PvP Druids With Feathers
I won’t apologize for the long gap between posts, since the reason is a really good one (my wife is due for our second child shortly, so life is nuts) and not just sheer laziness. I still plan on a reflection of 5.3 post, but with the notes on 5.4 being pretty huge for us, I wanted to hit that first.
So let’s talk about the major lazer changes in 5.4
1. Nature’s Swiftness is going baseline for Resto. Yikes! Awesome for our leafy brethren, and AWFUL for us. This, combined with the next change on the list (#2) are making it look like we will be returning to the old dreaded style of ‘train the Moonkin all day erryday’ strategy for melee cleaves. Definitely going to miss the instant healing touch after coming out of a stun/silence or the instant clone to peel a warrior with cds popped. Big change.
2. 15% damage reduction on Moonkin form gone!! Blizz has stated the reason for doing this is trying to make melee more enticing in a raid setting, since ranged have become so much more likely to be chosen. Unfortunately, this will make us EXTREMELY trainable, unless it’s coupled with another broad change, such as a buff to resil (especially since Locks and Spriests are receiving the same nerf). Again, hoping they are buffing baseline resil or something of the like to compensate (and a blue post did confirm they have something planned, just not announced yet).
3. Heart of the Wild healing cut in half – well, we had to see this coming, didn’t we? Moonkin and Ferals turn into godmode healers (not offhealers, it’s literally as powerful as some healers with fewer spell options) for 45 seconds and it was too powerful. The good news is that it may make the other talents more interesting with their changes (more on that in a sec). The bad is obviously it makes 2s a little less viable again, since our offheals were one of the main things that made 2s possible.
4. Talent tiers are getting changed again! This is typically a good thing, to make the non-viable talents more interesting choices, though taking NS away from us is really a huge deal. The changes look like this:
The only other druid change that might be an issue (not sure yet about the math) is the large mana cost increase on our spells and the larger tie in to eclipse changes to gain mana. This could start to widdle down our mana to ensure that we keep moving our eclipse bar so that we can afford to offheal, but I haven’t seen math yet to show if the increase is large enough.
Well that’s enough for now – what are your thoughts on the changes? Hit me on twitter (@lazerchickenwow) and let me know. Until then – tab dot like a boss!
Lazerchicken out.
Check it – we are even recruiting a lazer chicken! (or any other range class). I play ele when I raid (I know, i know, the shame) and it’s a really fun guild, with great progress and not full of dbags. Don’t worry, I still pvp mostly as lazer ;D
http://www.undyingresolution.com/ for more info
11/12 in TOT currently and progressing quickly (four new kills last week alone). Elune is a really decent mid pop server. For more detailed info, check the recruitment post below. Hope to raid with one of you soon. (Alliance, Elune, 25man, 8-11pm EST Wed/Thurs/Sun)
http://us.battle.net/wow/en/forum/topic/6933913545
As requested, this post is a collection of my Do’s and Don’ts for arena:
DO apply faerie fire liberally to all rogues. It’s literally game changing and reduces their damage and cc significantly. I sometimes even reapply before the previous one falls off to leave no gap between.
DON’T forget positioning. It’s really easy to get caught out in mid because you’re chasing a target that you think you can kill. It’s also really easy for the other team to see you doing that, turn around, and splat you into a pile of dirty feathers.
DO utilize your utility a ton. I even have to remind myself sometimes when I find myself spamming damage that things like removing a warrior enrage with soothe, placing shrooms to slow around a pillar or on the bridge, tossing out rejuvs to relieve pressure (did you make your party1/party2 rejuv macro yet?) and using a symbiosis purge or mass dispel can change the tide of a game.
DON’T freak out if you’re getting trained. In past expacs, getting trained was the name of the game for Moonkin and we usually died with low damage because of it. These days we are a lot tankier and have more outs than we used to. Relax, cc when needed (through their burst) with a roots/typhoon/roar/bash/vortex/beam combo of some sort and blink/wild charge away.
DO apply pressure to their entire team, even when you’re closing in on a kill. So that priest is at 20%, and your instincts say “HIT HIM MANY TIMES!!!” Very rarely do I find this to be the best strategy, unless you’re free to cast an eclipsed starfire/starsurge without fear of interrupt. Instead, continue to dot the rest of his team and their pets – not only will he have to get himself back to a safe spot, but now the rest of his team is widdling down. Many a game has been won for Moonkin where all three targets are at 20% because of this multi-dotting, and your partner or a surge proc finish someone off.
