I was always under the impression that if you dispel one out of 3 lifeblooms, it blooms non the less. Could anyone clarify if this is true, or if nothing happens when a lifebloom stack is reduced from 3 to 2 via dispel.
I was always under the impression that if you dispel one out of 3 lifeblooms, it blooms non the less. Could anyone clarify if this is true, or if nothing happens when a lifebloom stack is reduced from 3 to 2 via dispel.
It isn't reduced from 3 to 2. It's cleansed off completly if the purge/dispell goes through.
Wash the spears . . .
. . . while the sun climbs high.
Wash the spears . . .
. . . while the sun falls low.
Wash the spears . . .
. . . who fears to die?
Wash the spears . . .
. . . no one I know!
- Aiel chant
I am almost positive I've had felpuppies eat magic when I had a stack rolling and it just consumed a charge, not the entire thing causing it to bloom. In fact that's why I only use one stack til It gets dispelled if I'm being spammed.
3 stacks get cleared from 3 to 2 to 1 to bloom. It's a bit unlikely to purge all 3 stacks before the stack runs out or gets refreshed by aplying a new lifebloom, though. At least if the druid has 5/5 subtlety.
When you purge one out of 3 or 2 stacks it doesn't bloom, it only blooms when the last lifebloom fades or gets purged.
Besides of that you should protect your HoTs with rank1 Rejuv, MotW, Thorns and eventually even Regrowth, against Teams with a Priest, Shaman and maybe even Warlocks with felpuppy.
Besides of that you should protect your HoTs with rank1 Rejuv, MotW, Thorns and eventually even Regrowth, against Teams with a Priest, Shaman and maybe even Warlocks with felpuppy.
Because druids don't have global cooldowns. If you're talking about 2v2, I can understand using this to protect innervate, otherwise, you can't afford so many GCD's.
Totem of the Crusader
Tools: Earth Totem
Increases mounted speed of all party members by 20% while in range of the totem.
A far better way to protect your innervate is to be out of sight of anyone who can get rid of it. Of course in 5v5 that could be a bit harder, but your team mates can snare Shamans and Priests and Druids can run away pretty effectively. If you can't escape a Felhunter then wait until it consumes rank 1 thorns and then put it up.
When i face purge/dispel heavy teams in 2on2 i definatly have to have the the time to apply rank1 buffs or it's a lose for sure. Just think about those nasty priest/rogue teams, where priests don't have to do anything, but chasing the druid and spamming dispel on everything. If you can't apply abolish and keep it up for some time you're doomed (at least as druid/lock). Of course, it's not always good or necessary, but it comes in handy from time to time.
Protecting your innervate is more or less another story, LoS does the job on it's own, in most cases. And yes i was talking about 2on2.
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.
I would like to add that trinketing the Kidney Shot can also be a very bad idea, depending on whats happening of course , because you will be faced with a blind right afterwards and then with a vanish/ stealth, sap combo which will effectively take you out of the fight for 20+ seconds unless you are into a form where you can not be saped. If this happens and you used your trinket for the KS then say goodbye to your partner. It is a very delicate situation that requires more than just skill.
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.
Indeed. Always start with roots on an enemy warrior since you will probably get him to blow his trinket sooner rather than later which is a huge bonus. Sublety working on roots is also a great advantage for this phase of the game. Use rank 1 moonfire and faerie fire to scramble a dispellers attempts to remove roots. Keep the warrior controlled until the healer partner blows some heavy cooldowns and then just switch the CC train to the healer and nuke down the warrior.
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.
To be honest you will not be finding dual mage teams all that often if at all. Finding warlock + mage however is not really that rare. Having a felhunter on you and facing two spellocks at different times will be a handful and it will probably see you bitting the dust faster than you would like but the key here is to just LOS and trow out intants while you let you warlock/ rogue do the work for you. Even if you dont get spellocked you are still facing a 6 second full silence from both the mage and the felhunter that if used in succesion it can see you or your partner dead.
