Monday, January 31, 2011

More on spec viability

First, let's define the word "viable." In the context I will be using the term, viable means having a reasonable chance of succeeding. In WoW, viability refers to a class or spec's potential to properly carry out some task. This task could be simple damage-dealing to a boss, or defeating a PvP opponent. To be PvP-viable, a spec needs to be able to successfully survive as well as control and damage opponents.

It isn't enough to simply be able to do something - it needs to be done successfully. For example, it isn't enough that Entangling Roots is on my action bar - if I cannot successfully use it (because of game mechanics), then it is a PvP-nonviable spell.

Revisiting what I said
Yesterday, I proposed that any spec should be viable if it is its class's only spec that fulfills its particular playing style. So, if a Shaman's Enhancement tree is the only tree that allows melee damage, it should be viable for the sake of those who want to be melee Shamans. Asking them to respec would not be fair, because Elemental and Restoration offer completely different playstyles.

But is that enough? What if a Mage really loves Fire, and does not want to spec Frost or Arcane for PvP? After all, even if the role of the spec is the same (dealing spell damage), the playing style isn't.

I think it is safe to say a lot of players play for their spec and not necessarily just for their class. Should Blizzard make every spec in the game both PvP and PvE viable? That would be very difficult to achieve. Today, the game is already faced with many balance issues, despite that Blizzard isn't even trying to make every spec viable. They are more concerned with class viability than with individual spec viability.

The state of things
To address the issues of balance and viability, Blizzard has, for the most part, ensured that specs are viable for at least one type of gameplay (PvP or PvE).

And this is where I begin talking about us Moonkins.

There are several specs out there who give up viability of one type in exchange for viability of another. Subtlety Rogues, for example, are almost never found in a raid setting, but are extremely PvP-viable. Elemental Shamans are very desired in 3v3 arena, but would not be wanted in raids if not for their totems and Heroism/Bloodlust. Fire Mages have some of the best PvE DPS in the game, but perform poorly in PvP.

I can only think of two specs that aren't viable for either PvP or PvE: Frost Death Knights and Balance Druids. Blood is the DK tanking spec, and Unholy easily surpasses Frost in both PvP and PvE. Balance Druids have terrible weaknesses in PvP, and suffer from a broken Eclipse mechanic in PvE.

Moonkin: effort =/= reward
I would think that in exchange for poor PvP-viability, Blizzard would have made my spec great for PvE (like Fire Mage). So is it normal that my DPS only becomes comparable in a purely standstill fight, even though I exert myself much more than the average raider to maximize my performance?

Essentially, what I'm trying to say is that it is not fair for Moonkins to have to go through so much trouble to do the same as anyone else. Mages, Warlocks, Shadow Priests, and perhaps even Elemental Shamans, are all more PvP viable, and are all capable of more raid DPS with a lot less effort (save for Demonology Warlocks, except that they are more adequately rewarded for their efforts).

Reward should be directly proportionate to effort, skill, and knowledge. On my Shadow Priest, I can be twice as successful as my Moonkin in PvP, with half the effort, skill, and knowledge. It's really saddening.

I spec Moonkin for the sake of it. I guess I find it fun to go around as a giant chicken causing eclipses and typhoons. I also get a twisted pleasure out of going against the grain. In fact, I don't like seeing other Moonkins, as they make me feel less unique. But if I were to play for the sake of viability - I would just go Restoration. There is really no reason to spec Moonkin, unless your guild needs one for the raid buffs.

Cataclysm..
In Cataclysm, Balance Druids find themselves a little better off in PvE. This is great - but Blizzard: why did it take 6 years?

Sunday, January 30, 2011

Why Moonkin PvP should be viable

In patch 3.3.5, Moonkin PvP is at its most viable. Sadly, it's still not very viable anyways. Druids who want to seriously PvP as Balance have always been met with frustration at the spec's shortcomings. Some Druids have addressed our issues and made long threads about them, some QQed, and others blogged. Either way, the problems of Moonkin PvP are well-known.

However, it never seems as though Blizzard has any intention to bring us up to par. Cataclysm is well out now, and we received some new toys - like everyone else. Now we have a funky silence, funky mushrooms, and an awesome new nuke. But our survivability is still as bad as ever, and our burst damage relies on Shooting Stars procs. Our HoTs are weak and expensive, and the new Eclipse mechanic - though much improved for PvE - is even worse than the old mechanic for PvP.

Sometimes it feels as though Blizzard holds a grudge against Balance Druids. But ultimately, that is a silly notion. Blizzard is a multi-million dollar business, and it isn't in their interest to put down us lowly Moonkins. If they don't satisfy their customers, they might lose money - simple as that. So what is the reason Moonkin PvP has always been unviable?

