Saturday, April 21, 2012

Bear tank with Mastery

Bear tank do awesome dps cause we stack up crit for Mastery,but why a tank need so high crit?

So I figure a bear tank new mechanism

Bear tank new core passive spell
Feral Regeneration,instead of Savage Defense, all bleed damage you put on target will heal you the amount equal the bleed damage on target.
Feral Regenerationg benefit from Razor Claws (increase bleed dmg),so Feral spec only has one Mastery-Razor Claws.Bleed effect include Lacerate and Thrash.
And In bear form ,Bleed will tick per sec,down from per 3sec.

Another bear new spell
Ferocious Bite(bear):consume all bleed effect(up to 3 stacks) on target ,and heal you the amount equal all the bleed dmg instantly.

3stacks Lacerate is around 300 per tick per 3 sec in 4.0.3.In new Mmechanism,bear wil get rough 3k healing per 10 sec (3stacks Lacerate),and the new spell-Ferocious Bite(bear) will heal you about 4k5 instantly,they are a bit low ,but the amount will grow with Mastery.

Talent
Feral spec
Leader of the Pack, since crit is no longer bear core attribute , so in bear form all member in raid or group will reduce damage taken by 5%; in cat still is 5% crit.
Resto spec
Master Shapeshifter:Bear form reduce dmg taken by 4%

Mangle and Feral spec Mastery-Razor Claws
except cat , no other dps depend on bleed dmg heavily,so move mangle bleed dmg buff to Mastery-Razor Claws.and so we lost a acitve spell,but dont worry, just bring Claw (cat/bear<new>) back.Go further ,Claw merge Rake:direct dmg+bleed dmg;in bear Maul+Lacerate.



O.O
That made no sense at all.
Wha---at.....?
Your helmet kind of makes you look like a goat. Just sayin...
what




no

Disentanglement Bugged.

Anyone else having this problem? I just did a BG as resto and found out i can't get out of snares when i shift into travel form, despite the fact that i can see disentanglement on the talent specialization screen.
Yes, it's all over the forums. It isn't just you, it's everyone. Hopefully this will get hotfixed asap. Until then, dispel.
Switched spec from main to secondary then back and Disentanglement works fine. If you logged in as resto try giving that a shot if you only have a single spec try a quick respec. Working fine for me against all classes/snares/roots :) hope this helps!!

Feral 4.0.6

http://images.cheezburger.com/completestore/2011/2/8/e4f54f0e-0822-4492-86bb-34375babb341.jpg
LOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLLLL
:)

I totally lol'd
LOL, after being in a "feral"(ha) rage since logging in today, this has to be the cutest, funniest, most awesomely true image of feral 4.0.6
This is so cute
moar plz!!!
The ironic thing is they haz made us into kittehs... no more are we ferocious cats...

OH sheet a mage!

*dies in frost nova*
Hahah, so true and fitting.
o well, we might as well have a laugh about it :3
up you go ;)
This made me laugh :D
Has anyone else had trouble against resto druids as feral?.... cuz if they spam roots an %%%# between heals its not like we really do much dps? i was wondering if anyone else was havin this problem?
I never had a problem against Resto, unless you count that time where Restos had 3 mana bars and so much mana regen that Hots kept them alive forever...
Thats quite good :)

Bear Trinkets!

Okay, so. I recently got exalted with Baradin's Wardens, and was wondering which trinket would be best to pick up. I'm currently tanking with Fluid Death and the Stamina Lifebound Alchemist Stone. It's between the Mirror of Broken Images and the Unsolvable Riddle, for me. I just can't really decide which to use. The Mirror seems very situational. I could see it being good for Cho'gall, maybe, if it works on the Flame's Orders. I could see it being really useful on Ascendant Council, Tron Defense System, and maybe Throne of the Four Winds.

On the other hand, the Riddle is not as situational, and since I'm asked to dps for Valiona, Atramedes, and Magmaw, the Riddle would also be a pretty nice upgrade in that department.

Any advice would be pretty helpful, thanks in advance.
Tia's Grace Is better than the riddle or the mirror, I have Left eye of rajh, Leaden Despair, Tia's grace and Unsolvable riddle + Fluid death very soon and out of those 5 the Riddle comes 5th.

Are boomkins decent in PvP now?

I've come across a lot lately. Some even top in battlegrounds.

I'm wondering because I want to know if Boomkins are finally decent in PvP.

Thanks in advance!
Only if the other team doesn't have a warrior or a rogue or any melee class.
Otherwise if they don't have a warlock or mage or a spriest or a caster.
Then if they don't have a healer or aren't a double dps then you will be fine!

ALSO, never go against a warrior, don't even look at him!
Bliz has designed the game such that if a warrior hits you you will immediately blow the F# up. Enjoy!!!
No they are not. I wish I could find the person who is representing the moonkin community and wake him the F$#@ up, this is complete BS. I'm really getting pissed off everytime I log in now.
Why?
You don't like being a punching bag?

The best strategy is to work with a class that is OP so they can make up for your deficiency.
I've come across a lot lately. Some even top in battlegrounds.

I'm wondering because I want to know if Boomkins are finally decent in PvP.

Thanks in advance!


hahahahahahahahahaahahahah

Yeah um, no, they aren't.

Balance druids are the worst pvp spec in the game. For ANY class they are a free easy kill. trust me, I have a character of every class at 80+, most 85.

Blizzard's nerfs to ferals and resto never seem to take into consideration their effects on balance druids. It's really sloppy.

Balance druids are a free kill. The stupid retardkin form only makes this situation worse since EVERYONE will target you for an easy kill.
cast times are to long compared to other casters, and not enough defense to even attempt to fend off melee.

but if you can manage to be ignored and build up your things then you can nuke some stuff,
but only if you don't get noticed.

Enchants/Gems for Restoration PvP.

Quick question, do I go with Power Torrent on the wep, while going for haste, and some spirit.
Or

Heartsong, reforge to spirit, and with minimal haste.

Thanks for the help!
Power Torrent.
Spirit pieces reforged to haste rating.
yellow sockets = resilliance
red sockets = spell power resiliance
blue sockets = spell power / spell pen (if capped spell power / spirit)

get heartsong the spirit is better

5% hit
175+ spell pen or some stupid number

go chest / shoulders / gloves resto -- helm legs balance

arenajunkies.com
I agree with heartsong. It gives regen which is amazing, and if power torrent isn't up during burst....ohwell.

For this season you need to stack resil. Get full resil gems and then resil/int and int/spirit or resil/spirit for yellows and blues, as long as it's worth it. If you find that your partner dies all the time and you are never focused, and when you do you have no issues keeping yourself up, you can switch to gemming for more int.

Get the spell pen epic cloak first, as it caps you wonderfully. 40 more spell pen can be nice against mages, so look into that.

Spec BoP from the balance tree for the hit. It's not worth gimping your spirit to try and get hit pieces for bashes, or to save the talent point.

Lastly I do believe that the pieces Bigex pointed out are right. you want the haste/spirit and mastery/spirit balance pieces, especially in places where the kodohide has crit :(
"Fenrisulvr from Wowhead"

Totals:
Power Torrent, timed Innervate:
115 MP5 (66 MP5 for you + 49 MP5 for another healer)
137 SP (average)
0.21% crit (average)
(Add another 5 MP5 for every point in Furor)

Power Torrent, untimed Innervate:
58.5 MP5 (47 MP5 for you + 11.5 MP5 for another healer)
137 SP (average)
0.21% crit (average)
(Add another 2.2 MP5 for every point in Furor)

Heartsong:
70 MP5

I'd say that even at this worst case scenario, Power Torrent beats Heartsong for resto druids.

Wait what? Random wowhead math from when?

Also how is there mana for another healer? I don't get that at all...

Plus the "average" is total BS. The only thing that matters is when it's up. If I get bored before someone else does I'll run the numbers, but that heartsong number doesn't sound 100% either.
b/c you're always able to get your full innervate off while power torrent is up. nobody would purge / dispell / devour magic / spell steal / cyclone / tranq shot it off

Made another druid...

Title says it all. I couldn't decide on which class I should make my alt and in the end, I decided I loved the class enough to make a second druid...
Here the druid in question. Next patch may yet make me have some regrets, but heck one can hope and have fun in the meantime.
<<< Is the proud owner of 6 druids. 3 of which are level 85 and all of which are feral.
I have 10 :)
I'm afraid of what Blizzard could think after reading this thread.

"Damn, he has 10 druids! That means that the class is too broad in roles. Its preventing people from rolling mages, warriors and rogues. Lets nerf it. Now druids are either Resto or Cat."

We gotta be careful about what we say in here. ;) lol

Best Explanation. Feral CC Broken Down.


-- Tappin
Not true. Ignoring trinket and external dispels (which everyone gets) we can be:
Feared: yes berserk can break and make us immune. That's 15 seconds of 180. Otherwise we're vulnerable to fear.
Cycloned: no way to break or be immune
Stunned: no way to break or be immune
Slept: this is uniquely feral. While we can shift out, it costs us time and dps. It's also not always possible to shift out or even see the cast.
Scare beast: see slept.
Rooted: yes we can break it, but it takes 1 GCD to break
Polymorph / Hex: yes, we can't have this cast while we're in form. It's still possible and we can no longer break it if it lands.

I'll give you that we're one of the hardest classes to CC. But you're exaggerating when "feral druids can't be CC'd". More importantly hard to CC doesn't automatically mean "overpowered in pvp". Our representation in arenas doesn't suggest we're overpowered even with so much freedom. Much more powerful classes in arena are not getting any significant nerfs.

Now let's look at the PTR.

Feared: no way to break or be immune
Cycloned: no way to break or be immune
Stunned: no way to break or be immune
Slept: same as before and still a uniquely feral vulnerability
Scare beast: see slept.
Rooted: no way to break or be immune
Polymorph / Hex: same as before, except that we'll get caught out of form more often because, while rooted our only productive offensive moves are:
a) bad heals
b) roots (not with cast time)
c) short range cyclone (far less often instant casts due to difficulty in getting combo points)

Most of us aren't against a few of the nerfs (bleeds, roots, fear immunity on a cooldown). But the root thing goes too far. On the ptr, can you name another spec that has no ways to either break or in some way be immune to at least a couple of these ccs: fear, cyclone, stun, sleep, root, poly, hex? Also remember that many other classes can still perform useful actions while rooted (heals, nukes, ranged interrupts, grip, etc). On the PTR root vs. a feral is almost as potent as a fear or poly. That's where they've gone too far. Ferals have gone from 'very hard to cc' to the most vulnerable spec.

