In this post I’m going to discuss movement speed bonus in Warlords of Draenor, which ones stack, which don’t and how they interact. Rather than me waffling on I think I’ll just quote the developers from the Patch 6.0 patch notes as they explain it far better than I could.
From the Developers
The logic of how various movement speed bonuses stack (or don’t) has generally been inconsistent and poorly explained. Under the old set-up, each movement speed bonus would become more powerful when combined with another, so we would limit what can stack with what, and prevent certain abilities from being used when another one is already in effect. We decided to change the movement speed system to make it more transparent, with rules about stacking that are easier to understand, and with fewer restrictions.
Previously, multiple movement speed modifiers on you were multiplicative, meaning that if you had two different +25% movement speed bonuses, they resulted in a total movement speed of 56% (1.25*1.25 = 1.56).
Movement speed bonuses have been changed to be additive. The previous example with two different +25% movement speed bonuses would result in a total movement speed of +50%. The logic governing which bonuses stack with others has been simplified as well.
Movement speed buffs that are temporary or could be applied to other players are considered exclusive, their effects do not stack, and only the highest bonus gets applied (in addition to non-exclusive movement speed buffs).
Let’s start with the basics, shall we? Elamari has asked me to do a guest post, and I very happily agreed. So I should probably introduce, and give some background on myself.
My name is Jaymz (pronounced James), I am a former Veteran of Apotheosis on Eldre’thalas where we accomplished 8/16 H in T14, 8/8H in T13, 7/8H T12, and 7/13H T11. At the time of this writing I am 11/12 normal T15 (which is how far I had gotten before leaving Apotheosis).
Today I’m going to do a brief boss by boss recap of Tier 14. Giving some detail of my thoughts for the bosses I have Heroic experience with. I’ll discuss Talent, Glyph, and Symbiosis choices. As well as any Feral specific tips or issues I encountered. Here is a link to the talent and glyph setup I usually run. I’ll only make mention if these choices changed. So… on with the recap!
Continuing with the “numbers aren’t the only thing that makes you a good player” theme that has been present in several of my latest posts; I am going to re-visit a previous topic and discuss how it applies to the current raiding tier. The previous post on Stampeding Roar was written before Mists of Pandaria and there have been some minor changes to how players can interact with the spell, primarily through the revised glyph system. The encounter design of the current tier has created several opportunities to use this spell to its fullest potential which I will be exploring in this post.
The old Stampeding Roar tool tip from Cataclysm. (Image from WoW Head)
I have found with my travels through the internet, that information tends to be spread out and difficult to find. There are few one stop sites that provide all the information you are looking for on a particular topic. This is true for documenting movement speed increases, such as which spells, enchants and talents stack together and which don’t. In today’s post I will be looking at this from a Feral Druids perspective as our mobility is one of our strong points. It is important to know what stacks together and what doesn’t so you do not waste stat allocations e.g. enchanting boots for a speed increase when it doesn’t stack with a talent that also increases movement speed is a waste of a potential stats gain.
In this post I will give a basic and brief run through of how movement speed increases are calculated. Then list what movement increasing spells are available to Feral Druids through spells, enchants and talents. Finally to answer my original question, how fast are you going?.