Shifting Perspectives: Leveling 31-40, part 2

LEVEL 36 CONTINUED
Balance Druids at 36 will still be using the Root + nuke approach, or just nukes on caster and ranged mobs (for whom Roots would be superfluous). Although armor isn't a concern for spell DPS, it's still most efficient to use a combination of Insect Swarm + Moonfire + Entangling Roots on higher-health targets to keep draining their health to more manageable levels (although Balance is saddled with the annoyance of how quickly Roots tend to break under these circumstances). Lower-health targets can be nuked down faster with Wrath spam, a combination of Moonfire and Wrath, or the use of a Wrath + Starfire + Wrath rotation that has Starfire landing on a mob shortly before or after the first Wrath reaches it. Because mana efficiency is still a concern for Balance at this level, you'll want to experiment with the use of Moonfire and Insect Swarm on mobs with varying HP values. Moonfire in particular tends to gulp mana quickly unless the DoT is allowed to run its full duration, and it's inefficient at finishing off a fleeing low-health target even if it's the quickest means of doing so. As with Feral, use your best judgment while you're out grinding on quest mobs.
- Frenzied Regeneration: Pre-3.0.2, this ability converted 100 rage over 10 seconds into a static amount of health -- I want to say 2500? -- which was a sick joke given the raid-buffed health pool of even a poorly-geared Bear. I used to scoff at Warriors who wanted this supposedly-overpowered and then-6 minute "cooldown," and offered to trade it for Last Stand and Shield Wall (no takers). Well, they got the last laugh, as they so often do; we got Survival Instincts and Barkskin in forms, and they got Enraged Regeneration, which is Frenzied Regeneration but...uh, better (or at the very least, a more reliable health return). At level 36, you're unlikely to get much use from Frenzied Regen because the odds of your having a full rage bar are vanishingly small. Don't get me wrong -- It can still save you, but you may not get the ability's full benefit because it's almost impossible to generate enough rage to compensate for what Frenzied will attempt to drain. At 80, how much use you get out of it will depend on how quickly your rage bar is refilling itself while the ability is active. If you're raid-tanking, odds are good you'll get the full heal because you should have more than enough rage to convert into health without running dry. If you're in a 5-man...it'll be hit or miss. To improve the odds of getting the maximum possible health return, stop using special attacks (particularly Maul) and just auto-attack while Frenzied is up. A few lucky Primal Fury procs and/or taking enough damage in the meantime should wind up giving you the full heal.
The other problem with the rage-to-health conversion issue (and again, this is mostly a problem in 5-mans) is that you kiss most of your threat generation good-bye for its duration. I would recommend downloading and using a mod like OptiTaunt that will automatically warn your party/raid that you've had to use a cooldown; if you have to pop Frenzied, your DPS needs to know that the following 10 seconds would be an ill-advised time to use their biggest, nastiest abilities on whatever it is you're trying to convince to keep hitting you.
- Regrowth, rank 5: standard upgrade.
- Revive, rank 3: standard upgrade.
- Rip, rank 3: standard upgrade.
- Tiger's Fury, rank 2: standard upgrade.
More soon-to-be-axed ability ranks!
- Claw, rank 3: standard upgrade.
- Entangling Roots, rank 4: standard upgrade.
- Healing Touch, rank 7: standard upgrade.
- Hibernate, rank 2: standard upgrade.
- Nature's Grasp, rank 4: standard upgrade.
- Shred, rank 3: standard upgrade.
- Soothe Animal, rank 2: standard upgrade.
- Wrath, rank 6: standard upgrade.
Ah, the big four-oh. Balance will be getting a slightly bigger change to its overall effectiveness here with its iconic 31-point talent Moonkin Form; Ferals will be getting Leader of the Pack, which duplicates the Moonkin's crit buff but doesn't otherwise alter survivability the way the giant pewpewlazerchikin form does. I'd actually argue that for leveling purposes, Ferals will note more of a difference from Improved Leader of the Pack, which I still think is one of the greatest talents yet devised by God or man, but we'll be talking about that next week.

Without further ado:
- MOONKIN FORM (BALANCE 31-POINT TALENT): I certainly hope you like being a fat owlbear, because you can count on DPSing almost exclusively in Moonkin from here until eternity unless you respec. The talent was added in patch 1.8 while Blizzard was overhauling Druid talent trees in an attempt to make something that wasn't Restoration even minimally viable, and moonkin have been on a slow ascendance since then (you can read a little more background here and here). Balance's grinding spell rotation doesn't alter noticeably with the addition of Moonkin, but your survivability and mana efficiency get a nice boost. You'll be able to weather more and bigger melee hits than most of your fellow caster DPS, and the 5% crit bonus is not only very welcome at this level, but it'll increase the likelihood of a 2% total mana return. As with your Feral brethren, you can now reasonably expect to be in form most of the time while DPSing, and only popping out when it becomes necessary to heal. And -- you know you want to -- /dance and /cower.
- LEADER OF THE PACK (FERAL 31-POINT TALENT): I could almost hate this talent as it's probably named for the ideological contemporary of "Last Kiss," the Pearl Jam version of which is one of the most horrible songs ever recorded and for which I seriously considered investing in firearms back when it was being played nonstop. It takes precious seconds to get up from one's desk and yank the radio's plug out from the wall, whereas a hail of bullets is gratifyingly instantaneous. Where was I? Oh. As with Moonkin Form, LotP won't really have any effect on your grinding rotation apart from speeding the whole process, but at 80, 5% melee and ranged crit is pretty close to being a must-have raid buff.
