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08/23/07, 5:21 AM
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#76 (permalink)
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Piston Honda
Tauren Druid
Lightning's Blade (EU)
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Originally Posted by Harken
I'm certain this has been covered before, but I thought this might be the thread to beg for some hints or tips. I was 2v2'ing with my rogue friend up to about the 1900's, then changed partners to my ms warr friend and we've pushed it up to 2k rating, however the other night we lost a good 55 rating to a Warr / Pally team, he just tore me to peices and I was left feeling somewhat helpless.
What is the best way to go about staying alive against Stormherald in 2v2? the current 4 second window on him not having blessing of freedom is all too brief it seems. More often than not my natures grasp will be removed by the paladin, bash resisted by the warrior, and when I feral charge the paladin to try and get some breathing room I'm hit with an intercept. Admittedly my gear could still use some upgrades, currently at 300ish resilience and 10k hp.
I'm certain some bad luck and Australian ping doesn't help the issue, but any suggestions would be much appreciated : >
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Seems their team with paladin is a bit at an advantage over you. They can remove your roots and your hamstring.
Equally skilled/geared pala/warr will win druid/warrior. There's few things you can do to gain advantage over the fight, but again, it depends on their reaction and some luck.
Firstly, get Nature's Reach. You won't regret it. Second, pray you get Blade's Edge Arena. Have your warrior stand down, while you stealth on bridge. When their warrior engages and charges your mate, you start cycloning the paladin and hotting your warrior. When DR on paladin is up either buy some more time with charge/bash (maim if you feel comfortable) or chain cyclone the warrior so he can't be healed. If paladin decides to bubble, again chain cyclone the warrior. This of course will go smooth unless warrior decides to come after you, which he can do easily since he will get BoF to remove being spamstringed. You could try running away, even go out of combat and stealth, but again it depends on the map you're playing. I know this is easier said than done, and people won't make many mistakes at higher ratings, so pray for luck. You always need to keep an eye of the situation more than the paladin needs to. If you see an opportinuty, kite the warrior to the starting point (in Lordaeron) and Grasp/Cyclone him there, provided his paladin is far enough and your warrior is beating him. There are many things you can do, but there are twice as many you can be countered with.
I'd like to hear other druids' experience with warrior/paladin teams. I play with a 2734 warlock, we managed easily (me having average pvp gear) up to 1900 with practically no loss, but then we hit a wall. My BG (EU-Rampage) is _swarmed_ with warrior/paladin teams. Many times we manage to win, but it's mostly when they make a mistake.
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08/23/07, 8:16 AM
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#77 (permalink)
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Glass Joe
Tauren Druid
Stormscale (EU)
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Originally Posted by DecimusGarona
Speaking from experience, having tried out a number of specs for arena already, 8/11/42 really is the best you can get.
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I have to disagree here, 12/11/38 or 13/11/37 is vastly better than 8/11/42. Sacrificing two (alternatively three) points for nature's reach is well worth it. Beeing able to root/cyclone your targets outside of counterspell/deathcoil/fear range, faerie fire the warrior long before he can get into chargerange and beeing able to play the kiting game to a bigger effect is to me much more valuable than having your hots tick for 20 more.
Edit: I forgot to mention that subtelty (sp) is one of the most important resto talents a pvpdruid can get since it affects all your spells including barskin and roots etc. Next time I respec I'm definitely getting 5/5 subtelty by sacrificing a few points in nature's focus.
Edit2: Resilience is currently hardcapped at 49x, this means that with enough resilience you can remove one or two talentpoints from natural perfection.
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08/23/07, 10:02 AM
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#78 (permalink)
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Don Flamenco
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Does anyone have any suggestions for rogue/druid (or druid+other may relate) against competent mage/warlock teams? We're starting to run in to some who can chain-CC my partner, and essentially whittle my mana down with drain mana, damage, and HoT dispulsion. It's 2v1 for a good number of mintues, and with two vigilant counterspells I have trouble throwing roots/cyclone to give my partner the edge. He's mutilate, for the record.