The rest of your post is anectodal. If you want to talk about the change, look at how our abilities will match up to other classes after the patch and/or look at how the spec is doing as a whole. Individual duels or a single feral in a BG do not indicate an imbalance in the spec.

Troll or Tauren?

So im planning on going horde tuesday, but i can not decide between the 2 races for druid. I really like both races, so it's hard for me to decide which one i like the most.

Any feedback on why you chose your horde race for druid would be great. Also, i am mostly going to be doing pvp as boomkin, i already have all the gear.
You are feral. Dps loves Berseking. - Troll
If you want to tank - Tauren (Extra stam)

If you care about your hitbox - Troll
If you don't care - Tauren

I also see you are an herbalist. Do you want to pick flowers really fast and steal from people? Tauren!

If you are going to pvp as a moonkin, the extra stam and warstomp does help out (I miss my warstomp in pvp so much).

I would say overall, I would go Tauren. :3
To expand on the hitbox thing. Tauren have mucho issues getting through doorways. Trolls are tall, but not that big, so they have less problems.

It's not game-changing, but it is a nuisance.

WTT: Current neutered Feral Druid for Vanilla

So I've played this game off and on since it came out, I have always played a feral druid. I played them when they were weak, and strong. I've been kicked out of countless UBRS's for rolling on rogue gear. I remember when "feral attack power" was introduced, and when we actually got our own tier gear. Never once have I not had fun... until the shapeshift nerf.

The one thing that never changed, was that druids gave a sense of freedom and mobility no other class could give. Even when the weakest spec/class in the game, it was fun.

Today I log on, I've yet to go into the arena, but I played some BG's. My damage actually feels more powerful then it was before. But whats has changed... down time.

It feels like I spend half of the match standing still waiting... waiting... I look to see what I should use while waiting. I have one option, bear form and blow tank cooldowns, if being attacked.

Am I viable in pvp? Yes. Am I powerful at pvp? Yes. Is pvp half as fun as it was before? No.

I know there are many opinions on the issue of the shapeshift nerf, but I'd trade everything blizzard has given us over the years, just to have it back.

WoW

Well we all knew it was coming and now that its here it makes me even more sad about it. My druid feels so insignificant atm. I barely broke 5k tanking which I know dps doesn't matter but it sure helps with threat. I feel our aoe threat is gonna be that much worse. Oh well sad sad day for the druid class. GG Blizz shows my why my mage alt since bc has always been the superior class, still not gonna play it though! You will not win this battle We will shine once again!! Now do what you always do realize you fooked the class and buff/fix us!!


ps. Arena blows get rid of it, and stop trying to balance the game around it!

ps. Arena blows get rid of it, and stop trying to balance the game around it!



/Agreed

ps. Arena blows get rid of it, and stop trying to balance the game around it!


Generally the players who don't pvp or lack the skill to do so would say something like this.

Would it be fair for a pvp player to say "PvE blows, get rid of it!"? Not really.

People play this game for different reasons. PvP is more challenging so therefore I enjoy it more. Granted some aspects of it aren't very balanced, but the dynamics of it always keep you on your toes. You never know what your enemy will do.
I never said pvp blows get rid of it, I said arena. Since arena came out blizz started balancing the game around arena and certain comps.
I run heroics with a pally averaging 7-8k dps, sometimes spiking 12-18k.

So I'm not impressed by your 5k dps as bear, and don't understand why that bear dps needs a nerf.

Natures Bounty change

Ok, so forgive me for asking a fairly stupid question, but how exactly does this work?

I respecced to take the talent and i am not sure it is working correctly. My current tooltip on nourish says the cast time is 2.23 seconds. 30% cast time reduction when i have rejuv on 3 targets would be 0.669 seconds making it a 1.56 second cast. But when i have the rejuvs up, the cast time only goes down to 2.16 seconds. Is there something i am missing?

I tried looking into just about everything i could on this and nothing makes sense as to why theres not as much of a decrease in the casting time as the talent says.

2.23 - 30%= 1.56 cast time

I have the full 3 points in NB, so i'm not sure whats up.
I'm guessing here, but the 30% is probably calculated pre-haste.
So 30% off of 3 seconds would be minus .9 seconds, and result in a 2.1 second cast.

so um....yeah this doesnt even match your 2.16 seconds.

So, if this is the case then is there much point to even speccing nature's bounty?



Thats what i thought too, but with a 0.9 second reduction that would bring it down to a 2.10 second cast. So something is still wrong, or still missing something.
Ok, after a bit more experimenting i found i am a tard.

It requires that you place the rejuvs on PLAYERS. It will not work if you place them on NPC's. I feel completely stupid now. >_>
Um, this is working for me when I cast it on NPCs. Are you sure you have 3/3 in NB and not 1/1?

I go from a 2.3s cast time to a 1.6s with 3 rejuvs up.

Troll Swift Flight Form E-pEEN!?

Is it just me or is the bat form retarded huge?

It's almost got the wing span of a Proto Drake.
Read Patch Notes, Being Fixed.
Awe, I was enjoying being a bat mount. ( Ladies <3 )

Rejuv changes

Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost is now 20% of base mana.


Confused, is this a buff or a nerf?
before it was 26%. then hotfixed to 16% (what ur using now). its now goin back up to 20%.
so...overbuff to just buff.
I wish they would hotfix this.

Entangling roots glyph 0.02 seconds?

Did they even test any of this before sending it live? The roots glyph is taking 0.02 seconds off of entangling root cast. That's 1.48s cast from 1.50s ability. It is not a tooltip typo, that's how the ability is working.
That would require someone on blizzard's testing team to either be a druid or listen to a druid.
Just was about to post the same exact thing. I'm assuming that it is a typo, as the patch notes state that the glyph " ... reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast." 0.02 seconds off is lackluster to me.

What is eternity?

Two feral druids dueling when they both know the other one has natures grasp up. :)






thanks to Arshez for pointing this out to me
thats funny
really?

only two replies, i thought i was funnier than that.

shadowmeld!!

When we meet a caster in form we can shadowmeld and run/fly away. Can we be frosted in mid-air? I've been chainpulled in flt form

Ferals, let's try speaking up again.

Being that the devs don't often comment in Class Forums, and the Suggestions board seems to have vanished (again?), I've compiled a list of almost all of the main feral concerns in a thread on the general boards in the hope that some (or maybe all) of it will receive some much-needed attention.

http://us.battle.net/wow/en/forum/topic/2140189344 is the thread, please feel free to contribute your thoughts/criticisms etc. Let's just keep it constructive.

@ Reyghanci If you see this too, I read one of your posts talking about the changes to Tiger's Fury and Feral Charge Cat which I thought was VERY well thought out and such. Please if you see this add or copy that posting to this thread and let's keep all this info in one place.

Most of the things on the list came from the good folks such as Reesi, Zybak or Miirkat, Rey, a few others I can't recall names of offhand, and a few are my own suggestions.

I am Feral, hear me ROAR!

Feral PvP (not a QQ thread, actual question)

What do I gem for?
Spell pen to 100 (or 120) > hit to 5% > agi > mastery (will likely be crit next patch)
Ok - I have been wondering.... why spell penetration?

So cyclone and root hits?

Future Possibilities for Disentanglement

To be frank Disentanglement is an odd thing. I'm inclined to think that we ferals were in fact overpowered in battlegrounds, and that a nerf was needed. I'm going to make a prediction though, Feral Druids will virtually disappear from arenas. Battlegrounds will probably be ok, we still have a lot to offer there, but we will suffer heavily in the small scale of arenas where many of our advantages such as stealth, tank/dps mode switching, and fast roots are of less value. We won't be stars, but we will be good. I predict that Blizzard will eventually give us a buff designed to make us more competitive in arena play. Don't hold your breath for it though. This thread is about what might happen.

Possibility 1- We get an option for Disentanglement ourselves, but it will involve a high level talent option or a major glyph. This though will have a very small impact. Probably too small.

Possibility 2- Berserk, or another ability, will get more anti-CC power that will put us on a more even playing field. Probably they will go with a breaks X and Y ability, but does not grant immunity.

I won't be returning to look at this for some time, but discuss what you think will eventually happen.

Some thoughts and suggestions about the patch

I played several hours in battlegrounds yesterday, and it was actually not too bad. Though now we can be rooted just like other classes, but we can also do much more damage every time our target gets into the melee range. This makes us the same as rogues and warriors. It is not that hopeless against frost mage, because counter spell has a 24 seconds cooldown so you can still root them while you are rooted. So maybe blizz did well, not right though, on balancing classes (this only applies on bg’s because when we become somehow the worst class against cc’s, we won’t be able to make us countable in arenas). However, I still chose to stop playing druid and perhaps level up another character in the future.

Here I just want to ask a question to whoever suggested the nerf, “Have you considered why people choose to play feral druids?”

We might randomly, or based on believes or something, choose our first class when we began playing the game, but this game already existed more than five years and most of the old players are choosing the class they think the most interesting to play. So why do some of us choose feral druids but not rogues to pvp? Don’t you think one of the biggest reasons is druids can jump out of roots while other classes cannot? Don’t you think it is because druids can have varies of strategies based on shapeshiftings? High mobility and continuous attack are the very important characteristics that make feral druids a unique class. if feral druids become the same as other classes, people may have no reason to continue playing it anymore because most of us are neither a catlover nor an adorer of Malfurion.

I also thought about some changes could be considered:
-Glyph of Entangling Roots can still make the skill instant, but with 30s cooldown time.
-Berserk breaks fear but no longer immune to fear (with same CD as before). (Or immune to fear for 5 seconds but not break the effect)
-Shapeshifts still break roots and remove snare effects.
Then, to balance:
-Infected Wounds reduce movement speed of 30% (or 20%) and attack speed of 10%. (And pvp duration reduce to 5 seconds if needed)
-Rip and Rake 10% damage reduction remains.
-Increase the time duration of Rake to 12 seconds, but total damage remains the same, which means less dps.
-Mangle (bear) damage reduction remains, but it should create more threat.
-lower mangle and shred damage to 410% and 400% from 460% and 450%. (or back to 360% and 350% if needed)
-Skull Bash's lockout time has been reduced to 4 seconds, down from 5s remains.
-Reduce Entangling Roots’ PvP duration to 5 (or 6) seconds. (Or 3 seconds with 15s cooldown while glyphed)
-Mana cost of shapeshifts increase 50%.
If these changes are applied, ferals pve dps will be reduced. Though I do not pve, but I am sure pve is always an important part of the game. So here is the suggestion: add a talent that ignores target’s 10% (or more if needed) armor when the target is not a player or pet. (Or when the target is level “??” and not a player or pet if you do not want to increase feral druids’ quests and aoe speed)
(All numbers above should be tested before actual using)

There are really so many ways to nerf feral druids w/o making them lose their identities. So please reconsider it.