DON’T cc just for the sake of cc. Diminishing returns can quickly come back to bite you when you just root the warrior because he’s annoying, he gets out, and pops his cds. Now you can’t root him again for full duration. Choosing when to use cc is hugely important, especially with clone, since it stops your dots from ticking (this doesn’t mean you shouldn’t clone).
DO cyclone your target when you’re close to a kill, and they get a big def. cd put on them. If you are about to kill that dk and all of a sudden he has ironbark/pain sup/life coccoon/full lifebloom stack about to fall off, you can easily counter him by putting him in cyclone, controlling the healer just as it’s about to come off, and then finish him off after the clone ends. This way his healer can’t top him up while you’re unable to do full damage.
DON’T let losses get you down. Learn from your mistakes and find things you did well to make sure you continue to do them. One thing I like to do when looking to improve is to pick one spell that I think I don’t utilize enough – let’s say it’s Nature’s Swiftness – and make sure I’m using it to it’s fullest potential. Anytime a game ends, I look to see if it’s off cooldown and if I didn’t use it, I make sure to note points that I could have. Maybe I could have NS cloned/rooted a dps. Maybe a big NS healing touch would have relieved pressure. If you do this with a different spell each night, before you know it they will all become part of your subconscious playstyle.
And finally, DO make sure you’re having fun. I’m a big proponent of taking a break or calling it a night when you get very frustrated. We play this game to be competitive, sure, but it’s also for leisure. If you find you’re not having fun or getting really angry, take a break. You can always come back in an hour after catching an episode of Dexter or eating a sandwich (or doing both at the same time?!?!) It happens to all of us (I mean hell, thug cleave this season??) but learn to get up and walk away when you need to.
Hopefully some of this helps and I’m planning to post some additional comps to my play style series soon, including the one I’ve been running that I find VERY different than any of the others previously (hint: I’m playing with a class that’s been historically HORRIBLE for us to play with because of lousy synergy). Until then, 200k starsurge crits FTW!
So for those of you that frequent Arena Junkies (or AJ, as many call it), you will probably notice that there has been something of a renaissance going on over the last couple of weeks. Posters are fed up with the low quality of posts, lack of content, and general decline of the site. Some people have gone about doing something to fix it, and that’s where this site comes in.
Vanguards asked me to post the Moonkin guide on the site, and now you can find it in the Druid forums (as a stickie)! Stoked to be able to give back to AJ, after years of learning from the site. In just the last week four new guides have been posted (Hpal, Spriest, Enhance, and this one) and it shows a very positive trend. Have a look next time you’re over on AJ.
On a side note, I got a couple of emails lately with some column requests, and i will definitely look at doing them shortly – just finished up the AJ guide, so now I have a little more free time. Thanks for the responses, and one day when I get some more ‘free time’ (if you have kids, you’ll understand why that’s hilarious to pretend you actually get free time anymore) I will finally transition the blog to a format that allows commenting, so we can have more open discussion.
Until then, pop Incarnation and scare the crap out of people in arena!
So with 5.2 barely off of the burner and placed on the arena table for consumption, Blizz has already been pouring on the additional PvP changes for the new PTR. PvP developer Holinka (follow him on twitter @Holinka) has been awesome about communicating with the community and working together to create good changes for the game. Just wanted to talk about some of the live changes first, and then I’ll hit a few of the PTR changes after -
Live (5.2)
PTR (5.3)
That’s it for now. Make sure you follow what Holinka is up to on Twitter and communicate often. He is a great ally for our community and can only utilize our feedback if we give it to him.
Until next time, it’s lazer time baby!
A very fun comp that can do some insane burst when played correctly.
Teammates: Fire Mage, Resto Shaman/Disc Priest
Ideal Talents: WC or Displacer, NS or Cenarion Ward, varies, Incarnation, Vortex, Vigil
Symbiosis: Your healer will be your ideal partner in this comp. The shaman will gain Prowl, allowing a triple stealth opener, while you gain purge (ensuring that everyone on the team can dispel enemy buffs). The priest will gain Cyclone (which is fantastic for ensuring targets are getting cc’d when you are getting trained and can’t cast) and you will gain Mass Dispel on a one-minute cooldown (which can literally be the difference between winning and losing a game when you can get your healer out of cc).
