I'd suggest (i think im right atleast) that you'd want to use !Maul instead to make sure it stays toggeled when hitting lacerate again before maul hits.
For my tanking macro's i have:
Mange + maul
swipe + maul
lacerate + maul
and a button to cancel the current auto-maul incase Im running out rage and need to use, for example, a Demo shout.
I am a tree going Moonkin for Heroic AA. My question is, since a majority of our damage is Hurricane/AoE, and focused a little less on single target damage, would these glyphs be better than Starfire? I am already dropping [Glyph of Insect Swarm] for the 3% hit (well miss) on AA. I will keep moonfire glyph because my 2 PC T9 and [Idol of Lunar Fury].
I think the 30 Second reduced CD will be better because I will be able to use it once on each wave of adds b4 each burrow phase. My rotation/priority is going to be to keep moonfire on the boss at all times for Idol proc, as well as insect swarm for the miss. Starfall on CD (while adds are up) and use Typhoon on CD to proc NG. Which brings me to my second question: Does Leeching Swarm or Penetrating Cold proc Owlkin Frenzy?
Note: We are having a Single tank on adds, they are not split up so the reduced range on Starfall wouldn't be an issue.
Artificial Intelligence usually beats real stupidity.
It won't if you hit a direct keybind (i.e., not in a macro). But if you use it in a macro without "!" it will get detoggled.
Are you positive? I use a macro to activate my Mauls 100% of the time (the regular ability isn't even on my bar) and I have never noticed this behavior.
I'm pretty new to healing as a tree, and I'd like to get some feedback on what I have been doing so far after studying the various threads here.
I have just started heroics, so this is fairly entry-level stuff. I just don't want to develop any bad habits.
I use Recount to record the spells used after each run (I'm a stats geek...) and the following is the median of ~9 runs of different heroics with different group makeups:
Rejuv = 38%
LifeBloom = 19%
Regrowth = 15%
Wild Growth = 13%
Nourish = 6%
Swiftmend = 4%
Living Seed = 2%
Healing Touch = 1%
If the group consists of more melee, then WG usage will be higher and LB and RG lower.
I generally HoT the tank up with RJ and LB before the pull. I then cast RG when he starts getting hit. If the incoming damage is low, I use RJ and LB, only using one stack of LB and letting it expire for the mana regen. If the incoming damage is heavy, I'll stack the LB to 3 before letting it run out and use both RG and RJ. If the incoming damage is really heavy, I'll start spamming Nourish once all HoTs are on.
I only use HT in an emergency with NS.
RJ is used on other party members, with SM in a pinch. WG when it's going to hit at least three people.
Clearcasting is often used to throw a LB on someone for free mana.
So far, heroics are generally a breeze if the tank is decent and I rarely go OOM, so I assume that I'm on the right track. Trial of the Champion is sometimes tough, even on normal, but this seems to be down to the group makeup (e.g. melee who insist on standing around getting poisoned).
Using Paininabox's Resto Spreadsheet, with my gear and spell weightings, I arrive at the following stat system:
(Since I have no mana issues at present, I simply add the Regen and Healing values together).
From what I can glean from other posts, this seems a little heavy towards the Crit and Haste, although most posts about stats seem to be aimed at somewhat higher levels of gear than I have (mostly iLevel 187 - 200).
I gem usingly Runed exclusively (no Meta requirement yet).
Glyphs are RJ, SM, Nourish.
Here are my questions:
1) Is there anything I'm doing wrong in all of this so far?
2) Given that the RJ glyph is only doing ~1% of all my healing, shall I swap out to something else?
3) Similarly, given that Living Seed is only doing ~2% of my healing, shall I swap points to something else?
Many thanks.
An ex-Rogue (I started a Healer/Tank hybrid because DPS classes are too common on my server).
Last edited by Kidneythief : 10/22/09 at 12:03 PM.