Now I finished. I hope you can understand my English. I am sorry if you cannot=.=. And I found that I perhaps made a big mistake, i.e. I assumed that Blizz want to keep feral as a valuable spec. But anyway, thank you for reading.

Nerfing feral shapeshift is not FUN.

1. Never mind class balance, Blizzard seems to have lost sight of what is FUN. Feral druids getting stuck in roots with zero ability to get out is not FUN.

Nerfing bear damage: No change in fun.
Nerfing instant roots: More fun for other players (who get cc'd less, and being cc'd is not fun)
Nerfing shapeshift out of roots: Way less fun for ferals.

Facing tough trade-offs: fun. Timing cooldowns: fun. Trying to interrupt castable enemy cc (fear, polymorph, hex, cyclone): fun. Being instantly rooted (frost nova, nature's grasp etc.) and having nothing to do: not fun.

And there is nothing to do while stuck in roots as a feral druid. We have no ability to get out of roots. Our cyclone won't reach past 20 yards (and is interruptable, and maybe on DR), our damage and healing spells do little cause we stack agility not int, we can root others but most classes who root us are ranged or healers and roots doesn't impair them much.

Many other melee classes have something fun to do when rooted. Ret pallys can just cleanse themselves or bubble or exorcism, DKs can death grip or cast diseases, rogues can cloak of shadows or blind. Feral druids: nothing; they have zero abilities to counter roots and nothing useful to do.

2. Being stuck in roots is not fun for anybody, but here Blizzard has IMPOSED this on the set of players who like it least: people who chose to play feral druids. Yes, warriors also have trouble dealing with roots--but they knew that when choosing to play a warrior. It is not an accident that I chose to play the most mobile melee class--the ability to get out of slows and roots was WHY I chose to play a feral druid. I chose the most mobile melee class, invested hundreds of hours learning, leveling and getting gear, and now after six years Blizzard has made the most mobile melee class (unlimited get out of roots) arguably the least mobile melee class (zero get out of roots).

This is not FUN.
Yea its alot of fun now cause I will have like 2 mages, a hunters spider pet, and who knows what else webbing, frost nova, that aoe mage ice block circle that ends up all over the place and finally the druid in the back rooting me. Good thing I have my trink to escape all these CC's...
Random bg's have basically been ruined for feral druids... unless you drag around you own personal dispel bot, because other players are learning that we are the most ezily CC'd class in the game. Roots/fears cast on other classes who have abilities to break them, mean the spell might be wasted. THEY KNOW it won't be wasted on a feral druid, and thus, we become targets for CC... thusly we spend more and more time rooted... more time feared... players have started going out of their way in bg's simply to get an unbreakable CC on the feral cat... and it becomes less and less fun... it becomes the opposite of fun... it becomes UNFUN!

Seriously, you cannot buy a dispel in random pug bg's, and you have made the feral spec DEPENDENT on getting dispels to be successful in pvp. Thus, random bg's are UNFUN for ferals.


I rolled my feral to be a mobile PvP tank with high utility and almost no ability to kill anything.

I did not roll my feral (back in BC) to be the least mobile, most squishy burst cannon.

I didn't pick shaman or rogue for a REASON.
The only thing I dont' like is that they nerfed every single one of our pvp abilities in one shot, at least 1-2 at a time to see if more was needed would've been nice, we were quite op'd I can't deny that, but now we're just glass cannons like rogues or better yet mages without their crazy amount of slowing/cc/roots and anti roots/cc abilities. You know i'd be perfectly happy with the changes if they just deleted mages or actually nerfed 1 of their cc. And yes i pvp with a mage and they can be quite ridiculous. At least gives us another charge if u want to make us glass warriors and remove the charge from skull bash, the fact that one of my mobile abilities is tied to a cd I might want to keep for something important other than closing a gap is ridiculous.

But then again I'm used to it, ferals been crapped on forever now.

Same ol' bear

Give us back Noggenfogger elixer... SOOO tired of staring at my same ol' forms.
I always like seeing a druid use that and hit a travel form, bonus points if they were shrunk down. good times :P

New Feral Changes PTR

Please lower CD on SR, and make us immune for the whole duration (6 seconds i think)

I think we are all forgetting berserk, i dont expect it to be like it used to, but make it remove fear at least once?

I know these may have been said, but i'd like to say them also.

Thankyou =)

Blizzard should offer point refunds to ferals

I've spent a pretty decent chunk of honor and conquest points on feral PvP gear, and I know many who are completely decked out. What, we're just supposed to start from scratch? Buy resto greens off of the auction house and go get insta-gibbed?

If you're going to cripple our spec, at least let us pick another one.

Races Choices for Resto Druid

Why do I see so many players pick Worgen over Nightelf? I'm about to race change from horde and can't pick which alliance race I want.
I can't stand night elves.

More often than not, I can't stand their players either.
Night Elves have no racials that are PVE healing/dps buffs

Worgen do.

Night Elves have shadowmeld for PVP

Worgen have increased crit chance and darkflight

Hmmmm

Night Elves 1
Worgen 3

Also Worgen are new and shiny still.
Shadowmeld is a combat dump that can be used in PVE, this includes boss encounters.
Night elves have some of the worst animations in the game.
Night elf all the way for me. If you're going to pick a race for it's racials, stay horde.
Night elf all the way for me. If you're going to pick a race for it's racials, stay horde.


WAAAAAR STOOOOOOOOOOOMP

We NEED this spell

http://www.youtube.com/watch?v=5sM4DvzkDtk

Dude.

All in favor of updating lunar shower? Yes? :P
/gasp
I liked it. =)

Feral or Balance off spec?

I am a resto druid and was just wondering which offspec is better? I like feral more but if i go balance i just have to get one set of gear. What do you guys think?
I guess it depends on what you want to do with it. I'm trying to decide whether to change secondary spec to Restro from Feral (primary is Balance).

The one set of gear theory for Restro and Balance is only partly true. There are certainly pieces of gear that give far better bonuses to one than the other. At the least you'd probably have to reforge to gain some hit.

Balance druids have a fairly straightforward rotation. With a few addon's to show when things are available and the DoT timers, you can get up to speed pretty fast. It also means you can drop to backup healing if needed for a short time and jump back without feeling lost.

You didn't say if you wanted feral dps or feral tank. Either are completely different sets of gear. feral dps(cat) is not so easy to learn. There's a lot of timing of stacking attacks and managing rage is a lot more touchy than balancing mana use. Much as going out and killing stuff one on one or the occasional BG is fun with feral, I just can't afford the gear to be competetive in both specs. It's been expensive and time consuming enough trying to gear back up just for my Balance spec after Cata hit. I've pretty well ignored my feral spec.

Boomkin leveling 80-85 question

Is Sunfire spam really the best way to quest? I havent had to level as boomkin in a couple years, and though the Sunfire spam seems to be more efficient than bouncing between eclipses, its mind-numbingly dull. Is this what I get to look forward to five levels of? And is this what end game BGs are like for boomkins? If thats the case, I think I'll hit up the AH for a kitty gear set. At least that playstyle is more engaging.

Yes, I know grinding 80-85 doesnt take that long, but I would at least like to have fun while doing it.

Thanks in advance for any answers/insight!
It all depends, really.

Running in Solar and using nothing but Sunfire and Insect Swarm is technically the most efficient method of grinding because it has a higher average DPS between large pulls; it also has higher DPS if you pull multiple mobs at once.

Running with the pure Eclipse cycle will yield lots of variance in your damage between kills. Some mobs will die ridiculously quick when you have Eclipse, others will take a while to get down when you are out of Eclipse. You may also have more downtime using this method because of self-healing. The standard rotation isn't that efficient once you start getting into the 80's until you get a lot more gear. You will also have to spend mana on self healing. Innervate via Dreamstate should be enough to sustain you, but it's all a matter of how much damage you end up taking.

Sunfire spam has no downtime at all because it's a mana positive rotation. This allows you to spend all of your mana on healing should you need to and still retain the same level of DPS.

BGs are....different. Sunfire spam isn't going to be enough to actually take down any single target, and using it won't net you a huge advantage. That being said, it's usually the best you can do unless you can be in a position to free-cast often, which isn't likely to happen. Balance plays more of a support role in BGs -- tossing out control, light damage (with some heavy burst) and healing as needed (which isn't all that great.)

Thursday, April 19, 2012

Color Suggestion...

Why cant Boomkins switch colors like they do with their bear and cat form as a troll.. I dont like the Orange... I much rather have a Bright Pink Moonkin, anything we can do about this?
I dunno.... hair =/= feathers?

Umm... Let me just quote patch notes

"Healing Touch is now trained at level 78, up from level 3."

Ok. So, im not up to lvl78 but i have and use Healing Touch quite often, but now its trained at a higher lvl than i am at. Will i still have it? or will it just vanish and i get nothing?
It will vanish and instead you will get Nourish (which for all intensive purposes at your level isn't a ton different).
it should vanish and you get nothing.....kind of like what will be happening to feral pvp!

go to your trainer and train for nourish.

PVP weapon?

I see a lot (if not every) feral druid running around with the vicious staff instead of the polearm, why is that? I'm getting my weapon on Tuesday and at first I though the polearm was better because its weapon damage is higher due to the slower speed and that the staff was not as good because it had lower weapon damage due to the faster speed. I take it that the staff is better due to everyone having it, but can somebody explain to me why? I'm new to melee/druid, sorry for the ignorance.
Weapon speed and damage have no factor in how much damage you deal. Only the DPS #.
What Tom said: both weapons are identical for all serious concerns.
Pick the one whose look you prefer.

The staff is better if you decide to melee critters in caster form ;-p

Resto druids are not immune to polymorph

FIX IT NAOW

Clearly it must be a bug, because normally it'd just be retarded to give every single spec of a class a boost without giving the most vulnerable spec that same boost, right?
They see me trollin'...
The frontpage...

They see me trollin', tryin' to catch me writin' dirty...

Bring the player, Not the Class - Druids

In the interest of this slogan I have been thinking heavily about Blizzard's treatment of druids, and to some extent shamans.

With Shamans in mind, we are the only two healers that lack any kind of protection spell in the sense of 'life-saving' mechanics.

I'm not saying I desperately need these mechanics to be a great player, I actually do very well, however for 10 man heroic raiding it puts me and the shaman in an awkward place compared to priests and paladins. Both the shaman and myself have considered heavily switching to a paladin because necessity requires having those kinds of 'saving' graces in order to proceed.

