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Currant Night Elves go Dungeonpunk

Published on April 19, 2007 by Currant
Items and Equipment
1 Comment

Ah, the wonders of patch day. What will it bring? How will I react? Will my character’s capabilities be recognizable? How many of my mods will break? All questions every World of Warcraft player asks whenever the new patch rolls.

Luckily, we get to see them to up on the Test Realm and since they rarely change before going live, we can safely assume the changes are accurate. Going down the list, here’s what matters to Bear Tanks.

  • Epic Flight Form

This one takes us back to Sethekk Halls, a place many of us have come to despise after running it over and over for our shoulders we had to deathmatch Rogues in order to get. According to the testers, we pay for the skill up front before embarking on the quest so those that bought their epic mounts beforehand aren’t screwed. This is a good thing. The new boss may be a summonable like those for the Dungeon 2 questlines, or it may just be an addition to the dungeon. No news on that front that I’ve seen.

So I suppose this doesn’t really have anything to do with Druid tanks, but it’s something we’re all interested in. After all, who doesn’t want twin plasma cannons?

  • Barkskin

The duration is dropping to 12 seconds and the cooldown reduced to 1 minute. Not a bad tradeoff considering it can now be used in forms and during some conditions.

  • Feral Charge

Oooh, a nice change here. Anyone that tanked Ras Frostwhisper back in the day or has PvP’d against a Frost Mage will appreciate that Feral Charge isn’t affected by slowing effects anymore. I think our groups will appreciate that, too.

  • Mangle

So Mangle, after receiving a fairly severe nerf in the last big patch, is being rebuffed. It’s getting a +15% damage shift and an accompanying -15% to threat generation. Theoretically this means it will be more useful for PvP and perhaps when things go south when soloing while not boosting our tanking threat, an area that’s showing more and more concern from the developers.

  • Equipment

This is, perhaps, the most exciting thing about the patch notes. In it, at least 6 pieces of Feral gear used by tanks are being reworked. I’ll start with the one true nerf.

Supple Leather Boots are losing 30 Attack Power and gaining a mere 3 Strength. A nerf, but it sure makes picking the boots from the Heavy Clefthoof set easier for those that haven’t made the shift already. Read on.

The Heavy Clefthoof set is being redone, and when the changes were first announced, I nearly panicked. They told us that the armor would be increased but that the Stamina and Defense would be going down. All I could think was that since my armor already broke 20k I didn’t desperately need more but that I did need more health since I don’t quite have 12.5k unbuffed health.

My fears were for nothing. Between the three pieces of Heavy Clefthoof, we are gaining 658 armor, losing 23 Stamina, and losing 12 Defense Rating.

Those of us with Thick Hide will be gaining more than 3.5k AC from this while losing a miniscule amount of Stamina overall. Defense also suffers but ultimately it’s only a drop of 5 or 6 points of Defense. I have 430 right now myself and since I only benefit from half Defense’s features losing a bit for other stats is just fine.

The real balancing of this comes in the buffs to Earthwarden and Braxxis’ Staff of Slumber. Both items are getting 39 Stamina, making the Heavy Clefthoof Stamina nerf ultimately a buff. After all, I don’t know any serious Druid tanks that aren’t using one of those two items unless they’ve found an epic that’s better (I think I saw one on the boards, but I can’t remember for sure). Most of us are going to use one of these two weapons, though, due to the fact that any Druid can acquire them given enough time – no access to raiding required. Even those that get better will likely start with these and use them extensively.

What I find funny about this is how many Druid tanks on the official boards are just now saying that this is THE pre-T5 tanking set. In my humble opinion it always has been. Certainly there are other items that previously had more armor, but the sacrifice in Defense and Stamina was rarely worth the tradeoff. Regardless, more and more Druids will now be seen in the getup I’m wearing already, one that makes me look like an extra from a Mad Max movie or a Dungeons and Dragons 3/3.5 character in their dungeonpunk aesthetic.

Regardless, this patch is a good one for Druid tanks, no question.

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1 Comment
Categories: Items and Equipment

Phaelia PTR Patch Notes and Epic Flight Form

Published on April 18, 2007 by Phaelia
Patches
Comments Off

Patch notes for the Public Test Realms were released on Friday and include several changes to the druid class along with the addition of the druid epic flight form quest.

The Class Eliminator™ in its most recent incarnation

Druid Epic Flight Form:

The Druid Epic flight form will be available through a series of quests, similar to the Warlock and Paladin Epic mount quests before it. This quest series will also open up a new boss in Sethekk Halls, and ultimately lead to the epic flight form.