CC Diminishing Returns: Dragon’s Breath & Disorienting Roar; Deep Freeze & Bash & Capacitor Totem & Ring of Frost; Frost Nova & Entangling Roots & Mass Entanglement & Earthgrasp Totem & Frozen Power;
Playstyle: This comp is a hybrid between the previous two (Dancing With the Stars and LSD 2.0), in that you will be dotting everything for maximum spread damage again, but you have that nice burst window every time Deep Freeze is available for your mage. The opener against this team can be pretty nasty if the opposing team stacks up, as you have a large number of AoE cc’s available.
Typical opener for this comp will be to start dotting the entire team, while letting the mage control melee with novas and DB (DB doesn’t break on dot damage!). Since you will be avoiding speccing Disorienting Roar for this comp, the mage should be able to DB on cd without having to worry about diminishing returns. Use Celestial Alignment when you know you’ll have some free time to get dots on everything rolling (including pets) to increase pressure on the opposing team.
Kill attempts will revolve around your Mage. When going for a kill, let the mage deep the target (with the proper mage setup for procs), while you drop a vortex/beam on the healer (if attacking a dps). Fire Mages do nasty damage in a deep if setup right (sometimes 4 instant Pyroblast in a row!), so a properly timed vortex/beam, especially if you can typhoon them back inside, will easily amount to plenty of defensive cooldowns being popped by your enemy – or likely a kill!
Tips:
All in all, it’s a very fun comp to play. Fire does require a pretty skilled Mage to play right now, with the massive number of melee cleave teams out there, but there is loads of potential.
This is probably my favorite Moonkin comp to play, and should be VERY powerful next season (s13).
Teammates: Sub Rogue, Disc Priest (although other healers can work)
Ideal Talents: Wild Charge, NS, varies, Force of Nature or Incarn, Roar (defensive) or Vortex (offensive), HOTW (defensive) or Vigil (offensive)
Symbiosis: Both are excellent choices. Rogue gives you Cloak of Shadows if you’re playing against a caster cleave and he gets a damage reduction CD in Growl (his version is different than the Druid version). Priest will be the go to against melee cleaves, as he gets CYCLONE!! and you get Mass Dispel (on a 1 min cooldown). Both are very gamebreaking – if they train the rogue, you have MD to get your healer out of cc; if they train you, your healer can clone without fear of diminishing returns; if they train the healer, you can get the healer out of a clutch HoJ or Strangulate or get the Rogue out cc so he can peel the healer.
CC Diminishing Returns: Disorienting Roar & Blind & Fear, Pounce & Cheap Shot, Kidney and Bash
Playstyle: This comp is fantastic because it can burst every minute, with the lineup of Solarbeam and Shadowdance (and Force of Nature if you spec it). In the offensive version of the comp (meaning you’re not playing against something that has very front loaded burst like TSG, triple DPS, or KFC) you’ll be picking up Nature’s Vigil and Ursol’s Vortex as well. Every one of these has a one minute cooldown, allowing you to swap onto any low target with stupid burst every single minute. The defensive version of the comp (for when you need to turtle out some huge front-loaded burst) will want to pick up HOTW for some major off-healing and Disorienting Roar for another awesome peel cc during the enemy team’s cooldowns.
The opener for this comp will always come out of group stealth from the rogue. Ideally he’ll get a sap on one of the dps, while you open with a root>solarbeam (or Vortex>solarbeam if you’re specced for it) on the enemy healer. This gives you the opportunity for your first Shadowdance (and all 1 minute cds – Starfall, Force of Nature and Nature’s Vigil) on one DPS, while the enemy healer starts falling way behind. Coming out of the sap/solarbeam combo, if you can get a cyclone/blind off on the same too people who were already cc’d, you have a very good chance of scoring a kill.
If you don’t score a kill – DONT PANIC!! This comp is not at all about scoring an early kill. If the enemy is able to stop your kill attempt, then start spreading dots/starfall. This is a good opportunity to pop Celestial Alignment and dot everything (including pets). Your rogue can then swap to whatever target makes the most sense for him (based on positioning, relative health, stun DR) and work on setting up the kill for the next Shadowdance/Solarbeam combo. Make sure you are in Eclipse before your Rogue uses Shadowdance, and you should be scoring kills in no time!
Tips:
I hope you have as much fun playing this comp as I do. When you get the hang of it, there is an incredible amount of everything – CC, burst, offhealing, utility, and mobility. Pew, pew!