Also do not feral charge if you are not certain that a pillar is nearby for you to hide behind. If they opt to CC your rogue/ warlock and come for you then you are in for a difficult fight depending on the arena. Blades Edge you will be having a fairly easy way of escaping them. Nagrand and especialy so Lordaeron arenas are your bane.
Universal reshift
#showtooltip
#show
/cast [stance:1] !Dire Bear Form; [stance:2] !Aquatic Form; [stance:3] !Cat Form; [stance:5] <Tree of Life Form / Moonkin Form>; [nostance, flyable, nocombat][stance:5?6] !Flight Form; !Travel Form
{note: Recasts the form you're currently in, removing snares and such with no delay, as if you never left the form at all. Additionally, while in caster form it'll cast Flight Form if possible, otherwise Travel Form. You can use the same macro with all forms, it also covers powershifting. Please note that spamming it under global cooldown might leave you in caster form.}
{also: Removing the ! before Flight Form will make the macro toggle that form on and off, it's currently placed there for safety - should you happen to accidentally click the macro while flying... Naturally the moonkin / ToL part can be removed if you haven't got either form.}
Bound to my middle mouse button, incredibly useful.
/run local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>XXX or not IsUsableSpell(f) or CancelPlayerBuff(f)
/stopmacro [form]
/cast Cat Form
That macro casts cat form if you're not in GCD + have less than XXX energy. its a powershift macro for feral DPS.
I don't understand how it works really, but could you steal the GCD check from it to add to the reshift macro?
/run local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>XXX or not IsUsableSpell(f) or CancelPlayerBuff(f)
/stopmacro [form]
/cast Cat Form
Theorycraft says: Remove "or UnitMana('player')>XXX" and it should still do the GCD check and the check if the spell is usable or not. I think the last part checks if you are stunned or generally unable to do something, before it cancels the form?!?
So, without testing, it would look something like that:
/run local f="Cat Form";f=GetSpellCooldown(f)>0 or not IsUsableSpell(f) or CancelPlayerBuff(f)
/stopmacro [form]
/cast [stance:1] !Dire Bear Form; [stance:2] !Aquatic Form; [stance:3] !Cat Form; [stance:5] <Tree of Life Form / Moonkin Form>; [nostance, flyable, nocombat][stance:5?6] !Flight Form; !Travel Form
E: Might only work with cat form, though, due to the fact that the first line only checks for Cat Form. The other forms should be added there as well.
That macro abuses the fact that CancelPlayerBuff isn't secure, so all it does is.
1) If the cooldown is 0 (Not on GCD), we have the mana to shift, and it's usable then cancel the cat form buff
2) If we are still in a form, stop the macro
3) Cast cat form
In the macro that jon3k gave, adding "!" before the form name in /cast will make it so it only recasts the form when it can meaning you could spam it while in bear form for example to reduce how long you're in caster and making it harder to be caught in caster form. Something to remember, is that if you have auto unshifting disabled (CVar autoUnshift) then the macro jon3k gave won't work as it should, instead of reshifting you when it can it'll cast the form only if you aren't in it already, type /script SetCVar("autoUnshift", 1) to make it work like it should.
Depending on your preferences you can just make macros for each form (or modify your existing ones) to look something like the below.
In the case of the Mage/Rogue team, the mage was able to spellsteal pretty much 100% of the healing i was trying to get to my teammate, while the rogue breaks him down. What sort of general tips are there for dealing with this? We did end up beating this team, so we've got a general idea of how to do it. I'm just cautious about dedicated to a regrowth or something as long as the mage hasn't used CS. (he would usually wait a long while into the match)
Any Thoughts?
My hunter and me (druid) do really well against Mage/Rogue teams. We struggled against them when we just started playing together but we found a good strat that almost never fails.
