Showing posts with label Foofy's Cupcake Factory. Show all posts
Showing posts with label Foofy's Cupcake Factory. Show all posts

Monday, March 30, 2009

Moonkin Raiding Basics 4

Got the mic to work right after someone helped me..(after I got done with the video)


Video will be back up in a bit after I fix the audio!

Now people can rejoice!

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Ok, the mic fix did not work. Apparently its just my mic or something else with my system. When I am able, I'll look into a new mic.. though I don't see many other Moonkin Raiding Basics coming out, since most of everything has been covered. Unless you guys can think off the top of your head that needs to be made into a video (No pvp please..dead horse is dead..stop beating it with that stick)

Tuesday, February 24, 2009

3.1 Patch Notes--Ulduar

The patch notes are currently released and while they are not the full notes or finalized, several million people are pissed with the current state of every class in the game. From the looks of it, everything got nerfed down the board. Everything but Survival Hunters.

Anyway, lets touch base with the moonkin notes shall we?

  • Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.

So, whats it? This is all the peek that moonkin get at this time. A double nerf with only one post. Excellent in the best regards blizzard, just excellent. Owlkin frenzy was useful in PVE during large AE fights if you had the extra points and wanted to have a little fun. In PVE is was our best defense with spell pushback, as well as damage increase to hopefully get something off us.

So, with it nerfed into the ground, PVE will just move the points elsewhere while PVP cries on the inside and finally respec's feral or resto. Why wouldn't they respec? Moonkin still has no survivilability in PVP period.

Oh wait...Guess what resto got!? IMP BARKSKIN! Thats right folks! Midway in the resto tree is a talent called Imp Barkskin! Congrats you guys! Though personally, only thing I see that I like in the notes right now is this:

  • Plague Strike and Blood Plague no longer remove hots. Plague Strike’s damage increased quite a bit to compensate.

Yup, thats a great thing right there. Druids all over are cheering for this. Finally, we don't just have to stand there making baskets out of dried grass while waiting for death when we see a Death Knight coming at us. We actually will be able to heal!

Anyway, we all know these patchnotes are subject to change, and one change we all see coming is the removal of our RNG stun from Celestial Focus. BlackOut from priests was removed, so its time to take away out last stun.

So thats it. Hopefully the notes bring more promise as PTR goes on.


For those who are on PTR, you can find me as Grandstorm on the PVE server incase anyone wants to chat or just randomly dance naked with me outside instances.

Friday, February 6, 2009

Haste Chatter!

Lets Talk haste!

Since joining my new Guild Reawaken, I finally ran into a person I can chat with ingame about extensive moonkin theorycrafting. He brought up several good points which made me look at what we will be talking about today. Haste!

Moonkins love haste. Its like crack to us, but of course we like other stuff to. Its good to keep both even though (crit and Haste and not over stack one or the other). At the current point in the game, people are at 530-600 haste. Some people may not see how they do it, but others do. These people are also still dishing out some good damage. With Uldar around the corner, we need to start looking at the values again.

For those who don't know..the global cooldown for casters with no haste is 1.5 seconds. Haste can lower your global to 1 second. For Moonkin, 1 second starfires will make baby raptor jesus cry.

The basic haste forumal is as follows:

New Casting Time = (Base Casting Time)/(1 + (% Spell Haste / 100))

At level 80, we need 32.79 points of haste per 1%. A few points to keep in mind are as follows:

Moonkin have 6% haste from talents which: 32.79x6%=196.74

The Haste Cap/Global Cooldown Cap = 1639.5 (for 50%) based off Wow Wiki
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So, lets just say Uldar gear gives us around 700 haste. If we decide to say that bloodlust can be converted into haste, then it would become 987.3 haste rating.

So we'd take that and end up with this:

700+ 983.7= 1683.7

Adding a bit more into it, we will add our hidden haste from talents which is 6%..Remember, it takes 32.79 for 1% of haste, so it comes out to 196.74. So even with bloodlust, haste, and your hidden haste; you will have 1880.44 which is 200+ haste over the cap. This will cause clipping issues. Starfire before a crit will be 1.5 seconds. Nature's grace doesn't add itself from what I know if you are already at the cap (due to clipping issues)

So, with our hidden haste, Normal Haste, Bloodlust, and speed potion you would have the following:

196.74+983.7+700+500= 2380.4

Now, that is IF Bloodlust acted like that type of mechanic, but it doesn't.

