Mid-Week Update
7:43 AM
Posted by Reygahnci on Thursday, August 9, 2012
Just a few Feral nods from the devs:
Feral PvP on the other hand, needs some help. Our defense is almost non existent and the SR situation is just awkward at best. Feral PvP HP looks like a roller coaster... falling and rising fast, it's stressful and isn't very fun to be honest.Whoa. I am not sure what the original poster is talking about in terms of Feral needing help, or why a 3min damage reduction cooldown is going to help overall, but that is a huge buff to Feral+Disc since Feral is getting Dispersion from Symbiosis. That means that I will have access to Barkskin (20%, 1m), Dispersion (90%, 2m), and Survival Instincts (50%, 3m) at my disposal to survive. Dispersion is obviously the winner here since it can be used while stunned and it has the most damage reduction at a medium cooldown, but having all these different damage reductions is going to be amazingly overpowered. I really do not see how anyone is missing this.
We gave Survival Instincts back to Feral recently. Not sure if you have that change.
The rest of the posts were regarding Moonkins, so I will skip them, but there was one more post I wanted to share:
P.S. Why are treants even there?I honestly think that people have this perception of the Tree Posse; they do not understand just how good they are in a PvP context. Maybe this quote is in reference to Moonkins and Raiding, but for Feral this talent is a no-brainer for PvP. I hate to go on these rants all the time, but Incarnation is not a very good damage-dealing ability.
Because they do good damage? And they want to be your friend?
Let me explain one last time: Incarnation puts you into a state where you simply stop using Shred and instead use Ravage. Straight off the bat, Ravage is better damage (720% vs. 504%) but costs 5 additional energy; if we work out the DPE, then Ravage is 16% damage per energy with Shred at 12.6% per energy, and until the last patch where the cost was reduced from 50 to 45 for Ravage the dpe was 14.4% which is much closer. Now, we can see plainly that Ravage is better than Shred, and with the costs being roughly the same now there is even a decent argument for choosing it.
However, the difference is really the damage boost we need to look at. Incarnation gives 30s of up-time on a 3m cd, which means that we need to look at the best-case number of Shreds-vs-Ravages that can be used in a 30s window (and let's assume Berserk is up as well for best-bang-for-buck). If we look at it naively and assume someone else is providing bleeds and ours have 100% up-time and we applied them a long time ago (not going to happen in practice, but is good for an upper-bound), then we can say that in 30s we will gain at least 300 energy with zero haste. Let us say that we pooled to 100 energy meaning that we netted 400 energy over 30 seconds to use entirely on Ravages-as-Shreds. Keep in mind that we are not even talking about finishing moves here... just Ravage-spam all the time.
This is equal to 17 Ravages (400 energy banked / ( 45 energy cost / 2 berserk ) ) instead of 20 Shreds (400 eb / ( 40 ec / 2 b ) ). Adding up the napkin maths to pretend we are dropping one big Ravage and one big Shred gets us the following:
Ravage: 12,240% damage (17 Ravages * 720%)
Shred: 10,080% damage (10 Shreds * 504%)
Difference: 2,160% damage
What does all this mean? This means that Incarnation IN THE BEST AND UNATTAINABLE CASE will get you basically 4 additional Shreds. If you assume that Berserk will not be used during this time, then the difference is basically 1 Ravage. If you start factoring in things like having to use energy to apply Rake, SR, and Rip (and maybe you want to throw an FB in there) then the balance really starts tipping toward Ravage, but the difference goes down significantly. Remember, Ravage is better damage overall, but the fewer landed means the better burst wins out with the difference being potentially smaller.
Just to put a nice little bow on this rant, if you also factor in that in PvP a large chunk of your Incarnation time is going to be spent eating CC, then it looks even less appealing. Additionally, that 2,160% best-case damage difference looks pretty paltry when you consider that a 3min cooldown is going to net you four additional Shreds in damage. However, if you look at Tree Posse, you get roughly that same amount of damage (4 Shreds), but it comes with a 5s stun, a 1min cooldown, and it does not matter if the opposing team CCs you through its duration -- the trees keep hitting stuff.
