My guild dived into the Dragon Soul on the PTR this week to check out the new bosses. We managed to scrape together 20 people and we pugged 5 more and spent about an hour and a half looking at 2 bosses on 25-man Normal mode.
Upon entering the Dragon Soul the first thing you will notice is that you are in Dragonblight again, only this time Wyrmrest Temple is under siege by Cultists and Elementals. An extremely large Elemental by the name of Morchok is in the front line hurling boulders at the temple. He is the first boss of this instance and to reach him requires plowing through a couple of packs of adds. The adds on LFR difficulty are a bit of a pushover, but the Normal-mode versions can easily wipe your melee DPS with an AoE attack if you’re not careful.
When you first see Morchok, you’ll notice that he looks very similar to Ozruk found in Stonecore. In fact, his abilities are fairly similar to a couple of bosses found in Stonecore.
Stomp- Splits 2300000 to 2700000 damage between all targets within 25 yards. The two targets closest to Morchok take a double portion of the damage.
You always want your DPS to be somewhat stacked up within 25 yards of the boss so they can “share the love” with the tanks. The tanks should always be closest to the boss so they take can take the “double damage” portion of the attack.
Crush Armor- Reduces an enemy’s armor by 10% for 20 sec. Effect stacks up to 10 times.
This is your standard tank swap boss mechanic. How many stacks you take depends on gear and possibly RNG. Lifebloom swapping is still a pain in here, so be expected to swap targets often.
Resonating Crystal- Launches a Resonating Crystal at the ground near an enemy player.
Morchok will launch a Resonating Crystal at a random player. The crystal will then target X number of players with a beam. Players that have the beam will need to stack up on the Resonating Crystal and wait for it to “detonate” and “share the damage.” Failure to do this can result in player deaths.
Black Blood of Earth- Morchok channels an intense spell, drawing the blood of the Earth to the surface.
Occasionally, Morchok will pull all players to him and summon spikes around him. Your goal is to get behind the spikes and LoS the Black Blood of Earth before it can kill you. Abilities like Dash and Stampeding Roar are excellent for helping you and your raid get behind the pillars quicker.
Furious- Attack speed increased by 30%. Damage increased by 20%.
At 20% Morchok will become Furious and will increase in Attack Speed and Damage. This is your burn phase.
Overall, Morchok is a fairly easy encounter, but he can easily wipe your raid if you don’t pay attention to the crystals or LoS properly.
First Look at World of Logs in Dragon Soul
So last night was the first night I could really take a look at the difference at my output between our 10 and 25 attempts at Yor’sahj and Morchok. My 25-man output tends to be higher due to their being more damage versus 10-man encounters and this still holds true for Dragon Soul.
Wild Growth feels extremely weak now. It just doesn’t move health bars like it use to. And with the longer cooldown, I’m finding myself blanketing the raid with Rejuvenation because there isn’t anything else to press. I realized that the nerf to Wild Growth wasn’t just a nerf to our output, but a major nerf to our burst healing.
Here’s a recent WoL parse for Yor’sahj.
As you can see, my Wild Growth is no longer grossly outhealing my other spells. It’s much more in line with Rejuvenation. On Live, Wild Growth will make up about 35% of my healing. On here it provides about 10% less of my healing done. Instead, Rejuvenation has gone up due to blanketing while Wild Growth is on cooldown.
So how do I compare to my fellow healing classes?
Our Holy Priest blew me out of the water. For overall effective healing, we were within 1k HpS of each other, but add the overhealing? Our Holy Priest was pumping out over 4.5k more HpS than I did. This parse was actually the one where I attempted to “pad” the meters to see if I could still pump out high, sustainable HpS. I didn’t even get close.
What’s even more shocking: The differences in Active Time. Our Holy Priest had the ability to do more healing than me while being 20% less active.
So what does this mean for Resto Druids?
Well, the sky isn’t falling…yet. We still have the ability to rival other healing classes in effective output depending on the encounter. We still bring a powerful raid cooldown (tho it’s now significantly outpaced by Divine Hymn).
My issue with 4.3 is how Druids will deal with burst damage. Wild Growth doesn’t cut it anymore and Rejuvenation is only valuable as long as it has time to be effective. Yor’sahj is just one encounter where burst healing is proven to be more effective than HoTs.
How do you think Druids will fare in 4.3?