Originally Posted by Herrera
I'd like to hear other druids' experience with warrior/paladin teams. I play with a 2734 warlock, we managed easily (me having average pvp gear) up to 1900 with practically no loss, but then we hit a wall. My BG (EU-Rampage) is _swarmed_ with warrior/paladin teams. Many times we manage to win, but it's mostly when they make a mistake.
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Are you dumping rank 1 FF/MF on rooted warriors? Usually I find if I do this, provided BoF isn't up, and with 3/5 subtlety, it buys me enough time for cyclone to be off DR again. Just make sure you have a trigger finger with roots in case it breaks.
In sum though, I have the same experience with kiting warriors. It's easy and perfectly controllable until the warrior gets lucky with stuns.
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08/23/07, 1:32 PM
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#79 (permalink)
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King Hippo
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If this is off-topic, I will start a new thread, but I am curious about team composition for resto druids.
I recently started a 3v3 in an attempt to mimic the success of pal/sham/war teams that run 2 healers. The team I went with is sham/druid/war. The problem we keep running into is the lack of Blessing of Freedom, especially when we come up against ice mages. Our warrior cannot stay on him, nor can he burn through all the iceblocks before their paladin (seems to always be one with ice mages) is immune to all of my CC and able to heal freely. We keep thinking we can pull it out, and usually last a very long time, but it seems that the more we run into ice mages the more of a problem I see with our combination (and the more we lose). What I'm curious about is what we can do to stop it. Our war has a feral druid, so I was thinking of bringing him in since ferals basically do not need Blessing of Freedom, the problem is that he is much squishier when doing similar damage, or doing next to no damage when in a form that has greater survivability. The feral also lacks mortal strike and spamstring, which are pretty big for 2 healer lineups. I could possibly bring in a warlock to replace either me or our shaman, but I'd prefer to not have to resort to replacing friends. I could also bring in my hunter in place of my druid, but that just strikes me as a fairly gimped lineup with no paladin or priest.
Any ideas on what we might be able to do? Or what kind of team I could create for a 3v3 with my druid that would work fairly well? I'm considering feral/resto/lock, or possibly feral/resto/mage.
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08/23/07, 3:22 PM
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#80 (permalink)
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Great Tiger
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Originally Posted by Sheldong
Well, today I tried out arena healing with 2 pieces of the feral t5, and resto gear in the remaining slots (with a 13/11/37 spec). This may be one of the single most overpowered combinations of gear and spec available at this point in the game.
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It requires you to give up 4 piece arena bonus. Which alone makes it inferior. +15% speed > all. I can't even fathom how godly a set bonus would have to be for me to give up that.
Even as an instant cast, regrowth still costs 1.5 seconds (GCD) and is a mana hog that is heavily backloaded. As such it should still be avoided. When watching top druid videos, how often do they use regrowth? Next to never.
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08/24/07, 2:12 AM
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#81 (permalink)
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Glass Joe
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Originally Posted by Aphyrax
It requires you to give up 4 piece arena bonus. Which alone makes it inferior. +15% speed > all. I can't even fathom how godly a set bonus would have to be for me to give up that.
Even as an instant cast, regrowth still costs 1.5 seconds (GCD) and is a mana hog that is heavily backloaded. As such it should still be avoided. When watching top druid videos, how often do they use regrowth? Next to never.
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If the impression that I gave was that I'm running around shifting in and out of bear form to use instant-cast regrowths and neglecting my other resto abilities, I apologize, that was not my intent.
The 'Nurture' buff lasts 15 seconds, and is not dispellable by conventional means (I have not had a priest try to mass dispell it, but I did find out that if you shift out while cycloned, you are immune to gaining the buff). The way that this set bonus has affected my gameplay is that I can use it to respond to burst damage and to supplement HoT's, Swiftmend, and Nature's Swiftness.
