Showing posts with label pve. Show all posts
Showing posts with label pve. Show all posts

Monday, April 11, 2011

Moonkin guides

My apologies for the recent lack of posts. But I'm not gone! I've actually written two Moonkin guides, which can now be found stickied at the Molten-WoW Druid forums.

Here are the links:

Enjoy :) I might be back soon with a guide to Mage twinking at level 49.

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?

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.