Mr. Phae on learning the recipe for [Murloc Fin Soup]:
Oh you poor little Murlocs. I figured out how to turn you into food.
Tomorrow I hope to bring you a second, revised look at direct heals in Wrath. Huzzah!
Confused about what gear is for resto and which is for balance after the changes to spellpower, spell hit, and spell crit? Guest author Graylo of Gray Matter graces our glen with a guide to gauge the gear guaranteed to gain glory and greatness!
Mr. Phae on learning the recipe for [Murloc Fin Soup]:
Oh you poor little Murlocs. I figured out how to turn you into food.
Tomorrow I hope to bring you a second, revised look at direct heals in Wrath. Huzzah!
Featured, UI Addons
16 Comments This Sexymap preset is now one of the pre-installed presets in the latest version of SexyMap. The tutorial will remain to show you how to create a preset from scratch. Enjoy!
One of the most interesting addons to hit the scene in the last while doesn’t do anything to help you become more efficient by measuring your performance, organizing your inventory, or visualizing your raid’s health. All it does is make your minimap look different. Well, not just different, but f!#@ing sexy. So much so that they named it SexyMap. Now, I realize that WoW Insider highlighted SexyMap a short time ago, but after you install it, you might notice that there’s really not much there for Druids. Several generic skins, several great skins for Mages, Warlocks, Paladins, even a Rogue skin, but nothing for the citizens of Moonglade. *weep* [ed. latest edition includes this preset, so this has been remedied!]
Luckily, SexyMap was built with customization in mind. Every one of the default skins is recreatable — in-game — with the configuration window. I’m going to take you step-by-step through creating my Druid preset, Emerald Portal.
First, you’ll want to actually download SexyMap from Curse or your favorite addon site. Also, if you want to experiment a little more, download TexBrowser, which allows you to see all the different textures you can use with SexyMap.
Once installed and in game, right-click on the mini-map to open the options for SexyMap. There’s a lot of options, but I’ll only go over a few of them that are necessary for you to achieve the same preset described here. By default, the zone text is displayed and we’ll want to remove that from marring our SexyMap, unless, of course, we hover our mouse over it. In the options, click on Zone Button from the left menu and click on On hover from the options for Show zone text… That’s really the only thing we need to change before we begin work on the minimap design.
Now for the fun part. Click on Borders from the left menu of the SexyMap options. You’ll probably see the options for default SexyMap. Click Clear & Start Over. Don’t worry. That default preset is called Blue Rune Circles and you can go back to it later if you really want.
SexyMap allows you to create a lot of different shapes of maps. We are going to stick with a circle, but there’s an option to have a circle with a faded edge. This will help give our design an integrated look. Where it says Minimap shape, select Faded Circle (Large) from the dropdown.
Every piece that goes into a SexyMap preset is called a “border”. This can be rather misleading as many of the parts aren’t really borders, but that’s what SexyMap calls them, so that’s what we’re going to call them. You can create a new border layer by entering a name in the Create new border textbox and clicking the Okay button that appears or pressing Enter. Let’s start by creating one called Background Leaves. Type that in the textbox and click Okay. It’s important to note that it doesn’t matter at all what you name these layers. They don’t even have to be unique. They are only to help you organize your layers.
Now, I’m going to go step-by-step and explain all the options and setup for the first border layer of this preset. This may seem rather involved and I’m going to present and explain a lot of material that isn’t completely necessary if you aren’t interested in tweaking the preset. But even if you decide to skip to the bottom and start setting up the layers on your own, you may find the following information a useful reference if you need it.
The border layer Background Leaves should now be listed in the bottom under Borders in the bottom. Click on the Background Leaves border in the list to the left and you’ll see its Entry Options in the right window. Here are all the options for an individual border layer. This is also where you can delete a layer if you no longer want it by clicking the Delete button. But we aren’t going to do that, so scroll down.
Next is the Texture Path options. If you have installed TexBrowser, you can click on the Open TexBrowser button to open TexBrowser in another window. TexBrowser isn’t that complex. You basically can browse through all the textures in the game and it will tell you the path you must use to that texture. While you can use any texture, some are completely unsuitable. I’d suggest sticking to the Particles, Spells, Textures, and XTextures. For now, just type Spells\TreantLeaves.blp in the Texture path textbox and click the Okay button that appears at the end of the textbox. This entry is not case-sensitive. You can type all lowercase, uppercase or mixed case, but it must match one of the textures in the game.
Scrolling down, Texture options is the next section. Click on the white square next to Texture tint. This brings up the Color Picker which should be familar from the Blizzard options. For this border layer, leave the color white and slide the opacity slider to about 50%. Click Okay to close the window.
