Damien

Balance Druid 7.1.5

153 posts in this topic

In Builds and Talents, the guide recommends not taking blessing of the ancients, because despite being very strong, it has no synergy with fury of elune, which you are unlikely to skip. Guide moves on to tell you to skip fury of elune because it's suboptimal at level 100. It's like the guide can't decide if it's for prepatch or Legion.

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On Rotation page guide skips Stellar Flare, even though on Talents page, it recommends using it over Incarnation.

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So apparently Cyous is saying he never reviewed anything for you. 

Quote

For the record, I have not reviewed anything for Icy-Veins for Legion content.

But I can say that some of their info is incorrect at this time. Stellar Flare seems absent from the guide as well, even though it's our best available talent for lvl100.

Whats the deal with labeling him in the opening?

Also there are some inconsistencies in the guide overall.

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12 hours ago, Guest Justsayin said:

In Builds and Talents, the guide recommends not taking blessing of the ancients, because despite being very strong, it has no synergy with fury of elune, which you are unlikely to skip. Guide moves on to tell you to skip fury of elune because it's suboptimal at level 100. It's like the guide can't decide if it's for prepatch or Legion.

There was a bit of a mix-up there between Gapezilla and I. Indeed, Fury of Elune is suboptimal at 100 and shouldn't be used, and neither should Astral Communion due to this fact. Blessing of the Ancients is the recommended choice there, and the guide should now be fixed in this respect.

4 hours ago, Guest Atraac said:

On Rotation page guide skips Stellar Flare, even though on Talents page, it recommends using it over Incarnation.

This was an oversight on our part, the issue should now be addressed.

1 hour ago, Guest Kylis said:

So apparently Cyous is saying he never reviewed anything for you. 

Whats the deal with labeling him in the opening?

Also there are some inconsistencies in the guide overall.

Regarding Cyous, I must apologize. There is a miscommunication to blame and I can absolutely confirm he did not review this version of the guide. As for the inconsistencies (other than the 2 mentioned above), I would love to know what they are so I can fix the issues.

 

I want to thank all of you for your prompt comments. It is much appreciated.

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I'm confused by the single target rotation as the current information regarding the rotation and empowerments seems contradictory:

 

  • Use Solar Wrath Icon Solar Wrath to generate Astral Power.
    • If there is more than 1 target present, use Lunar Strike Icon Lunar Strike instead.

 

 

If Lunar Empowerment and Solar Empowerment should never be capped, does this mean Lunar Strike should be cast to use the Lunar Empowerment even if there is only 1 target?  

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15 minutes ago, Guest Vernal Lion said:

I'm confused by the single target rotation as the current information regarding the rotation and empowerments seems contradictory:

 

  • Use Solar Wrath Icon Solar Wrath to generate Astral Power.
    • If there is more than 1 target present, use Lunar Strike Icon Lunar Strike instead.

 

 

If Lunar Empowerment and Solar Empowerment should never be capped, does this mean Lunar Strike should be cast to use the Lunar Empowerment even if there is only 1 target?  

That is correct. An empowered Lunar Strike is more DPET than an unempowered Wrath.

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There is no specific problem with capping Empowerments at 3, other than possibly capping Astral Power, but do not use Starsurge if you have 3 stacks of either Empowerment or you will overwrite. I'm sure there will be some question about whether to save up Empowerments before using your cooldowns; I'll have to test it out, but my inclination is, the cooldown lasts long enough that delaying usage in the opener will cause more harm than good. For sure, if you are coming up to the second usage, save your Empowerment stacks before CA/Inc is available.

Edited by Tarazet

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The build suggestion is just flat out wrong.

Stellar Flare may "look" good on paper regarding the math but it DOES NOT EVEN COME CLOSE to performing near Incarnation or Soul of the Forest - I know a certain math want-a-be will try hard to shoot this fact down but live logs don't lie. 

Furthermore, Astral Communion is far better at allowing your rotation to have some flexibility when it comes to burst phases (i.e. pull, ring, lust).  While it doesn't generate as much resource as Blessing of the Ancients, this flexibility is a MUST - again refer to live logs.  Resource generation is NOT a problem anyways. Shooting Stars provides the most resource generation at 3+ mobs (2 if there is any movement mechanics at all) but again - no flexibility when it comes to burst.  These are things that paper math just can't account for.

Again, while on paper Nature's Balance "looks" like a dps increase - it simply isn't ESPECIALLY if you have the class trinket as the build suggests.  20% increase to Starfall simply IS a DPS increase as Starfall does an incredible amount of damage now.  Even with Nature's Balance, we'll have to refresh our dot's especially when considering any and all mechanics that will prevent us from just standing there casting as the "math" would suggest we'll be able to do. Lastly, the fights currently do not last long enough for Nature's Balance to make up the difference.

In Legion, Stellar Flare may be a viable option at the cost of Starsurge and instead hard casting Starfall.  While Moonkin is competitive and the play has been improved, we will unfortunately rely once again on tier bonus sets or that one awesome trinket / legendary to reduce the cost or perhaps even make starfall or starsurge free to cast (case in point - WoD class trinket is BiS right up until we hit 110 and it no longer works).

 

 

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16 hours ago, Tarazet said:

There is no specific problem with capping Empowerments at 3, other than possibly capping Astral Power, but do not use Starsurge if you have 3 stacks of either Empowerment or you will overwrite. I'm sure there will be some question about whether to save up Empowerments before using your cooldowns; I'll have to test it out, but my inclination is, the cooldown lasts long enough that delaying usage in the opener will cause more harm than good. For sure, if you are coming up to the second usage, save your Empowerment stacks before CA/Inc is available.