Short of Tranquility (because honestly Nature's Swiftness + Healing Touch is such a minimal heal it's a joke :( ) we really have no huge "OH %@##" button or burst healing. Tree form is very useful but again the time to turn tree + cast can hinder healing in environments that call for fast, effective healing.

All of this wouldn't bother me if the title slogan didn't seem to be the excuse for giving out abilities to all classes, seemingly leaving druids out of the mix.

What do you all think? What would you add to the druid healing arsenal to amend this?
Shamans are getting their DR CD in 4.1.

Druids haven't gotten one yet, I would imagine they are trying to think of one that is "druidy" while still being functional.
I did not see the changes to shaman, that might relieve a little pressure off our backs to cover our priest/paladin when necessity calls (IE: Chimaeron Feud phases that come back to back) but it still leaves us lacking in that department.

Druids are heavily tied to Nature, the Emerald Dream, Malorne, and Malfurion... surely out of at least those three they could come up with something :)

Perhaps a shield of roots or leaves... granting the fury of nature that somehow allows a tanks natural defense CDs to be usable again. Or just simply allowing our current spells to have different functions, ie:

Thorns: Also cast a thorny shield around the target, absorbing *yada-yada* damage while damaging the target.

Barkskin: Now Castable on a target while in tree form. (or in general).
more homogenization, sweet.

The last idea happens to be pain suppression without the reduction in threat.
I'm basing this on Blizzard's own model. Perhaps in a bit of spite over the fact that almost all classes can do most of a druid's ability and yet we seem to hold nothing unique short of shapeshifting.

I also feel for many fights we lack the abilities necessary to fill any other role short of raid healer.

If they're going to hold true to the mantra of "Bring the player, not the class" and continue to design elements around required burst healing, then they need to bring druids up to speed.

Druid Healing...

To the folks that make the "Blue Posts" and read these forums I wanted to say thank you. I have posted previously (only a couple of times) about the mechanics of Druid healing. I was extremely frustrated as a resto druid at the beginning of Cata and for weeks after as well.

I have been a resto druid for a long time. I healed back in vanilla so I was actually excited about the changes that were impending with healing in general. When i started out with my druid mana conservation and "smart healing" were a must. This was in large part to the limits of gear with the stats as we have today. It was good to see we would have to think to heal instead of "mashing" buttons while watching TV.

Sadly, once I reached 85 and some time after I became so frustrated with healing that I began running heroics as kitty dps in an effort to get JPs and gear that I could pick up along the way to improve my stats. I thoroughly expected it to be a challenge since I have played so long but this was beyond challenging. The cost of heals was way too high and the amount healed was nearly insignificant considering the amount of damage dealt in our new heroics.

I am happy to say that I have noticed some apparent changes that have been made through some hotifixes and I am very pleased with some of the changes coming in 4.0.6. I have never really posted on these forums but I was so frustrated that I felt I needed to try to do something to be hopefully be heard (as well as many other druids).

I know that it has to be difficult reading so many posts that give so much negativity and harshness and my posts were in no way like that though I did understand where the many that did post were coming from.

With that being said, thank you for listening to us. Thank you for the subtle changes that have happened and I look forward to the changes coming in 4.0.6.

P.S. Any estimated idea of when the big patch will happen?

Thanks again,
Baelshe
my main is an 85 druid, and i have to say when i first started healing cata i was soo frustrated..
I love it now tho.

the main problem I had was the wrath mentality..

its not wrath, and like every exspansion you have to basically re-learn the game.

Now i use all the heals that are there for me, and its a lot more fun, and no more oom.



The hotfix for rejuve helped a TON in raids, but gear made healing a lot better.

In 333 blues, healing heroics was genuinely difficult. I would lose tanks if they didn't use cool-downs in certain situations, and would often have to allow a DPS to die to keep the tank up either because of low mana or high damage.

in 346 blues, healing was remarkably better, tanks were easier to keep alive, and I could more easily rescue DPS that got caught in something.

Now, with a good mix of epic 359s along with the 346 gear, 5-mans are not hard, and by managing my innervate and trinkets properly I am able to crank out a large amount of healing without really being in danger of running out of mana.

Right now-- healing is good. I'm just a little concerned that once we're in full epics a couple tiers down the road we'll just revert back to Lich King raids where increased boss difficulty is just him destroying the tank in 2 swings and blasting the entire raid for 90% of their health every 20 seconds.
ha yeah, actually I've seen some pretty bad ass shamans.

I just find that you see a lot of druids with bad stats for heroics.
if your a casual player that's fine, reforge everything you can to haste and you'll just awesome.

And according to some interesting stats from world of logs a lot of druids are not using nourish.. if you have 2 hots on someone already wild growth and a rejuvenation it heals for quite a bit. and I'm a moron so it took me forever to figure out how to rotate efflorescence in. And when i get my clear casting i throw up a regrowth or another greater heal.

But what gets me right now is that my paladin, is mostly in 333 gear and a few pieces of 346 ( my druid is in full 346 and 359 ) and I can heal the face off my druid. without even casting a heal heh. I just melee my ass off, beacon the tank and spam light of dawn on the party and since every person healed by LoD heals my beacon target its soo op.

Like on magmaw, all i do is crusdader strike judge holy shock a tank, divine light something from my speed buff, spam LoD.. 12- >14k heals win.

but if you having problems.. healing on a paladin, get your melee on and you'll never go oom doing heroics. unless you have dps below like 9k then the fights take too long. not that has any thing to do with druid healing,

I never found it terribly difficult, and now think its a snooze fest once I have some heroics gear.

I feel like we druids have had it a lot better than the rest of the healers (maybe not pallies). When I dabbled in tanking I know that shaman seemed to have the most trouble with their mana, priests just behind them.

It just feels like people weren't used to Cataclysm healing, and it was dubbed "hard" when really it deserved the title of "different."
Whoever reported your post , I hope they are hit by a flaming aids infested tractor trailer tomorrow when they're taking their morning dump.
I actually enjoy healing in Cata. At first it was difficult but like stated earlier equipment really helped. My only one complaint is if in Heroics your group starts to take alot of damage as a whole, I find it extremely difficult to keep anyone from dying without popping Tranq. and sometimes that doesnt even help.

Do you use Hurricane anymore?

First of all, I'm here to get advice, so feel free to move on if you're going to lolnoob me.

My experience has been that in Cataclysm, Hurricane is just so incredibly expensive, I run out of mana after a few casts. I've got the proper mana regen talents, but on Magmaw, for instance, if I'm supposed to be hurricaning the worms, I can only make it for a cycle or two before I shut down.

This wasn't the case previous to cataclysm - I couldn't hurricane all day, of course, but I could get out one in an eclipse rotation, say, and still be doing fine.

Do you still use hurricane, or do you just moonfire-spam if you have to "aoe"? Is there any way to make it more cost-effective? (I'm not talking about gale of winds, dps per hurricane is a different issue, I just want to be able to cast it without running out of mana!)

I have to wonder if this is expected behavior - I would not think Bliz would give us a spell at this stage in the game that was useless.

I'm looking forward to 4.0.6, because mushrooms seem to be much more cost-effective, and the 6-yard range should make them usable, too. Between hurricane and crit taking such a low priority this time around.... I miss being a boomkin, heh.
I use it on Corborus in H Stonecore to kill his Crystals, and I use it on Maloriak after I've used Mushrooms and Starfall during a Green Vial.

Never use it on Magmaw. It's a waste of time and mana.
If you are glyphed, it's a good spell during Magmaw to slow down the slugs. Other than that, it's essentially a waste of mana unless you are farming old content.
Rarely. Never on Magmaw.

Usually it's only on trash pulls if I have a surplus of mana, Starfall's already going or on CD, and I've just detonated my shrooms. Otherwise it's just way too expensive.
Never...cost way way way way way to much mana.
O and did I mention it cost to much mana?
Glyphed on Cho'gall for when the bloods make it past the frost traps. Will use one per green phase on Maloriak. Other than that, rarely use it. Easier and more efficient to mushroom it up and dot rotate.
It's like a 20% of my mana. Ridiculous.

One last hoorah, pre patch

CALLING ALL FERALS: Everyone queue for bg's tonight if possible on your feral. While general pvping for fun, our focus is to find and kill mages and locks primarily.

If I see horde feral, and you /wave at me, I will /dance with you before the fun commences.


So I hope to see you guys in bg's tonight for one last HOORAH!

Glyph of Stampeding Roar ( Suggestion )

Now makes you immune to slows and roots for 10 secs.

:)

Lacerate threat concern thread deleted. wtf?

I posted a thread earlier about lacerate threat not working and many people posted seeing the same thing and the thread got deleted. Blizz didn't even have the decency to respond or lock it so instead they just sweep it under the rug.
get used to it, thats how the druid community works :\ hence the reason why druids (bears at that) are always getting nerfs :) blizz doesn't give a sh*t about druids lol

Unheeded Warning

Is the unheeded warning trinket good for cats or for bear tanks? I know the 321 agility is awesome, but the proc with increasing weapon dmg..does that translate into kitty or bear paw attacks?
Last time I looked into it, since 4.0.6 change to unheeded warning, I believe fluid death and unheeded warning are the best first tier trinkets for a feral dps. The weapon damage bonus does translate to mangle and shred. I could be wrong though. I wouldn't recommend it for bear though.
It doesn't do that much for bear - the additional damage doesn't buff your Savage Defense.
It's the Best-in-Slot trinket for cats though.
For one, the permanent agility is nice to have for both, but the proc is much better for Cats:

It buffes Paw attacks.
For Bears, it also buffs Mangle. As Tangedyn wrote, it doesn't buff anything else, especially not SD, so the proc is almost useless for Bears.
For Cats, it also buffs Mangle, Ravage, Shred, Maim, Swipe and (lol) Claw. That's why it's BiS for Cats.
As stated above, Fluid Death and Unheeded are the two BiS until heroic raids. Then I'm pretty sure Essence of the Cyclone replaces Fluid Death.

For bear, you're going to be much better off taking Fluid Death as one of them for sure. Tia's grace is also good, The TB resistance trinket helps out on fights with predictable magic damage. Once you hit raids the Symbiotic worm and Vial of stole memories are pretty nice.

Class switching?

I love my feral druid. I can remember when had both my rogue and my feral at 70 and was faced with the decision, "Which one to take to 80?" While i was playing my rogue one day, an 80 feral helped me with some group quests gave me some great reasons to take the feral over the rogue. I gave it a try, hit 80, and never looked back. With the upcoming changes, the abundant QQ of the powershifting nerf (not saying the QQ isn't justified, it breaks my heart as well) and the change to rip and the control other classes remaining unchanged (save for the time length of CC in pvp), are other ferals really thinking of switching classes?

