While still in the 1200ish bracket, my Rogue/Druid combo has won against most of the Warr/Druid combo. I, being the rogue, stay on the druid has hard as possible, while my Druid CC's the Warr. This stops the enemy druid from casting Cyclones on my healz. Kicks, Gouges, Vanish/CS (or Garrote), and Kidney Punches stoppes Druid's cast and makes them pop what ever they can..wasting mana. We try to open on this team by a stun lock on the druid in cat form (since they figure i can't find them...) and having my druid pounce (yes..pounce) the Warr. From here, Druid cast Cyclone on Warr while i dps druid. As soon as Warr is free i Blind. We have had matches were my druid had to use Intervate twice.
@nightcrowler
hey i was wondering if you plan on getting around to updating the bear section. The BiS list does not reflect hard modes and really any changes that have come. I love the kitty stuff but I and probably most of us play both sides of the tree and want to keep everything the best it can be.
I switched over to the arpen MM build about a month ago, and have seen some vast dps increases through its use.
I had two questions about optimizing dps using this spec and gear set up.
First, once the arpen softcap is achieved, how valuable is crit rating compared to straight agility? I'm using the mantle of fiery vengeance and currently ignoring the crit socket bonus, however it seems that with the inherently RNG-oriented nature of the MM build, stacking more crit might result in a dps boost. Is stacking more crit over agility viable in certain cases? (yellow sockets come 3.2?)
Second, many people are talking about using the Chim glyph/AiS glyph, but I don't see how they serve as a dps gain over steady/kill/hawk glyphs (with the third always being SrS). My question is that if the chimera glyph doesn't serve as a dps gain over the other choices due to latency or not being haste capped, is it worthwhile using the hawk glyph since you can easily get in 4 SS's before chimera comes off cooldown without being glyphed hawk? Just a few thoughts... and my current justification for using SrS/Steady/Kill as my glyph setup of choice.
Hit is worth, as you say, approximately ~1.9-2 ap until hit the melee cap.
It is then worth approximately ~0.88 from the melee cap until the spell cap.
Then, of course, once you hit the hit cap it's worth zip.
Stop spreading misinformation. The last few posts intimating about Blizzard's banning policy are just flat out false. AH activity is not actionable. "Economic Exploitation" is only when real world assets and virtual assets mix.
What do you guys think of a build like this? I am a big fan of the blood tree, but I do most of my guilds AE tanking. Anyways I know I am FAR from an expert so figured i'd come here and ask the big brains what ya'll thought.
Has any work been done on working out a rotation/priority/ while attacking from the front? and if so, is that incorporated into this mod on fights such as kologarn,thaddius,auriya, etc etc where you may or may not be able to face the back of the mob in question?
So I am new to druid, but with the expansion and recent patches I am rather enjoying leveling my Tank/Tree druid. I was wondering if some people could post what they think are the best talent specs for leveling 40-79, 5 man dungeons, and finally the best raid spec.
I was finally able to access the Taiwanese WoW Armory site last night and looked at the spec of a mage STARS brought to the Yogg+0 fight. (20/0/51 Frost)
Is this an unusual spec? Is this a considerable spec for Hard Mode Vezax?
It's a PvP spec, though one Frost Mage is sometimes used to apply Winter's Chill to all the Immortal Guardians in phase 3. The hard mode Vezax spec looks a little different than that too.