The guide is meant to say not to overwrite the Empowerments, not cap them. Clearly, a mistake. I'll fix it right now. Thanks :)

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Why  is crit more prioritized than Mastery ?

 Mastery = stronger empowerment for spells after casting SS  + boost for DoTs ( via stronger stellar empowerment ) so if u have class trinket and a bit of luck u have almost perma stellar empowerment on target (s). + with haste u will have enough astral power so spells u cast will be empowered most of the time.

This looks more powerful  or am i missing something about crit  ? :)
 

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It seems to me that there are three damage profiles that synergistic talents build into. Only the level 15, 75, 90 & 100 talents affect it, so I'll only mention them.

Full disclosure, I'm low skilled, geared & experienced. If I'm missing some basic understanding of the game, apologies.

1.  Single target burst : Warrior of Elune, Incarnation, Astral Communication and Fury of Elune.

These skills synergise by; dealing high burst damage with a high resource cost (Fury); buffing burst damage (Incarn.); and quickly generating resources (Warrior & Astral).

A typical rotation would open with applying both dots, and then begin generating astral power using wrath. Once you reach full astral power begin your burst - pop incarnation, cast fury, and then maintain at least 12 astral power using warrior of elune and astral comm - also using lunar/wrath when possible. After the burst, go back to generating astral power. I don't know if it may be more beneficial to stall casting fury again until innacarnation is back up, and build up lunar empowerment charges as you burn excess astral power with starsurge (solely using wrath as the generator). Or you could just use fury again when warrior comes off cd, without incarnation. 

I think this build would benefit most from Crit & Haste.

2. Sustained single target damage with a small area of effect (target + 2-3 close proximity adds): Starlord, Soul of the Forest/Stellar Flare, BotA, and Natures Balance.

These skills synergise by increasing the frequency starsurge can be used, and the potency of it's procs. It also allows you to almost passively maintain your dots on 2-3 targets.

To open you would being by applying moonfire to any mobs in close proximity to your main target, and then applying starfire and monfire to the main target. You then begin building astral power with lunar strike, this refreshes the moonfire dot on all close proximity targets, and cast recast startfire as needed to maintain the dot on all close proximity targets. Stack astral power and when it's full pop celestial alignment and spend your astral power using starsurge to burst the main target. You should be able to get off 3-4 starsurges during CE due to starlord.

Less burst than the previous build, but decent sustained AoE and single target damage (in an 5 yard radius).

3. High AoE DoT: Starlord, Stellar flare, Shooting stars, Stellar drift.

Havent actually tried this out - sorry. Your DoTs are buffed by starfall, your starfall is buffed by stellar drift, and the AP your DoTs generate is buffed by Shooting stars allowing more casts of starfall. 

DoT eveything, starfall when you can, maintain dots, and spam generators in between (while moving around.... wew). You could make the argument for using astral communion (+75 AP) instead of starlord, as casting starfall over starsurge will limit it's effectiveness, and raw AP might be better in low density situations.

I guess you'd go haste & crit....

 

Like I said, I'm super low, but it seems to me like there wasn't much thought put into any builds which don't have the trinket...

 

 

 

 

 

 

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On July 21, 2016 at 11:04 PM, Guest noob11111 said:

It seems to me that there are three damage profiles that synergistic talents build into. Only the level 15, 75, 90 & 100 talents affect it, so I'll only mention them.

Full disclosure, I'm low skilled, geared & experienced. If I'm missing some basic understanding of the game, apologies.

1.  Single target burst : Warrior of Elune, Incarnation, Astral Communication and Fury of Elune.

These skills synergise by; dealing high burst damage with a high resource cost (Fury); buffing burst damage (Incarn.); and quickly generating resources (Warrior & Astral).

A typical rotation would open with applying both dots, and then begin generating astral power using wrath. Once you reach full astral power begin your burst - pop incarnation, cast fury, and then maintain at least 12 astral power using warrior of elune and astral comm - also using lunar/wrath when possible. After the burst, go back to generating astral power. I don't know if it may be more beneficial to stall casting fury again until innacarnation is back up, and build up lunar empowerment charges as you burn excess astral power with starsurge (solely using wrath as the generator). Or you could just use fury again when warrior comes off cd, without incarnation. 

I think this build would benefit most from Crit & Haste.

2. Sustained single target damage with a small area of effect (target + 2-3 close proximity adds): Starlord, Soul of the Forest/Stellar Flare, BotA, and Natures Balance.

These skills synergise by increasing the frequency starsurge can be used, and the potency of it's procs. It also allows you to almost passively maintain your dots on 2-3 targets.

To open you would being by applying moonfire to any mobs in close proximity to your main target, and then applying starfire and monfire to the main target. You then begin building astral power with lunar strike, this refreshes the moonfire dot on all close proximity targets, and cast recast startfire as needed to maintain the dot on all close proximity targets. Stack astral power and when it's full pop celestial alignment and spend your astral power using starsurge to burst the main target. You should be able to get off 3-4 starsurges during CE due to starlord.

Less burst than the previous build, but decent sustained AoE and single target damage (in an 5 yard radius).

3. High AoE DoT: Starlord, Stellar flare, Shooting stars, Stellar drift.

Havent actually tried this out - sorry. Your DoTs are buffed by starfall, your starfall is buffed by stellar drift, and the AP your DoTs generate is buffed by Shooting stars allowing more casts of starfall. 

DoT eveything, starfall when you can, maintain dots, and spam generators in between (while moving around.... wew). You could make the argument for using astral communion (+75 AP) instead of starlord, as casting starfall over starsurge will limit it's effectiveness, and raw AP might be better in low density situations.

I guess you'd go haste & crit....