The Layer dropdown determines which strata the border layers sit on. The order goes from 1 to 5, with 1 being on the bottom. Like layers of a cake, if you place something on the 1. Background all of the other layers will sit on top of it. Er, except you usually don’t have a background layer of a cake so maybe that wasn’t the best analogy. These leaves will sit under the map, so select 1. Background for Layer.
Blend Mode determines how the border layer interacts with the rest of the map. Add Blend usually makes all the colored portions of the map multiplied lighter against all layers beneath it. Alpha Key and Blend seem pretty similar in that they simply let the border layer’s opacity show what’s beneath it without making it lighter like Add Blend. Disable and Mod Blend aren’t really used in this preset and I haven’t found a good use for them. The best way to understand how the Blend Mode works is to experiment with it and see how it causes the layers to interact.
For this preset, select Blend for the Blend Mode.
The next section controls the rotation of the border layer and its layout on the minimap. If you chose to click Disable Rotation, it disables all of the rotation options and enlarges the texture for some inexplicable reason. For that inexplicable reason, I don’t recommend using that option, but rather to leave the rotation at 0 if you don’t want to use rotation.
One cool option, which I’m not using here but I’ll cover for sake of completeness, is the ability to base the rotation on the orientation of the player. In the Match player rotation box you can choose Do not match player rotation, Normal rotation, or Reverse Rotation. Normal rotation causes the texture to rotate left (counter-clockwise) when your player turns left and clockwise when your player turns right. Reverse rotation rotates left when the players turns right and vise versa. The Do not match player rotation option allows you to base the rotation on the next options below and by default isn’t selected.
If you aren’t basing the rotation on player rotation, you can either set its rotation speed or you can simply rotate the texture a set fixed rotation. Rotation Speed determines the speed with which the texture spins on its center axis. Positive values spin clockwise, negative values spin counter-clockwise. You can set the speed with the slider, or by typing in the numeric value below the slider in the textbox and pressing enter. Static Rotation rotates the layer, but doesn’t set it spin in a continual motion.
For the Background Leaves layer, enter 231 for the rotation of the leaves, or whatever other rotation looks best to you.
Lastly, we have the scale of the layer and its horizontal and vertical placement. Use 1.58 for the scale of the layer and leave the Horizontal nudge and Vertical nudge both at 0.
The first border layer is complete. Your minimap should look similar to the image to the right.
Now is a good time to save your preset. Click on the Preset tab and give your preset a name such as Emerald Portal in the Save current settings as preset… textbox. By typing the same preset name later you can save your changes into the same preset or you can branch off different versions if you want. After you’ve saved your preset, you can select it from the list of presets.
Now that you understand how to create one border layer, you should be able to recreate the rest of the border layers described below. For my version of this preset, I’ve used twelve border layers. I’m not sure how well some computers might handle this. If you need, I recommend stripping down the Nature Rune layers, removing the Glare layer and even maybe the Map Inner Glow and Map Outer Glow layers. This should lower the layers down to four layers. The nice thing about SexyMap is that you can choose and experiment as much as you want to create something that looks sexy to you.
| Border Name: | Background Leaves |
| Texture Path: | Spells\TreantLeaves.blp |
| Texture Tint: | White, 50% opacity |
| Layer/Blend Mode: | 1. Background / Blend |
| Rotation/Scale: | Static: 231 / Scale: 1.58 |
| Horiz, Vertical: | 0,0 |
| Border Name: | Moss Ring |
| Texture Path: | XTextures\splash\splash.blp |
| Texture Tint: | Dark green, 100% opacity |
| Layer/Blend Mode: | 4. Overlay / Add Blend |
| Rotation/Scale: | Speed: +8 / Scale: 1.17 |
| Horiz, Vertical: | 2,-1 |
| Border Name: | Edge Shimmer CW |
| Texture Path: | Spells\Shockwave_InvertGrey.blp |
| Texture Tint: | Green, 75% opacity |
| Layer/Blend Mode: | 1. Background / Blend |
| Rotation/Scale: | Speed: -1 / Scale: 1.45 |
| Horiz, Vertical: | 0,0 |
