from one person to the next, In most cases a raiding moonkin will benifit more from Intensity then Dreamstate.

Looking at your numbers it appears you are using unbuffed numbers. When you consider Divine Spirit, Mark of the Wild, and Blessing of Kings, your spirit number will increase dramaticly. Of course your Int will also go up with AI, MotW, and Kings also, but the affect isn't as dramatic.

www.GrayMatterWoW.blogspot.com - My Moonkin related Blog.

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Old 02/04/09, 1:52 PM   #208
Narninian
Glass Joe
 
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Tauren Druid
 
<Ten>
Velen
Originally Posted by Grenadieris View Post
Majority of my raid casters should be hit capped too by now.
I never get this argument when it comes to gearing around misery/IFF. (Which I hear often: Once heard a guild leader of a progression oriented guild say that if you're not hit capped without the debuff you shouldn't be in the guild)

Yes, casters need to be hit capped ---- but if there is regular access to a shadowpriest/Moonkin - they will be be doing more dps, by capping based on that debuff. Its essentially wasted itemization points if you are capped without the debuff. By taking it into account the casters will be doing more dps from their higher Spellpower/crit/haste/etc.
If said shadowpriest/Moonkin dies alot / attacks different targets / has poor attendance -- then the casters should make their gearing decisions differently, but for many serious raiding guilds this is not the case.

You could always keep have a couple hit items to swap in if in a rare instance all the sp/mks are gone.

Last edited by Narninian : 02/05/09 at 1:09 AM.

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Old 02/04/09, 2:19 PM   #209
 Hamlet
<Druid Trainer> Emeritus
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Narninian View Post
You could always keep have a couple hit items to swap in if in a rare instance all the sp/mks are gone.
And even this isn't true for Moonkin. Mages should have gear handy for when they don't have the debuff around, but a Moonkin should be speccing it himself in that case regardless.

Links: Moonkin Resto WoWMath Twitter YouTube
Please don't PM requests for advice on UI or specific gear choices.

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Old 02/04/09, 5:23 PM   #210
ultrajustin
Von Kaiser
 
Orc Warlock
 
Proudmoore
Originally Posted by milkymiak View Post
Intensity vs. Dream State?

I did the math and I'm pretty sure that right now for me Dreamstate > Intensity.. Also I talked to other moonkins and most of them are running with intensity just because someone posted intensity > dreamstate. Armory is down so I can't show you my stats but I think my int was around 750~ and ooc mana regen around 220~

so...

intensity allows 30% of 220 to continue regaining while casting. = 66mp/5~
dreamstate allows 10% of int to be converted to mp5 so 75 mp5.

I do know that with more naxx gear I'll have some more spirit but is there anything wrong with my calculations?


I used to be of your line of thinking: 1 dreamstate, 2 intensity... buut Raid Buffs...

Arcane Intellect + Spirit + Kings.... make intensity a clear winner for me these days. Also doesn't the intensity tooltip say it gives 10% of mana regen while casting? It's not specifying spirit only.. and btw... Yes, Intellect Does factor into mana regen (though not as much as spirit). You can find the equations somewhere else. So basically raid buffs are the difference.. and gear of course.

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Old 02/05/09, 9:26 AM   #211
Druitt
Von Kaiser
 
Druitt
Blood Elf Death Knight
 
Lightninghoof
Originally Posted by ultrajustin View Post
Arcane Intellect + Spirit + Kings.... make intensity a clear winner for me these days. Also doesn't the intensity tooltip say it gives 10% of mana regen while casting? It's not specifying spirit only..
Not sure the distinction you're making. The 10% can't apply to the summary regen number in your character sheet, since that has two components: MP5 ("while casting") and "spirit" (the total when not casting). If the 10% applies to the total number and adds as a bonus, you'd get MP5 twice which would make it actually work the opposite of its tooltip.

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Old 02/05/09, 10:14 AM   #212
 Adoriele
Chronic Apopheniac
 
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Night Elf Druid
 
Dragonblight
Intensity only affects spirit- (and int-) based regen. It does not affect any form of MP5, including Dreamstate, BoW, and Mana Spring, nor does it affect Replenishment.