Like I said, I'm super low, but it seems to me like there wasn't much thought put into any builds which don't have the trinket...

Hello. Thank you for your post. I'll attempt to explain why we went with the build we have.

1. The problem with this idea revolves entirely around the legendary ring. Unless you've found a way to convince your entire guild/raid group to delay their ring so you can build up some AP to get a good FoE off, you're going to see very poor results with this. At 110 we'll see a lot more use of Fury thanks to increased AP generation from the artifact and not having to play around the shenanigans of the current legendary ring, but for now this build is suboptimal at best and straight up terrible at worst.

2. "almost passively" maintaining DoTs on more than 1 target via Nature's Balance isn't possible. Between casting Starsurge and Stellar Flare, your DoTs will run out very quickly if you aren't tunneling into a single target. It may be possible on 2 targets if you aren't using Stellar Flare, but for this patch that would just be suboptimal.
That's also not how to use Celestial Alignment. Not only do you run into the problem noted in point 1 regarding the legendary ring, you want to be CAing on the opener regardless in order to generate AP faster and get starsurges out to hopefully proc Seed of Creation's starfall. If you get unlucky (or play incorrectly) and fail to proc a starfall during the ring, your opener will be bad, plain and simple.

3. This is closer to the best build on this patch, but Shooting Stars will not provide better AP generation than BotA below 3 consistent targets. Regarding the playstyle/rotation, this is also something you'll possibly see at 110, but is completely inefficient at 100 due to Seed. You basically never want to manually cast Starfall on this patch. As for AC over starlord, there is absolutely no argument there, you would never do that for this kind of build.


The simple truth is if you don't have a Seed of Creation on this patch, boomkin is a bad class. With it and the right talents, we are one of the stronger classes, top 3 maybe. You must do everything you can to get ahold of this trinket if you want to do competitive dps on this patch, as it is the class's only saving grace in a world without artifacts.

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On July 20, 2016 at 1:51 PM, Guest Oloo said:

The build suggestion is just flat out wrong.

Stellar Flare may "look" good on paper regarding the math but it DOES NOT EVEN COME CLOSE to performing near Incarnation or Soul of the Forest - I know a certain math want-a-be will try hard to shoot this fact down but live logs don't lie. 

Furthermore, Astral Communion is far better at allowing your rotation to have some flexibility when it comes to burst phases (i.e. pull, ring, lust).  While it doesn't generate as much resource as Blessing of the Ancients, this flexibility is a MUST - again refer to live logs.  Resource generation is NOT a problem anyways. Shooting Stars provides the most resource generation at 3+ mobs (2 if there is any movement mechanics at all) but again - no flexibility when it comes to burst.  These are things that paper math just can't account for.

Again, while on paper Nature's Balance "looks" like a dps increase - it simply isn't ESPECIALLY if you have the class trinket as the build suggests.  20% increase to Starfall simply IS a DPS increase as Starfall does an incredible amount of damage now.  Even with Nature's Balance, we'll have to refresh our dot's especially when considering any and all mechanics that will prevent us from just standing there casting as the "math" would suggest we'll be able to do. Lastly, the fights currently do not last long enough for Nature's Balance to make up the difference.

In Legion, Stellar Flare may be a viable option at the cost of Starsurge and instead hard casting Starfall.  While Moonkin is competitive and the play has been improved, we will unfortunately rely once again on tier bonus sets or that one awesome trinket / legendary to reduce the cost or perhaps even make starfall or starsurge free to cast (case in point - WoD class trinket is BiS right up until we hit 110 and it no longer works).

 

 

I'm sorry, but Stellar Flare is definitely the talent to use right now. Check basically any top boomkin on warcraftlogs and you will see. It's not about what it looks like on paper, it's about actual performance.

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On ‎7‎/‎22‎/‎2016 at 11:39 PM, Vlad said:

I'm sorry, but Stellar Flare is definitely the talent to use right now. Check basically any top boomkin on warcraftlogs and you will see. It's not about what it looks like on paper, it's about actual performance.

Assault, top 2 didn't use it.  3rd used it and it did a whopping 612k total damage and he cast it 5 times - in other words he wasted that tier talent option.

Iron Reave - top 3 didn't use it.

Komrok - top 2 didn't use it. 3rd used it, cast it once and it did 443k total damage. Compared to his guild mate (who was first) he was only able to cast 3 starsurges which in turn means less empowered solar wraths and lunar strikes - again - wasted tier talent for damage that was done entirely on the burst opener.

Council - top 3 didn't use it.

Kilrogg - top 1 didn't use it. 2nd and 3rd used it to good effect with buff.

Iskar - top 3 didn't use it.

Zakuun - top 3 didn't use it.

Xhul - top 1 and 3rd didn't use it. 2nd did use it to good effect.

Soc - top 3 didn't use it

Tyrant - top 2 used it with great effect. 3rd didn't use it

Manny - top 3 used it good effect

Archi - top 1 didn't use it. 2nd and 3rd used it to good effect.

You are wrong - Stellar Flare is definitely NOT "the talent" to use right now. You check top moonkins on warcraftlogs next time instead of making me do it. 

Further, the only reason they are picking Blessing of the Ancients is because you can maintain 100% energy by swapping in and out of Bear before a pull (most likely soon to be fixed).  Many of the fights at this moment don't last long enough to over come Celestial Alignment - for example on one fight a top moonkin cast 6 Stellar Strike and 10 Solar Wraths which generates an extra 44 astral power.  That's it.  Compared to 75 for Celestial Alignment.....  So the only benefit was to bug the astral power drain before the fight.