The spells you cast will vary greatly based on the encounter and the gear level of your tank. If the tank is well geared, you might find RG/RJ/LB rolled covers almost all of the healing needed. If dps doesn't constantly pull aggro, then usually a rejuv or LB is enough to heal up incidental damage. Your spell combo on pulls is similar to what I do, rejuv on the pull, toss a LB, then once that initial hit comes in toss a RG and then roll the LB or nourish.
The rejuv glyph really shines in some raid encounters, but otherwise shouldn't see much use, especially in 5 man heroics. That said, it's more of an insurance glyph-you don't use it much, but when you do it might be saving lives. Wild growth glyph isn't useful in 5 mans, regrowth glyph can be ok for rolling on the tank but otherwise is meh, and if mana isn't an issue then the innervate glyph isn't going to help much either. So keeping rejuv might have little or no opportunity cost for you.
Living seed can be treated the same way, what's the opportunity cost of having that talent over something else? Sometimes people will comment that they drop revitalize for something else that perhaps makes the meters look better, but I treat it like paladin blessing of kings-it buffs everyone else and is worth having. Consider the talents you currently don't have and compare what each could offer to what living seed offers, and go from there.
You will find that your healing style will change some if you go to 10-25 person raid healing, but nothing stops you from picking different talents and glyphs when that happens. As far as gemming goes, as long as mana isn't an issue then getting SP is correct. Once you get a hat with a meta, you can swap 1 gem if needed to get the bonus. If the socket bonus is also spellpower, it might be worth using a different gem to get some int/spi/haste.
I did not want to plague the Cat DPS thread with this newbie question, but I just hit 80 on my druid and loving it so far. Really like the rotation, kinda feels good for once to be able to DPS rather then spamming a filler ability with some other cooldowns in between. But I digress, hopefully my questions are simply asked:
1.) I was reading the Cat DPS thread and it says to an extent "Use Ferocious Bite with 8+ seconds on Rip and Savage Roar." Now since I do not have any good gear, like any T8 or T9, should refrain from using Ferocious Bite at all other then during a Berserk plus lucky crits (in general for raiding not 5-mans)?
I was leaning towards not using it, it will be put on a lesser used key binding like T or V for me, to just get a better feeling of my key bindings and a grasp at the more crucial parts of feral cat dps.
2.) I guess this could be more preference, but I am having a difficult time in 5-mans with using this feral dps rotation on non-boss elites? I feel like I am doing better with just Shredding/Mangling to 5 CP then use Savage Roar then do Shred/Mangle > Ferocious Bite if I have like 10 or more seconds on Savage Roar.
1. Your crit rate will affect your combo point generation, so you might find a different threshold works better. Check out FeralByNight which provides you a recommended next move UI, and work over a training post to see what your uptimes are on rotations. Ferocious Bite is lower on the priority until the end of the fight, so you might not generate enough combo points fast enough to get much use for it.
2. On 5 man trash your rotation will differ compared to a boss due to the short fight time. You might be able to use a simulator and set the fight length to 20 seconds for example and see what kind of rotation it gives, but I would expect a rake/SR/mangle/shred X/bite combo for a single mob works ok. What I would suggest, is keep a mental clock of the average times for "big elites" and "little elites", ie single mob trash versus 2-3 mob trash pulls. Then use that time to die on a training post to work out a rotation for big mob/little mobs, and go from there. It will vary based on the group so on trash you'll always be making a best guess.
Hi there.
I managed to acquire bonus 2pieces T8, and bonus 2pieces T9 at the same time on my druid, and I was wondering if removing bonus 2p T8 in order to acquire better stuff in these slots would be valuable.
It seems to me that 2p T8 is greatly powerfull, but it requires two items with an 226ilvl, instead off better items(such as 245ilvl with more arpen).
I tried to "calculate" the value of 2p T8 but in my stats I can't discernate natural "ooc" proc, and T8 "ooc" proc.