This is the first, in what I hope to be a lengthy series of posts on Moonkin playstyle in different 3v3 comps. I thought we’d kick it off with one of the more straight forward (and super fun) comps that is available to us: LSD 2.0
Teammates: Resto Shaman, Affliction Warlock
Ideal Talents: Displacer, NS, varies, Incarn or SOTF, Vortex, Vigil
Symbiosis: Lock will be ideal (he gets rejuv, you get a defensive CD that makes you take less damage and become immune to interrupts for a short time use of his portal) since it will increase your mobility edit* Thanks to Spammer on Arena Junkies for catching this error!). Shaman is also viable (he gets prowl, you get purge) but less important, since you won’t typically be purging too often in this comp (unless facing disc) and the lock can’t stealth so it won’t be a triple stealth opener.
CC Diminishing Returns: Shadowfury & Bash & Capacitor Totem, Earthbind & Entangling Roots
Playstyle: This comp is your traditional dot cleave. The goal is fairly simple: dot EVERYTHING. I literally mean everything, including pets. The real strength of LSD 2.0 resides in getting everything low gradually, so that the healer just cannot keep up. It’s not uncommon to be playing this comp and to see the entire team die within 10 seconds of each other, rather than just killing one player while the others are close to topped off as can usually be the case. Popping Celestial Alignment and trinket early can start to really accelerate the pressure, especially if you toss a vortex/beam onto the healer just before popping it so that the dots can really tick away before they are able to start healing. Ideally your Lock will use Dark Soul at the same time, and you’ll find the pressure to be overwhelming. Incarnation and Nature’s Vigil can be stacked and used almost anytime you’re free to put out more pressure, since you’ll still just be dotting, surging, and casting starfall most of the time.
It’s pretty unnecessary to ever cast in this comp, outside of a rare cyclone or using Starsurge (if for some reason it comes off cooldown without proccing), so it’s pretty new player friendly with very little fear of a lockout. I recommend avoiding cloning unless necessary, as it slows your damage down – obviously you need to evaluate the situation and use it when appropriate (CC’ing a warrior with all his CDs popped should take priority over dotting him). Very little DR on CC here, as well, and almost none of it breaks on damage if you avoid taking Disorienting Roar.
Tips:
Hopefully this was informative and I’m glad to hear any feedback and discussion over on Arena Junkies in the lazerchicken thread! Happy hunting, feathered friends.
There has been quite the stir over the last couple of days in regards to a single PvE trinket and what its implications will be for PvP. I know what you’re thinking – PvE gear isn’t supposed to be worth our time in PvP anymore, since it lacks PvP Power/Resilience. I’ll go into detail below.
The Unerring Vision of Lei-Shen has a random proc every 2 minutes that ensures that all of your spells will be critical strikes for 4 seconds. Doesn’t sound like that big of a deal on the surface, but when combined with a fix to the way Moonkin dots work (explained by GC here), this could be the new Taste For Blood Warrior 1-shot. Basically, Moonkin dots will now function like all other classes, in that it will take a snapshot of your stats when cast and not update as procs fall off or are gained. This means that should you place a dot during the 4 second 100% crit proc, every single tick of the dot will proc over the duration. Since dot crits can proc instant Starsurges for us, we can literally become a poultry machine gun for a duration of 15-25 seconds, depending on how long the surges extend the dots for (if the starsurges themselves are critting. How broken will this be? Let’s look at the ‘very complex’ rotation required to set this up.
Because it’s random and you could easily be cc’d for the four seconds it’s procced, this obviously won’t happen every game. Neither did TFB one-shots by warriors earlier this season, but when they did, warriors could solo entire teams. During cooldowns, it’s not uncommon to crit over 200k starsurges.
The only thing stopping this from becoming a global fest will be the delay on each proc (starsurge procs won’t let you chain cast – the latest one cast has to hit the target before you can cast the next one, so closer targets will be ideal) and CC if the other team is quick enough on the ball. But expect PvE players to pop into arena with a base amount of PvP gear and this trinket and cause quite a stir once people have progressed to this boss in 5.2. The damage from starsurge procs is already unhealable with Incarnation up, even without this trinket. Having the ability to chain cast like this will make the tears of other classes flow like Moonkins have never seen before (it may be a little glorious after all of our seasons of being underpowered, even if it is insanely broken =p).
Hopefully Ghostcrawler and team will take a good hard look at not allowing this in PvP. As fun as things like this will be for PvE, it’s far too gamebreaking in arena in the style of legendary weapons, DFO, Cunning of the Cruel, Bauble, and Unheeded Warning. We shall see!