In every arena, fight around a pillar. If you get stunlocked in the open, u are dead. What we do is:
As soon as Rogue pops on my hunter, hot him, then hot me. Keeping hotting ur hunter if the rogue is staying on him. Ur hunter cannot go LOS on you. 80% of the time, the rogue will switch on you and try to get u stunlocked while the mage is trying to pull shattercombo. When this happens, pre-hot urself and start running around a pillar. Have ur hunter drop a Frost trap around the pillar. While ur staying out of LOS of the mage. Ur hunter needs to: 1. Vipersting Mage whenever its up. 2. Spam wingclip on the rogue and serpent sting the rogue to avoid vanish. Drop a flare too. When u got a bit of breathing room and out of the mage's los, cyclone the rogue. THe mage should be OOM at this point. then its GG
I play Restokin/Rogue; we went up to 1813 yesterday, finished out at 1727. Several of our losses occurred to Priest/Warrior. Anyone have suggestions on this matchup? We tried to play it like a normal warrior/healer. I split off the warrior and solo him, while my rogue solos the healer. However, they played very aggressively; they priest chased me around and DPS'ed me every time I got stunned, while dispelling my hots.
Also, we finally played a good Hunter/Druid. (The hunter was a glad) We killed the pet in the first 10 seconds, but he trapped my rogue and I ate a 6 second cyclone right after, and he got the rez off. Is it worth blowing the trinket on? I'm assuming that he'd just do it again in 30 seconds if we stopped him there. If he does rez it, should we kill it again?
Rogue should be all over their priest. This should prevent the priest from rushing you. If the warrior helps the priest with peels, use CC's to help keep your rogue on their priest (cyclone warrior, root priest, apply trash debuffs of rank 1 moonfire and rank 1 faerie fire). If the warrior gets on you, drag him behind a pillar and cc him there to force their priest to hobble there to dispel. Fake cast if you need to. Have your rogue call out long kidney shots on the priest so you know when is a good time to move from your position.
Hunter/Druid, there are few times to use your trinket. The best times are 1) to keep them from pet rezzing and 2) to keep them in combat so they cant drink. An OOM hunter has very little DPS that you, as a restokin cant outheal, even when oom.
Hunter/Druid, there are few times to use your trinket. The best times are 1) to keep them from pet rezzing and 2) to keep them in combat so they cant drink. An OOM hunter has very little DPS that you, as a restokin cant outheal, even when oom.
Emphasis on the 2nd part. Generally it's not that crucial to stop a pet res because it takes a LOT of mana and the pet spawns with half health. Oftentimes I can get a quick kill on the pet right after it gets ressed which can be huge.
Is the [Idol of the Emerald Queen]still the best item? Or do you feel that the boom becomes more viable now with [Brutal Gladiator's Idol of Tenacity] around the corner? Looking at a recount of each Arena, the numbers clearly state that I my main healing is LB ticks. But dispellers really are getting annoying.
Do not matter how much you play, you will never get the carrot.
If you let it bloom most of the time [Vengeful Gladiator's Idol of Tenacity] ads more heal than [Idol of the Emerald Queen], ofc.
If you max rank Moonfire DoT and/or rank1 MF a lot [Idol of the Unseen Moon] is really nice, since it adds very often 140 heal/damage - it can proc in a row, seems there is no hidden CD and it basically procs almost every time when you "renew" MF on a target after the DoT is about to expire.
I have all 3 in my backpack and switch them when switching is necessary. However [Idol of the Unseen Moon] becomes more and more my main used Idol for 2on2 in most cases. It really shines, once you get used to it. Note: I'm playing 34 balance/27 restoration.
Now that S4 is just about to come I have finally made LVL 70 on my druid alt. I will be playing 2 vs 2 with a rogue, both leveled together, though I was (and still am) feral. I'm planning on making this char my PvP alt, so all I do is some Kara and BG's/Arenas.
I have 4 pieces from the reputation set, giving me a bit over 100 resi, and well, healing is around the 1000 mark.
Was wondering what do the more expert people suggest, should I go full resto for the beginning phase of arenas (still learning to play together, getting 1'st pieces of gear etc) or would it be better to go DS and start working on that?
Since S4 is coming, I was wondering about my honor points aswell. We know that most honor items need team ratings, but since we're that low geared should I stray from S4 right at the start and start compiling my gear with S3 pieces and maybe S1/S2 (chest, help, legs, gloves etc), or should I try to push it and get the needed 1700'ish rating on my team with sub par gear?