Why we aren't better
The answer is actually simple. Ghostcrawler has repeated it several times - they do not feel that Moonkin PvP needs to be brought up to par, because Druids already have a strong PvP spec (Restoration). If a Druid wants to PvP, he can just respec or make good use of Dual Talent Specialization. Blizzard cares about class representation in arena - not spec-representation.

This logic has strengths and weaknesses, but it utterly fails with hybrid classes. If a Mage wants to PvP, he can just go Arcane or Frost. Like Balance, Fire is not PvP viable. The difference, however, is that no matter what tree a Mage chooses to specialize in, he will still be doing the same thing - casting damaging spells. A Rogue will always melee DPS, a Hunter will always do ranged damage, etc. Additionally, though Holy is not viable, Priests have another healing tree they can spec - and Discipline is perfectly fine for PvP. Every non-hybrid class in the game can do well in PvP no matter the role they choose within the possibilities of their class (with the exception of tanking specs, which are usually slightly weak).

It's not fair, Blizzard
If a Druid wants to cast damaging spells in PvP, his only choice is Balance. For that reason, I believe it should be viable. Asking us to respec Restoration is not fair - if we wanted to heal people, then that's what we'd do. Shamans have the same problem - though Elemental and Restoration are both arena-viable, Enhancement is not. Our other hybrid friend, however, is doing a little better. Retribution and Holy Paladins are great in PvP - Retribution has a few important flaws (very susceptible to snares), but it remains much more viable than Balance or Enhancement.

If the PvP role you want to play (healing, melee damage, ranged damage) is only offered by one spec within your class, that spec should be made viable.

Friday, January 28, 2011

Moonkin stats

Every so often, I realize that I don't know as much about Moonkins as I think I do. Yesterday, I realized I had misunderstood some things about our soft haste cap.

So, inspired, I decided to make a post about Moonkin stat priorities.

General stat priority
  1. Hit rating (till cap)
  2. Spellpower
  3. Haste rating (till cap)
  4. Critical strike rating
  5. Spirit
  6. Intellect
Hit rating
Hit rating, like for every DPS class, is the #1 damage stat until capped. It takes 26.23 hit rating to achieve 1% spell hit chance, and you have a base 17% chance to miss a ?? raid boss (+3 levels) with spells.

Balance of Power (4%) and Imp. Faerie Fire (3%) reduce your chance to miss to 10%. This means that the Moonkin hit rating cap is 10 * 26.23 = 263. With a Draenei in your group, it drops to 237.

For PvPers: you only have a 4% chance to miss equal-level players. This means that all of your hit needs are covered by Balance of Power. Some races/classes/specs have talents to reduce the chance they'll be missed, which is usually compensated for by the Ashen Verdict ring.

Spellpower
Spellpower is the bread and butter of all DPS caster classes, and will always be better than your other stats (unless not hit capped). Moonkins scale well with spellpower - get lots of it.

Haste
Haste is great and not-so-great at the same time. We don't scale very well with haste, because at 585 haste, Wrath will have a 1.00s cast time with Nature's Grace.

Any amount of haste that brings down Wrath's cast time below 1.00s is wasted, because the global cooldown cannot go below 1 second.

I used to think the soft haste cap was 401, but I was mistaken. Only yesterday did I learn that this calculation includes the Wrath of Air Totem (+5%) haste. I do not like assuming buffs other than my own, and I don't believe anyone should. So the soft cap is, in fact, 585.

Crit
Crit rating is never bad, and has a high cap. Once you have reached the soft haste cap, crit will give you more DPS than haste, point-for-point. Your soft crit cap is based on Starfire's chance to crit during a Lunar Eclipse. To calculate your soft crit cap, first add all of your buffs/talents that increases Starfire's crit chance.
That gives a total of 54.80%. This means you will reach your soft crit cap when you have 45.20% crit chance while buffed and in Moonkin Form.

Once you are over the soft crit cap, critical strike rating and haste rating have nearly the same value, with crit being slightly ahead.

Spirit
Spirit is not a terrible stat, but the other stats already mentioned easily outshine it. Imp. Moonkin Form converts 30% of our spirit into spellpower - however, this does not mean you should gear for it.

Take this example: would you rather have 100 spirit, or 100 crit rating? You can safely ignore the regen from spirit. You should choose the crit rating, because 100 of it will give you more damage than 30 spellpower.

Intellect
Some players believe intellect is the supreme Moonkin stat, because it increases our mana pool, our regen (2% of total mana back from crits), our critical strike chance, our spellpower (12% of intel converted into spellpower), and scales with Furor (+10% intel).

However, point-for-point, intellect is very weak. It buffs our stats, but only very slightly. 1 point of intellect only increases your crit chance by 0.006%, for example.

TL;DR
Get 263 hit rating and 585 haste rating, then get crit rating. And of course, never neglect spellpower.