| Border Name: | Edge Shimmer CCW |
| Texture Path: | Spells\Shockwave_InvertGrey.blp |
| Texture Tint: | Green, 75% opacity |
| Layer/Blend Mode: | 2. Border / Add Blend |
| Rotation/Scale: | Speed: 2 / Scale: 1.46 |
| Horiz, Vertical: | 0,0 |
| Border Name: | Map Inner Glow |
| Texture Path: | Textures\Moon02Glare.blp |
| Texture Tint: | Light green, 10% opacity |
| Layer/Blend Mode: | 3. Artwork / Add Blend |
| Rotation/Scale: | Static: 0 / Scale: 1.07 |
| Horiz, Vertical: | 0,0 |
| Border Name: | Map Outer Glow |
| Texture Path: | Textures\moonglare.blp |
| Texture Tint: | Yellow, 100% Opacity |
| Layer/Blend Mode: | 1. Background / Add Blend |
| Rotation/Scale: | Static: 0 / Scale: 1.6 |
| Horiz, Vertical: | 0,0 |
| Border Name: | Glare |
| Texture Path: | Spells\Aura_01.blp |
| Texture Tint: | Sky blue, 75% opacity |
| Layer/Blend Mode: | 4. Overlay / Add Blend |
| Rotation/Scale: | Speed: +41 / Scale: 1.22 |
| Horiz, Vertical: | 41,38 |
| Border Name: | Nature Rune Large |
| Texture Path: | Spells\Nature_Rune_128.blp |
| Texture Tint: | Green, 10% Opacity |
| Layer/Blend Mode: | 3. Artwork / Add Blend |
| Rotation/Scale: | Speed: -14 / Scale: 1.81 |
| Horiz, Vertical: | 0,0 |
| Border Name: | Nature Rune Small 1 |
| Texture Path: | Spells\Nature_Rune_128.blp |
| Texture Tint: | Dark green, 10% Opacity |
| Layer/Blend Mode: | 3. Artwork / Add Blend |
| Rotation/Scale: | Speed: -8 / Scale: 0.84 |
| Horiz, Vertical: | -57,32 |
| Border Name: | Nature Rune Small 2 |
| Texture Path: | Spells\Nature_Rune_128.blp |
| Texture Tint: | Yellow, 10% Opacity |
| Layer/Blend Mode: | 3. Artwork / Add Blend |
| Rotation/Scale: | Speed: +8 / Scale: 0.87 |
| Horiz, Vertical: | 39,-45 |
| Border Name: | Nature Rune Small 3 |
| Texture Path: | Spells\Nature_Rune_128.blp |
| Texture Tint: | Blue green, 10% Opacity |
| Layer/Blend Mode: | 3. Artwork / Add Blend |
| Rotation/Scale: | Speed: -13 / Scale: 0.78 |
| Horiz, Vertical: | 53,39 |
| Border Name: | Nature Rune Small 4 |
| Texture Path: | Spells\Nature_Rune_128.blp |
| Texture Tint: | Blue green, 10% Opacity |
| Layer/Blend Mode: | 3. Artwork / Add Blend |
| Rotation/Scale: | Speed: -6 / Scale: 0.85 |
| Horiz, Vertical: | -48,-45 |
Blue, Patches, Spells and Talents
33 Comments The long expected 6-second cooldown has been applied to Wild Growth on the Public Test Realms today, along with a host of other Druid-related changes. All I can say is, “PHOOEY!” I don’t see why Wild Growth should be subject to the same degree of nerfage that Circle of Healing is when Blues have repeatedly acknowledged that Circle of Healing is a considerably larger problem. While this isn’t going to have much effect in 5-man instances, it’s going to be quite painful in 10-man and 25-man. To make you (and me) feel better, here is an illustration from Eggo “Crabsmacker” Egoo:

“Resto4Life” is sounding more like a prison sentence lately. And here are the rest of the Druid-specific changes announced (or discovered) today:
- Feral Attack Power: All weapons now have the potential to grant feral attack power based on their dps (as compared to the best superior-quality weapons available at level 60). Players will see their existing feral weapons grant roughly the same attack power as they did before (+/- 2 or so), but many new weapons will be options for the feral druid. Some feral weapons have had strength converted to attack power to be more appealing to other classes able to equip them. All druids will see the amount of feral attack power granted by an item in the item tooltip, if it grants any, but other players will not see that information.
- Bonus Armor: The mechanics for items with bonus armor on them has changed (any cloth, leather, mail, or plate items with extra armor, or any other items with any armor). Bonus armor beyond the base armor of an item will no longer be multiplied by any talents or by the bonuses of Bear Form, Dire Bear Form, or Frost Presence.
- Genesis: Now works with Tranquility and Hurricane.
- King of the Jungle: The Bear effect is now physical, and thus cannot be dispelled.
- Nature’s Grace: Now also effects Revive.
- Primal Tenacity: Now reduces the cost of Bear Form, Cat Form, and Dire Bear Form by 17/33/50% in addition to its previous effects.
- Protector of the Pack: No longer changes value based on party size.
- Savage Roar: The buff now persists outside of Cat Form but only provides its benefits while in Cat Form.
- Starfall : Now be cancelled by any shapeshifting.
- Survival of the Fittest: This talent now grants 22/44/66% bonus armor in Bear Form and Dire Bear Form in addition to all of its previous effects.