On a side note - not on a single log does the author use Nature's Balance - not even on those "single target" fights where the math looks better on paper and thus in this guide.  Which means you and I both agree that it's about actual performance verses paper math.  Nature's Balance, as of right now, is a DPS loss - and quite a large one at that.  BURST is and probably will always be king on the majority of all encounters.

 

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Oh boy where to begin..

If you're wondering about my logs from last week, you might notice a healthy chunk of the bosses are missing. There were some shenanigans some players did to kill bosses quickly that got our logs deleted...oops. This was also at the beginning of the week before the instance got nerfed another two times (for reference, the health debuff is now 50% and the dmg debuff 40%).

Some clarification: I'm the reviewer, not author, but I do have some changes planned for the recommended talents after having done HFC again this week with the latest round of nerfs.

To quickly go over some of the specific points you made:

Obviously you won't take Stellar Flare on assault. I've been very vocal about how I feel about assault as a "boss". You could decide to unskill all your talents on that boss and jack off in the corner, it wouldn't really matter. it's an extended trash pull and nothing more- an extraordinary waste of time at the beginning of each raid week. 

Xhul, Kumrock, Socrethar, Iron reaver and Fel lord: If your guild is killing them in 30s-1m, take Incarn over Stellar Flare, yes. If the kill time is longer, flare is king. There is no debate, it does more damage the longer the fight is. This becomes increasingly more apparent as you get to the 2m+ range. Especially on Xhul

Kilrogg: Ranking on this fight is a cheesy joke and has been since the instance was released. If your kill time is long enough to even reach the downstairs phase, yes taking Incarn for the extra burst when you come up with the 20 stack buff will do more than Flare.

Iskar: Incarn is best here, its a heavy aoe fight. That's in the guide.

Gorefiend: Incarn is best here, there is heavy aoe and a burst phase. That's in the guide.

 

Something I'd like you to realize however, is that most guilds will not be killing bosses in 30 seconds like you see at the very top end of warcraftlogs. Icy veins boomkin guide is and will continue to be a guide aimed at progression raiders of all levels; a good starting point for learning (or relearning in the case of Legion pre-patch) the class as you move into your preferred level of content. To my knowledge this is where all of the guides on this website are aimed at. As I am in a high end guild with some absolutely breakneck kill-times, you will often see me using different talents than what I would recommend for someone killing the bosses two, three, four, fives times slower than what my guild is capable of.

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Information on Incarnation needs to be updated. It is not a 50% increase, it is only 35%!

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When choosing gear for my Balance druid, I rely heavily on this page for guidance. But I'm finding it difficult to decide where the line between the different stats lie and was wondering if anyone has been using simulations to find the precise weights for an addon like Pawn? 
I found them for my BM hunter here on icy-veins (calculated with Simulation Craft  by @Azortharion who wrote the guide) but have so far not had any luck unearthing any for a balance druid. I found some on noxxic (http://www.noxxic.com/wow/pve/druid/balance/stat-priority) but I'm still not convinced those are correct as it once recommended me drop 2 INT for 3 CRIT. 

Any advice out there? Perhaps inserting links to Pawn weights if there are any?
 

Edited by dracuella

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Blizzard Logo

Balance

  • Blessing of Elune now increases Astral Power generation by 25% (was 40%).
  • Blessing of An'she now grants 2 Astral Power every 3 seconds (was 2 Astral Power every 2.5 seconds).
  • Lunar Strike now generates 12 Astral Power (was 10).
  • Mastery: Starlight bonus has been increased to 2%/point (was 1.75%).
  • Moonfire and Sunfire DoT damage has been decreased to 50% per tick (was 55%).
  • Shooting Stars gives 4 Astral Power (was 5).
  • Solar Wrath now generates 8 Astral Power (was 6).
  • Developer's Note: We shifted some Astral Power generation from the level 90 talent row into the baseline spec. This both improves gameplay sub level 90 and reduces reliance on these talents at max level.

Baseline Astral Power generation up slightly, with a talented AP generation drop to compensate.  Fewer Wraths to get capped?  Fine with me...

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Quote

 

1. Basics

The stat priority for a Balance Druid is as follows.

Haste;

Intellect;

Critical Strike >= Versatility;

Mastery.


 

 

Surely you mean 

 

Int

Haste

Crit>=Versatility

Mastery?

 

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Hello. First of all I want to apologize for what may seem to some of you as a noob question, but to be honest I'm at a complete loss as where to find one particular artefact weapon trait. Meaning the Falling Star. Please, if anyone knows where or how to get it, please let me know. Thanks in advance.

Dan

 

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3 hours ago, Guest Dan said:

Hello. First of all I want to apologize for what may seem to some of you as a noob question, but to be honest I'm at a complete loss as where to find one particular artefact weapon trait. Meaning the Falling Star. Please, if anyone knows where or how to get it, please let me know. Thanks in advance.

Dan

 

I am not sure what you mean by "where to find it". It's in your artifact weapon trait tree (top left). When you unlock the traits leading up to it and have enough Artifact Power, you'll be able to choose it. It's not a drop or anything.

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7 hours ago, Guest Elnaturale said:

 

Surely you mean 

 

Int

Haste

Crit>=Versatility

Mastery?

 

That is not a mistake, Haste above Intellect.

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5 hours ago, Vlad said:

I am not sure what you mean by "where to find it". It's in your artifact weapon trait tree (top left). When you unlock the traits leading up to it and have enough Artifact Power, you'll be able to choose it. It's not a drop or anything.

Hello, I'm sorry for the missunderstanding. What I meant was where to find the unlock, as for example the trait Scythe of the Stars which I got as a questreward during a certain questline. Once again thank you so far for your help and thank you in advance for any other guidance.