I love my druid, but just wondering whats going on in everyones minds that ARE thinking of leaving theirs on the shelf and, if not leaving the game like some claim, picking up a different class. I personally, if I ever did switch to another class and because i love stealth so much, would choose rogue.

P.s. not looking to be ripped apart here, just asking whats up with everyone.
Take care all and keep fingers crossed for Bliz to stop being mind controlled by priests payed off by mages!

Any feral gone moonkin? success story?

After agonizing in the forums today, I think I may give moonkin a shot. Any advice.

I have often tried it, hated it and went back. However I am not sure I want to only go resto for rated bgs.

I have had fun in the past in normal bgs just tab dotting and getting up solar eclipse and going to town w/ some moonfire spam. I know moonkins have not been that strong in pvp, but I think they will do better then feral in a rated bg setting now.
I built my Boomkin gear up once I read my feral was getting ripped up. How do I say this nice? BOOMKIN SUCKS so bad. It pisses me off how bad Boomkin is and Feral is now just a gimped melee that needs spam dispels. At this point the DPS specs for a Druid are a COMPLETE JOKE. Blizzard your doing a great job! NOT!!!!!!!!!!!!!!!
LOL @ whoever reported the OP....
Deleted by Reaver
Dude, if you think feral is bad off, you're gonna cry when you see how terrible moonkin is.
I TRIED moonkin, and really I just can't stick with it, or resto... I'm feral at heart and feral I'll stay >< No matter how much lube it requires!
Blizzard needs to look into buffing moonkins before looking at feral druids again. :( Been balance on my druid since level 10. Love it more than any other spec. Like vindictiv said. warlocks basically heal themselves full on us. Our off heals are pretty pathetic as well. Blizzard needs to look into fixing balance. :(
The class is too built around building up to a state for it to be of much value in PVP. You can do it, but what you're offering over pure caster classes or even a hybrid ala Shadow Priest is questionable, and I wouldn't be gunning for a Glad title with it.

Ferals nerfed because of mages

So ferals were nerfed because they "hard-countered" quoted from Blue frost mages right. Well now we all know how blizzard favors one class, look how many classes frost mages hard counter. This is what happens when you mess with blizzard favourite mage, you get nerfed to where you are no longer viable in pvp. Now every other class will be chosen before a feral druid, like always.
can you link that post.

oh hai

If you want to make feral non unique.. Give us our vanish type spell to break combat and drop threat.. otherwise make us ferals again please
/play dead?

Drops combat, similar to a hunter's feign death, allowing you to spam prowl and restealth.

HUZZAH !
um what?

Help me beat warrior/hunter/x teams

We're playing kitty cleave with a priest (wtf?) ~2400 mmr and having issues with hunter warrior teams.

Basic strat is opening on the warrior until they blow defensives. Then we swap to the priest to keep him from dumping heals into the warrior. Then the plan is to go back and blow cd's into the warrior for the kill.

We put full cc into the hunter for the initial burst on the warrior, then swap it to the warrior when he D's up.

The problem we're running into is the omgwtf burst that they drop on us as soon as the warrior comes out of cc. Scatter > trap > fear and one of our dps is down... gameover.
Go for the healer first. I've never played at that high so this is really just a guess. But kitty cleave is some nasty damage and the benefit is you can stay on their healer where warrior/hunter is going to have trouble staying on your healer if they pillar correctly.

Noob resto spec question

While running a random today some shaman told me the infamous line "My main is a..." and then proceeded to berate me for chosing Heart of the Wild in my resto tree. He said it doesn't actually increase your int but the way I read it, it should no matter your current form. Any thoughts?
It does increase your intellect. Tell them to visit mmo-champion.com or elitistjerks.com and say that on their forums. If it didn't actually increase your int, it wouldn't say that. If it didn't increase your intellect for Resto, again, it would specifically say it only did it for [x] spec.
6% int increase = solid talent. You know what you are doing, just ignore them and press.

So a company hires a new guy...

Who isn't exactly pulling his weight. Corporate eventually decides to downsize. They decide to fire one person. The employees admit they need this. But, corporate decided to fire the assistant [to the] regional manager, not the new guy who isn't working out too well for the the company. Now this regional manager has been with the company from day one. No one ever had problems with him before. Everyone loves him and begs corporate not to fire him! It is obviously not the solution to get rid of him.

Well, come downsizing day, corporate decides to fire the assistant manager. The rest of the employees quit, and the company fails.

The new guy is insane, unnecessary bleed damage.
The regional manager is breaking movement impairing effect when you shapeshift.

This is basically exactly what has transpired, showing how illogical blizzard has been about this whole thing.
This is a completely unreasonable and short-sighted analogy that basically doesn't sink up on any relation.

GJ!
Tell me one time when anyone ever QQ'd about druids being able to unroot by shapeshifting, before cata. It was never a problem. But add in their damage buffs, and mages cry OP. Blizzard threw in a problem, and instead of taking it out, they removed something that was functioning just fine.

Possible solution to mobility nerf?


I know posting this here will guarantee it to not be seen by devs, but here's my $0.02:

Mana.

Or more specifically, mana cost. If powershifting out of lockdowns is truely OP, then perhaps a reasonable solution is to limit the amount of times it can be done. It wasn't much of an issue back in vanilla and TBC because it cost so darn much to shift.

Speaking from a feral point of view, four or five shifts per encounter should be more than enough, so make it 20-25% of total mana. Resto and boomkin don't require quite the high mobility as ferals do, so the flat mana cost shouldn't hit them as hard.

It would put the class back in line with what it used to be when I first picked a druid to play. What are your thoughts on such an idea?

Sidenote: I'm not a pvp'er, so I may not fully grasp that side of things.
millions of solutions have been made in alternative.

The Devs didn't want to hear an ounce of it.
Now you're talking crazy.

Feral shifting was removed so that Wild Mushrooms would get used.

"Rooted, again. Mushroom. Mushroooom. Mushroooooooooooooooooooom. Pop!"

Solar Beam

I just want to say i'm so glad i got this. I love this talent while leveling and in dungeons too

Restor Druid: How does Wild Growth work?

So I'm still not sure if Wild Growth work like this, can't really test it myself in the chaos of battle.
My question is does Wild Growth heal every party members for X amount over 7 seconds or X amount total divide between party members? Can someone confirm? Thanks.
X amount per target over 7 seconds.

You could just cast it and add it up!
I try casting it on myself but I only get like 7k heal like description said? Though I'm full health so I'm not sure.
In the tooltips it say target who is most injured get prioritized, so if there's only one person injure and the rest is full health, does that mean then he get 25khp heal? I don't get what they mean by prioritized. If it's X amount per target, shouldn't it be always X amount per target? Any expert restore Druid know the answer? Thanks.
No.

It heals for the amount on the tooltip on each individual target it hits. "Prioritizes" means that if there are 20 people for it to target, it will hit the 6 (5 if not glyphed) targets with the lowest HP out of those 20. So if it hits 6 targets, the total healing it does is x * 6, where x is the tooltip number.
What the tooltip is indicating is that Wild Growth will heal ANY target it lands on for that 7k. Whoever has the least amount of health (percentage or numerical based?) receives the 7k heal over people who are at say 99% health. It will still heal any given target for the 7k that you see it heal for. Hitting multiple targets of course means that the 7k heal is on multiple targets so multiply 7k by the number of targets you hit to get your total Wild Growth healing calculated.
Oh ok, it meant prioritized toward a party of more than 5 people. Thxs :).
It is X amount per target, not the total split between the targets. The heal that splits the total between the targets is Efflorvescence. Wild Growth is a smart heal, so it will naturally pick the people who have the least amount of health in relation to where you are, and it always casts it on 5 people, 6 if you are glyphed. So yeah, if you cast it on that 1 person with low HP but everyone else around them has full HP, then yeah its all overhealing on the others.


Best way I can think to practice this. In Halls of Origination, on Anraphet before you engage him, he casts that AoE ability that kills all the adds in the room and knocks your entire party to 30-40% HP. Cast a quick Wild Growth on them, you will notice that each person ticks for the same amount every second.

Likely they could probably reword it better to say something like "x amount per target for 7 seconds" but oh well.

I want land Aquatic Form!

Just for aesthetic purposes, i would love to see sea lions lying around stormwind! Blizzard could even give druids breath in Aquatic Form when not in water, that would be really funny :)

It's a simple idea that would add some more fun to the game, do it Blizz!
I want to be able to jump onto land in aquatic form and start floppig around like a fish out of water.
OMG so fugly!

Boomkin trinket question

So I happen to have Theralion's Mirror and Heart of Ignacious. I'm wondering if the new alch stone is better than either of these since I can't seem to find any info on it in comparison.

Any advice would be much appreciated,

thanks

Need a resto build for BG pvp

Can someone give me a good resto build for 4.06 for BGs.
try mine, its my primary.
Thanks ill give it a shot

More Nelf Druid Artwork Plz

I went thru the class artwork today, and saw mainly Tauren, I'd even like some more worgen and troll in their, Blizzard artists get on this problem :D

Edited for lack of explination XD

Wednesday, April 18, 2012

A dodge number to go to.

I just want to know if there is a certain number people are going for, i know most will probably say as much as possible.

so i guess im just looking for a comparison of others dodge ratings..

I'm currently 911 i think?
you're absolutely right - no magic numbers will do you any favours at all.

best bet is to look at your gear itself and ask if "you're doing it right"

at a glance - reforging to dodge rating is the right idea, but you'll be missing out on a good chunk of avoidance because you're gemming a lot of stamina, and stacking stam trinkets (and that strength cloak).

Druid tank Relic question

Tommorow Ill have enough to buy a relic so I'm wondering what one I should get as a tank

Relic of Golganneth or Relic of Khaz'goroth
Golganneth.
I would assume you take the agility one and reforge the haste to dodge or mastery.

Trinket Question

So as a Resto Druid, I feel like I'm in kind of an odd position trinketwise.

I currently have Fall of Mortality and Darkmoon Card: Tsunami equipped.

Go Int!

However last night before I got my Fall, I had Mandala of Stirring Patterns equipped.


I'm no good at number crunching (Although I wish I was), but here is my issue.

The Mandala gives me a random INT boost. Not exactly the worst thing for healing, but since it only procs once and awhile it's not as effective as a static +321 Int. HOWEVER, the Mandala presents a unique conundrum with druids.

1) I can reforge the spirit into haste. This allows me a MUCH easier time at reaching the 2005 threshold.

2) It makes a huge impact in survivability, because when it Procs, I can Innervate for a much, much larger amount.