Thanks for your time
Note: sorry if my english ignite your eyes, I am a French native and there is no such complete forum in our community
I am normally a rogue player but some months ago I made a boomkin and even if it's my alt i'd prefer to make it as good as possible - obviously.
For rogues there are tons of awesome spreadsheets out there for item and cycle comparison but for druids it seems to come at a loss? If there are updated druid spreadsheets out there and you know about any please post a reply.
Regards
Note: I've tried "Rawr" for item comparison but it seems to not take into consideration both haste soft cap and hit cap making it in my eyes near useless - please correct me if i am wrong.
Also the wrath sheet isn't really what i am looking for.
I am normally a rogue player but some months ago I made a boomkin and even if it's my alt i'd prefer to make it as good as possible - obviously.
For rogues there are tons of awesome spreadsheets out there for item and cycle comparison but for druids it seems to come at a loss? If there are updated druid spreadsheets out there and you know about any please post a reply.
Regards
Note: I've tried "Rawr" for item comparison but it seems to not take into consideration both haste soft cap and hit cap making it in my eyes near useless - please correct me if i am wrong.
Also the wrath sheet isn't really what i am looking for.
rawr and wrathcalcs are the best we've got. I personally prefer wrathcalcs.
That said, it really isn't that hard (unfortunately :p):
stack hit until you are at cap (269 (or 232 with draenei i think)
stack haste until you are at/near softcap
after that you just get items with sp&crit. avoid spirit if it can give you a useful stat instead.
Rotation is: mf, is->wrath til eclipse->sf til solar eclipse->wrath.
keep up dots (moonfire always, IS if there is more then 6secs left on lunar eclipse)
use treants with hero and starfall on cooldown (unless there is aoe in the encounter, time it for that)
Thats basically it.
Its a rough getup off the top of my head, but thats pretty much how you go.
Alright I've been reluctant to post again because I received an infraction for asking a perfectly legitimate question on my very first post. Anyhow here goes, I'm currently at 403 arpen from gear alone, I have grim toll. All the simulations I've run indicate that swapping to arpen will be a very slight dps increase. My question is simple, is it really worth it to swap to arpen anymore? I'm thinking that I'm gonna spend 2000g on these gems and I'm going to notice zero difference in my dps. Any thoughts or advice?
Alright I've been reluctant to post again because I received an infraction for asking a perfectly legitimate question on my very first post. Anyhow here goes, I'm currently at 403 arpen from gear alone, I have grim toll. All the simulations I've run indicate that swapping to arpen will be a very slight dps increase. My question is simple, is it really worth it to swap to arpen anymore? I'm thinking that I'm gonna spend 2000g on these gems and I'm going to notice zero difference in my dps. Any thoughts or advice?
Surely you answer your own question in the post? The numbers are clearly posted in the guides at the switch-over point for ArP over Agi, personally I have had greater success with Agility but that is because I do not possess a ArP proc trinket.
If you trust the other calculations of the simulations, why not trust its judgment on ArP? If a small increase in dps is worth 2,000g to you, then take it. Maybe test adding a few other pieces of ArP gear and see if further upgrades after the 2,000g will net even bigger results or not.
I found ArP to leave me longing for CP's, especially after dropping 2t8. It did not suit my play style, with my current gem setup I can push over 7k on NR Beasts if you want a point of reference.
I recall there being a UI option or an option for a macro where you would not switch forms to cast if you weren't in the proper form. Does anyone know what that is?
I recall there being a UI option or an option for a macro where you would not switch forms to cast if you weren't in the proper form. Does anyone know what that is?
You can add the "stance:" conditional modifier to your /cast commands. For example:
/cast [stance:1] Growl
The stance-numbers are:
1 = Bear
2 = Aquatic
3 = Cat
4 = Travel
5 = ToL, Moonkin or (Swift) Flight Form
6 = (Swift) Flight Form (only if you have ToL or Moonkin form)
The modifier [nostance] applies to your regular Elf/Tauren form.
