Ash vs Dragon Soul: Two new bosses

This last reset has been really good for us in Ash as we got two new bosses down, Warlord Zon’ozz and Hagara the Stormbinder.

We started working on Warlord Zon’ozz 25 heroic on January 12, think we had around 70 tries on him before we got him down on January 22.

It took us a while cause we tried different tactics, groups on the adds, how and when to bounce the Void and healing in shadow phases. It went pretty good when we found the tactic that worked for us. We had some really good tries before we got the perfect one where we killed him. But we’ve still only killed him once, so I wonder how fast we’ll get him down next raid.

As moonkin on this I started on boss with popping almost everything, pre-pot, Berserking, Treants, Starfall, pre-placed Mushrooms, Starfires for Solar, DoTs etc to get out as much damage as possible before 7 bounches and shadow phase. Then I had to go out and stack with my group on a mark where we killed 2 Flails of Go’rath and 3 Eyes of Go’rath. I always use Barkskin in the shadow phase to help healers and I give my Innervate to a healer as I don’t really need it.

After shadow phase we got back to stacking on boss and bouncing the Void, but we took a lot of damage so I had to use my Tranquillity after every 1st shadow phase to help out healers. Besides for that it’s phase one over again, then another shadow phase where it’s exactly the same. But when the boss got close to 10% we got into shadow phase and just nuked the boss. Easy and fun boss when you got the right tactic and everyone knows what to do and when.

After the Warlord Zon’ozz kill on Sunday we called the raid and went to read up and watch videos of Hagara the Stormbinder to prepare for the Tuesday raid. It looked very easy, so even though we were without our main raid leaders and GM the first half of tries, we managed to organize the groups for the lightning phase and how to handle ice phase. It was almost too simple as you in lightning phase just need 4 groups where people line up to link the lightning. In ice phase we had all the ranged and healers in the bubble, healing and dpsing, melee outside dpsing.  The only other things you have to look out for are the iceblocks which we stacked up and AoE’ed down and the ice lance debuffs which you don’t want to get too many of.

This was actually a fun fight cause it’s more than just dps this and that, you actually have to use your eyes and check that you’re standing on the right spot, and watch out for falling ice and the ice going around the platform. It’s also a fairly easy fight as moonkin as there is not that much movement, but there is target switching. First I placed Mushrooms on the boss, pre-potted and Berserking, popped Mushrooms, DoTs, Wrath to Lunar Eclipse, Starfall, Starsurge, Starfires etc till boss went into the next phase. In lightning we first stacked close to the add for healing while dpsing it down, when it was around 30% we went out to our spots to link the lightning, used Barkskin. In ice phase we stacked in the middle and DoTs up on all targets and dpsed them down. There is a lot to do for the healers, so I gave them my Innervate, used Barkskin and helped out with Tranquillity.

I had heard that this fight was easy but I had no idea it was that easy as we got her down on our 10th try.

Good job, everyone! Thanks to Kulagi for frapsing the kills!

Ash vs Dragon Soul

One of our hunters, Kulagi, frapsed our first kills of Morchok and Yor’sahj heroic so I just wanted to share them with you.

We took Morchok December 8 and Yor’sahj January 10. Morchok was fairly easy once we got the hang of the moving and stacking. As a moonkin this boss is not one of my favorites cause of the moving and interrupts/delaying of casts, there aren’t many casts you get in between the Stomp, moving to Crystal, back to stacking and then same over again. I actually specced Lunar Shower for this in hope of doing some more damage and it helped a bit.

We went directly for Yor’sahj after we killed Morchok but it seemed almost impossible, or that’s what the healers said, and it took us a while to learn the different combos and how to deal with them. We had some progress on him and it seemed less impossible but then it was Christmas and New Years so we had a few weeks break cause some people were going away and we weren’t able to get a good enough setup or even enough people for progressing on him.

But last week we started up again after the holidays and surprised ourselves with some really good tries on him on Sunday, and Tuesday we finally got him down.

Yor’sahj is more fun than Morchok as moonkin cause it’s not the same thing over and over again, it’s so random and depending on which combos you get and which you choose to leave up. It took me a while to figure out how to best to this boss and I’m not sure yet how other moonkins do it, so if you’re moonkin on Yor’sahj heroic I’d like to know. We are two moonkins in my guild now and got different playstyles and he’s new so I don’t know him that well yet, but he seems good. I haven’t really talked about him about how we did it on that boss either, but on the kill we were even on the dps, but I felt like most of the tries I did a little more than him.