Dan

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      To add NPC panel go to Move!->Add new Panel->Type: Special->Value:NPCs

       
      Here's how it looks in the raid:

      You can build Raid frames manually too if you don’t want to use the Panel Wizard: just choose in the ‘Type’ of panel ‘Group’ type. Click the ‘+’ button on the first panel that you created to add an additional 5 man groups to it. Voila, Panel 1 becomes your 10-40 man raid frames (every ‘+’ will add a 5 man group to the frame). You have to use the same Panel for the Raid Groups so they will move together as one object.

      Now check “20” and hold the button “Test”. You will see some virtual raid and even real target, if you’ll click on somebody. It is a very useful feature for checking the results of your frames tuning.

       
      GENERAL

      Go to the ‘General’ tab. Tick ‘Main Tanks’ and ‘5 man MTs’, so VuhDo will automatically move Tanks to the ‘Tank’ panel. *You don’t have to do this or add the ‘Main Tanks’ panel if you don’t want to see the tanks in a separate panel from the raid
      Adjust everything else according to personal taste.
       
      INDICATORS (more nice options for tracking):
      You can play with a loads of possibilities here. I personally use 3 of them - Inner frame for the Paladin Beacons, Special DoT for the Role Icon and Treat Marks to track the current aggro target (very useful if you need to know when the tanks are swapping).
      Clicking on ‘More...’ button near every tracker allows you to change size and color of the icon.

       
      SPELL TRACE 
      Spell trace tracks which units are hit when a particular spell is cast. Very useful for tracking healing from 'smart' like Prayer of Healing, PW: Radiance, Chain Heal, Trail of Light, etc. You can use a build-in Spell Trace bouquet or create your personal one. If you choose to add other spells to track, add them by name (e.g. Healing Rain, Wellspring, Efflorescence), not by Spell ID, otherwise it wouldn't work.
      Enable the ability here:

      and choose where to show tracked spells in HoT icons tab:

       
      SPELLS
      Here you can bind you spells, actions or macros to any button of your mouse and keyboard.

      Go to Spells→ Mouse→ Modifier Key → None Open up your spellbook and drag your primary healing spells to the ‘Mouse Key’ Left and Right Buttons and to the ‘Mouse Wheel’ Up and Down sections. Note that the Mouse Wheel section will only work when it’s mouseovering your VuhDo frames. If you scroll outside of the frames, you will zoom in and out of the screen. You can assign more spells / commands / macros to Modifier Key → Shift, Modifier Key → Ctrl and so on. All your mouseover macros will work perfectly with VuhDo frames  
      PANELS
      On the ‘Panels’ tab, make sure that General→ Ordering → Alignment → Horizontal is ticked. It’s much easier to move your mouse in the left-right directions rather than up and down. Chose ‘Grouped’ and ‘Hide Empty’ in Ordering, if you prefer to always see your actual groups in the raid. a) Leave ‘Sort by...’ with ‘Unit ID’ if your choice is to see raid as actual groups.
       
      3b) There is another option for sorting: Tank => MDPS => RDPS => Healer. It's great if you like to always know which part of the raid takes damage. If you choose this option, you have to change the ordering to Loose. It technically works for Grouped ordering too: the difference is that when you are 'Grouped', the sort method is applied for each group, not across all groups.

      Do not forget to press ‘Apply All’ to apply your changes to all the groups (and not just to the current one)
       
      On the ‘Panels’ tab, click on the ‘Sizing’ option on the right hand side. For Bar Height, choose something like 37-40 to make the bars taller. Spacing and gaps as you like.
       
      BARS
      On the ‘Panels’ tab, select the ‘Bars’ option on the right hand side. Decrease the Mana bar height to 3 - you really don’t need it any bigger than this. You can play around with the rest of the options here.

       
      HEADERS
      On the ‘Panels’ tab, click on the ‘Headers’ option on the right hand side. Tick ‘Show’ on Headers if you want to see panels names (Group 1, Group 2, target, etc.). Untick ‘Class Color’ on Header Text if it was ticked by default. TEXT
      On the ‘Panels’ tab, click on the ‘Text’ option on the right hand side. Tick ‘Class Col.’ on Bar Text so you will see player’s nickname in his class color. Hitpoints → Show → Percent. Show Text → Name & Flags (untick ‘class’ and ‘pet owner’ if it was ticked by default. You can play around with the rest of the options (text size, color, position) here.
      HOT ICONS
      On the ‘Panels’ tab, click on the ‘HoT Icons’ option on the right hand side. In the ‘Own HoTs’ section, choose one of 2 masters that shows where your HoTs will appear and use the buttons below to view your HoTs as ‘Icons’ and ‘Text.’ In the ‘HoT Order’ section, you can assign any of your or other players HoTs, Absorbs, Shields, Procs, personal and Raid CDs to any of the 6 spots shown in the ‘Own HoTs’ diagram. You should always leave Slot 7 (the middle slot) for the ‘AoE Advice’ icon. Or not...
      Another nice option here - to change the HoT icons size.
      Click on the button “More” from the right side of HoTs positioning masters and adjust.

       
      BOUQUETS
      You maybe noticed some options in the HoT Order section that are shown on my screenshot but couldn’t be find in your options. They are the Bouquets: custom groups of Buffs / Debuffs / HoTs / CDs that could be created by a player himself.
      Let’s create a custom bouquet for example for tracking of Tank personal CDs in your raid where the tanks are Warrior and Paladin.

