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Old 01/12/09, 7:01 PM   #301
Mizaru
Glass Joe
 
Night Elf Druid
 
Aerie Peak (EU)
Originally Posted by Elwood View Post
My guild is getting ready to tackle the Sarth+3 encounter, and we're trying to decide which tank would be the best choice. I've been reading the posts here in the druid area, as well as the Sartharion strategies thread, and from my readings, this is what I have gotten:

If I put on my "retarded amount of stam" set, which will get me somewhere ~52-53k raid-buffed (before the debuffs) and can reliably clear the "Twilight Torment" debuff during the flame breath cast, then I should have no problems with being 1-shot even without using cool-downs/PW:S/Hand of Sacrifice/etc. The only thing that would screw me would be an unfortunately-timed reapplication of the Twilight Torment debuff (in the instant after I clear it but before the breath lands).

Is that accurate? If so, it would seem that a feral would be a great (possibly ideal) choice, though I keep finding other posts that extol the virtues of having a DK tank if (anti-magic-shell and more cool-downs available).

Any feedback?
Both work well. I've seen videos where Warriors and Paladins tank Sartharion and a Death Knight is just sitting beside Sartharion taunting the breaths with cooldowns up.

Feral druids seem really attractive, ofcourse Twilight Dancing can sometimes be random, but you can bypass the RNG god with Guardian Spirit if you are close to removing the 100% fire damage taken Aura. DK's on the otherhand can bypass the RNG with thier own cooldowns, only problem is if they run out of cooldowns I don't think they can actually survive Melee + breath when the second drake is alive, nevermind the third. (Could be wrong here though.)

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Old 01/12/09, 11:07 PM   #302
sirinsa
Glass Joe
 
Night Elf Druid
 
Earthen Ring
Just wondering how should I spend my last 6 point on a general purpose build.

SHould I....

1) 5 in shapeshifter, 1 in rend and tear
2) 5 in rend and tear, 1 in improved mangle
3) 3 in improved mangle, 3 in predatory instinct

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Old 01/13/09, 12:12 AM   #303
Aldhissla
Von Kaiser
 
Troll Priest
 
Jubei'Thos
Originally Posted by sirinsa View Post
Just wondering how should I spend my last 6 point on a general purpose build.

SHould I....

1) 5 in shapeshifter, 1 in rend and tear
2) 5 in rend and tear, 1 in improved mangle
3) 3 in improved mangle, 3 in predatory instinct
Assuming you mean a hybrid tanking/dps spec when you say "general purpose"

I tried to answer each point individually but it didn't really work..

Basically, don't get master shapeshifter for a hybrid spec, you need at least 60 points in feral (for a hybrid spec with all the trimmings you would need 65 points in feral but obviously 11 in resto is mandatory).

Your spec is already going to be suboptimal for either tanking or dps (infected wounds and imp lotp are more tanking talents, kotj is really only a big deal for dps).

Rend and tear 5/5 will be bang for your buck for tanking (threat) and for dps (since you have shredding attacks I can assume you arent planning to mangle spam, R&T is mandatory for shredding)

The last point won't make much difference, it's generally considered that imp mangle is all or nothing, so you might put it in predatory instincts.


As a side note, I have never tanked in wotlk without 3/3 imp mangle - how much of a threat nerf is it? I imagine quite a bit, especially in rage starved situations where you can't rely on mauling every attack.

For a while I was using a hybrid tank/dps spec where the only "imporant" talents I was missing for either role was master shapeshifter, imp leader of the pack, and infected wounds. At the time we had 2 other kitty ferals who could spec imp lotp and 2 prot warriors who could thunderclap, although admittedly I didnt tank much since we had 2 prot warriors :P Only really naxx trash and the occasional boss that required 3-4 tanks, where not having infected wounds was no big deal and I had all the dps talents except master shapeshifter

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Old 01/13/09, 9:22 AM   #304
Midnight
Don Flamenco
 
Midnight's Avatar
 
Night Elf Hunter
 
Ysera (EU)
I´ve found this macro in the Hunter class forum thread Macros
/run if IsMounted()then return end local t if((GetRealZoneText()=="Dalaran") and(GetSubZoneText()~="Krasus' Landing") or(GetZoneText()=="Wintergrasp")or not IsFlyableArea())then t={1,14,9}else t={18}end CallCompanion("MOUNT",t[random(#t)])
/dismount
Basically it works like the common macro to mount either a flying or ground mount depending on the area with the slight diffrence of checking wether you´re in Dalaran or Wintergrasp and use the ground mount there too and it works like a charm for my hunter. I couldn´t get it to work for my druid using the diffrent forms though because unlike the CallCompanion function CastSpellByName and CastShapeshiftForm are both protected functions. Now using the addon Mounted recommended in the same thread I managed to mimic the behavior but seeing as the addon goes far beyond the scope of what I want to accomplish I wonder if it´s possible to get a simple macro like the one above to work after all.

