Tag Archive: Wild Mushroom

Hotfix galore

Logging into WoW on wednesday was fun. But it was also quite disturbing. Testing the new changes to moonkins was interesting, but it didn’t take long to realise that a few things were a little bit off.

Starfall was supposively changed so that it doesn’t pull mobs that you’re not in combat with. In reality, if you are not in combat, starfall doesn’t hit anything. If you are in combat, it will still tag any mob in a 40 yard radius. Something went wrong there, I suppose.

But Starfall was also acting very weird in general. On a single target, I could get anywhere between 9 and 16 stars. On two targets, I got up to a total of 29 stars at best. Three targets gave me 40 stars, and everything was just so eratic that it was hard to figure out excactly what was going on. This was obviously a bug, and was hotfixed on thursday. Not a very big suprise.

But now, another hotfix is in the works. I worry about the repercussions of this, and how you guys will react. Let’s keep it short and simple:

Read More »

PTR 4.0.6 moonkin changes

Cataclysm has been out for a little over a month. In that time, we have seen a lot of hotfixes across all classes. I was beginning to wonder if they would ever get around to do an actual patch, but thankfully, it’s well on its way.

Some of the changes to moonkins has already been announced, and they are pretty exciting to say the least. I wanted to take a moment to adress some of the more interesting changes (ei. I won’t be talking about soothe being instant!). Please note that we might still see a lot more changes on the PTR before the patch goes live.

Oh, and before I forget, I’m going to link to a page at the top of my site (way up at the top, in that little grey area, because that’s all I can do – maybe I’ll add a link in the side bar) where I’ll keep a list of PTR changes for this and future patches.

Read More »

I’ve been going at Wild Mushroom from several angles in the past few weeks, and I figured that it was time I started being a little bit more productive. I’ve aired my ideas for how we could change Wild Mushrooms, but I haven’t really done anything to put down some more constructive pointers.

Since Blizzard has acknowledged that Wild Mushrooms needs to be “fixed”, I decided it was prudent to write down my thoughts on the spell, and how we can change it.

Read More »

Area of little effect

Back in Wrath of the Lich King, moonkins were the unmentioned kings of AOE. On fights where it really mattered (think Anub’Arak and the like), we could pull out some serious deeps with a well timed starfall and chain casting hurricane inside Nature’s Grace. These days, however, I feel that–

Wait. Sorry. I have to say this. I fall asleep at night dreaming about the day when I can stop making references back to Wrath of the Lich King. I don’t quite feel that we do Cataclysm justice by continuously comparing it to WOTLK. We need to look ahead. Work with what we’ve got. I’ll stop living in nostalgia now!

Cataclysm has changed the way we handle AOE, for better and for worse. I think its time we take a good, long look at our AOE abilities.

Read More »

Thinking with shrooms

There is a lot of talk about Wild Mushrooms these days, and a lot of it shows negativity towards our portable partystarter. I’ve touched on the subject before, but since we are just idly waiting for tuesday, I thought I’d like to brainstorm a bit.

At first glance, Wild Mushrooms are are bit annoying. I dread the time to come where we have to manually place three mushrooms within 3 yards of the boss, and detonate them with another button. But their damage seems to be pretty good on a single target fight, and they seem overly potent on AOE fights, provided they can hit the targets.

But I hold firm to my belief that this is all just a matter of creativity. There has been numerous spells that seemed worthless or silly, only to shine when we realise their full potential. So, lacking any ideas for how Wild Mushroom can be used in the future, I thought it would be a good idea to see how useful they could have been if we had them in the past.

Read More »

Moonkin goodies

A new patch is out on the beta servers, and with it, a lot of really nice goodies! I’m afraid that I cannot contain myself, I must simply expell a little “weeee”. And you thought they had forgotten about us?

Some of the changes are basic tweaks to the modifiers, but Blizzard has also introduced some really interesting new talents. I’m going to run through them and try to percieve how these changes will affect our future gameplay.

Please keep in mind that we are still working on a beta. Blizzard are trying new things out, which we should give them credit for, but further tweaks and changes might still be needed before Cataclysm is released.

Read More »

Quick Quip: Spell changes

A new build is on the beta, and with it, a few changes to our spells:

  • Wild Mushroom changed, only 3 mushrooms can be placed at one time (Down from 5).
  • Cyclone cast time increased to 2 sec. Up from 1.5 sec.
  • Faerie Fire now has a 35 yards range, up from 30 yards.
  • Insect Swarm now has a 40 yards range, up from 30 yards.
  • Starfire now has a 40 yards range, up from 30 yards.
  • Entangling Roots now has a 35 yards range, up from 30 yards.
  • Thorns now lasts 20 sec, down from 10 minutes. Damage increased by 1400% (Deals 447 damage instead of 32)
  • Moonfire now has a 40 yards range, up from 30 yards.
  • Wrath now has a 40 yards range, up from 30 yards.
  • Moonkin Form now increases Nature and Arcane spell damage by 10%.
  • Starlight Wrath now reduces cast time by 0.15/0.25/0.5 sec. (Up from 0.1/0.2/0.3 sec)

First off, props to the creative way to make us want to stay in moonkin form. Ah well, we don’t really need anything fancy to do that, the “you get more damage here” sign will do the trick.

A lot of our spells have gotten increased range. In our case, it seems like a generic 40 yard range, but this is not the case for all classes! It would seem like some spells, for all classes, are capped at 30 yards where others have a 40 yard range. This is interesting because it means I can nuke a warlock from 40 yards range, but he would have to walk 10 yards to be close enough to cast a fear. Not a bad way to force people to make the decision between nuking, healing or CCing.

Starligth Wrath was buffed, which makes sense, while Wild Mushroom was nerfed to 3 shrooms at any one time. Lets take a moment to write up a long blog post about Shrooms being nerfed, so that we.. wait, nevermind. We don’t know the amount of damage it does, how it plays into our rotation, what glyphs it will have and so on. I guess we’ll just wait and see instead.

Lastly, a very interesting change to thorns: It is now a defensive spell. Defensive in the way of saying “If you touch me, you’re going to hurt!”. It is a fine way to do some extra damage, especially if you are either AOE grinding, tanking a bunch of mobs, or if you are being ganked by a rogue. It is no longer a weak retribution aura, but an offensive defense spell, which should give us a bit of fun.

- QQ