      Go to General→ Bouquets. Type a name for a new Bouquet and press ‘New’ Press ‘Add’ button it the Bouquet Details part Type a spell name in the ‘...or enter Buff / Debuff / HoT name’ line In ‘Select default icon’ dropdown menu always chose ‘None / Default’, otherwise you wouldn't see the appropriate icon. Add all the spells you would like to track in your ‘My tanks’ bouquet. There will be situations when you’ll have multiple CDs or HoTs that were popped simultaneously to track. Because all the spell icons from one bouquet are shown in the same place, you should use the Priority Arrows to assign the importance of every one of them (e.g. the highest priority will be shown first).
      Another possibility to work with bouquets is just to edit the defaults.
      For example, we can chose a default ‘Raid Cooldowns’ bouquet and remove, add or change priority of CDs based on our raid composition.

      After creating or editing a bouquet you can use it in the HoT icons assignments.

       
      BUFFS
      As you've may have noticed, VuhDo has a separate Buff frame as part of the package. Personally, I don’t believe there is any need for VuhDo to show your buffs. I use WeakAuras to trace my mandatory buffs (on myself and others) and you should have something similar. So, I advise that you go to the ‘Buffs’ tab → General → Uncheck ‘Enable.’ If you want to play with it later - feel free to do so.
       
      DEBUFFS
      Extremely useful in raids. You can see most of the debuffs by default in your healing frames, but sometimes the addon is not updated yet for a new raid zone or the authors wouldn’t add some debuff that you want to trace. In this section you can add or remove any debuff / buff / proc that is applicable to a player.

      Go to Debuffs→ Custom Type buff / debuff  Spell ID in the line (you can find Spell ID on Wowhead in the address line. For example: “http://www.wowhead.com/spell=642/divine-shield”- Spell ID for the Divine Shield is 642). Now it will appear in the (de)Buff list. Tick the appropriate positions if you want to see stacks or timers for the debuff. Tick 'Bar Color' if you want to see a specific debuff in some different from the default color and pick the color from palette. Click ‘Save’ Do not click ‘Apply all’ or you’ll rewrite the defaults of all the debuffs.
      If you want to remove some buff / debuff / proc from the list, choose it from the dropdown menu and click ‘Delete’.
      There is an option for a complete reset of your custom debuff settings.  This can be done under 'VuhDo Options > Tools > Reset > Buffs/HoTs > Custom Debuffs' but beware you will loose all the debuff settings you customized.
       
      PROFILES
      If you ever wanted to save your VuhDo configuration for more than one toon / spec / raid size / encounter type or to share what you have with other VuhDo users, this is the place for you.
      Saving profiles for different specs / toons:
      Go to VuhDo Options->Tools Tab->Profiles.

      On the left side in 'Profiles' part you will see a line '...or enter profile name' with some name already typed in. Change it to a name that will make you remember what exactly you are saving here. I normally use a toon name with encounter type or a toon name with a group size, but if you are going to store profiles for different specs, it may be a good idea to mention a spec too.
      I stopped on profile naming in such a details because the default name is a bit weird - it's just made of a chain of nicknames for every toon you ever saved this profile for, so after having 2-4 toons in the chain it almost impossible to understand what exactly is stored there.
       
      Type a new name for your profile and press 'Save' Button. Do not confuse 'Save' with 'Apply' or you will cancel all the changes you made.
      After saving a profile, you can choose in the central part of the Tab the activation type: by group size and / or by spec. You will be able to choose it only after profile is saved, so don't be surprised if you are not able to check anything there.
      If you want to make this profile a default for all the new characters on the account, check 'Default Profile' button.
      Loading and deleting a profile:
      If you don't want VuhDo to activate profiles for you automatically or you want to load some specific profile for a new toon, go to the 'Select a profile' dropdown menu, choose whatever you need from there and hit 'Apply'.
      To delete a profile, choose it from the same dropdown menu and hit 'Delete'.
      Settings:
      Two useful buttons: 'Quiet mode' allows you to get rid of Confirmation Dialog spam, 'Lock' prevents an accidental overwriting of a profile.
      Key Layouts:
      An important note: Spell assignments are not saved in Profiles. To save, load or delete Spell and HoTs assignments you should go to Tools->Key Layouts:

      Export and share profiles:
      You can export selected features, share or receive profiles from other VuhDo users.
      To be able to receive a profile you have to go to 'Tools->Share->Receive Data' and tick 'Enable'.
      To share a profile you should click on a button 'Share' in the 'Send Profile' area. A new window will pop up: a dropdown menu with a line where you can type specific player's name and server. The dropdown menu will show your online guildies and people you are in group / raid with (disregarding of them having or not having VuhDo).

       
      Here's an example of my VuhDo profiles:
      I made a UI screenshot with opened talent tree and VuhDo HoT assignments.
      Key Layouts (how I assign spells to mouse): remember they are configured separately from the main setup and you have to import them separately too in Tools->Key Layouts->Import

      In 5-man HoT icons I track only my HoTs because obviously there are no other healers. Threat and personal CDs people may use are being tracked through Indicators (General->Advanced->Indicators). In this bouquet everyone should add his group specifics if you are aiming for Mythic+: I found a bit redundant to keep there damage mitigation abilities for all the classes.
      Regarding the Hot Keys you see on the screen - it may be a bit confusing because I don't really use all of them but:
      1,2,3 - dps abilities
      = - Tranq
      F1 - Barkskin
      F2 - Dash
      F4 - Inner
      F - Efflorescence
      G - shapeshift
      Q - Artifact spell
      D - Ironbark mouseover macro
      J - Cenarion Ward mouseover macro
      E,H - interrupts
      T - Flourish
       
      The raid setup:
      I'm raiding Mythic so my healing frames are tuned for 20-man.

      As you can see, HoT icon section changed - now I track what other healers are doing too so we wouldn't overlap with the healing and I'm be sure that assigned damage mitigation spells are used.
      The actual strings to import are in this separate thread because it's technically problematic to update them here in guide.
       