So lets go on to another part. If your desired casting time is 1.5 seconds (starfire) then:

"desired casting time" = 1.5 seconds, ((3/1.5)-1)*32.79*100

So, you'd need a 3279 haste rating to yank SF down to clip the GCD not 16**

Since the cap on 1 second is 16** from Wow Wiki..we must keep in mind that it would only lower Starfire to a 2 second cast (which we see when we just get bloodlust..and it gets lower with haste pot)

So, going off these stats, A haste pot is still good during a bloodlust. If you are curious...

So to get SF to have a cast of exactly 1 second, it would be 6558 haste, assuming WoWWiki's formula is correct.
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So thank you to all the moonkins at the Repository for sitting down and chatting with me about this math. As well as Badeggplant and Atavus.

Thursday, January 29, 2009

Retardin alts..and Opness Meet+ Eclipse chatter (short)

A little offtopic from the normal Moonkin blogness I do, but I was so tickled to death about this, I had to talk about it.

I decided to transfer my paladin over to the new server since I was leveling Jcing. Yeah..shes a miner as well as a Jc'er (double dailies! More dragonseyes! WOOT!) and well, I decided to hit up Wintergrasp at level 70 to try and mine up what I could. I knew I was going to die no matter what. As long as I got a few nodes, I didn't really care.

Well, this is my paladin. I ghetto spec'd her so to speak a full 61 without picking up Imp Might. Real Ret Paladins are probably laughing at me or wanting to bust my skull in. Probably both. Her gear isn't that good either, especially since I was originally holy, then prot on her back in TBC.

Anyway, heres the story. I go to hit up Wintergrasp and the battle starts. Great..now alliance will be around..right? Amazingly I didn't really get bothered but by this one NE Warrior. He had full PVP gear on and he seemed to know what he was doing.

Of course, I had tenacity by 7 but that made us even, and I was missing half the time with little to no hit against a level 80. Yet it was amazing. He came at me and we fought it out. Being the nub ret paladin I am, I did what all paladins do when I got half health..I bubbled. 

This warrior seemed to me like he knew what he was doing because he tried his best to get out of melee range, even tried to get away from me enough to intercept me. However, I'm not that much of a pvp nub and kept within distance of him.

It was a good 5 minute battle. Healing myself every second I got with my free heal proc off Divine Storm. In the end..he got whooped by a level 70 in terribad gear. After laughing about it a bit, I ran off to hide..why? There was a large group of alliance coming after me now (Yeah, he brought friends)

Needless to say, We lost WG that time but I got out of there with 5 stacks of Saronite :D


Now for the Moonkin part of this blog. A topic arose on the Moonkin Repository questioning which Eclipse proc is better. Solar or Lunar?

Solar increases your wrath damage (which with Imp IS, 2pc, and Glyph is very awesome)
Lunar increases your chance to crit with starfire

Looking at these, first thing for those who may be new to moonkining might think that Solar is the way to go. This is where we bring up the points.

Solar requires wrath spam. The problem with that is, If you have any haste..any whatsoever or are spec'd into Nature's Grace (0.5 second taken off your next cast) then you will be clipping the Global Cooldown. That isn't a good thing. Wrath also doesn't scale that well on its own with spelldamage. Also, wrath can be very mana inefficent thus making you require replenishers as well as mana regen talents. 

Starfire scales with its spelldamage and works great with haste. It works point for point with haste. It also cannot clip the Global Cooldown. Its also very mana effiecent. (short and sweet, I know)

Even though with all the buffs to Wrath you can get, Starfire still pulls ahead. Though we are always testing this theory as theorycrafters so this could change down the road. You never know!

Responses: I pretty much stand corrected, while Badegg is correct and I should have worded myself better.

Wrath does scale very well with spell power, but its scaling with haste and crit is awkward due to GCD clipping, the Lunar eclipse does minimize the amount this happens. But in any case the spellpower coefficient itself of Wrath is actually a bit better than Starfire, although not enough to make the Solar eclipse better.
--Badeggplant

He is correct. Wrath does scale  but due to the gcd clipping, its a pain in the arse to even try and use.  Thank you for the correction. :)