Now that S4 is just about to come I have finally made LVL 70 on my druid alt. I will be playing 2 vs 2 with a rogue, both leveled together, though I was (and still am) feral. I'm planning on making this char my PvP alt, so all I do is some Kara and BG's/Arenas.
I have 4 pieces from the reputation set, giving me a bit over 100 resi, and well, healing is around the 1000 mark.
Was wondering what do the more expert people suggest, should I go full resto for the beginning phase of arenas (still learning to play together, getting 1'st pieces of gear etc) or would it be better to go DS and start working on that?
Since S4 is coming, I was wondering about my honor points aswell. We know that most honor items need team ratings, but since we're that low geared should I stray from S4 right at the start and start compiling my gear with S3 pieces and maybe S1/S2 (chest, help, legs, gloves etc), or should I try to push it and get the needed 1700'ish rating on my team with sub par gear?
Thanks in advance.
I'd say to go full resto for now since with your gear, restokin will have pitiful heals and few outs. However, you can't expect very high ratings either way so it doesn't really matter. You might want to play restokin just to get the feel of how you'll be playing once both of you gear up.
As for gear, I'd say get full S4 gear. Start by getting the peices with no/low ratings reqs and by the time you build up enough points for higher rated items, your rating might've climbed up as well. I would obviously recommend getting the S2 weapon/shoulders because it might be a while before you hit over 1800. But everything else is well within reach.
As for gear, I'd say get full S4 gear. Start by getting the peices with no/low ratings reqs and by the time you build up enough points for higher rated items, your rating might've climbed up as well. I would obviously recommend getting the S2 weapon/shoulders because it might be a while before you hit over 1800. But everything else is well within reach.
I agree with Crimsonsentinel's thoughts on going straight to S4 where feasible - grabbing earlier gear will put you in a position of effectively paying nearly twice the going rate for a number of slots unnecessarily. The approach I'd take is:
- Grab the S4 gloves ASAP since they have no rating requirement.
- Grab the S2 shoulders since you'll be quite a long way off the S3/S4 ones. These plus the gloves will give you the 2
piece bonus which stacks with the blue reputation set 2 piece bonus for a chunk more resilience.
- Pick up the non rating requirement honour gear. The S4 belt and neck don't require any rating from memory, nor
does the already released 45 resilience version of the PVP trinket.
- Get the S3 ring - you've got 2 ring slots so this will still be used even after you've got the S4 one especially since it
doesn't sound like you're likely to have access to the PVE options some people favour for that character.
- Pick up the 60 badge PVP cloak.
That selection of newly bought gear's stuff you won't be replacing in a hurry and should get you to somewhere around the 250-300 resilience mark (depending on gems/enchants) if memory serves which should be enough to let you rank up a bit and get access to more of the S4 pieces. If not you can then go back and start picking up S3 gear but if you can get away with doing it this way it should save you a fair bit of time in the long run. How feasible this proves to be for you is something you'll just have to try out and see of course.
Now that S4 is just about to come I have finally made LVL 70 on my druid alt. I will be playing 2 vs 2 with a rogue, both leveled together, though I was (and still am) feral. I'm planning on making this char my PvP alt, so all I do is some Kara and BG's/Arenas.
I have 4 pieces from the reputation set, giving me a bit over 100 resi, and well, healing is around the 1000 mark.
Was wondering what do the more expert people suggest, should I go full resto for the beginning phase of arenas (still learning to play together, getting 1'st pieces of gear etc) or would it be better to go DS and start working on that?
Since S4 is coming, I was wondering about my honor points aswell. We know that most honor items need team ratings, but since we're that low geared should I stray from S4 right at the start and start compiling my gear with S3 pieces and maybe S1/S2 (chest, help, legs, gloves etc), or should I try to push it and get the needed 1700'ish rating on my team with sub par gear?
Thanks in advance.
I play 2vs. with a newly lock and even if my gear is better than average at 1500 my lock have some issues with the edge in damage. I do recommend that you go for restokin, since you will find your self adding in dps unless you want those 30mins games....
Do not matter how much you play, you will never get the carrot.