Where’d All the Chicken Go?

7 08 2008

Well, I know this still counts as a brand-new blog, but, as you might have noticed there has been a significant drop in postage (ooh, I just made up a new use for that word!) recently and I just thought I’d throw out this little post to let you know I’m not dead or that I’ve already given up.

No, the recent lack of activity on my part is twofold:

1) When my “About the Blogger” section says that I’m a college student, what it really means is that I’m an incoming freshman, and thus have to deal with the whole move-in, register, prepare, etc. steps in order to do so. I also have to tie up some loose ends at work and with all the people around me.

2) I’ve actually been a tad bored recently with the game. I’m trying to get back into leveling my Warlock to 70 (she’s 58 currently) and am half-heartedly grinding Netherwing rep on my Shaman and not actually doing much on Sylv. Part of this is due to part (1), but I think it’s the standard temporary burn-out, whether it’s purely due to the expansion or not, I’m not sure. I am in a less awkward position than some, due to the fact that I don’t raid anymore, I don’t have to worry too much losing all my leet purplz come Q4 (Morhaime’s expected release period). But as we probably all know, with a game which requires (well, politely asks) this level of time-commitment and the standard repetitive nature of the game mechanics, it’s very easy to get burned out and lose your enthusiasm for a while.

So, fear, not! I still poke my head into the forums and read up on WoW (actually, much more so than I play these days, isn’t that sad? yes, it is rather sad…) I am just sort of twiddling my thumbs a bit until Wrath.

Then I must throw in this disclaimer: as a new college student, I can’t even guesstimate (best unreal word ever) about my time committments come… next week. So even if I get a second wind and get back into the game a bit more and posting, I can’t say what the frequency, or, ahem, quality, of it will be. But I’ll try to work something out, because I like the online Druid community as a whole and still like this game.

One thing I will hopefully follow through on is Doomkin’s (or Lucidous’) Balance-orientated guides. He’s asked me to write some sections, and, depending of course on what kind of time I can commit, I will hopefully be joining him with that.

So, thanks to everyone who has kept looking back here for something new, and I hope to have more in the near future.

<3

/wave

-Sylv





A New Day, A New Beta

29 07 2008

Well, we arise today to find a new Beta build implemented and some great changes for Druids and other exciting news. Go here to see the complete listing. 

 

There are not actually a lot of direct Druid changes and especially not for Balance. But scroll down a bit and you get this:

 