It Rhymes With Monday
8:36 AM
Posted by Reygahnci on Tuesday, August 7, 2012
Well, no... actually it does not. I would have written up a post yesterday, but from the moment I got in to work I actually had work to do. My job would be great if I did not have any requirements...
So, there were a few small patches to the beta since my last post. The few changes that were made include reducing the cost of Ravage! from 50 energy to 45 energy (which is hilarious given that I had post test results showing that it was not a dps gain to take Incarnation because of the energy cost; it still does not look amazing, but it is at least an ability that provides a dps boost now), Dream of Cenarius increasing the next two melee abilities by 30% instead of just one, and Soul of the Forest being increased from two energy per combo point used to three.
The Soul of the Forest change is interesting in that it shows that Blizzard is paying attention. At two energy per combo point, the maximum returned energy would be 10 which, when combined with the energy returned from a zero-haste GCD, would mean at least 20 energy returned after using a 5cp finishing move. My biggest gripe about this was that 20 energy returned for a minimum of 25 energy spent is still lost energy (albeit a small amount as compared to the 15 energy lost without this talent), and that is our cheapest finishing move in Savage Roar, on which no one really ever spends five combo points. A better example would be using Rip, which costs 30 energy and would mean 10 energy spent with Soul of the Forest instead of 20. That's not terrible, but it still had room for improvement. I had been petitioning for 4 energy per combo point consumed, but them bumping it to 3 is a decent test. That means that Rip is going to cost 5 energy instead of 20, which is definitely worth-while. I still do not see this talent getting picked up over Tree Posse, but anything can happen between now and September.
The Incarnation-Ravage change is really boring; the talent is still pretty lackluster at that tier as it is less damage provided for a 3min cooldown than Soul of the Forest will provide over a 3m span, and certainly less damage than 2 uses of Tree Posse. Really, the only interesting change from the last few builds is the Dream of Cenarius bump. Dream of Cenarius no longer requires a non-instant cast of Healing Touch to give the bonus 30% damage, and what is better is that it provides that bonus to the next two melee abilities and lasts 30 seconds. Admittedly, in the 2v2 context, I did not use Healing Touch very often (instant or otherwise) simply because it cost so much mana and did not heal very much when compared to other hybrid healers (SPriests, Enh, Ret), but I can see a few things changing here that are really rather interesting when taken in full.
By changing Dream of Cenarius to allow instant-casts of Healing Touch, that really opens the talent up for Feral just by allowing it to be used in PvP. By changing it to the next two attacks instead of just one, that makes it a real boon for Feral because it will allow for some silly combos like "bank of 5cps, pool to 100 energy, NS+HT Guntir, Tree Posse (5s stun + damage), FB (30% bonus), 4-piece Ravage (30% damage)..." I tried to come up with a use that revolved around Predator's Swiftness, but it is essentially impossible to do so since it takes melee abilities to build combo points for FB.
What will be really interesting to test (if they ever enact premade level 90s... I want the first time I grind MoP to be an experience for real - not just a beta test that I will have to do once again when MoP is released) is to see if that 30% bonus applies to all our melee abilities. I am, of course, referring to Rake's DoT component and wondering whether that 30% bonus will continue for the duration of the bleed. If it acts anything like Savage Roar, which increases our physical damage done by 30% as well, then it will indeed increase the bleed damage from Rake, which is already rather strong.