Druid-Specific Changes:

  • The Druid Epic Flight Form is now available through a series of quests.
  • Barkskin now reduces all damage taken, with its duration reduced to 12
    seconds and cooldown reduced to 1 minute. The tooltip has been adjusted to indicate this ability can be used while frozen, incapacitated, or cowering in fear. That functionality was already present, but not listed in the tooltip.
  • Bear Form and Dire Bear Form: The bonus health from shapeshifting into these forms will again be removed correctly when shifting out of these forms.
  • Cyclone: This ability will no longer work on hunters with The Beast Within active or hunter pets with Bestial Wrath active.
  • Feral Charge now suppresses all Slowing effects while charging the target.
  • Fixed a data error that caused Swiftmend to generate more threat than intended.
  • Force of Nature: These pets will now come into the game with full health, including that gained from a percentage of their master’s stamina.
  • Gift of the Wild, ranks 1 and 2, are now available on trainers.
  • Gift of the Wild: Rank 3 of this ability now has the same range as ranks 1 and 2.
  • Improved Leader of the Pack: This ability will no longer generate threat.
  • Lacerate: The tooltip has been adjusted to indicate it does initial bleed damage when the ability first lands.
  • Lifebloom: Each additional application of this spell will now include the full bonus from effects which increase healing. The final heal, however, is still unaffected by stacking multiple applications of this spell.
  • Mangle(Bear): Damage increased by 15%, but bonus threat reduced so that overall threat generation will be unchanged.
  • Nature’s Grace: This talent is now triggered by Swiftmend and Lifebloom, and is triggered by and affects Cyclone.
  • Nature’s Grasp: The mana cost has been removed from all ranks as intended.
  • Omen of Clarity: This spell is no longer castable in Tree of Life Form or Moonkin Form.
  • Prowl will now be broken correctly by damage shields such as Oil of Immolation.
  • Rake: The tooltip has been adjusted to indicate the initial damage done is bleed damage. In addition, Rake can now always be re-applied, even when Mangle is active.
  • Shapeshifting will no longer remove the Rotting Putrescence creature debuff.
  • Subtlety (Restoration Talent) now applies to all spells, not just healing spells.
  • Swiftmend: This ability will now be correctly penalized for casting low rank Rejuvenations and Regrowths just as other healing spells are penalized.
  • Teleport: Moonglade: This spell is no longer castable in Tree of Life Form.
  • Tree of Life Form: The tooltip has been corrected to indicate Nature’s Swiftness and Rebirth are castable in this form.

My Impressions:

I think that the epic flight form looks amazing. I was afraid that we’d have to spend vast sums of money on material quest components the same way that paladins and warlocks do for their epic mount quests,
but judging from an epic flightform quest walkthrough, that doesn’t look to be the case. One of the rewards in the quest chain is a 10% to flight speed trinket which compensates for the leatherworked riding crop not affecting flight form (and saving me 110 gold), and the form looks amazing so I’m quite pleased.

They keep fiddling with Barkskin and Tranquility, I suspect because they’re so often used together for the interruption prevention. The additional reduction for spell and ranged damage is great, even with the duration reduction. I’m ashamed to admit I wasn’t aware that I could use Barkskin while incapacitated but look forward to utilizing the ability more often in PvP.

The range increase on Rank 3 of Gift of the Wild will help a lot during wipe recoveries in Karazhan, and I’m glad that I wasn’t just imagining that the range was larger on Rank 1 and 2 pre-BC.

Lifebloom stacking is finally a viable strategy, and I’m surprised they didn’t have the spell function this way from the outset. As for the changes to the spells castable while in Tree of Life, I’m disappointed to see the form remain unable to perform one of the primary roles of a healer: decursing and removing poisons. It’s frustrating enough to have to shift in an out to cast Mark of the Wild and Thorns, but the decursing is one factor preventing the form’s use in large portions of several 5-man instances.

The change to Subtlety is nice for Restoration druids (and particularly Balance druids who suffer from threat problems across the board), but I know that some ferals pull groups using direct damage spells. This change discourages them from bolstering their healing ability with a talent I consider essential for any main healer, further widening the gap between Restos and Feral/Resto hybrids. Of course, overall it’s a very positive change for the class, especially for our Boomkin brethren.

Overall there are a couple of nice changes for Restoration druids on the immediate horizon (Lifebloom stacking and a versatility increase for Barkskin), though nothing so exciting that I’d want to try it out on the Public Test Realm. The epic flightform looks really promising, but I have a whole lot of farming and fishing to do before I even consider beginning the questline.