  • Glyph of Natural Force (Class: Druid) – Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.
  • Glyph of Moonfire (Class: Druid) – Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.
  • Glyph of Thorns (Class: Druid) – Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.
  • Glyph of Wild Endurance (Class: Druid) – Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.
  • Glyph of the White Bear – Changes the appearance of your bear and dire bear forms to that of a polar bear.
  • Glyph of Frenzied Regeneration – While Frenzied Regeration is active, healing effects on you are 20% more powerful.
  • Glyph of Growl – Increases the chance for your Growl ability to work successfully by 8%.
  • Glyph of Mangle – Increases the duration of Mangle by 6 sec.
  • Glyph of Swipe – Your Swipe ability now hits 1 additional target.
  • Glyph of Shred – Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
  • Glyph of Rip – Increases the duration of your Rip ability by 3 sec.
  • Glyph of Rake – Your Rake ability prevents targets from fleeing.
  • Glyph of Swiftmend – Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.
  • Glyph of Innervate – Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.
  • Glyph of Rebirth – Increases the amount of health on a character brought back to life via Rebirth by 100%.
  • Glyph of Regrowth – Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.
  • Glyph of Rejuvenation- While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.
  • Glyph of Healing Touch – Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by -25% and the amount healed by -50%.
  • Glyph of Lifebloom – Increases the duration of Lifebloom by 1 sec.
  • Glyph of Starfire – Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.
  • Glyph of Insect Swarm – Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim’s chance to hit.
  • Glyph of Hurricane – Your Hurricane ability now also slows the movement speed of its victims by -20%.
  • Glyph of Starfall- Increases the duration of Starfall by 2 sec.
  • Glyph of Wrath – Increases the chance you’ll resist spell interruption when casting your Wrath spell by 50%.
  • Glyph of Moonfire – Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.
  • Glyph of Entangling Roots – Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.
An awful lot of examples solely for Druids based on the new Inscription profession. From Polar Bears to more useful things like increasing the duration of Starfall. Yet some of these seem to be trade offs. More Insect Swarm damage for less of a debuff. More Moonfire DoT for less upfront damage. I’d rather the buffs were more modest without the side effects personally. 
Primal Tenacity keeps getting changed around as well, but I lack the knowledge necessary to adequately evaluate the constant changes. 
And Replenish got a very, very slight buff (from 4 rage to 5). Hurrah!
Now for some other interesting tidbits:
Improved Scorch – More damage types added, now your Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to Fire, Frost and Arcane damage, increasing damage taken by 2/4/6/8/10% and lasts 30 seconds. Stacks up to 5 times. 
This is poorly worded however. The debuff is 2% and stacks 5 times, not 10%. Another nice buff for our Arcane spells. This was kindly pointed out to me by Phaelia of Resto4Life (a kind soul if ever there was one). Now I wonder if another class will get the other spell types in there as well, as this seems to be noticeably lacking the other half, or 2/3 of the spell types that we would like to see (like, ahem, NATURE). A quick “find” search of the document lists no Nature buffs yet implemented. We can only hope. 
And besides that, if you read the very first list of changes at MMO-Champion, you will see some very interesting things like the Barbershop finally implemented, an ugly skeletal Gryphon mount for the Death Knights and a very significant Potion debuff which prevents more than 1 potion consumption per combat. This means less strain on wallets and probably significantly reworked raid mechanics. I suggest checking out WoW Insider, over there on the blogroll, for some specific posts regarding these changes. 
That’s all I have time for now. Thanks to Phaelia at Resto4Life and MMO-Champion for these updates. 
/wave




Excuse Our Mess…

15 07 2008

 

Im working on it! No, really!

I'm working on it! No, really!

You’ll have to excuse the apparently sloppy construction towards the end of a lot of the posts. I am new to this software, and hardly reside in the ivory tower of tech-savyness (but I think I get new points for using a metaphor and creating a new word in the same sentence–right?). It’s possible it just crunches the lines together after a certain length, or that I’m just a little slow on the the uptake. Either way, read for the content, if not always the, errr, aesthetics (another point for using the word “aesthetics”?). 

 

/wave





Moonkins: The New AoE Kings?

12 07 2008

 

If only our Hurricane was this powerful

If only our Hurricane was this powerful

With the Wrath of the Lich King Beta lurking around the corner and the recent WWI news pouring out across the internet (partially legitimizing the leaked Alpha information), we Balance Druids have a lot of juicy, meaty information to consider. 

Go ahead, check them out here. When you are done drooling, come back and we’ll pick them apart. 

Like what you see? Now, remember, these are subject to change and incomplete. The most important thing that these talents afford us is a peek into Blizzard’s ideas regarding how to improve Moonkins in the expansion. But that doesn’t mean we can’t jump up and down, make indistinguishable giddy noises of happiness and proceed to analyze these new talents and spells. 

So, let’s start with the AoE changes as the title suggests. First I have to note that along with the new and revised talents, one important change has been announced–the removal of the cooldown on Hurricane. This means that we now have a spammable AoE spell, although this is potentially limited by the remaining cooldown on Barkskin, a great combo with Hurricane. Still, this is nothing but good news. Whether you are hiding in a bush spamming it over the Stormpike bottleneck or don’t have to worry about threat during an AoE pull, go ahead and cast Hurricane over and over again. Something to note that I’ve seen many people overlook–Hurricane has an innate secondary effect which slows the attack speed of all those affected in addition to the damage dealt, which can greatly reduce the incoming damage on your friendly neighborhood Protadin. 

But as nice as that news is, it ain’t flashy, it ain’t that new and it’s not what we’re really here to talk about. 