FaceShooter - a hunter shot recommendation AddOn
The optimism of action is better than the pessimism of thought.
- Greenpeace UK

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Old 01/13/09, 2:01 PM   #305
gnoop
Von Kaiser
 
Night Elf Druid
 
Frostmane
Originally Posted by Sevrin View Post
In a 10 man raiding guild, discussing a hyrbrid raider (i.e. move to 2 healers plus hybrid from 3 healers).

Is a druid the best hybrid choice - primarily dps but capable to heal adequately for bosses needing additional healing?

If so, what would be the optimal spec?
At this level of content, you shouldn't need to worry about a hybrid build. You can off-heal as a Moonkin and do so effectively. You will not be at the top of your healing game as if you were spec'ed for healing, but your heals should be fine, particularly if you're switching to healing gear for the encounter.

For a fight like the Four Horsemen, you'll be fine as Balance. Resto-specific gear does help for mana regen purposes (spell/spirit instead of spell/hit/haste) but you should be able to handle any of the healing assignments on this fight; healing one of the melee tanks or healing yourself against one of the caster tanks. If you want 3 healers for a fight such as Sapphiron, you will need to consider your other two healers. If you have aoe healing covered, you can continue to heal as Balance with the other healers able to cover your raid's aoe healing needs. You always have Tranquility as a worst-case for your group. If you don't have enough aoe healing, I'd plan on a respec so you have Wild Growth. Having healed this fight as Resto with a Paladin and Shaman, Wild Growth was quite nice as it allowed me to spread a lot of healing around the raid quickly.

A Druid is certainly a reasonable choice. Given that you have all the mana regen talents, you have good mana regen potential. You will lose out on the tree form mana cost reduction, however.

Last edited by gnoop : 01/13/09 at 7:31 PM. Reason: Typo

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Old 01/14/09, 9:56 AM   #306
Illisius
Glass Joe
 
Night Elf Druid
 
Silvermoon (EU)
Demoralizing Roar - talented or not?

There's been a small debate about this in guild and on the wow-europe official forums about how effective this is....

It's known that it is now equivalent to Demoralizing Shout from the warriors and the 5 possible talent points are equivalent between the warrior and druid talent trees... however what I'm looking to find out is how much it will reduce incoming damage by and if the 5 possible points in it are worth it should there be no warrior with imp demoralizing shout in your raid.

I have searched the EJ forums but have found nothing concrete outside of tests on Maxxaena in Naxx with a hunter and a warrior/druid showing that it is between 4 and 5 talent points (so effectively 5 talent points) to reduce the boss AP to zero... but what damage reduction does this typically represent?

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Old 01/14/09, 9:24 PM   #307
Shrea
Von Kaiser
 
Night Elf Druid
 
Tichondrius
Druid Staffs and weapon changes in 3.0.8

Hello all,

I've been searching these forums for quite some time and i dont know if this question has been answered, but I havent found it yet. With the changes to FAP in the coming patch im curious as to what will be the best kitty dps weapon. Currently Im using the 25-Man Naxx dps weapon (Not Journey's End but the other on) With the srength being converted to AP the staff is not looking so appealing anymore. I know worldofraids.com posted something about the FAP on 2h Maces and polearms. But I was hoping I vould get some feedback from the druid community.

Will the Titans Destoryer 2h Mace out dps my current staff? Tats the big question. I see alot of maces and polearms, like The Blace Ice that hunters use, with varying allocated item points. Some have hit, some have more agility, some have a ton of strenth. Any ideas on what weapon I might want to go for with the new changes would be greatly appreciated.

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Old 01/15/09, 4:33 AM   #308
Cuer
Piston Honda
 
Tauren Druid
 
Earthen Ring
Even with all the changes to feral weapons, Journey's End will be far and away the best cat DPS weapon. Check out Toskk's Feral DPS list for more possibilities, including maces and polearms. The numbers he is calculating off of there are very close (1-2 FAP off at most) to the final damage that weapons will now provide for druids; Journey's End is still very much the leader of the pack.

