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Browsing Posts in theorycrafting

Since the talent trees for the current version of the Cataclysm beta are available on wowtal.com, I have decided to have a closer look at the talents, and comment a little on what I’d potentially pick and choose.

As a small disclaimer, since I do not have Beta access currently, the comments are based on the information available to me. If some of my assumptions are wrong, I humbly apologise and will correct any errors I’m made aware of.

1. Balance

With things as they are right now, a 32/0/5 (+4) build seems like the logical choice. The remaining 5 points will be distributed according to preference, with some strong contenders being:

  • Owlkin Frenzy:attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10%, cause you to be immune to pushback while casting Balance spells. Lasts 10 seconds.
    During WOTLK, this talent has been affected by inconsistency. Initially, it would proc from any attack that hit the druid – including environmental damage, aoe, and hits by adds. In following patches, it was changed to not do so on a per fight basis – thus being reduced to a mostly pvp talent. The potential is immense – if, in Cataclysm, it is returned to its initial state, and procs from any successful attacks, it would make for a significant dps boost for a raiding Balance druid. However, having to test whether the aoe during every single boss fight would proc Owlkin Frenzy does strike me as a waste of time.
  • Solar Beam: you summon a beam of solar light over the enemy target’s location, interrupting the enemy target and silencing all enemy targets under the beam within 10 yards while it is active. Lasts for 10 seconds.
    In its current incarnation, this is purely a pvp talent(and a mediocre one at that). While a targeted aoe silence does sound useful at first glance, the long cooldown and the fact that it does not lock the school of the spell being cast make it situational at best. I would personally love to see a damage component added, the cooldown lowered or a spell lock added(or, alternatively, the range being made wider than 10 yards, so the time the target spends running is equal to the time they’d be silenced from a counterspell, from example).
    Of course, I would be happy to see a boss fight with multiple adds that need to be silenced at once, where this particular spell would be extremely useful. Time will tell.
  • Natural Shapeshifter: reduces the cost of all shapeshifting by 30%
    Again, this is a very situational(and, I assume, not used enough to reap any significant rewards) talent. I can’t think of any case in which we would need to change forms during a fight. Unless, of course, Blizzard decides to make me eat my words by introducing a fight with lots of frost novas, roots and any other snares.

2. Restoration

The build I came up with is a 8/0/32(+1) build. That one point baffles me at the moment, simply because none of the talents it would go into would potentially bring any benefit during raids.

As a very cursory first impression, I have to say that, even though the trees have been pruned, they still look very fleshed out. There are talents that buff important spells and give us new mechanics to work with. They bring a palpable benefit to the player, regardless of play style or experience. As I’ve said before, whether these (so far) exciting changes will be received positively or not will depend mostly on how well Blizzard implements the core mechanics of the specs – Eclipse and Tree of Life.

Even though our current tall and strong talent trees have been pruned down to the size of a small bonsai, the devs have clearly stated that the players won’t be forced to deal with useless talents anymore.

Indeed, this has been a problem with most classes. In all specs, there are either talents that are deemed absolutely necessary(and that everybody takes), or talents that need to be taken to reach the following tier. Either way, the end result is that, rather than providing more than one viable alternative, all classes have a clearly defined spec, with any deviation from the norm being quantified as a dps loss.

Judging by the current state of the trees, I’m expecting to have a few viable options in a spec. While looking at the balance tree, one can see several options, depending on what your poison is. Of course, some talents have left me quite bewildered. In their current incarnations, there is still a clear distinction made between pve and pvp talents, in all trees. However, there seem to be clear options allowing builds focused on pve, pvp, or a mix of the two.

With 41 available talent points in total, I find it quite likely that the builds will require 31 points in your main tree, with the other 10 spread in a second. The lower tier talents seem quite specifically designed to be attractive for all specs, since they generally buff the main abilities of feral, resto and balance druids. As such, I’d expect a multitude of possible specs(balance with points in feral or balance with points in resto, anyone?), all remaining to be decided based on glyphs and talent synergy.

All that remains to be seen is how Eclipse(and to a lesser extent, Tree of Life) will be changed. The mechanics should be core parts of their respective specs, and seeing the final implementations will be the only way to tell whether Cataclysm is something druids should be excited about.