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Old 02/10/09, 2:04 AM   #213
triarchelon
Glass Joe
 
Night Elf Druid
 
Eldre'Thalas
I'm not sure what made me go test this. I think I was wondering if I had to apply my Improved Faerie Fire to get the increased critical chance on a target. My testing seems to show that I do not get the crit if I apply it, only if someone else does.

Has anyone else tested this?

Target: Grand Master Training Dummy (level 80)

Starfires, no Faerie Fire
1553 hits
555 crits (26.32%)
2108 total

Starfires, my 2/3 Improved Faerie Fire
1654 hits
580 crits (25.96%)
2234 total

Starfires, another moonkin's 2/3 Improved Faerie Fire
1571 hits
614 crits (28.1%)
2185 total

I did some tests before this but do not have them documented and the testing was not a large enough sample to make sure I didn't have some bad luck streaks.

I had the same gear on, always in moonkin form during the testing, and always used the same training dummy. No other debuffs were on the target, and no other buffs on myself other than moonkin aura. I started thinking that maybe 2% crit was not something I would notice, and decided to remove some crit gear (1.18% of crit) and test it out. I did straight Starfires on a non-debuffed training dummy, just as above. I definitely saw the difference in my crits, it dropped to 23-24% (two separate trials of less than 1k casts each).

So has anyone else tested this or am I overlooking something? Our feral druids are not always good about keeping up faerie fire. I didn't take the talent to increase my (or the raid's) hit chance on a target. At this point it seems better to spec out of it, since it clearly does not seem to be giving me any benefit.

If this isn't the appropriate forum to post this, my apologies.

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Old 02/10/09, 4:39 AM   #214
klüger
Piston Honda
 
Night Elf Druid
 
Ravencrest (EU)
Originally Posted by triarchelon View Post
I'm not sure what made me go test this. I think I was wondering if I had to apply my Improved Faerie Fire to get the increased critical chance on a target. My testing seems to show that I do not get the crit if I apply it, only if someone else does.
Two things: This is more a question for the dummies thread, and this has been answered by blues and the verdict is that you get the crit bonus as long as there is a faery fire on the mob (no matter who casts it or how talented it is).

edit:
Yes I am sure.
Yes I saw over your test (it is not solid).

Its nice that you don't take things at face value, but this has been debated and posted (and tested) so much that you can actually just believe what I say (which blues have tested internally).

Last edited by klüger : 02/10/09 at 8:56 AM.

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Old 02/10/09, 5:25 AM   #215
triarchelon
Glass Joe
 
Night Elf Druid
 
Eldre'Thalas
klüger -

Did you even look at the test results? They would disagree with what blues have posted.

The bottom part of my post got cut off where I discussed whether it might be worthwhile to keep Imp FF as long as another person was putting up a Faerie Fire, or whether it was a complete waste since I can't rely on them to put it up. (We always have a shadow priest or actually two in raids so don't need it for hit.) If I forego this, I have 2 points and I'm not sure which is more helpful in raids. I am trying to decide between putting one point in Owlkin, Brambles, or getting the third point in Eclipse. I probably don't get as great of use of my trees as I could, but I am working on improving it. As a sidenote, ignore my current spec if you look me up on armory. I am planning to change things around as soon as I have enough test data to show that Imp FF isn't working properly.

I'll go post this in the thread you suggested. I don't know how to just move it entirely.

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Old 02/11/09, 12:49 PM   #216
Eilt
Piston Honda
 
Night Elf Druid
 
Bloodhoof
Originally Posted by triarchelon View Post
I'm not sure what made me go test this. I think I was wondering if I had to apply my Improved Faerie Fire to get the increased critical chance on a target. My testing seems to show that I do not get the crit if I apply it, only if someone else does.

Has anyone else tested this?

Target: Grand Master Training Dummy (level 80)

Starfires, no Faerie Fire
1553 hits
555 crits (26.32%)
2108 total

Starfires, my 2/3 Improved Faerie Fire
1654 hits
580 crits (25.96%)
2234 total

Starfires, another moonkin's 2/3 Improved Faerie Fire
1571 hits
614 crits (28.1%)
2185 total

I did some tests before this but do not have them documented and the testing was not a large enough sample to make sure I didn't have some bad luck streaks.