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Old 01/15/09, 5:26 AM   #309
Dendrek
Von Kaiser
 
Tauren Druid
 
Kilrogg
Does anyone know the exact mechanics of Living Seed?

I understand that the amount it heals for is equal to 30% of the effective amount healed when Regrowth, Swiftmend, Healing Touch or Nourish crit. What I'm not sure about is when and how that heal takes effect. If anyone knows, which of the following is true of Living Seed?

1. It shields damage taken, such that a 1k Living Seed would mitigating the damage taken on a 10k hit, causing the effected target to only lose 9k hp.

2. It preemptively heals the target when damage is taken before the damage takes effect, such that a 1k Living Seed on a target who is already down 3k health will heal the target so that he is only down 2k health the moment he is hit by a 10k swing, which would then reduce his health by an additional 10k.

3. It heals after the damage takes effect, such that a 1k Living Seed would not take effect until after a 10k hit reduced the target's health by 10k, at which point that target would gain 1k health from the Living Seed.

Two examples to illustrate my point:

1) The tank has only 9.5k health and takes a 10k swing while having a 1k Living Seed. If case 1 is true, the tank will only take 9k damage, and will survive the hit with 500 health. If case 2 is true, the tank will be healed 1k, giving him 10.5k health (assuming he has at least 10.5k max health) at which point he would take 10k damage and be left with 500 health. If case 3 is true, the target will be instantly killed by the 10k swing.

2) The tank is at full health and is hit by a 10k swing while having a 1k Living Seed. If case 1 is true, the tank will only take 9k damage. If case 2 is true, Living Seed will have no effect and the tank will take the full 10k damage. If case 3 is true, the tank will take the full 10k damage and then be healed by 1k, leaving him with only 9k reduced hp.

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Old 01/15/09, 5:41 AM   #310
Ashaera
Piston Honda
 
Night Elf Druid
 
Auchindoun (EU)
18:23'55.290 Patchwerk Hateful Strike hits Drsensimilla for 21019 Physical.
18:23'55.700 Dashmidu Living Seed heals Drsensimilla for 2702.
18:23'56.493 Patchwerk Hateful Strike hits Drsensimilla for 20818 Physical.

Target gets hit -> heal proc after damage is taken & wont safe your life if the blow was deadly.

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Old 01/15/09, 5:42 AM   #311
Centarion
Von Kaiser
 
Night Elf Druid
 
Perenolde (EU)
I *think* it's like prayer of mending - damage first, then healing/bloom. That's what the talent description says.

edit: seems I was right
21:36'50.978 Thaddius Kettenblitzschlag hits Tanamus for 5767 Nature. (1486 Resisted)
21:36'51.228 Streunerinxx Samenkorn des Lebens heals Tanamus for 1654.

Last edited by Centarion : 01/15/09 at 5:46 AM. Reason: snipping in example

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Old 01/15/09, 6:28 AM   #312
Dendrek
Von Kaiser
 
Tauren Druid
 
Kilrogg
Thank you, Ashaera. Though I find that to be very disappointing. I had hoped that we druids would have the means to save a tank from an overkill Sarth breath on the 3-drakes encounter. Unlike any other healer that can be brought to that fight, we have no means or cooldown to protect a tank from a 1-shot breath.

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Old 01/15/09, 6:35 AM   #313
Centarion
Von Kaiser
 
Night Elf Druid
 
Perenolde (EU)
Well, I think shamans don't have such a thing neither - and after all, tanks have ways to smooth out dmg-spikes.

Anyway, why should every healer have all the same tools?

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Old 01/15/09, 12:48 PM   #314
Monedula
Piston Honda
 
Monedula's Avatar
 
Tauren Druid
 
Defias Brotherhood (EU)
FB damage?

How the the damage from Ferocious Bite calculated?

Can someone give me an example of how much damage on average FB does when a druid has 7000 AP and you apply all modifiers?
Modifiers (if I missed one, please correct):
Savage Roar, Feral Aggression, Predatory Instincts and Naturalist)

I am looking for the normal hit and the critical hit value.

Thanks you.

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Old 01/15/09, 5:27 PM   #315
Ja7us
Don Flamenco
 
Tauren Druid
 
Steamwheedle Cartel
Originally Posted by Monedula View Post
How the the damage from Ferocious Bite calculated?

Can someone give me an example of how much damage on average FB does when a druid has 7000 AP and you apply all modifiers?
Modifiers (if I missed one, please correct):
Savage Roar, Feral Aggression, Predatory Instincts and Naturalist)

I am looking for the normal hit and the critical hit value.