I recall there being a UI option or an option for a macro where you would not switch forms to cast if you weren't in the proper form. Does anyone know what that is?
/console autounshift 0
Disables breaking form when you try to cast a spell. Replace 0 with 1 to enable it again.
Disclaimers: this may be a really stupid question, but I'm hoping this is the right place to ask it. Please give me a hint if there's a better place to ask stuff like this.
I'm still working my way up (only Lvl-65 ATM), so right now I'm mainly concerned with how to have the best leveling experience, and so far all the hints and guides I've read here and elsewhere have been a huge help. My dungeon runs, starter raids, and even PvP experiences have all been much improved by reading the threads here.
Now comes the really confusing part, though: how to best start preparing for endgame raiding. I know that optimal raid performance for druids -- and especially feral DPS -- fluctuates drastically depending on your specific gear, but despite this fact there's one thing that seems utterly confounding to me:
Why is agility more effective than strength despite the fact that strength gives twice as much AP per point?
Despite everything I've read here over the last few months, nobody seems to make a clear explanation of this oddity. How can agility be so much more effective than strength? Is this always true, or only true once you've got Lvl-80 BiS gear?
Many of the general guides I've read recommend seeking a balance of strength and agility, which makes sense, and the FBN suggested cat DPS gear weight scales for wowhead seem to support this (showing agility as slightly better than strength, but not drastically better). Nevertheless, all the BiS gear guides I've seen so far result in a vast abundance of agility with almost no strength. (Maybe these sets give enough pure AP that the lack of strength isn't a huge issue?)
How is this possible? Is it just a quirk of the way Blizzard itemized the stats on feral gear? Do the upper-tier sets give such bonuses that strength is no longer an issue? Is strength (or pure AP, for that matter) only effective at lower levels, before you start getting your upper-tier sets? Or is there a simpler explanation?
(I know I should be more concerned with gemming for ArPen, based on the suggested FBN weight scales, but until I get a lot more gold saved up it seems most of the good ArPen gems are either impossible to find or are simply too expensive when I can find them at all on my server. High agility gems are very expensive, too, especially compared to strength, stamina, and AP gems.).
I've seen a few simplified guides suggesting general stat priority for feral DPS gear, but it's often hard to tell whether these guides are up to date or not given all the fluctuations in recent patches.
If there is already a simple, up-to-date guide that explains this sort of stuff -- i.e., what to look for when leveling and how this changes once you start acquiring upper-tier raid sets -- by all means just point me in the right direction and I'll try to stop asking stupid questions like this.
Thanks in advance for any help with this noob question!
Last edited by Uryth : 10/29/09 at 1:16 PM.
Reason: revised for clarity
Does Leeching Swarm or Penetrating Cold proc Owlkin Frenzy?
The application (not the periodic dmg) of Penetrating Cold procs it, but Leechin Swarm doesn't. There are also some "events" that proc it sometime for no apparent reasons (like the burrowing/unburrowing of Anub). The uptime is still quite low (as long as you don't have a little bug from the burrow phase that harass you)
i was wondering if anyone could tell me how his heal setup is cause i got healbot / grid / grid 2 / xpearl and i feel like using only grid / grid 2 but my hots wont show up so basicly what i want is can anyone give me a good guide for a good grid setup cause i dont know how to do it ive tryed before im a druid btw
You can start by visiting Grid config for resto druids. It's quite complete and should be enough. After reading this you'll understand the mechanics of grid and can setup as you wish.
Why is agility more effective than strength despite the fact that strength gives twice as much AP per point?
Easy: we get great benefits from critical hits. The crit rating from agility outweighs the extra attack power from strength. Primal Fury and Primal Gore are the culprits here. Extra combo points and Rip ticks critting are huge.
Any guide recommending strength is outdated. Strength is not really a feral stat now. Don't worry about gemming armor pen until you're well geared in raid-level gear. Until then agility is the way to go. Also, as always, check Rawr.