As you have surely noticed, those new talents showcase two new spells, both AoE, Typhoon and Starfall. They are both very powerful and a little confusing to understand, especially with certain conflicting data across the web. So I’ll describe the spells as I understand them. 

Typhoon: Requires 40 points in Balance Talents; requires 1 point in Moonkin Form. 645 mana. 20 yard range. 20 second cooldown. You summon an violent typhoon that does 530 Nature damage while in contact with hostile targets and knocks them back 5 yards. 

There are at least two separate interpretations of this text that I have seen. One claims that it is cast directly around the caster automatically, in a 20 yard range. The other interpretation argues that it is targeted much like Hurricane but is a set-and-forget-it type spell (thus the “Instant Cast” text). I personally believe the latter interpretation because of the text “20 yd range” instead of “20 yd radius”. Certainly I could be mistaken, and it’s open to interpretation. It is also unclear how the damage is applied and how long the typhoon lasts. I would guess that it causes 530 damage per second (although with the knockback, this can only happen once each time a player crosses paths with the spell) and lasts less than 20 seconds. I would guess 10. 

However you look at it, it is a powerful spell. Because it is instant cast and not channeled, it can easily be cast before casting Hurricane and both AoE spells can be affecting your targets simultaneously. Be sure to grab the Gale Winds talent to boost the damage of both spells (and help with your Cyclone range to boot) and you will become a formidable AoE foe. But perhaps the secret power of this new spell lies in it’s knockback effect. Because the spell itself is not intimately understood, neither is this new mechanic of knockback. However, I am going to suggest a possible use. Whether the spell radiates from your space chicken or can be targeted, it can theoretically keep melee classes off of you. If you stand within this raging storm, anyone who approaches you should be knocked back, giving you some breathing room. This has huge implications in PvP and can perhaps help you from being interrupted while casting Hurricane. This stands to be a very powerful, useful spell indeed. 

Starfall: Requires 50 points in Balance Talents. 866 mana. 30 yd range. Instant Cast. 3 min cooldown. You summon a flurry of stars on all targets within 30 yards of the caster, each doing 500 to 580 Arcane damage, and an additional 170 Arcane damage to all targets within 5 yards. Maximum 20 stars. Lasts 10 seconds. 

A very complicated spell indeed. Personally I’m just excited to see the animation on this spell. From what I’ve seen of other sample animations, we might be in for a visual treat in Wrath. As for the mechanics, it is clearer what exactly should happen when you cast this than it is with Typhoon. The main point of contention is whether or not the spell follows you around if you move after casting it. The main forums on the Wrath Alpha website suggest that the falling heavens should indeed follow your feathery behind should you desire to waddle away post-cast. This means that you could potentially cast the spell and run around in Travel Form causing havoc. We will just have to see. 

This is a great addition to our AoE repertoire, especially in a concentrated PvE environment. The splash damage works much like Seed of Corruption does–it will not hurt the focus of the damage, but instead all those around said target within the given range, which for this spell is 5 yards. 5 yards ain’t much, so this would work best if a pack of mobs ideally stood on top of each other. Either way, the splash just spreads the loving around. This spell also benefits from many of the lower tier talents which affect Starfire and Wrath. Of note is that Celestial Focus also gives each star a 15% chance to stun the target. If this is used on a low number of targets, you should get at least 1 stun in the 10 seconds. If used on a large number of targets, a stun or two across the group would be expected. It is as always an unreliable effect, but a nice, thick icing on the top. 

The set-and-forget style of these two new talents really adds a lot of flexibility and utility to our spell rotations, and although a single-target spell rotation might not be affected by these, they vastly increase our utility in instances and PvP. No longer will a reply to “LF1M Shattered Halls, Mage” be denied and scoffed at. With indoor Roots and AoE viability, we Moonkins will have a stronger place in groups and more utility on our own. 
All of this is likely to change at least a little bit, if not ditched all together. We can only hope that these spells are preserved in a recognizable form.