Thanks you.
There's also 4-piece Tier 6, not sure if you care about that particular modifier.

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Old 01/15/09, 7:35 PM   #316
Lightflower
Von Kaiser
 
Tauren Druid
 
Dath'Remar
Silly question but I have been unable to locate an answer (apologies if this is a repost).

We had a few attempts on You Don't Have an Eternity and I noticed that Entangle would sometimes break early. Can the spell still break on its own damage and/or does it have a periodic resist check?

If neither of those are true, does an early break mean that someone was hitting the Entangled target and does anyone have an idea of the damage threshold required to break the spell if that is the case?

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Old 01/15/09, 8:57 PM   #317
Xaa
Glass Joe
 
Tauren Druid
 
Vek'nilash (EU)
Originally Posted by Lightflower View Post
We had a few attempts on You Don't Have an Eternity and I noticed that Entangle would sometimes break early. Can the spell still break on its own damage and/or does it have a periodic resist check?

If neither of those are true, does an early break mean that someone was hitting the Entangled target and does anyone have an idea of the damage threshold required to break the spell if that is the case?
I'm pretty sure that it breaks on a percentage-based amount of damage. Our druids also noticed the roots breaking early. We had to ensure everyone in the raid was staying well away from those AoE spells. After becoming infuriated, we looked into it and found that Living Bomb was causing the breaks. However, even without LB being used, the roots still do break early - we've just learnt to live with it.

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Old 01/15/09, 8:59 PM   #318
Lightflower
Von Kaiser
 
Tauren Druid
 
Dath'Remar
Originally Posted by Xaa View Post
I'm pretty sure that it breaks on a percentage-based amount of damage. Our druids also noticed the roots breaking early. We had to ensure everyone in the raid was staying well away from those AoE spells. After becoming infuriated, we looked into it and found that Living Bomb was causing the breaks. However, even without LB being used, the roots still do break early - we've just learnt to live with it.
Thanks for that, I'll pay more attention in future. It's just that I'm not very good at Balance and I find that babysitting Entangle really cuts my DPS down.

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Old 01/16/09, 10:02 AM   #319
Gamil
Glass Joe
 
Gamil
Troll Priest
 
Non-US/EU Server
Originally Posted by Xaa View Post
I'm pretty sure that it breaks on a percentage-based amount of damage. Our druids also noticed the roots breaking early. We had to ensure everyone in the raid was staying well away from those AoE spells. After becoming infuriated, we looked into it and found that Living Bomb was causing the breaks. However, even without LB being used, the roots still do break early - we've just learnt to live with it.
During trying "Heroic: You Don't Have An Eternity" our druids while catching sparks are complains about "A more powerfull spell is already active" when they trying to recast roots. I do not agree that its becouse of diminishing returns. (druids have DR in PvE only Cyclone and Celestial Focus Diminishing returns - WoWWiki - Your guide to the World of Warcraft )
Nevertheless they very often experience some troubles with recasting roots on their own marked sparks. So they use different ranks of Roots: 6th, 7th and 8th. (no trink procs and SP increase this time)

Can anybody say something about it ? Or say how you hold 4-5 sparks in one point.

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Old 01/16/09, 12:13 PM   #320
Lobonija
Von Kaiser
 
Lobonija's Avatar
 
Night Elf Druid
 
Akama
From what I understand from what our resto druids have told me regarding roots; Roots have a "resist/break check" every few seconds which is apparently decreased with hit, and this is in addition to damage breaking roots early. Only solution being to spam the spell.

As for getting around the more powerful spell problem, we've had our 4th "root" druid simply cast on the spark in question, which removes the more powerful message, and allows the first druid to root it immediatly afterwards.
Hope that helps.

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Old 01/16/09, 12:27 PM   #321
Monedula
Piston Honda
 
Monedula's Avatar
 
Tauren Druid
 
Defias Brotherhood (EU)
Originally Posted by Gamil View Post
During trying "Heroic: You Don't Have An Eternity" our druids while catching sparks are complains about "A more powerfull spell is already active" when they trying to recast roots. I do not agree that its becouse of diminishing returns. (druids have DR in PvE only Cyclone and Celestial Focus Diminishing returns - WoWWiki - Your guide to the World of Warcraft )
Nevertheless they very often experience some troubles with recasting roots on their own marked sparks. So they use different ranks of Roots: 6th, 7th and 8th. (no trink procs and SP increase this time)

Can anybody say something about it ? Or say how you hold 4-5 sparks in one point.
The "more powerful spell active" thing I also get when casting rip. The thing is either Savage Roar dropped off or for example at Malygos the active Rip was cast with 1 or 2 "debuffs" more that each increase damage by 50%.