      I have to say that there are loads of options that I didn’t speak about here. But I tried to keep it short and basic.
      I always can answer any of your questions about VuhDo or you can continue to dig it by yourselves.
    • By Starym
      7.2 has arrived on the PTR, just days after Nighthold's opening and we already have the patch notes for this first build. Demon Assaults aka Broken Isles invasions, Pet battle dungeons, transmog sets, tab targeting improvements, 860 ilevel WQs, Arcway, CoS, Upper and Lower Karazhan added to Dungeon Finder, archaeology elite digsites and AP gains and more.

      You can also check out our early preview of the build, with the invasions, Tomb dungeon journal, Cathedral of Night dungeon, and more.
      Blizzard
      Patch 7.2 is now available for testing on the Public Test Realms (PTR). Participating on the Public Test Realms allows you to test a patch before it is released on live realms. Once you've had a chance to try things out, visit our PTR Discussion 7.2 forum to discuss the patch. To report issues or errors, use the in-game Submit Bug feature (found under Game Menu -> Help -> Submit Bug) or by visiting the PTR Bug Report 7.2 forum.
       
      More features are coming! New information for 7.2 features that are still in-development will be added soon. Please keep in mind that the notes below are not final, and details may be subject to change before the release of Patch 7.2. Not all content listed in the PTR Patch Notes may be available for testing. Content may have a limited test window.
      New Features

      Demon Assaults
      The Burning Legion is assaulting Azeroth with renewed determination. Look for Broken Isles zones to come under attack, fight to drive the Legion back, and defend the lands of your new allies.

      Pet Battle Dungeon
      Something nefarious is going on in the world of pet battles, and it’s up to you to look into it. If you have at least one level 25 battle pet, speak to Breanni in Dalaran to get directions to this new scenario.

      Updated Features

      Transmogrification Sets
      A new ‘Sets’ tab in the Appearances UI is where you’ll find this new way of tracking item sets from previous Raids, PvP Seasons, and more.

      Class Combat Updates
      The launch of Legion included many updates to class animations, sounds, and spell effects. These will continue in Patch 7.2 with updates to Hunters, Death Knights, and Balance Druids. More are on the way!

      Legion Reputation Updates
      Reputation earned beyond Exalted will now contribute towards earning additional rewards from Broken Isles faction emissaries.

      Tab Targeting
      In Patch 7.2, tab targeting should feel more natural. While in combat, you will no longer be able to accidentally tab to a target that is out of combat with you. Furthermore, you’re no longer able to tab to a target that neither your character nor your camera can see. This is very much a work-in-progress, and your feedback is greatly appreciated.

      Professions The Obliterum Forge should now always be available to players, and requires no questline. All item level 815 crafted end-game gear will now be crafted at item level 835. All existing items between item levels 815-830 will retain their existing item level. The first application of Obliterum will bring them up to 840, and the Obliterum cap has been increased to iLvl 875. Some World Quests that are related to Professions now reward 1 skill point in their associated Profession. Archaeology You can now get Artifact Power from Archaeology. New Elite digsites have been discovered in the Broken Isles. All enemies summoned by Archaeology can now be killed by multiple nearby players. Cooking Nomi now provides Prepared Ingredients as part of his work orders, which can be combined to create up to 10 servings of a random recipe known by the player.
      User Interface You can now assign a specialization to an equipment set in the Equipment Manager. An “Open All” button has been added to the mailbox. You can now preview an ensemble set by CTRL-clicking it. Spellbook Spells that haven’t been moved to an action bar are highlighted in the spellbook. Mousing over a spell highlights it on your action bar, making it easier to locate. Pet spells can now be dragged onto the player action bar. Quick Join Auto Accept: A setting has been added to allow friends and guild members to instantly join your queues without a confirmation. This setting is located in Interface Options -> Social. Group tooltips now show the available roles and if auto accept is enabled. Right click a Quick Join group to whisper a member of that group.
      Changes

      Dungeons and Raids Enemies’ damage and health have been increased for all Heroic and Mythic dungeons, and the item levels of gear found in Legion Dungeons has been increased. All Random Heroic dungeons now requires 825 item level to queue. Lower Karazhan and Upper Karazhan have been added to the Random Legion Heroic list in Dungeon Finder. The Arcway and Court of Stars have been added to the Random Legion Heroic list in Dungeon Finder.
      Items Set tokens for all raids from Serpentshrine to Siege of Orgrimmar have been updated to provide loot for your spec on right-click, in the same manner as newer raid set tokens. The vendor functionality of these items has not been changed.
      Classes Warrior Charge (and Intercept) now deals damage on arrival, and its snare begins after you hit your target.
      World Quests Broken Isles World Quest rewards now scale to item level 860 (was item level 845).
      We’ll outline many more changes and additions to the World of Warcraft Patch 7.2 PTR in the coming weeks.
       