If at any point during the match you are forced into bear, and any time that you Feral Charge, you have the ability to Regrowth (with a very high crit rate), Swiftmend, and NS - HT, for a huge amount of burst healing. In my opinion and with limited experience in mid-level arena, it greatly outweighs the loss of 15% movement speed.
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08/24/07, 11:58 AM
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#82 (permalink)
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Lifebloom Whore
Night Elf Druid
Laughing Skull
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So after playing this game for a few years now, I recently decided to stop being such a carebear (~3k HKs with 150 days /played) and try my hand at PvP. I'm playing with a couple friends in a 3v3 team, a shadow priest and a mage. None of us have much pvp gear (<100 resilience), but the SP has reasonably good BT gear and I'm very well PvE geared.
Given our resilience (and my experience) level, we're mostly looking to hit 1700-1800 short-term. Against most teams where we can retain control, we do pretty well, but our achilles heel are teams with high burst damage.
I've got all the normal resto tools for that -- swiftmend and a NS+HT macro, and obviously doing some CC so they can't all burst at once works pretty well if we can pull it off, but I'm generally feeling really torn about what I should be doing. Given how squishy my teammates are they're often getting blasted down in health pretty quickly, and while I know CC would lower that damage considerably...I have a hard time cycloning one of their players while a teammate is sitting at 3k health. Is this just going to be a challenging team to play with for this reason, or should I be more disciplined/smarter/quicker with my CCs to give myself more healing breathing room? Any advice for playing with a fairly squishy team?
If they go after me, we generally win -- I've gotten the hang of hotting myself up, breaking snares, kiting, and LoSing, at least at the ~1600 level. But generally teams see my teammates as being both more dangerous and easier to take out so I'm largely left alone.
And wow, screw mortal strike. If a warrior MSs one of my parters, there's just no way for me to keep up with the incoming damage. I guess I need to do a better job with CCing warriors, but man. That ability is pretty brutal for a healer. And I thought it was bad in PvE. ;-)
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08/24/07, 12:11 PM
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#83 (permalink)
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Soda Popinski
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Against that sort of team you're pretty much nailed the big issue - crowd control. As you get better coordination you can slow down their damage so it's not nearly as bursty.
As for healing though, I find it makes a big difference if you just start casting lifeblooms and rejuvs on people who have full health anticipating that they might take some damage soon. Often times it's a complete waste of mana, but you're running out of health much faster than you're running out of mana, aren't you?
Also, letting lifebloom do its final healing portion is often better than trying to keep a stack rolling because you never know if you're really going to be able to keep it rolling or be doing something else, and the 1400ish healed by the bloom is nice (crits of it especially so).
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08/26/07, 5:06 PM
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#84 (permalink)
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King Hippo
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After reading through the thread again, I found myself wanting to see more information on 12/11/38 vs 8/11/42. I am considering my next respec and most likely am going to drop points from Nature's Focus and place them in Subtlety. I find that I do not stand still to cast heals often enough to warrant more than the 2 points needed to move up the resto tree, and I definately don't stop if there's melee chasing me (plus there is barkskin if I really need to heal while getting a beat down). My next set of points are torn between keeping the full 20% bonus healing on HoTs vs gaining an extra 6 yards on my CC. There have been times where I could have saved someone with the extra range, but I don't know if that warrants less effective HoTs. (I'd say I would lose around 100-125 bonus healing on HoTs going from 20% to 12%).
For those who spec purely for arenas and have tried both, what are your thoughts and experiences with each build?
Last edited by Kaber : 08/26/07 at 7:10 PM.
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08/26/07, 11:18 PM
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#85 (permalink)
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Glass Joe
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I have just gone to 8/11/42 from 12/11/38 for a long time (for tree form for pve while still speccing for pvp as much as possible).
I miss the extended range alot.
I very seldom got a chance to use insect swarm in 5s. In 2s and duelling I miss it hugely. I dont do 3s so cant comment.
Im not good at maths, but it would be good to know how much +heal you would lose with 12/11/38 compared to 8/11/42 at common +heal levels, for eg. 1300/1500/1700
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08/26/07, 11:49 PM
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#86 (permalink)
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Piston Honda
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Originally Posted by syx
I have just gone to 8/11/42 from 12/11/38 for a long time (for tree form for pve while still speccing for pvp as much as possible).