For your druids I would advice to never cast entangling roots when they are staning int he spark area. Further let em unequip every trinket that can proc +spelldamage. I am not that familiar with the Balance tree, but if there are any +spelldamage procs that occur because of talents they should cast a lower rank entangle during that proc.
Some other tricks then using different ranks:
Casting in moonkin for and non-moonkin form.
Trinkets with "use" to increase spelldamage.
Sending a wrath the mobs way to break the entangle. While it flies towards them recast entangling roots. When wrath hits the next entangle isn't far away.

Originally Posted by Lobonija View Post
As for getting around the more powerful spell problem, we've had our 4th "root" druid simply cast on the spark in question, which removes the more powerful message, and allows the first druid to root it immediatly afterwards.
This sounds to me like a bug.
If I recall correctly previously it was possible for 2 druids to both cast roots on one target at the same time. They removed this but then allowed the roots form a different druid to be seen as a different spell. This is unlike MotW for instance, where one druid without iMotW is unable to cast his MotW on a target that has iMotW casted on him (even if there is only 10 seconds left).

As a sidenote, what is wrong with a DK pulling the spark behind Malygos (I know it sometimes is not possible).

Last edited by Monedula : 01/16/09 at 12:36 PM.

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Old 01/16/09, 12:32 PM   #322
Alerian
playing by beerlight
 
Alerian's Avatar
 
Troll Druid
 
Mal'Ganis
Originally Posted by Gamil
our druids while catching sparks are complains about "A more powerfull spell is already active" when they trying to recast roots. I do not agree that its becouse of diminishing returns.
This happens with spell power increases. The badge trinket has a spell power proc and that has at times been awkward to deal with, but if you're on your toes, you can keep your root target more or less in the same spot.

One culprit for getting the "A more powerfull spell is already active" message could be a shaman spell power totem being up when roots is cast and not being up when they try to refresh it. Totems are easy to miss in your buff list.

I've tried this a couple of times and had issues with my roots breaking early on almost every cast, so I ended up doing a root/other spell/other spell/root situation and that almost always worked. Make sure your druids set their root target to their focus target and use a focus target root macro (/cast [target=focus] Entangling Roots) so they don't have to re-target their spark to root it. Another option is to use 2-3 DKs and pull each spark further back so you have more breathing room if roots do break early.

Last edited by Alerian : 01/16/09 at 5:05 PM. Reason: Clarified reason for cast rotation

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Old 01/16/09, 12:45 PM   #323
Ashaera
Piston Honda
 
Night Elf Druid
 
Auchindoun (EU)
Theres only 2 times in which its right to reroot : 1) When its about to run out / 2) Just before vortex. Root->other spells->other spell->root is just wasting casting time you could spend on dpsing or healing.

Bad luck breaks during vortex occur, sometimes you can death grip em down before its over - But else you wipe & go again.
If your roots keep breaking then check Recount or wws & figure out who is hurting them.

Easiest way to fix "more powerful" is to start with root rank 5, if it refuses to let you reroot then you go to rank 6. If it happens again you go to rank 7. If it happens 3 times in 1 fight you are either rooting too much or have seriously bad RNG.

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Old 01/16/09, 5:07 PM   #324
Alerian
playing by beerlight
 
Alerian's Avatar
 
Troll Druid
 
Mal'Ganis
Originally Posted by Ashaera View Post
Theres only 2 times in which its right to reroot : 1) When its about to run out / 2) Just before vortex. Root->other spells->other spell->root is just wasting casting time you could spend on dpsing or healing.
Correct. I had a bad situation where I was extremely unlucky and our dps was acting up and that's why I was doing that rotation. Edited my post so folks don't think that that should be a normal practice.

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Old 01/17/09, 12:29 AM   #325
Nitz
Don Flamenco
 
Nitz's Avatar
 
Draenei Shaman
 
Ysondre (EU)
I did 2h worth of tries on "You Don't Have An Eternity" normal, and I had a lot of early breaks on my root before I put some hit gear to attain 4%. I see some people saying hit does reduce heartbeat breaks but is there any source or math on this ? 2 hours is not what one can call a large sample, it could be RNG.

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