      Lore (source)
      Welcome to the Patch 7.2 PTR! As we’re just getting our 7.2 public test phase underway, we’d like to give you some context into what you’ll see (and won’t see) in this first build.
      Most of Patch 7.2’s major content isn’t enabled in this build – that’ll be coming in a few weeks. Our primary testing focus for this build will be Demon Assaults, as well as general game stability (e.g. crashes). 7.2’s Pet Battle Dungeon should also be available for testing.
      There’s a few other things of note that are enabled for initial testing in this build, but be aware that many of them are still heavily under development:
      Transmog Item Sets: This is an update to the Transmogrification System that tracks the progress and collections of Raid and PVP item sets, and we’d love your feedback on it. Tab targeting improvements: We’re hard at work making some improvements to this feature, and have a few updates in this build that should make tab targeting feel more natural. Please let us know what you think! Some updated visual effects for Hunters, Death Knights, and Balance Druids: This is still very much in a work-in-progress state, but we’re making a few improvements to the look and feel of these classes, and want to hear your feedback.
      You may also start to see some bits and pieces of an improvement we’re making to PvP gearing in 7.2 through the Obliterum Forge (which will no longer require completing a quest chain to unlock). The intent of this system is to allow players who have received multiple pieces of unwanted gear to exchange them for a piece of their choosing. It’s not yet ready for testing, but it’s on the way.
    • By Stan
      The initial build of Patch 7.2 has been deployed to test realms. Here's a first overview.
      Patch Notes
      @Starym's post contains the early Patch Notes and you can read them here. New Spell Animations
      Death Knights, Balance Druids and Hunters have received spell updates. New Affixes
      A new affix called Bursting was added. When slain, non-boss enemies explode, causing all players to suffer 20% of their max health in damage over 4 sec. This effect stacks. Crafted Gear
      Obliterum item level cap was raised to 875 and all crafted items have had their item level increased to 835. Legon Invasions
      During invasions, world quests are replaced by invasion quests. The entire zone will be under attack. Quests completed beyond Exalted yield additional emissary rewards (via Paragon).
      There are multiple invasion quests available per invasion zone.

      Tomb of Sargeras Raid
      Nine bosses are at the moment present in the journal. There is no loot information available right now.
















      Kil'jaeden's Model is currently not available, but we were able to see it during the BlizzCon slideshow.
      Cathedral of Eternal Night Dungeon
      Is a four-boss dungeon that requires attunement, currently available on Heroic / Mythic difficulty.



      Karazhan
      Has been split into two, lower / upper Karazhan and can be now accessed via Dungeon Finder.
      Dungeon Item Level Update
      The item level of normal dungeons has been increased to 825+. The item level of heroic dungeons has been increased to 845+ The item level of Mythic dungeons has been increased to 865+. New Mounts
      The initial build also contains some of the new class mounts and they seem to have different color variations based on spec. New PvP mounts were added as well.
      The worm will drop in the Tomb of Sargeras.

      Death Knight

      Demon Hunter

      Druid

      Hunter



      Mage



      Monk

      Priest



      Paladin




      Rogue




      Shaman

      Warlock



      Warrior

    • By Stan
      Patch 7.2 is underway, hitting test servers today. The patch was previewed in more detail at BlizzCon 2016. It contains flying, the Tomb of Sargeras, custom flying mounts for every class, the Armies of Legionfall faction, Artifact updates and more!
      We don't expect all the content to be available immediately at PTR launch.
      Placeholder for tweet 822186409704329216 Placeholder for tweet 822187455063261185 Patch 7.2 Recap
      Flying is coming back! You'll have to complete the Legion Pathfinder achievement, revolving around outdoor gameplay. You'll need to reach Exalted with the new Legionfall rep. At the end of the Broken Shore experience, every class will get a custom class flying mount! Class Order Halls continues. The Tomb of Sargeras The Eye of Aman'thul is the fifth pillar of creation that awaits us in the Nighthold and we'll put them to use. We'll fight the Avatar of Sargeras and Kil'jaeden. Restoring and building elven ruins to create a foothold (similar to Isle of Quel'danas Patch 2.4) will be introduced when we'll be building our way up to the Tomb. Armies of Legionfall faction is introduced. Alliance & the Horde side to bring down a common foe. New World Quests Legion Assaults (similar to demon invasions) Will disable all world quests in a specific area, the sky will turn dark. Cathedral of Eternal Night (Dungeon) is coming, available in all difficulties. PvP in 7.2
      PvP Brawls (inspired by brawls in Hearthstone and Overwatch). Adds variations to custom battleground rulesets. Southshore vs. Tarrel Mill is back. 15 vs 15 player arenas are coming. Winter Arathi Basin Low visibility twist. Mounted combat is likely to happen (Ion mentions all players on rats while fighting) Artifact Updates in 7.2
      15 new points to spent to empower your weapon. You can spend a fourth point  in existing trait. New gold trait coming. New ways to upgrade your weapon A new three-pointer. Relics that will modify more than one trait will be available. There's a continuation  of the questline A new hidden appearance for all Artifacts will be added . Requires proving class trials. Guardian Druids are getting an awesome looking bear form! Dungeon Content in 7.2
      Tomb of Sargeras raid will be added. Baseline Heroic/Mythic adjustments Across the board the difficulty and rewards of existing dungeons will be increased to stay relevant. Upper & Lower Karazhan (available in Heroic & Mythic difficultties). New affixes (Imagine all mobs being a blood of Il'gynoth). Legion End Content
      To put an end to the Legion once and for all, we'll have to venture to Argus. More details will be announced soon™.
    • By Stan
      With Patch 7.1.5 live, you may have noticed an increased drop-rate of Curious Coins. Aerythlea confirmed that in a blue post.
      Aerythlea
      I'll pull this one out of stealth, the drop-rate of Curious Coins was indeed increased with 7.1.5.
      (Source)
      What Items Can You Get?
      Xur'ios in Dalaran offers different items every day. If you want a specific item, you need to regularly pay him a visit. The items he sells are
      Arcadian War Turtle Boon of the Nether Formula: Soul Fibril Gjallar's "Horn" Ingram's Puzzle Krota's Shield Mote of Light Recipe: Flamespike Recipe: Leather Love Seat Schematic: Mecha-Bond Imprint Matrix Technique: Straszan Mark Arcadian War Turtle
      Costs 150 Curious Coins.
      Side

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