I specced Gale Winds and Lunar Shower for this boss and placed Mushrooms before pull, pre pot, Starfall and Solar Eclipse to detonate Mushrooms and then just nuke untill the spawns, Moonfire/Sunfire while moving, keep dots up on boss and Mana Void, on AoE stay in Solar and detonate Mushrooms on every CD and Hurricane when detonate Mushrooms is on cooldown, cause I tested it and it did good enough damage and I had no problems with mana. On first Mana Void which we never kill, I used my Innervate with Dreamstate. Normal rotation on single target, Starfall in Lunar if possible, but on AoE and in Solar I used it anyway. And that’s just about it, I think, how I played.

Starsurge and Wild Mushroom – Beta Build 12984

A new beta build was out the 19th and here are the changes to balance druid:

  • Wild Mushroom now becomes visible after 6 sec, up from 4 sec. Base damage increased by 400% (from 269-304 to 1300-1573 damage)
  • Wild Mushroom: Detonate no longer costs mana, now has a 10 sec cooldown, and affects target within 10 yards, down from 15 yards.
  • Starsurge now generates 15 Solar or Lunar Energy, up from 10.
  • Euphoria first effect revamped – While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
  • Earth and Moon now increases spell damage taken by 8%, down from 13%.
  • Lunar Guidance is gone.
  • Genesis no longer increases the damage done by your periodic spells and increases the duration of your Moonfire and Insect Swarm by 6 sec instead.
  • Nature’s Grace revamped – You gain 5/10/15% spell haste after you cast Moonfire or Insect Swarm, lasting 15 sec. This effect has 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature’s Torment is instantly reset.
  • Dreamstate (Tier 5) *New* – When you cast your Innervate on yourself, you regain an additional 10/30% of your total mana over its duration.
  • Sunfire (Tier 5) *New* – While in Solar Eclipse, your Moonfire spell will morph into Sunfire – Burns the enemy for 196.24 to 239.85 Nature damage and then an additional [ 374.92 * ( Genesis : 100%/102%/104%/106% ) ] Nature damage over 12 sec.
  • Shooting Stars (Tier 3) *New* – You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.
  • Overgrowth (Tier 2) *New* – Your Entangling Roots and Nature’s Grasp have a 50/100% chance to also root all enemies within 8 yards of the target.

Starsurge and Wild Mushroom also got new looks and I made a video to show you. I think they both look much better now. Starsurge looks more druid-ish and star-ish, and Wild Mushroom doesn’t look like boring grey mushrooms anymore.

Wild Mushroom damage got buffed with 400% which is a lot. I tested it on some target dummies, it’s in my video. The only annoying thing with this spell is that it’s hard to time the detonate so they go off as the enemy runs over them. I tried it on some mobs but not sure if it worked, because it looked like there was some lag and they were too far away when the mushrooms went off. Guess you can root people at them or just stand at them yourself and then set them off. Wish they still could be triggered by people stepping on them.

Also when you set out mushrooms small timers for the mushrooms will appear under your player frame and eclipse bar.

But they removed the knockdown on Starsurge which I thought was a little sad because it was good to have and very useful when soloing, and in PvP. But we got other talents which are useful in PvP: The new Overgrowth which let you root all enemies. I haven’t tested it yet, wonder if it has a limit, or if it really lets you root aaaall enemies.

Here are the videos of the new Starsurge graphic and Wild Mushrooms:

I didn’t get to test Sunfire cause it’s bugged. But the talent says that when you’re in solar eclipse your moonfire will morph into sunfire, and I guess it deals extra damage or is more powerful or something, doesn’t say. I couldn’t test it cause when I had solar eclipse my moonfire glowed on the bar but nothing happened when I pressed it.

Shooting Stars talent works fine tho, I need some kind of addon to tell me when it procs cause it was a little hard to notice when you’re busy fighting, but instant Starsurge is awesome.

What do you think of the balance druid changes in this build, and do you like the new spell graphics?

Twilight Highlands – the Horde and the Dragonmaw

Watch in HD and fullscreen for better quality

The quests for Twilight Highlands start at Garrosh Hellscream in Orgrimmar.