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  • PTR Patch 2.1.2
  • Patch 2.4 Official Class Changes
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Categories: Patches

Currant Bear Ass Tank

Published on April 18, 2007 by Currant
Uncategorized
Comments Off

Perhaps the single most annoying thing about Druid tanking is our gargantuan ass. As an elf, it’s perky and tight and I can see around it and all is well. But the instant I drop into Bear form, it’s all ass all the time…and it’s hairy.

The worst part is when you get backed into a corner or have to fight in confined spaces where you can’t scroll out to give yourself the same real estate of view any other character might take for granted. For this reason and this reason over all others, I nearly dropped my Druid tank for a Warrior. There are, to be certain, other reasons to select a Warrior over a Druid when picking a class to tank with, but this is one of the biggest. Still, if you can get past the fuzzy rump in your face Bear tanking is incredibly satisfying.

Why would you pick a Druid tank over a Warrior tank if what you really like doing is tanking? After all, Warriors get plate armor, shields, ranged weapons, a single form to manage, a fear break, no expectation of healing or buffing, a vast array of tanking tools, the mechanics for parry and block, and the comfort of a community that regards them as indispensible in the role of a tank, a guaranteed spot, if you will.

So why?

Bears bring a few unique tools to the table such as immunity to polymorph effects, a charge indifferent to stance, massive armor totals, pre-combat buffs, and frequently larger health pools. Doesn’t look like much does it? In truth it isn’t, but it’s the balancing act that Druid tanks endure for the versatility of roles they enjoy in contrast to the Warrior’s versatility within a role.

Rather than focusing on what Druid tanks don’t get, we’re going to look at making the most of what they do.

First and most noticeable are the massive armor totals Druids enjoy. A comparable Druid and Warrior will see an average of a 10k AC difference in the Bear’s favor. As an example, in gear that largely outclasses mine, my GM runs around 9k less armor than I do at the time of this writing. On the surface, this difference is huge, but the way the armor formula works, this is about a 10% difference in damage reduction.

So the big question that arises from this is: why? Why do Bears have such massive armor totals? There are several possibilities, but one stands out more than the others.

While Critical Hits (200% damage) are eliminated through Defense, Talents and Resilience, Crushing Blows (150% damage) are mitigated by Warriors and Paladins via their shields. Bears eat them. Bears do not have access to shields, and hence have no access to block. In theory this was mitigated in the past both through higher armor totals and higher health totals. In practice, Bear and Warrior health totals are getting more and more in-line leaving just our incredible armor to compensate while we take the Crushing Blows a Warrior can potentially push off the hit table.

So again: why pick a Druid over a Warrior?

Well, mechanically this isn’t a question I can answer. Most Druid tanking advantages are designed explicitly to make up for fundamental class and gear differences. Certainly stylistic differences can make a case, but I pointed out at the beginning what I think of my Big Bear Ass ™. Warriors are, on the whole, better designed for the role.

Well, hopefully I can work to provide an answer to this while also providing meaningful commentary on Druid tanks, the culture that surrounds us, and game mechanics. Every Druid tank will encounter bias no Warrior must deal with, unrealistic expectations, lack of in-game support for the role, and bizarre resentment from the most unlikely quarters.

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Categories: Uncategorized
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LoniHuff.NET (2)

Phaelia
Hey, Stormwalker! Great to hear from you! Our little sprout is growing fast, but don’t call him “little” when he’s around or he’s sure to tell you “I a little bit big!” :-)

Stormwalker
I…I…kinda miss you and your Druidic writings of old. Good to see you’re still around, busy with RL. The little sproutling looks a little bigger now! Regards, Stormwalker, of old.
The Sprout(ed) Seed (91)

Triadx
Gratz on the mini sprout!

Keybinding
Oh my gosh! You look beautiful. Is that a new druid in training? Maybe he will rebel and spec feral or oomkin? /cheer!

Bolink
Beautiful! Congratulations! (I know this is just a tad late) .-= Bolink´s last blog ..Druid Defense in Warsong Gulch =-.

Teledris
Awesome, dude! Congratulations!

tkc
15 short years till he wants to borrow the car! Cheers!
Druids (Not) to Pick Locks in Cat Form (17)

Claire Swazey
I have a cat who has learned to open the pet door lock. I’d never have thought…
The Belkin Nostromo N52 TE (74)

Alahnna (Mama Druid)
Over two years later and this is still relevant and so very helpful. I hope you are having a blast with your little sprout, who’s probably running all over the place now. =D

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.
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