I had the same gear on, always in moonkin form during the testing, and always used the same training dummy. No other debuffs were on the target, and no other buffs on myself other than moonkin aura. I started thinking that maybe 2% crit was not something I would notice, and decided to remove some crit gear (1.18% of crit) and test it out. I did straight Starfires on a non-debuffed training dummy, just as above. I definitely saw the difference in my crits, it dropped to 23-24% (two separate trials of less than 1k casts each).

So has anyone else tested this or am I overlooking something? Our feral druids are not always good about keeping up faerie fire. I didn't take the talent to increase my (or the raid's) hit chance on a target. At this point it seems better to spec out of it, since it clearly does not seem to be giving me any benefit.

If this isn't the appropriate forum to post this, my apologies.
Unfortunately all that this test proves is that crit chance is, in fact, random. If you did this exact same test again, you will probably see different results yet again.

The ONLY true way to test is to have your target be in resilience gear to negate your innate amount of crit (but be close enough to 3% so that iFF will make them critable).

So you spend 1000 wrath casts at this target in resil gear and should not see a single crit.
Have a feral apply FFF (while you are specd into iFF) and see how many casts it takes to get a crit (if done right you SHOULD see a crit at some point).

A test of the above nature is the only way to really see, the debate is whether or not 1000 casts is a large enough sample size to not have a crit happen or if you need more.

The other option is to trust GC who has access to the code and probably better testing methods than we do. Due to earlier testing by other moonkins and GC confirming the test is true, most are fine believing it. However, if you feel the need to see it for yourself, follow the above directions and use a resilience target to test. Testing on target dummies is not control enough as we all know crit chance is random, you may get 28% once and test it exactly the same and get 30%, the difference over 1500 casts is just not statistically significant.

Now that all that is said, if your feral is NOT keeping up FFF then that is an issue. The talent is not worth it for the 3% crit for you to actually cast it, so talk to your feral and make sure he is keeping it up at all times. If no moonkin is applying it they should never get the "More powerful spell is active" and thus it is no issue for them to apply it.

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Old 02/15/09, 2:44 PM   #217
Eldessya
Glass Joe
 
Night Elf Druid
 
Whisperwind
Is there a reason ( beyond wanting to pass the buck on FF/IFF, obviously) that a feral druid should be casting the debuff and not us? I am going to guess that it is based on ferlas having free GCDs due to having to wait on energy regen? Would that be accurate, or is there another reason why it is preferable for ferals to put up the debuff? Also, does that apply to feral tanks who are generally using all their GCDs?

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Old 02/15/09, 3:01 PM   #218
Ashaera
Piston Honda
 
Night Elf Druid
 
Auchindoun (EU)
For bear:
Free rage, in any rage limited situation its useful -- & either way its hardly a loss to use it. Missing 1 lacerate / swipe is no big deal.

For cat:
Waiting for energy idd.

Moonkin:
Costs half a SF, has to be refreshed at sucky times now & then.


If you have a feral its an easy decision.

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Old 02/15/09, 5:52 PM   #219
Daylis
Von Kaiser
 
Worgen Druid
 
Agamaggan (EU)
Playing a feral tank as my offspec, i know just how much easier it is for a feral to keep ff up. Usually, when singletarget tanking, you're waiting for mangle cd. Inbetween you're lacerating and keeping Demoralising shout up. Even with all this, there's time when you've really nothing better to do than either swipe or put up ff. Now swipe is great threat, but ff reduces armor, which means more damage for a feral and thus higher threat.

It is in feral's interest to keep it up, regardless of having other people benefit from it or not.

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Old 02/18/09, 4:30 PM   #220
#Freki#
Glass Joe
 
Tauren Druid
 
Ysondre (EU)
French Moonkin player

Hello everybody !
I'm a french moonkin player, and I would like to learn more about this powerfull character.

here is my armory link :
The World of Warcraft Armory

My real question is about DPS ! I have not a very good stuff but I think it is not bad at all.
But when I'm playing in heroic raid i can't reach more than 2600 DPS (on a boss like patchwerk)

my DPS cycle is :
Moonfire - Faerie fire - Insect warm - Wrath until eclipse proc... then Starfire under eclipse until eclipse cooldown fade.............. and again (refreshing DOT if necessary)

Can someone help me about that ?
I don't know what to do...