I can't use it to reach the threshold ATM, but when I do it obviously provides a pretty big healing boost with Wild Growth (Which seems to be putting up my biggest numbers nowadays.)

What do you guys think? (Or if someone is good a number crunching..hit me?)

4.1 bear tanking changes

I see in the PTR notes that the threat bonuses are being changed for initial damage. How is this good? Also, seeing these changes gave me the urge to remake another druid just for the sole purpose of tanking!

Any of you guys remaking druids just to enjoy the new changes?

Lastly, do you guys have an idea WHEN the changes will come? I frankly cannot wait! XD
the things we're actually a little more interested in are the reduced CD on swipe, and the bug fix to Thrash's bleed AC-mitigation problems.

Threat/damage changes are relatively neutral, as you'll find a number of threads already on this board discussing.
Thrash bleed had a bug?

Care to explain the new savage defense? It seems like the dk one but not sure.
I see in the PTR notes that the threat bonuses are being changed for initial damage. How is this good? Also, seeing these changes gave me the urge to remake another druid just for the sole purpose of tanking!

Any of you guys remaking druids just to enjoy the new changes?

Lastly, do you guys have an idea WHEN the changes will come? I frankly cannot wait! XD

http://theincbear.com/4-1-what-in-the-fu-changes/

tossing ideas around for improvements

Talent Changes:
Empowering Touch- instead of refreshing Lifebloom, how about Rejuvenation.

Nature's Swiftness- toss this and replace with turning Wild Mushrooms into a burst aoe heal.

Major Glyphs:
Healing Touch- remove and put something along the lines of "Swiftmend reduces the cooldown of Tree of Life by 10 seconds.



more ideas are welcome
reserved for ideas after patch
I don't like your empowered touch suggestion. I barely use rejuv at all when healing heroics/raids unless WG isn't quite enough or i want a quick swiftmend. I almost never have to Nourish or HT dps, only the tank, and that's who i have LB on and that's what i'd prefer to be refreshed. But i like the other two. Although the burst aoe heal would have to be good to justify using two GCD's. If they did it right it could fix resto druid's problems with aoe healing right now.
Wild Transformation
1 patch cooldown
Become a FotM class and faceroll to victory.
Duration: 1 patch.
I would prefer Nature's Swiftness changed to:

"Your next heal over time spell will have 100% chance to crit on every tick."

WELCOME BACK REJUVENATION AND REGROWTH! :D


Boooooooooooooo to direct heals. We are freeking druids, we are H.o.T.!


Once you get enough mastery, Rejuvenation, Lifebloom, Wild Growth, and Regrowth are all amazing. Cast Wild Growth (Its cheap!), blanket Rejuve. Bam! Rejuve on steroids.

I always keep Rejuve up on the tank, Symbiosis turns my LB ticks from 1700 to 2100 per tick when I have another HoT up. Rejuve also gets boosted likewise. yay HoTs!!!
Nice tip, thanks alot. But can you keep Rejuv up all the time without seriously compromising your mana?

Also, I feel like a lot of GCD to cast WG, cap with some Rejuv around and go back to the tank to spam Nourish in order to refresh LB...

And are you sure Regrowth is great when aided by mastery? Its heal over time component? Because i think the ticks of Regrowth are weak and end so quickly that its even hard to notice. Plus, its damn expensive. I sometimes cast it on the tank when Clearcasting procs, but It really feels like nothing to me. :(
At this point in gear, I can keep Rejuve up 24/7 on the tank without seriously compromising my mana.

Regrowth isn't all that great even when aided by mastery, as far as the hot goes, BUT if the tank doesn't need a Healing Touch, I'll throw it up with a clearcasting, 'cause the extra healing from the HoT will save me mana in the long run through less healing.

Even the smallest pebble can tip a scale
Awesome, thank you so much!

Restoration Shapeshifting Broken?

Yeah, there's been a nerf to shapeshifting, but Restoration gets Disentanglement, which is supposed to enable shapeshifting to break roots and snares. Does Frost Nova, or any of Mage's freeze-rooting type of abiities, not count as a root or snare? So far I think I've been able to shapeshift out of everything, just like before, but not Mage's freeze. I tried it in a duel with somebody to make certain, and it confirmed it. I cannot shapeshift out of Mage's freezes. Anybody else experience this or is it just me? I am supposed to be able to shapeshift out of it, right? If not, I'm not surprised.... Blizzard seems to favor Mages.
this is working as intended. you may not leave until your master... (erm, mage) tells you it's okay to go.
Hahaha. I'm surprised Blizzard just doesn't give Mage an instant kill button.
Everything seems to be working but when you join an arena the passive move disentanglement just disappears from my spell book once i get in the arena
I'm messing around on my druid as resto today and disentanglement doesn't seem to be working at all for me. I can't !*@# from mage roots, elemental shaman roots, other druid roots...Is it possibly broken or am I missing something here?
you missed the part where removing shapeshifting took 1 line of coding change and adding it back to the caster specs would have required actual work and testing, things the developers have no interest or requirement to do.
I'm messing around on my druid as resto today and disentanglement doesn't seem to be working at all for me. I can't !*@# from mage roots, elemental shaman roots, other druid roots...Is it possibly broken or am I missing something here?


Same...
Hmmm, maybe it was all roots I was having problems with. I really didn't play a whole lot, but it could be all of them. I just know for certain it was Frost Nova.

Also, the tooltip for it is poorly written. "The Druid to clear all roots when Shapeshifting in addition to snares." Umm... wtf? Must have forgotten "Allows" at the beginning.
/signed

how blizz cld screw this mechanic up is beyond me. lol what a joke they have become. Masters of their own demise imo.

druids in pvp are useful?

i have this druid level 60 when i try to kill somebody in warsong glutch i cant it seems impossible while cat form or any other form can somebody tell me wich is the best way or spells i can take damage im tired that i cant gain honor points but people kepp on saying druids are a godd class so what so you people think?
I can see only your "balance" gear, but from that: you are mostly in greens, many of them still from the old world (pre-BC) and badly itemized (some feral, some balance items). You don't even have a 2nd trinket and REALLY bad rings.

Your opponents are probably wearing heirlooms. You lose. Heirlooms destroyed low-level PvP unless you wear them too.

Also, your feral spec is weird, looks like you simply put 1 point into every talent. You're not using any glyphs. None of your items are enchanted.

What did you expect? That you can simply hop into a BG wearing quest greens, without putting any thought into your spec and own? Sorry, it doesn't work that way.
Under the level cap, there are definitely a lot of weird imbalances. That is for dam sure. At level cap, resto make great healers. Feral do a lot of damage but leave a bit to be desired in the utility and mobility department which also makes em prime targets for CC. Moonkins also do a good amount of damage but are considered somewhat squishy.

Truth to be told, for the arenas I have done, and the ones I have heard over Ventrilo, feral and balance druids quite often don't live too long...
If you took any class of any spec into any form of PvP with that kind of gear/spec errors/omissions you are going to be steamrolled. You would still be getting crushed if they allowed you into the 40s brackets at your level.

Energy Regen and Attack Speed?

So I was noticing today, I think anyway, that when using like Berserk for Trolls, my energy was coming in faster?

Is that how that works? So when like someone Blood Lusts does it really increase our energy regen?

Can someone confirm this or am I just trippin?
It counts like haste for energy regen. I first learned this at like level 30 using the crowd pummeler from gnomeregan for 500 haste. At that level, it's like 200% or 300% haste; it was better than adrenaline rush. I literally could not spend the energy fast enough.

so...how do we get away as resto?

we can't root and run...we can't shift and run...our hots can't out heal any direct damage...are we just suppose to be the honor for others to farm? Our whole base of healing is hots, without time for them to tick hots are useless...so without distance from melee, how can they tick? we just lost our ability to move and let our hots tick...can we get a buff to our heals if we are suppose to stand there and out heal a dps cause there is no way thats happening now. so if "balance" is the key...why are mages still OP? I really wish you would eather "Balance" across the board or stop balancing all together. I wonder why ques are so long, maybe cause you screw up tanking and healing so bad no one wants to do it anymore. and your sarcastic remarks to people trying to help you see everyones side only reinforce the fact that you could care less about your customers. so I'll post this and wait for eather a smug remark or for this thread to be locked. ... Good Day sir...I SAID GOOD DAY!!!
Remember when we had a talent that reduced pushback? Good times.
If you expect resto to act like it did during tbc/wotlk.. prepare to be disappointed.


that old playstyle is hard now due to how little our hots heal for.
dispel yourself?
hmmm...dispell...thats what I forgot...I'll dispell that warrior pummeling me. I can't root and move so I'll just dispell him to let my hots tick and heal up. thanks

unheeded warning changed so now what

i loved the trinket since i do so much white damage as a kitty but now it has changed to weapon damage. i am a bit confused at how the does any thing for a druid since we do not use weapon damage? If some one could explain to me how it effects us or did i just get screwed over.
It has gone from a total craptastic trinket to best in slot. It now buffs weapon DPS, which is our #1 (by far) DPS stat.

Thoughts on 4.0.6 feral glyph selection

In 4.0.3 the glyphs of rip and shred were pretty much required, with berserk, tiger's fury and savage roar being fairly close. Now that bleed damage has been reduced, shred and mangle damage has been increased and ferocious bite is a dps loss above 25% health (leading to shred spam at 5cp) I have been thinking about changes to the optimal glyph selection.

Clearly, the glyph of berserk should pull slightly ahead of the glyph of tiger's fury given the shift from bleed damage (gaming the TF buff to get a long 115% rip is FTW). The question that I am currently trying to answer is whether the glyph of shred is still worth using. Given that I have tons of extra combo points at almost all times, refreshing shred is a non issue. The glyph of shred significantly increases the timing complexity of tiger's fury, since the shred extension has been shown to put a new rip on the target with a duration of the current rip + 2. In order to hit your best possible DPS, you need to try and align your tiger's fury so it is up for the third rip extension. This almost always leads to a slight delay in the use of tiger's fury, separate from energy dumping delays. In addition, this desynchronizes tiger's fury and rip, resulting in sub-optimal 115% rip uptime.

I given the change, I believe that the glyph of savage roar may result in a DPS increase over the glyph of shred. By passing on the glyph of shred, tiger's fury aligns perfectly with both rip and rake, rarely clipping a tick of either, and never clipping more than one tick that I can see. In addition, it greatly simplifies tiger's fury usage, which is nice because it has by far the largest skill cap of any feral ability. In addition, since ferocious bite is out of the finisher rotation, savage roar uptime should increase slightly, improving the value of this glyph even more.