You have to find out why it’s taking so long to build his fleet to invade the Twilight Highlands. It’s all the goblins fault, but at last they get it done and you’ll join them on their zeppelin to Twilight Highlands.

On the way there you get attacked by Twilight drakes and Garrosh’s zeppelin gets destroyed, and then the zeppelin you’re on goes down aswell. You have to jump out in a parachute and you get back to the remains of the fleet and they tell you that Garrosh is nowhere to be found, and they still have to follow his plan, so you get a quest to help them negotiate with the Dragonmaw’s warchief Mor’ghor. It doesn’t go well but you survive and get rescued Zaela.

The Horde have a new plan to attack the Dragonmaw so you can slip in and get help from Zaela and the medicine man cause the Horde warriors are dying and need help. You get in and return with bandages soaked in dragon blood, it will make them recover fast but the dragon allies wouldn’t be happy if they knew.

Then you have to kill Dragonmaw enforcers and warlocks with help from other Dragonmaws. But the Dragonmaw warchief Mor’ghor has to die, and you have to kill him. After that the Dragonmaw joins the Horde and Zaela becomes the new leader of the Dragonmaw.

Balance druid changes – Build 12857

Starsurge was updated with new graphics. It no longer looks like a green lava burst or a bogger as some people said. Here is a video showing the new Starsurge.

I think it looks better now, the color at least, but the spell looks very small, like a Wrath, or lazor beam(!), wish it was more like a Frostfire Bolt but blue/purple. And why is it green on impact? Looks like a Wrath when it hits the target.

Here are the other balance druid changes in build 12857:

  • Hurricane base damage increased by 33%.
  • Innervate now regenerate mana equal to 20% of the casting Druid’s maximum mana pool, down from 33%.
  • Starsurge now has a 40 yards range, up from 30 yards.
  • Entangling Roots now has a 2 sec cast time, up from 1.5 sec.
  • Starfall now has a 40 yards range, up from 30 yards. Base damage increased by 33%.
  • Lunar Shower now increases damage done by your Moonfire by 15/30/45% (Up from 2/4/8%)
  • Force of Nature now has a 40 yards range, up from 30 yards.
  • Solar Beam now has a 40 yards range, up from 30 yards.
  • Lunar Guidance no longer increases the radius of your Solar Beam.
  • Moonglow now reduces the mana cost of all your damage and healing spells.
  • Nature’s Majesty now increases the critical strike chance with all spells.

Innervate


Innervate is now based on YOUR mana, not the target’s mana. GC specifically stated this makes Innervate useless for Ferals, as they do not want Ferals helping Healers in their mana management.

That’s not actually what I said. I said that we wanted Feral’s Innervate to be less powerful than Balance and Restoration, because we don’t want “stack Ferals” to be the solution for healers who overheal a lot. Your Innervate will still be valued (probably more valued, all things considered), but it won’t be and shouldn’t be the magic pill that gets you a raid slot.

The Eclipse bar got an update:

Here some pictures of what it looks like with no eclipse, Solar eclipse and Lunar eclipse.

So Hurricane base damage is increased by 33% and with Gale Winds which gives 30%, the damage will be 63% more than what it is for me now on live, cause I don’t have Gale Winds.

I noticed my Innervate is much weaker and doesn’t help me very much. It still has a 3 min CD, and at the moment on beta I go oom really fast and take a lot of damage cause the mobs hit like trucks and sometimes I have to pop out of moonkin form and heal, then back in to DPS. And it takes sooo long to drink up 42k mana between each fight cause the water I found is level 75 water. Maybe there is level 80 water somewhere hmm…

Starsurge, Solar Beam and Force of Nature, just got their range increased like all the other spells, same with Starfall, but it also got a damage increase by 33%. I didn’t really notice this on the beta, it still feels like Starfall does less damage than what it used to do and what it does on live (without 30% ICC buff).

But the range is annoying when leveling cause there are always many mobs in the area and I’m so used to just pop Starfall all the time, but now all the level 84 mobs come running and I die. It’s also so annoying to die, cause the ghost form, you know when you fly on that little mount back to where you died, the speed of it is sooooo slow, slower than what you would run.

Lunar Shower got a very nice buff. 15/30/45% increased damage on Moonfire is a lot.

My current spec looks like this and I will put the next two in Furor. But maybe I should have gotten Moonglow cause I go so oom from all this mob killing and self-healing.

What do you think of the new Starsurge and the other updates?