Thanks for your reply.

Kind regards.

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Old 02/18/09, 4:50 PM   #221
Zakariya
Von Kaiser
 
Tauren Druid
 
Kilrogg
Moonkin: FAQ and Thread Index

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Old 02/18/09, 9:19 PM   #222
govnathan
Glass Joe
 
Tauren Druid
 
Azshara
Originally Posted by Ashaera View Post
For Malygos I cant see Owl'Kin frenzy being worth it, if it can proc off vortex then you have it proc more or less everytime you cant use it. Rather boost trees for the 2 casts you can get off.

Sartharion 10man it might be interesting (25man aswell if you leave Vesperon Acolyte up there) - I would assume it to proc from Twilight Torment which hits you like once every 4seconds, but thats only for a small part of the fight, allthough also the hardest part of the 10man kill. The 25man version is alot more forgiving & has way lower dpsrequirements, but atleast with our strategy I wouldn't take Owlkin Frenzy for that.

For 10man I see http://talent.mmo-champion.com/?drui...man Sarth spec as more or less the optimal way to go. Depending on mana needs you could pick up Intensity or Owlkin Frenzy with the 3 spare points.
But its heavily setup dependant, in my case I would not expect a feral on the adds where dps matters & since we will bring spriest for replenishment anyway theres no need to pick up imp. FF then. If you dont have a resto druid then Id take Imp. Motw aswell.

Thank you for the spec. I was actually skimming this thread specifically looking for 3D specs.

We are currently trying 10 man 3D (2D was just easy) and we are struggling a bit. While I've found a number of helpful hints, I'm also trying to find some things I can do personally to give us a better shot. Any other spec suggestions for this one encounter would be appreciated.

Also, since our Feral tank will be on Sarth and I will be running with a SP, I would assume I'd put the last three points in Intensity since the fight will likely be longer than I'd like. Any reason to put them somewhere else?

Finally, if I wasn't running with a SP and wanted to steal points from Gale Winds for mana regen (since those previous points are now in IFF) would I be making the right decision as to where to pull from, or is that far more valuable than I realize?

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Old 02/18/09, 10:04 PM   #223
ATheGreat
Glass Joe
 
Tauren Druid
 
Skullcrusher
gale winds is amazingly valuable imo, if you're going to be part of the aoe foundation of that fight. If, for some reason, your raid makeup allows you to not have to aoe at all, sure, drop gale winds, but i really have never been in that position as a boomkin.

If you wanted/needed more regen, i think i would rather drop treants and starfall for a couple extra points before i dropped gale winds (this recommendation is only for 10 man 3 drake, hah)

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Old 02/19/09, 6:17 PM   #224
bodvarbjarki
Von Kaiser
 
Night Elf Druid
 
Kul Tiras
As most raiding hunters are now survival (with perhaps one per raid marks for Trueshot), the pet dps loss from taking a Wasp for the armor debuff is is small. Except for Sar3, we don't use a feral druid, so we bring a Wasp to most raids.

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Old 02/20/09, 3:57 PM   #225
Cdin
Von Kaiser
 
Cdin's Avatar
 
Troll Druid
 
Stonemaul
Originally Posted by ATheGreat View Post
gale winds is amazingly valuable imo, if you're going to be part of the aoe foundation of that fight. If, for some reason, your raid makeup allows you to not have to aoe at all, sure, drop gale winds, but i really have never been in that position as a boomkin.

If you wanted/needed more regen, i think i would rather drop treants and starfall for a couple extra points before i dropped gale winds (this recommendation is only for 10 man 3 drake, hah)
Maybe my guild does things differently then yours, but I don't know of a single fight in WotLK that requires an extrodinary amount AoE damage.

I'm not saying there aren't fights were AoE isn't useful. Obviously Gluth, Maexxna, and others have opportunities to use it, but it's not a make or break type of situation where more AoE would have prevented a wipe.

The only possible exception I can think of is if Sarth3D if you don't have a DK tanking adds or much AoE in raid. However, My guild has found that the DK tank can take them down the adds on his own.

www.GrayMatterWoW.blogspot.com - My Moonkin related Blog.

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