TLDR: The glyph of berserk should now be used in place of the glyph of tiger's fury. The glyph of shred is probably only a significant dps gain with low gear levels, or under very specific conditions with near perfect play. The glyph of savage roar seems like a reasonable replacement. The glyph of rip is still required.
Just running my stats and such through mew berserk was higher than TF for my current load out, but they are very close together. I would just say go with berserk because, unless you are 100% on point and able to hit TF every time right off CD, it will probably be a DPS increase.

EDIT:

I fail at reading. Yes use shred.

Shred + rip + berserk = profit
you are missing the part where the glyph of shred saves you considerable energy and thus damage.

you definitely still want shred and rip.


Doing a little math, based on the latest mew sim...

Over 176 seconds, glyphed shred would result in 8 refreshes of rip. Over the same time period, unglyphed rip would be refreshed approximately 11 times. That means that given rip costs 30 energy, we would lose 90 energy over the course of 176 seconds, or 0.5 energy per second, which, given my current average shred DPE (409.8), is equivalent to about 200 DPS.

With the glyph of savage roar, my white attacks will do an additional 3.33% damage (1.55/1.5). My average white hit is for 2698 damage and occurs every 0.96 seconds, this yields an average dps of 2810. With the glyph of savage roar, this goes up to 2904, a net gain of 96 dps, and a net loss of 114 dps from the glyph of rip if we don't consider any other factors.

If my self buffed dps is 15791, of which rip is approximately 28.8% then rip is doing approximately 4547 dps by itself. I'm not exactly clear how mew is simulating tiger's fury percentage uptime on rip (I don't feel like digging through the code right now), however I will take a guess that it just performs a multiplication of damage based on the calculated uptime, leading to a likely increase on the order of about 3%, resulting in rip providing 4415. Given this, 1% savage roar uptime on rip should provide approximately 0.15% damage increase, or 6.623 DPS/% tiger's fury rip uptime. In order for the glyph of savage roar to be dps neutral, it would have to provide a 17% increase in tiger's fury rip uptime. With unglyphed shred it is very easy have ~50% tiger's fury rip uptime. With glyphed shred it is very easy to overwrite a tiger's fury buffed rip unless you are very careful, and avoiding that typically requires delaying tigers fury by some small amount of time (which is a dps loss by itself) and could result in having to mangle rather than shred if you would energy cap with the KotJ energy boost. Additionally this shoots the skill cap on tiger's fury usage WAY WAY up.

I stand by my argument that the glyph of shred is no longer the optimal choice.
When using Mew, be sure to compare both the calculated results and the simulation.

I actually had more respect for the tool after I did because it showed what I would have expected (yay confirmation bias!).

That is, it calculated that berserk would be better dps than TF, but the simulation showed the opposite result (although it was still fairly close).

Why? Because making sure that you use TF on your Rips (even if that means letting it go unused briefly) is a decision that is difficult (impossible?) to account for in a calc, but you can in a simulation.

Personally, I think the TF glyph actually makes it easier to align Rip with TF since it's more likely to be "close" to coming off cooldown around when you need to reapply Rip.
When using Mew, be sure to compare both the calculated results and the simulation.

I actually had more respect for the tool after I did because it showed what I would have expected (yay confirmation bias!).

That is, it calculated that berserk would be better dps than TF, but the simulation showed the opposite result (although it was still fairly close).

Why? Because making sure that you use TF on your Rips (even if that means letting it go unused briefly) is a decision that is difficult (impossible?) to account for in a calc, but you can in a simulation.

Personally, I think the TF glyph actually makes it easier to align Rip with TF since it's more likely to be "close" to coming off cooldown around when you need to reapply Rip.


Part of the point I'm trying to hammer home is that aligning tiger's fury and rip/rake is automatic if you do not glyph tiger's fury or shred. You get an EZ mode ~50% tigers fury uptime on rip. You will occasionally be clipping a tick of rip, but you can arrange this so that the clipped tick is one without tiger's fury, and by not refreshing before the final tick of the buffed rip you get a nice little DPS boost. This is SO much easier than what you have to do with either glyph (or both). Keeping track of when you can do your third shred after your last rip to align it with tiger's fury is a big brain drain. Even if the whole schebang is DPS neutral, the play style is MUCH easier.
I'm running a simulation right now. It's definitely food for thought.
Tried the alternate glyph selection last night for Nefarian. Overall, priorities were greatly simplified, though I did find that target switching could cause rip/rake and tiger's fury to desynch unless very carefully timed. Additionally, I found that some minor consideration is required as to exactly when to use savage roar, though it wasn't too bad, and I expect my overall damage to increase once everything is completely internalized.

I highly recommend this glyph arrangement on any fight that doesn't involve frequent target switching. On fights where you must switch targets frequently I still believe this glyph arrangement is a net positive, however the difference in required foresight and planning is not as large, and many people have already put enough work into using the glyph of shred to mitigate any potential reduction in complexity.

Using Soothe in PVP, what classes?

Hello all. I rolled this druid near the end of wrath so until Cata I never did much PvP on him. With the gear reset I decided to give resto PvP a try. This is my 1st season doing arena as well and I hit 1550 last week. Nothing to brag about but im pretty happy with uping my conquest cap.

Anywho, my team played a couple games vs. 2 warriors and they just wrecked me even with 3k resil / glyphed barkskin / powershifting to try and get away. In talking to some guildies they asked "Did you try and soothe their enrage?" I'm not gonna lie soothe was not even on my bars.

My question to other druids is this. Can someone make a list of classes and the abilities that "enrage" them where soothe would help? Thanks.
warriors, ferals if they go into bearform and unholy DK's that use their enrage CD that increases their dmg, cant recall the name.

Vial of the Sands (Horde)

After a ridiculous amount of farming I can now make the vial of the sands. Send tell or mail in game.
Grats now post that somewhere else, just cause your posting on a Druid doesn't make this the appropriate forum to post that.
Hahhahaha whaaaaaaaaaaaaaat

Pvp bonus

Hey is the bonus additive or multi? (145% or 15% of 130%)
it's a total of 149% I believe
All Movement speed modifiers are Multiplicative I'm pretty sure.
149% is about right i think
100% * 130% (Feral Swiftness) * 115% (4-set bonus)

1.0 * 1.3 * 1.15 = 1.495 or 149.5%

Additionally, all of these are applied before reduction modifiers, so...

No snare = 149.5%
50% snare = 74.75%
60% snare = 59.8%
70% snare = 44.85%

<3 Rey

Efflorescence vs Blessing of the Grove

I was thinking about dropping Efflorescence for raiding and picking up Blessing of the Grove. With the lower cost of rejuvenate, I find myself throwing it around a lot more, and was wondering if that 4% was better than the weak heals of Efflorescence?

Anyone done any math on this or tested it?

I would search to see if this has been asked before, but the new forum searches suck or I just don't know how to use it.

EDIT:

Just looked at our best druid's parse from our last 25 man on magmaw, and he did 2.4 million with Rejuv. If he took BotG, that would have been another ~100k heals, where his efflorescence healed for 450k that fight.

hmm.

How you ruined Feral

Blizzard you have ruined Feral Druid pvp. I have been playing a feral druid since the Burning Crusade.

Back when I was trying to decide what class I wanted at 70. I was instantly captivated when I saw the fat cow (chrille)'s pvp videos. The way he would weave in and out in his fights was simply beautiful.

The whole reason I found feral so amazing was the fact that they were mobile and fast. That was always the most fun thing to me. Shifting out of mage's novas, other druid's roots, spider's webs, etc.

Now I am fully aware that we can still shift out of slows. We also may still be a very good spec to play. The thing is, it has NEVER, and I really mean NEVER been about how overpowered my spec is.

I played feral in TBC, when we were awful, a step above ret paladins at best. It would have been fine with me if you had nerfed Feral's damage so they did a fourth of what they do now in CATA. Blizzard, do not think even for a second, that it is the fact that feral's were "UNCONTROLLABLE."

You guys took away our fear clear from berserk (which I am actually fine with, we didn't have it in TBC and we got along well enough.) Thats the thing though, no one EVER complained about feral being "uncontrollable" in the burning crusade. Thats because feral was BAD.

The only reason everyone started crying about feral being uncontrollable is because you made our damage ridiculous with a extra fear trinket to boot. It is understandable that this happened, we were to overpowered so a nerf was expected and deserved.

It was done in the completely wrong way though! The whole essence of feral was the fact that they could shift out of anything to stay on their target. I have thought of a scenario to compare to what you have done to feral (because there is no perfect way to compare this to another class.)

Picture if you made rogues the MOST overpowered class in the game by far. Lets say there mutilates and envenoms hit in the neighborhood of 40-60k, blind was on a 30 second cd, shadowdance lasted 30 seconds (These are extreme figures but i'm trying to make a point.)

Now lets say that with these amazingly ridiculous buffs they took away stealth from rogues. Some rogues would still be happy because players like that just want to do well with no regard to how it happens or enjoying the game what-so-ever. But I promise you that a great deal of rogues would be appalled.

I feel that the reason is fairly obvious.

That is what makes a rogue... a rogue. Players choose that class when they start up the game (back when the game was fun and everything you see is magical) because thats what makes rogues unique. They like the though of being a stealthy assassin. A ninja-esque type play. It is what makes the class.. fun.

This is how I feel about feral druids. To me what made the class fun, (and I'm sure most pure blooded ferals would agree with me) what made me want to ever play one wasn't how overpowered we were (because we were aweful in TBC) or not because we were uncontrollable (because we got feared around like a lost puppy in TBC.) It was always being mobile (hitting like a girl) but mobile all the same.

Blizzard without being to shift out of roots and novas, we are no longer ferals. I beg of you, I am not saying our spec is bad because I have not had sufficient time to see how good we are. What I am asking is not to be good, nerf whatever you need to, however bad you need to.

Just give us back our mobility. Keep the fear clearing ability off of berserk, thats fine. Just allow us to shift out of novas, and roots, and those things because Blizzard, that is what you so correctly designed for us ferals to do. IT IS WHO WE ARE!
^ /agree man PvP for druids is broken, anytime class changes are implemented its because of all the other classes that QQ about it......

What to stack?

I'm a tanking drood, what stats should i be looking to stack? Should they change, as my level increases?
http://us.battle.net/wow/en/forum/topic/1126995943
Stack QQ and maybe blizz may pity us and make us good again.
Agility.

Don't completely neglect your stamina, and as you move into raid content you need to be able to take a few hits without going splat but agility (and dodge) are your primary mitigation stats.

More AP from agility contributes to your savage defense, agility give you dodge, and agility gives you crit (increasing your savage defense up time).