As stated in my previous posts, I am raiding in a 10-man guild. As such, my gear/spec/glyph choices are tailored for that, rather than a more general 25-man raid environment. To help other druids that might be in a similar situation, and to (hopefully) get useful input on whether my choices are good or not, I have decided to explain them in more detail, starting with my spec.

As you can probably notice from my armory, I am running a pretty standard 11/0/60 resto spec. I have decided to spec that for several reasons:

  • my role is mostly raid healing, so I don’t need Living Seed. I took Revitalize instead, as the benefits are quite high in a 10 man group.
  • due to the size of my raiding group, I do not need to reduce my GCD to the extent where I can blanket 15 people with Rejuvenation. As such, I do not need to pick up Celestial Focus in the Balance tree, to up my haste, nor do I need to stack haste to the point where I cap my GCD to 1 second. I have chosen to focus on throughput(especially with the hard modes looming for my guild), and use Glyph of Rapid Rejuvenation in order to help deal with the increasing amounts of raid damage that seem to prevail on fights like Sindragosa, Blood Queen, and the Lich King himself.
  • my play style is that I tend to use Nourish for spot healing, and Regrowth for the hot component rather than the direct heal. In other words, I prefer to put Regrowth up pre-emptively on tanks and other raid members that will/are taking damage, and then use Nourish to top them up. This, coupled with the fact that I have a disc priest in the raid most of the time, has made me choose to pick up Tranquil Spirit in my spec.
  • My glyph choices are, I hope, quite obvious. My major glyphs are:

  • Glyph of Rapid Rejuvenation – as previously explained, it helps a lot with throughput in cases of high aoe damage.
  • Glyph of Swiftmend – it is both a subjective, and an objective choice. An alternative here would be Glyph of Wild Growth, but due to the positioning in 10 man raids, having a 6th person in range would mean we’re doing something wrong. Also, the fact that I can swiftmend every cooldown and still have hots ticking on the target suits both my play style, and seems like a better choice to me.
  • Glyph of Nourish – again, due to my play style, I end up using this spell quite a lot, to spot heal, and even tank heal. In those cases, the extra healing received from the hots is quite beneficial, since the targets I’m healing are usually at a 6k health deficit or so.My gearing choices and stat priorities are, again, tailored for my guild. Due to the fact that we’re a 10-man raiding guild, I am not stacking as much haste as I should under other circumstances. Don’t get me wrong – I am still preferring haste, but I can afford the luxury to not absolutely need the haste cap. As such, I tend to go with a spell power > haste > crit priority, while of course preferring the spirit pieces over those that don’t have any spirit. One of the things I am still pondering is whether I should pick up the t10 4-set bonus. Due to my raid’s size and the fact that I am easily keeping 10 Rejuvenations up, I feel it would be wasted most of the time, fact that makes me wonder whether I’d not be better off picking off-set pieces with better stats.
  • So blizzcon’s almost over – you obviously have all heard the exciting news. A couple of things to consider, especially from the perspective of a warlock:

  • worgens have a 1% bonus damage racial – time to mass reroll if you’re serious about maximising your character’s dps potential?
  • paid race transfers – supporting the first point?
  • since warlocks have always traded some intellect for extra stamina, how will that affect the total damage/scaling since spell power will be directly gained from intellect in the new expansion?
  • path of the titans and mastery – providing extra damage?
  • icecrown and the raids in cataclysm will have their hard modes even easier than sunwell and/or yogg+0 – so they’re obviously wanting to make sure a higher % of their playerbase ends up clearing end-game
  • the soul shard mechanic will only affect gimmick/situational spells like summon demon and searing pain, or will we actually have boosts for our main nukes?
  • battleground-wide LFG, and rewards for leaders? I predict that will get axed asap, due to the fact that everyone will just insist to be a leader of an empty party
  • All in all, blizzcon raised almost as many new questions as it answered. I’m looking forward to the new guild leveling mechanics, to worgens and to flying around in the old world(speaking of that, I’ll have a guide for getting a cool mount coming up soon).

    Bring on the cataclysm!!!