What I am most excited about from all these changes is the fact that I basically never have to leave Cat Form anymore except to break snares and roots. The devs changed Predator's Swiftness to allow the cast to happen in Cat Form as well as changing up all our talents to be able to be used in Cat Form as well (Nature's Swiftness, Cenarion Ward, etc). This means that I can use an instant-cast Healing Touch on Guntir with Predator's Swiftness after applying Rip to a target and immediately start spamming Shreds again with the first two hitting 30% harder. In fact, the rotation might be as simple "TF+Rip, insta-HT Guntir, Rake, 4p Ravage, Shreds" which would allow for some seriously interesting damage output since TF and DoC would mean 15% bonus damage and 30% bonus damage at the same time. In fact, this burst rotation is starting to shape up really rather nicely:
Pool to 5cps and 40 energy
Tree Posse Stun
TF+FB (1s - 50 energy left plus 10 energy from the gcd = 60e after FB)
insta-HT Guntir (2s - 70e)
Rake (3s - 35e + gcd = 45e)
4p Ravage (4s - 55e)
Shred (5s - 25e)
In that 5s stun, I will have landed an FB, a Rake, a Ravage, and a Shred and all but the FB and the trailing Shred are getting 49.5% bonus damage (15% bonus damage and 30% bonus damage: 1.15 * 1.3 = 1.495); the FB and trailing Shred got the 15% bonus damage. The cooldown on Tree Posse makes this a rotation I can pull off once every minute, but it is unclear if there is an internal cooldown on Dream of Cenarius or not. I have to suspect that there is no ICD simply because it would be a truly awkward ability to manage if it did.
This revelation about damage-dealing and the dropped caster-form requirements across the board really just solidifies my appraisal of Mighty Bash. I continue to marvel at how I wrote this talent off at the onset and have come back around to really consider it to be the likely front-runner in my build at that tier over Disorienting Roar and Ursol's Vortex. Likely, I will be using Tree Posse as my on-target stun while I use Might Bash as a CC proper. In addition, with Guntir getting Cyclone from Symbiosis, that means that my Predator's Swiftness procs are free to go to Healing Touches which will increase my burst damage potential. Basically, the idea for 2v2 is the following:
1) I set up 5 combo points on a target I am going to try and burst down and start pooling energy.
2) Guntir and I coordinate so that he is in LoS of the healer.
3) Mighty Bash on the healer.
4) Wild Charge back to the kill target; start my rotation from above (Posse, FB, TF, HT-G, Rake, Ravage, Shreds; Berserk might be in the mix)
5) Guntir lands AT LEAST a SW:P and Mindbender / Shadowfiend (likely it will be Mindbender).
6) Guntir hard-casts Cyclone on the healer (he's standing on top of the stunned healer after all).
7) Guntir follows his Cyclone with a Psychic Scream.
8) Guntir lands another Holy Fire and Smites.
9) Guntir follows his Psychic Scream with Dominate Mind.
Ignoring all the hilarious damage we are putting out throughout this combo, that is a TON of CC from Guntir while I am doing my thing. I think that 2v2s are going to be a little bit on the ridiculous side...
Just a Minor Update
1:18 PM
Posted by Reygahnci on Monday, July 30, 2012
There is not a lot going change-wise regarding PvP or Druids on the beta, so this is going to be a short post.
Symbiosis was changed, at some point and I may have simply missed it, so that Disc/Holy Priests get Cyclone instead of Entangling Roots. This change is somewhat unwelcome news since Entangling Roots was an interesting spell to give to Priests since I use mainly Cyclone in 2s for peels. With Cyclone being given to Priests, this now means that Guntir cannot as easily run off on his own and CC a melee while his healer is across the map without worry of me not being able to peel again once the melee gets back into the fray because of diminishing returns. That being said, Cyclone could certainly still be used by Guntir as an off-target CC in some situations or a last ditch effort to bait out kicks so he could continue healing (or use it when he eats a kick on his healing school). I am still entirely unsure how this is going to play out in 2s.