I generally reforge to dodge (reforging haste when it's on my gear) since point for point it gives us the most survivability.

Boomkin PVE: Working as intended?

I have recently "dusted" this toon off and proceeded to do the same thing I have been doing with my other toons; dailies in Tol Borad. Again, I am talking PVE here, not PVP, which I don't have enough time to discuss.

Having been playing a frost DK and shadow priest, the Boomkin felt squishier. Yes, with procs and whatnot I could destroy a mob fairly quickly, but if there was more than one it was another issue. Having to switch back and forth in different forms to heal was tedious and even then, if there was more than two, I couldn't even close to out healing the damage.

O.k., maybe this seems like a QQ, but it isn't really. I am curious if this was Blizz's design for Moonkin as PVE has changed dramatically from 1-80. Being a DPS spec, I know we shouldn't expect to solo everything, but it begs the questions:

Shadow Priest can slow, bubble and heal via damage without changing forms. On another note, Shadow seems (for whatever reason) to take less damage (physical and melee) then my Boomkin.

Frost DK can death strike, has AMZ and procs constantly (2HD) with rune of fallen crusader. Additionally, with plate and no heals can solo as a DPS the same three mobs that will wipe me and with less effort and equipment. I know; apples and oranges.

Ret pallies, Ele shaman, Fury Warriors and even rogues get self healing and significant damage reduction and/or crowd control abilities over the Moonkin.

No, I don't want them nerfed or receive another homogenized ability to compensate. But it concerns me that I do less DPS (not heroics/raid) than my friend who plays a Blood DK while grinding in PVE and most of the other classes listed, but with no clear offensive advantage to compensate.

Is this working as intended?

Not really being a theory crafter type, the only thing that I could think of that would potentially make it better would be to increase the mitigation on Boomkin form or make the Moonkin frenzy something that increases defense or heals via melee or something weird like that. I don't know, but it makes it hard to play this toon unless I am grouped versus soloing easily with other DPS toons!
The game isn't really balanced around questing and solo PvE. I know that's not exactly a satisfactory answer, but the designers run into enough problems trying to balance a game that encompasses both group PvE and group PvP. If they tried to drag in the solo aspects of each one, you'd get an even bigger mess (eg "we're trying to move away from hard counters" and the ensuing nightmare of feral root breaks).
Yeah, agreed. I guess I mentioned it because when I hit 85, all I can do is PvP and queue for dungeons on a daily basis. Being that I have a 40 minute wait time, that leaves me to do dailies to grind rep and get better gear for raiding. I guess I need to group...

So you are right, they can't balance everything around soloing, but I am not sure why it got twice as hard for a Moonkin as opposed to any of the other classes I am playing.

/shrug
About the only problem I had while questing was mana efficiency. Damage was never really a problem. By the time I got to Twilight Highlands (~84) I pretty much had to drink about every other pull if I was lucky since my mana pool wasn't able to support the high costs of my spells. Doing instances wasn't much better, had to drink after just about every pull while using my own innervate on CD. We basically have to wait until we can proc an Eclipse for Euphoria, which can be a while if grinding individual mobs and have to drink between pulls.

It got a lot better after I got more 346 pieces, and now with full 359 gear I barely have to use my own innervate while grinding in TB (assuming I get to wear my PvE gear, which I do get to do occasionally). The larger mana pool from all the intellect on the gear REALLY helps, both in the amount of mana you have and the mana you get back from Euphoria. That said, our mana regen is designed around a normal raiding rotation (shifting between Eclipse states) and doesn't really lend itself well to solo grinding while leveling until you have enough gear to get a large enough mana pool.

Sucks, but it's just something we have to deal with.

Swift Rejuvenation

I was fiddling around with Wowhead's talent calculators and noticed that Swift Rejuvenation reads "Reduces the global cooldown of your Rejuvenation by 1 sec."

In game, it's only showing .5 on the tooltip.

Is this a stealth buff coming in 4.1 or simply an error on Wowhead?
Almost guaranteed that it's an error with Wowhead.
Maybe Wowhead should read "Reduces the global cooldown of your Rejuvenation to 1 sec."
That would be accurate.
Looked around a little more -- WoWhead shows the same wording for Rapid Renew in the Holy Tree.

MMO Champ shows the same wording we have in Live, so I'm thinking it must be a glitch in WoWhead.

Still, made me spit-take when i saw it.

Should Hurricane get the Earthquake change?

From the PTR patch notes:

Earthquake is no longer a channeled spell. It now has a 2-second cast time, lasts for 10 seconds, and has a 10-second cooldown. Its damage has been reduced by 40% from its channeled version.


As the title says, should they do the same thing to hurricane? Right now I feel hurricane is quite the joke of a spell. Infact I think I used it one time since cataclysm went live and never felt the need to waste my mana on it again. However feel free to correct me if you know of some actual uses for it that I've overlooked. Just for a side note I primarily pvp so I was thinking that change would make hurricane viable to use in pvp for the first time ever.

Please re-think the feral mobility nerf

Just like other fellow feral druid players i am seriously worried about our class mechanic nerf on mobility, blizzard have PTR's for a reason so i hope they realize just how much it's going to effect the game-play especially for pvp.

When i say mobility i mean our shape shifting nerf on roots and i think our infected wounds is getting nerfed too as well as beserker, mixed with a few other nerfs i don't want to get into detail because most of the people that read this will already know what I'm talking about.

Lets skip the gristle and get down to the bone main reason I'm posting this is because as a loyal feral pvp druid I'm seriously considering not playing anymore, i have no desire to roll another class because they don't appeal to me the same way, if this nerf happens i think blizzard will realize just how few feral druids will be in arena and bg's which shouldn't happen because its unfair/unbalanced.

I'm not much of a internet post kind of person but this patch is seriously jeopardizing me playing this game, or at least playing it with as much "fun" anymore. I'm just doing my part on this forum with other fellow feral druid posts in hope that a blizzard employee can see how many feral druid players are disagreeing about it and that this nerf shouldn't happen!

After 3 years of playing wow as a feral druid i have dealt with allot of nerf's/buffs and what not and i just adapt/L2p, but this is different, your going to ruin a fun class. GG.

savage roar have become unusual ability

feral druid use to use savage roar as useful ability in woltc but now days ato attack increase which wont help feral to hit harder with mangle or bleeds or shreds or any other ability will make savage roar total on useful. i am suggesting to make savage roar increase damage done by 20 present so it becomes useful.
Learn to capitalize. Learn to break up one long flowing thought into separate sentences. You look illiterate.
the changes to Savage Roar don't make a huge difference to how we play our melee DPS spec - you'll still want to be keeping SR up to get the most out of your DPS.

It just doesn't hurt as badly if you mess up and let it fall off now.
Savage roar is fine. There's already a gripe that druids' bleeds are too powerful; the change you propose would just cause that griping to be more common.

This is how feral druids were designed to DPS in this XP. If you want, you can stop hitting savage roar altogether, and see how much dps you lose. While it may not be a huge amount, it will be that amount that separates the very best druids from the mediocre ones.

Also to the poster above, it seems like english might not be his first language. Lets try to be a little less of a grammar jerk and a little more responsive to the post.

Powershift suggestion

Dear Blizzard:

Please consider my suggestion for a change to powershifting.

Shifting forms removes all roots/slows. Each cast of shift into cat,bear,travel form apply an undispellable debuff. This debuff increases the mana cost of shifting into cat,bear,travel form by 50%, stacks 3 times, and lasts 7 seconds. (each application of the debuff would renew the duration).

For the trolls: the 50%, and the numbers 3 and 7 were mostly chosen arbitrarily. I assume if Blizzard would actually try this out, those would not be the final numbers.

Why I like this change more than the current change:
It maintains a core concept of the druid class - extremely high mobility
It provides a cost mechanism for what is essentially a spam dispel. (spamming dispel on any other class will oom you by quite a lot, on top of the down time where you aren't healing/dpsing)

This makes sense because in the past druid shifting forms used to cost a lot. But we dont want the occasional shift to be extremely expensive, just the powershifting.
guess I should have titled this 'feral is OP LOLOLOLOL' to get more attention

Druid tanking stat priority

if the socket bonus is good like stamina mastery or agility, ill gem for it. I got new shoulders with a yellow socket but the bonus is 20 haste so if the socket isn't good should you gem stamina agility, flat out dodge really not sure. I'm also reforging to dodge so maybe gemming dodge isn't a good idea. Really lost haha.
Just put pure Agility in that shoulder. There's no point to using a hybrid gem unless the socket bonus is worth it or you're trying to activate a meta gem.
I went with just a flat out Agi gem.

Gem agi or stam, or even a mix of the two if you like. Those kinds of situations depend on the person really.
People are treating this like it is still wrath. It is not. Valuing stam is a wrath mentality because dmg was very heavy on tanks and in order for tanks to survive big hits they needed more stamina. Also healing in wrath only too 1-2 spells to get a tank to topped so having stam was a reliable form of staying alive. Now I have a certain healing output on a tank that I can do mana aside. Since tanks can take more hits before dying there is more wiggle room for healing a tank back to full. Tanks need to be focusing on mitigation now over stam because healing is the way it is. Healers need tanks to AVOID dmg rather than SURVIVE it. There are no boss mechanics, yet, where tanks need alot of hp to be healed through.
There are very few fights where a properly geared(ie346+) druid will be in danger of being bursted down. First is Nefarian who hits like a truck ~55k normally when fully debuffed including armor reduction.

Second is Cho'Gall if you end up tanking him with debuffs and an add(which really shouldn't be happening most of the time if you're OT is still up).

I guess if you decide to burn maloriak instead of doing adds you would want a whole boatload of HP(though if I were trying this strat I'd be having a warrior or paladin doing the emergency add tanking due to block mechanics vs SD).

Other than that, really, no other fights in normal modes require any kind of stamina gemming at all, zero(tanking 3 halfus drakes, or 2 drakes +whelps at once would require more stam probably, but again I'd have the warrior/paladin do that).

Hard modes are a much different story from the reports thus far. However Reesi(the author of the sticky at the top of this forum), gems mostly agi and has tanked 2 halfus drakes successfully in hard modes. So there's that.
yea took me a bit to break the wrath mentality, i might have gone over the edge putting agi on my wrists and shoulders too but it hasn't failed me yet and ive really gotten into tryin to get my dodge and crit as high as i can, i also find it useful to carry some gear for different fights depending on what tanking roll i might have. for a while, when i was still a little in wrath mode, i had close to 190k health in raids and it kinda hit me that it might be i little too much.all in all very happy with cata and its nice to not be judged by how much of a health pool you have at first glance.