- Swipe: Swipe (Cat) has now been added at level 71, dealing 260% weapon damage, costs 50 energy with no cooldown. All talents affecting the Bear Form version affect the Cat Form one as well.
- Wild Growth: Now has a 6 second cooldown.
- Savage Fury: Mangle (Bear) damage was being increased by a higher percentage than intended. This has been fixed, and in result Mangle (Bear) should see roughly a 16% damage reduction. Also fixed a bug with Savage Fury where the Rake bleed effect was not being increased.
I’m really excited about the addition of a mana cost reduction for Feral forms on Primal Tenacity. This is essentially what I suggested last month in light of Feral mana woes and should make PvP as a BearCat much more fun and sustainable. On the other hand, the bug fix to Mangle – Bear was unexpected. I wasn’t aware this was an issue. Either way, ouch. Or maybe “less ouch.”
Not necessarily Druid-specific but still interesting:
Tapping: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped.
This means we’ll be able to “tag” mobs using the slightly cheaper Faerie Fire rather than having to spend 4% additional base mana on a Moonfire. Not a big deal, but nice if you’re Restoration-specced and grouped with your husband’s leather-wearing DPS Warrior where your Moonfire is less than necessary to help kill things (and your mana would be better spent keeping your partner from impaling himself).
Want more delicious Feral stuff? Be sure to check out Kalon’s recent post The Collected Ideas on How to Fix Bears (But what if I wanted cubs!?) and Runy’s recent post on tanking idols (or the lack thereof), Azerothian Idol: Bears to Rock Out with New Idols.
Featured, Items and Equipment, Lunar Guidance, Mailbag
25 Comments Kehnomar of Nordrassil (EU) wrote in with this great question:
Come WotLK, would Leatherworking or Tailoring be the better profession for healing, in your opinion? I’m currently a tailor because the Primal Mooncloth set was pretty nice for healing before getting some good raiding gear, but I’m considering changing to Leatherworking if it will be more useful in the expansion.
He actually sent me this question at the beginning of November. At the time, I wasn’t sure how to respond because I was under the belief that all of the items for Leatherworking/Tailoring hadn’t been released. Unfortunately, I was wrong. Blizzard has opted to change their policy on armor crafting so that these skills no longer produce skill-defining Bind-on-Pickup epic items like the Primal Mooncloth and Frozen Shadoweave sets of the Burning Crusade. Practically all of the armor that can be crafted with these skills is now Bind on Equip and can be bought and sold. What does this mean and, if there aren’t self-crafted sets any longer, what benefits do each tradeskill now provide to the healing Druid?
Continue reading ‘Mailbag: Leatherworking vs. Tailoring in WotLK’…
Artwork, Blue, Community, Macros, Tree-Shirts
14 Comments The Feast of Winter Veil is coming up which would be a great time to hint-drop about wanting a Tree Shirt or two from a certain blog. *Nudge nudge* In preparation for the holiday season, I’ve added three great new designs:
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Also note that many designs have long sleeved options. Colors for men are unfortunately typically limited to black or white, but women have several to choose from. To view all long-sleeved shirts:
Looking for more information about delivery times? See Spreadshirt’s Shipping Page.
Some of you may not be familiar with the [Intravenous Healing Potion]. This item was newly added with Wrath and is sold by Angelique Butler in the Dalaran First Aid shop at a starting price of 2g 70s. Essentially, it’s an infinite-use health and mana restore for 3 minutes (usable only outside of combat). This macro deploys the IV and gives instructions to those nearby on how to use it:
#showtooltip
/s =/\= Intravenous Drip has been deployed =/\=
/s –Stand still while clicking to regen Health/Mana–
/use Intravenous Healing Potion
According to Vreenash, he’s seen overwhelmingly positive response in battlegrounds, particularly Arathi Basin. Perhaps best of all, this item can be deployed and used by a Feral or Balance Druid while still in form, allowing you to help out with healing during downtime.
Note: These items do not stack. Always use a fresh needle.
There have been an incredible number of useful and informative posts in the wake of Wrath. Here are a few of my favorite:
There are plenty of druids topping healing meters.
I think where the problem comes from sometimes is that you need healers who are good at working with hots. When someone has a hot on them, you have to be able to guess if that hot will heal the dude and if it can do it fast enough. Inexperienced healers sometimes stomp on hots, wasting the druid (or priest) mana and making sure that the hot-healer appears to have not contributed much.
This has been a long-standing problem for Druid healers. Given the competitive nature of healing, training one’s guildmates to not overwrite your HoTs is pretty difficult. Does anyone have any tips?
As I suspected, the release of Wrath has contributed to a whole new crop of great blogs to visit and subscribe to!
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| Warcraft Dryad by Marina Siu-Chong |