I miss the extended range alot.
I very seldom got a chance to use insect swarm in 5s. In 2s and duelling I miss it hugely. I dont do 3s so cant comment.
Im not good at maths, but it would be good to know how much +heal you would lose with 12/11/38 compared to 8/11/42 at common +heal levels, for eg. 1300/1500/1700
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1300 - 104 healing lost
1500 - 120 healing lost
1700 - 136 healing lost
This is assuming you lose 8% bonus healing from 2 talent points. I'm not sure if the empowered rejuvenation talent is applied with different modifiers for different spells, it isn't explicit in its wording like the other empowered talents that list coefficients for specific spells. In any case I personally don't care, because I have very rarely come across a situation where a few extra yards on cyclone would have saved me, whereas on the other hand my HoTs healing for more is valuable to me 100% of the time, in both PvE and PvP. Maybe if that talent affected healing spells as well I would consider it, but as it stands now I don't think it is worth losing the extra healing power. This is just my opinion though, I'm sure many others prefer having the extra range.
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08/27/07, 5:07 AM
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#87 (permalink)
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Piston Honda
Tauren Druid
Lightning's Blade (EU)
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I recently switched from 8/11/42 to 12/11 and the difference in 2s and 3s is enormous. The extra healing lost is nothing compared to the utility you get with range, especially vs anti-druid teams where you need to chain CC melee classes. In 5s it doesn't matter much, in fact you may need more healing than range.
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08/29/07, 4:03 PM
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#88 (permalink)
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Glass Joe
Night Elf Druid
Wildhammer
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I know this is a bit of a change in subject from the above post, but I am looking for a bit of advice. My gear isn't great, but i consider it to be very impressive for a ton thats been 70 for 3 weeks. I have been arena'ing on my rogue, for season 1 and 2 but intend to make this druid my main.
I have been playing with a warrior as my team mate. He is in full Merc /w deep thuner and i find us dominating teams. However the only teams we are consistently losing to are SP / Lock and Lock/ Pally. Anyone have any advice?
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08/29/07, 6:33 PM
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#89 (permalink)
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Don Flamenco
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Originally Posted by soulpure
I know this is a bit of a change in subject from the above post, but I am looking for a bit of advice. My gear isn't great, but i consider it to be very impressive for a ton thats been 70 for 3 weeks. I have been arena'ing on my rogue, for season 1 and 2 but intend to make this druid my main.
I have been playing with a warrior as my team mate. He is in full Merc /w deep thuner and i find us dominating teams. However the only teams we are consistently losing to are SP / Lock and Lock/ Pally. Anyone have any advice?
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I play my warlock for arena (with a pally), and warrior teams tend to be pretty easy. So you are up against a pretty hard counter.
That said, from my perspective, one of the worst things that a warrior can do to my team, is to keep hamstring up on both me AND my pet. Hamstring on the pet is the key point. This lets you get away from the bastard to drink or whatnot.
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08/29/07, 7:04 PM
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#90 (permalink)
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Glass Joe
Night Elf Druid
Wildhammer
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I'll ask him to give that a try. Is killing the pet a possibility. He always tells me it is too hard to kill, which i cant understand.
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08/29/07, 7:13 PM
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#91 (permalink)
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Don Flamenco
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It depends on the warlock's spec. If you have the addon called Tattle, it can tell you, otherwise you can usually tell what they are after a few seconds of combat. If they haven't been casting Unstable Affliction, then chances are they are a Soul Link / Siphon Life warlock. If they are a Soul Link / Siphon Life warlock, then they probably have a talent that reduces damage their pet takes by 15%. On top of this, the pet is going to have more health, also from talents. This makes the pet much harder to kill. And if the warlock is using a Voidwalker, then forget about it. And the cherry on top, is that even if you do kill the pet, the warlock can instantly summon another, thanks to another demonology talent. After that, the warlock can not-unreasonably get off a 6 second regular summon.