Until then, keep those lazers warm for serious enemy cooking!
First off – sorry for being MIA for quite a while. Unfortunately, I have managed to get mono this month so I’ve been having trouble getting a post together. But enough about that. Let’s get lazering!
With 5.2 on the horizon (some people predicting that we are only 4-6 weeks away), it’s time to start looking at some of the major changes and how they affect us in PvP.
Looking at some changes to other classes and how they affect us is important as well:
Aside from all of this, gaining 25% of our PvP power into our healing is going to be huge – lately it hasn’t even felt worth it to cast a heal on my Moonkin, between Battle Fatigue (reduction on healing in PvP) MS abilities (25% healing received) and the insanely long cast of Healing Touch. Gaining Conquest points, even in a losing RBG will be nice too, for those of us who don’t RBG that often and still like to gain the extra points each week above our arena cap.
Well that was an insanely long post, but I hope it was useful. I’m working with someone next week about making the migration onto a format that will allow comments (I swear this is really happening!) so please keep an eye out – I’m stoked for the day when we can have real lazer conversations! For now, this is Lazer Chicken signing off.
Glyphs in MoP offer some really nice opportunity for making changes to suit your playstyle/comp, similar to how the talent trees are now setup. There is really only one mandatory glyph, no matter what comp you play, and the others will vary based on comp/opponent/playstyle quite a bit. Here is my list:
Moonbeast – Absolutely a must when it comes to glyphs (and probably the only one). Being able to heal in form saves the global of going back into form after healing and allows you to keep the 15% damage reduction and 5% party haste from form while you are healing. This could add up to some substantial extra globals over the course of a game.
Stampede – Being able to cast stampeding roar in moonkin form will give you and your party a nice dash and breaks their roots/snares. Again, saves a global when using it. Not a must, but a nice bonus.
Solar Beam – Personally, I consider this a must, seeing as it increases the size of the beam by 50% (which is massive) but you could certainly talk me into other glyphs in its place for different comps/setups. Ultimately, solar beam is really becoming a key ability with so many uses for Moonkin and this makes it even more powerful.
Prowl – If you are playing a triple stealth team (let’s say Rogue/Moonkin/Rsham) having the ability to move faster for the opener can be huge. This one is quite situational though, as it will really only be important for the opener and if you were to choose Displacer Beast as your first tier talent.
Nature’s Grasp – Since they’ve changed the spell to have only one charge this expansion, it’s not as powerful as it once was, but still a really good talent. Being able to use it twice as often is pretty darn powerful vs. melee cleaves. A really good choice.
Barkskin – An old staple. Great defensive glyph, so if you are playing a comp where you are the one who gets trained a lot, I would call this glyph a must.
Cyclone – 4 yards may seem like a small distance, but if you ask anyone who played Moonkin prior to MOP you will hear how much that 4 yards can make a difference in a game.
Entangling Roots – Another one that sounds miniscule, but can be a game changer. Being able to get off a second root on a healer who has been root-beamed, can mean the difference between an 8 second cc and a 12 second cc from one Solar Beam.
Fae Silence – This one has some really cool implications, especially in comps where you are playing more of a utility role, rather than the primary damage dealer. Being able to pop into bear and follow a deep freeze or throwdown up with a 3 second silence when training a healer can be gamebreaking. The only disadvantage (besides losing a global going into bear form) is the 15 second cd that’s triggered on FF when used in bear form. But with dispels having a long cd now, this shouldn’t make it super difficult to keep FF on that annoying rogue or feral
Most of the other glyphs can have some significance, but IMO are not nearly as gamebreaking as any of these when you’re playing a lazer chicken. I’ll probably start out with Moonbeast, Solar Beam, and Barkskin for the extra cc and survivability, but I expect I’ll be swapping around with Cyclone, Nature’s Grasp, and Stampede depending on the comps I’m running and what our survivability finally settles down like once the devs are no longer tweaking things.
For minor glyphs, it’s mostly fun stuff, but there are a couple key ones:
Grace - Being able to jump down to Mine in AB without switching to catform to prevent damage can be huge. Hop down, cast a rejuv on yourself in mid-air and get to the lazer duty!
Stag: - This allows you to be mounted (ummm…) while in travel form. While we don’t know how this will finally play out in Arena’s with being in combat vs. not, this could certainly have huge implications depending on how they let us do it. Keep watching and I’ll update as we know more.