Tuesday, January 11, 2011

Casting mechanics & PvP itemization

Annnnd.. here comes another comparison post. Sorry. Can't help it. I'll be comparing some aspects of my Moonkin to my SPriest.

My Priest has been level 80 for a while now and I've been playing him as both Discipline and Shadow. As Shadow, there are some things that have come to my attention that I simply do not understand.

Casting mechanics
Any Moonkin knows that it's quasi-impossible to properly cast spells at a melee that is turning around you. Wrath, Starfire, and Moonfire cannot be cast at a target behind us. Insect Swarm, on the other hand, can. Heals can as well, whether cast or instant.

On the Priest, however, it's a different story. Vampiric Touch can still be cast at targets behind me despite having a cast time. Same goes with Imp. Devouring Plague, despite that it has exactly the same casting mechanic as Moonfire (instant damage + DoT damage). So let's see.. what can't I cast to a target behind me on a Priest? Mind Blast, and Mind Flay. That said, Mind Flay is channeled and will turn automatically with the target, so it isn't much of an issue.

As minor as these things may seem, they are actually quite important. Why are Moonkins getting penalized?

PvP itemization
Moonkin PvP itemization is pretty terrible:

Gear selection
On my Moonkin, I try to get as much haste as possible. Unfortunately, that doesn't add up to be a lot of haste, largely because there are no haste items to pick up. The entire set has crit, and all leather offset items make you choose between crit, spirit, and attack power. That means that the only haste items I can buy are the cloak and the necklace.

On the other hand, my Priest has plenty of haste items to pick up (and any other cloth-wearer). Though the set is still all crit, every single offset item gives you the choice between haste, crit, and spirit. That means I can pick up haste bracers, boots, and belt - something I cannot do on my Moonkin.

Again, why should Moonkins be so penalized? Does wearing leather mean we should have limited gearing options? All cloth-wearers are either healers or spell-damage dealers. All leather-wearers are either healers, spell-damage dealers, or melee-damage dealers. Shouldn't Blizzard be adding an itemization choice instead of replacing one?

Socket bonuses
Another thing I've noticed are the PvP socket bonuses. On my Druid, one is resilience, one is spellpower, and the others are spirit. Wait.. what? Spirit? Yep, spirit. Total, I receive +6 resilience, +7 spellpower, and +16 spirit.

On my Priest, however, the PvP bonuses look much better. One resilience, two spellpower, and two stamina, for a total of +8 resilience, +12 spellpower, +15 stamina.

Why are the bonuses even different? Why is my Moonkin getting spirit while my Priest is getting spellpower and stamina? Even when the bonuses give the same stat, the value of the stat is higher on the Priest. The Moonkin's chest piece is the one that gives resilience: +6. The Priest's helm is the one that gives it: +8. Why?

Set/glove bonuses
Finally, the set and glove bonuses are also poorly designed. The Moonkin bonus gives Wrath a chance to proc Wrath of Elune - which reduces your next Starfire's cast time by 1.5 seconds. Although this can be a very powerful proc, provided it can even be used, it makes Balance Druids the only spec in the game with a chance-based PvP set bonus. Combine this with the fact that we are also the only spec in the game without a silence or stun, and how our main damage buff (the one that puts our damage on par with the other players) is totally dependent on chance, there isn't much left to .. well .. I've talked enough about this stuff already.

Everyone else has a solid, secure bonus that isn't left up to chance - usually related to reducing the cooldown of an important ability or increasing the damage of another. Priests, for example, get -2s off of their Weakened Soul debuff, allowing the use of Power Word: Shield every 13s instead of 15s.

The Balance glove bonus is not too bad - it reduces the base cast time of Cyclone by 0.1s. Unfortunately, it does not reduce the cast time after haste but before it - slightly decreasing the benefit of haste for the spell (this means that depending on your haste, Cyclone true cast time will only be reduced by 0.08-0.09s). This bonus is situational, because 0.1s is a very short period of time. Furthermore, it affects a spell that has a cast time - one of Moonkin's many vulnerabilities. Whether Cyclone has a 1.5s or 1.4s base cast time does not truly matter, because I will be counterspelled at 0.5s anyways.

On the other hand, Priests get a much nicer bonus - Psychic Scream's cooldown is reduced by 3s. For Shadow Priests, this mean the cooldown is down from 30 seconds to 23, thanks to their Improved Psychic Scream talent.

All in all..
Is there any good reason to confine Moonkins to PvP crit gear and bad PvP bonuses - while on the other hand letting Priests suffer from neither of these things, and have overpowered casting mechanics?

Sometimes I want to join the Moonkin bandwagon and tell Blizzard that they are purposely keeping us underpowered - that they don't like Moonkins. Of course, that is a silly notion (I hope), but some of our issues are so obvious that it is hard to understand why they'd let us be so terrible for so long. And we're even worse in Cataclysm now (just go read around the Druid forums and you can see for yourself).

Sigh.