On the other hand, if you see Unstable Affliction, then that warlock won't have the 15% damage reduction for pet talent, and the pet will have less stam. An Unstable Affliction warlock's felhunter should be a quite reasonable kill target for a warrior. And once it is dead, that warlock has almost no chance to get another pet out. No instant summon, and 10 second cast time.
Also, Blade's Edge is going to be your best map for countering warlocks and their pets. When a healer jumps off the center of the bridge, he probably has 15-20 seconds before the pet can catch up to him. Try to use that to your advantage when in BEA.
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08/29/07, 7:31 PM
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#92 (permalink)
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Glass Joe
Night Elf Druid
Wildhammer
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Is that the ad don that tells you resil , hp, spec etc? I'm gonna look into that now
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08/30/07, 7:45 AM
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#93 (permalink)
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Von Kaiser
Night Elf Druid
Blackhand (EU)
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I'm planning to team up with a rogue guildy next week so i need some advice how we can synergize perfectly. I will be 12/11/38, but my rogue can' t decide how to spec. Is there a no-brainer template for healer/rogue combo? I thought something like 41/3/17 would be nice because of quick recovery and all those poison-talents (40% anti dispell). On the other hand a deep-sub-built would benefit his survivability in other ways and he would be better at CC.
Can any experienced rogue/druid combo share some experience?
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08/30/07, 10:13 AM
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#94 (permalink)
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"If its not the best then its wrong"
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Mace spec, poison mastery, quick recovery, blade twisting, adrenaline rush. Riposte is also very good
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08/30/07, 10:29 AM
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#95 (permalink)
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Glass Joe
Tauren Druid
Stormscale (EU)
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Originally Posted by Herrera
I recently switched from 8/11/42 to 12/11 and the difference in 2s and 3s is enormous. The extra healing lost is nothing compared to the utility you get with range, especially vs anti-druid teams where you need to chain CC melee classes. In 5s it doesn't matter much, in fact you may need more healing than range.
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I'm glad more druids are recognizing the benefits of extra range compared to having slightly better heals. I find the extra range very nice in 5s aswell since it's easier to kite and keep distance, especially vs those pesky warriors!
Another talent I'm vouching for is subtelty (sp), it's hands down one of the best pvp talents a restodruid can get since it not only affects your hots, but also your roots, barkskin and faeire fire etc.
With resilience hardcapped at 494 (25% reduced critdamage) you can remove 1 or 2 points from natural perfection (just make sure you have 25% with resilience + talent) and put those point(s) in a more useful talent.
Ultimate pvpspec: Talent Calculator - World of Warcraft
ps. might consider taking insect swarm by sacrifing a point in emp rejuvenation.
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08/30/07, 12:19 PM
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#96 (permalink)
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Von Kaiser
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Originally Posted by Kheletarr
With resilience hardcapped at 494 (25% reduced critdamage) you can remove 1 or 2 points from natural perfection (just make sure you have 25% with resilience + talent) and put those point(s) in a more useful talent.
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I don't have the numbers in front of me, at what point should you reduce 1 point, and then the 2nd point?
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08/30/07, 1:24 PM
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#97 (permalink)
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Piston Honda
Night Elf Druid
Sylvanas (EU)
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39.4 resilience gives -2% crit damage.
Assuming you want to max out crit DR then you'd need:
< 355 Resil: 3/3 NP
355 - 414 Resil: 2/3 NP
414 - 494 Resil: 1/3 NP
> 494 Resil: 0/3 NP
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08/31/07, 4:43 AM
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#98 (permalink)
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Piston Honda
Tauren Druid
Lightning's Blade (EU)
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Are you sure NP doesn't work even when resilence is capped, meaning it reduces crit damage by 35%? What if only crit chance is capped and not crit damage? Anyone tested this? Could you please provide links, I'm really curious if there exists some solid info about this.
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08/31/07, 7:15 AM
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