Going back, I am still a little miffed that Priests are given one of the Druid's CC abilities rather than something more useful; however, basically every healer is looking at what they get from Symbiosis and saying "wtf!?" The list is pretty lackluster overall. Holy Paladins get the short end of the stick with Rebirth, obviously, but even Resto Shammies are probably a little bit peeved with Prowl given that it will only really be utilized in the beginning of an arena match and since it starts Ghost Wolf form, that means that placing totems is put off until the Shaman shows himself. All things considered, being able to cast Cyclone as a Priest might be better than the alternative.
Consider situations in 2s where I get CC'd, Guntir gets kicked on Holy, and Dominate Mind and Psychic Scream are both on cooldown; if nothing else, he will be able to throw in a Cyclone on a dps to simply outlast that kick interrupt. In fact, given that Cyclone is undispellable, it might actually play out better in this one example simply because there is truly nothing an opposing team can do if they threw all their stuns and interrupts into Guntir to try and land a kill; he will still have his Nature school to fall back on and just hard-cast a Cyclone into the biggest damage-dealer until I get back on the scene to land a stun. Sure, this example is very specific and probably will not play out much in our matches (we're pretty good at not falling into these types of situations... tooting my own horn here).
Lastly, there was an update to Rogues worth noting: Deadly Brew has been removed as a talent and is now on the Rogue season 12 PvP set 4-piece bonus. In Deadly Brew's position in the talent tree we now see Prey on the Weak, which causes 10% increased damage taken from all sources (meaning not just the Rogue but his friends as well) while the target is affected by one of the Rogue's control abilities. This is not an amazing talent at 10% damage bonus, but it leaves the door open for Rogues to take the other two talents at that tier, which are Paralytic Poison and Dirty Tricks.
Since Paralytic Poison's stun shares a diminishing returns with all stuns, I doubt that many Rogues will end up taking this ability rather than continuing to use Kidney Shot; although, it may work out to be a PPM system meaning that it would be a 5s stun every 20 seconds for "free". With Wound Poison being made into a Lethal Poison, that means that the choice would be between Paralytic Poison, Mind Numbing Poison, and Crippling Poison. Early on in the expansion, we will not be seeing Rogues with their 4-set bonuses, so they will likely be forced to use Wound+Crippling at first, but eventually everyone will get their sets and I feel like Wound+Mind-Numbing is going to be the flavor for the entire expansion.
Dirty Tricks is, for lack of a better description, bad. It allows the Rogue's CCs to not break from his DoTs, but in PvP Rogues simply do not use Rupture (outside of a few edge cases), and with Wound being a lethal poison, that means that Deadly is out of the question. Basically, that means that Rogues will end up likely taking Prey on the Weak simply because it is better than the other two.
I just noticed something when looking at the new Rogue 4-piece PvP bonus (which is just Deadly Brew): the PvP sets now have two interesting bonuses. On live, Rey's 4-set bonus is moving 15% faster while in form, but according to this link, the latest set has a 2-set bonus and a 4-set bonus. The Dragonhide 2-set bonus is still that 15% movement speed bonus, which is fine by me, but the 4-set bonus is now:
Once every 30 sec, your next Ravage is free and has no positional or stealth requirement.
Hmmm, that sounds oddly familiar... is that not just a better implementation of Stampede! from live? It is really unclear (since I have not grinded Rey up to 90 and have not equipped this set) how this will work implementation-wise, but I am guessing that Ravage will "pop" into active once we leave stealth (just like how using Feral Charge Cat "pops" it into active on live) and there is an ICD of 30 seconds to keep us from using it again out of stealth.
This is a really nice addition given that it is directly related to dealing damage by way of additional combo points and free burst damage from Ravage. I had made a post last week (or maybe the week before) about me removing Ravage from my bar in MoP, but with this little bonus, I am going to have to take back my statement for sure. Ravage does great damage, but it is truly too expensive and it "costs" us a 4sec stun opener that can be used from any direction; allowing it to be used out of stealth for free and from any direction makes it the best ability we have in terms of burst.
Horray!