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Old 07/30/07, 1:21 PM   #15 (permalink)
 Noressa
Tree Hugger
 
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Night Elf Druid
 
Eonar
Some druid basics:
Vs a melee team, natures grasp should always be active as much as possible. A rogue will have plenty of ways to get out of it, but you're making him blow a cooldown one way or another.

Never trinket out of gouge. Kidney shot is going to last longer and hurt you more. Save your trinket for that.

Don't forget barkskin when you head into bear, the damage reduction is nice. Once you can get away from them, start kiting and re-apply NG once it's available again.

Warriors are less annoying from a cc perspective, especially if they don't have a cleanser. Keep them rooted and cycloned whenever possible. If they do have a pally or priest to cleanse, try to get them out of LOS, or at least make them waste some time getting free before attacking you.

Casters:
Vs. a dual mage team, make sure cyclone is one of your first spells. Staggering their initial DPS is vital.

LOS as much as possible. Spells that ignore LOS are a pain, but welcome to game mechanics. If you spec feral charge, remember to use it to help interrupt spells. Shadow priests and locks suck for me, so still working this part out.
 
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