- Hurricane, rank 1: This used to be Balance's 31-point talent and on a 1-minute cooldown, which played a big role in why Balance was an even bigger joke than Feral (if that's possible) for years. Nowadays, Hurricane is extremely potent and worth your respect, but it still has to be channeled. I dearly miss the small window of time between patch 3.0.2 and Wrath's release, where the Hurricane crits could net you the 2% mana return from Moonkin form -- you could spam that spell on every trash pull and go the length of an instance without once dropping below 95% mana. Ah, for the days of yore. Until you get Starfall (which will be 60 at the earliest), Hurricane is your only AoE, and will, for the forseeable future, be the only Balance AoE ability that can be spammed. OK, Typhoon causes AoE damage, but it's not really an AoE as such.
- Innervate: Once the 31-point Restoration talent and, oddly enough, the bane of Druids everywhere because there wasn't anything to equal it in the Balance or Feral trees. Patch 3.2 saw one of its mechanics changed -- it now returns half the mana it once did, but is also 3 minutes rather than 6 minutes. What does this mean for you? While leveling this is actually great because you aren't yet packing the +int that makes it tough for a single Innervate to fill up your bar, and you should get into the habit of using Innervate when it's off cooldown to keep grinding. Ferals, particularly once they're sitting on ILotP, will probably find themselves requiring nothing more than a very occasional Innervate to keep them going without water; Balance may still have to stop and drink every so often, but will still be running around with a full mana bar or close to it (depending on the quality of your gear) after Innervating. Enjoy it while it lasts!
- Cower, rank 2: standard upgrade, if you've even got it on your bars at all.
- Ferocious Bite, rank 2: standard upgrade.
- Mark of the Wild, rank 5: standard upgrade. You've still got this up all the time, yes yes?
- Moonfire, rank 7: standard upgrade.
- Prowl, rank 2: standard upgrade.
- Rebirth, rank 3: standard upgrade, but don't forget to pick up some Ashwood Seeds at a local reagent vendor.
- Rejuvenation, rank 7: standard upgrade.
- Tranquility, rank 2: standard upgrade.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty, and insight concerning the Druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a Bear, Cat, Moonkin, Tree, or -- for some unaccountable reason -- stuck in caster form, we've got the skinny on Druid changes in patch 3.2, questions and answers on new Bear and Cat forms, and thoughts on why (or why not) you should be playing the class.Filed under: Druid, Analysis / Opinion, Features, Leveling, Guides, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
Omega2 Aug 25th 2009 3:15PM
Quick note: Pounce does NOT require you to be behind the enemy, only prowling. Prowl is broken by damage, not by being detected. That means you can approach most mobs from the front (saving some time) and still have the upper hand since you can still apply the stun after being spotted but before being attacked.
Allison Robert Aug 25th 2009 3:21PM
Fixed! I was thinking about the PvP portion I was writing at the time a bit too much, I think.
In general I still advise players to use Pounce from behind a mob/player anyway because the odds of being detected ratchet up exponentially while stealthed directly in front of them, but if you surprise them a frontal Pounce can still work, as you observe.
Allison Robert Aug 25th 2009 3:27PM
I should probably also add that opening with a frontal (rather than rear) Pounce means you still have to move behind a mob to Shred if that's what you're looking to do, and you'll probably lose at least one Shred to this.
A lot of players out grinding on a bear build without Shredding Attacks won't care much about this because Shred doesn't figure prominently in their DPS anyway, but for those with the talent, two or three Shreds on an average-to-low health mob will get it within kill range from a Ferocious Bite.
yokumgang Aug 25th 2009 3:24PM
All around great feral blog:
http://www.unbearably.net/
Warning: contains NSFW language and double entrendes galore.
John Aug 25th 2009 3:25PM
"Well, don't we all feel stupid now for rolling something that barely manages a weak whumph when it shifts."
I disagree - the sound made by a resto druid shifting to tree form is hugely giggle-inducing: "M-BLEARGH!"
Our guild's lead tree says it is the sound a tree would make... if it could vomit.
yokumgang Aug 25th 2009 3:27PM
Also concerning Hero classes and tanks, nothing beats the 25 man raid with 5 ret pallies and 6 DK's, and they're looking for tanks and healers.
tatsumasa Aug 25th 2009 3:42PM
it's not blizzard's fault all the dks in your group were lazy. blizzard gave us dual specs and some of the more serious players invested in it and took advantage of the opportunity. my dk is a tank who can switch to dps for one-tank fights, and my druid is a moonkin who has spent more time healing in the past few months than moonkining.
some of us try to make ourselves useful to the group, others are looking for an easy ride to the loot.
Allison Robert Aug 25th 2009 4:31PM
http://www.wowbash.com/image-4305.html
Evaline Aug 25th 2009 6:04PM
I joined a failtastic For the Horde! pug a few weeks ago.
Full raid. 8 Death Knights. 6 Paladins. 7 Druids. 4 Warriors.
'We don't have a tank.'
vocenoctum Aug 25th 2009 3:35PM
I've sometimes felt guilty as a dual-Boomkin/ Kitty for not taking on a "responsible" role, but then I also have a priest-healer and prot-warrior, so didn't feel like doing it again... but eventually I'll try Resto I think.
That said, it's my understanding that worgen do indeed just boomph when they enter combat, and that the animation is only when they're doing their cosmetic "look at meeeee" routine out of combat. I really would like to see an out of combat change animation for druids though. :) (At least the feral forms)
Rubitard Aug 25th 2009 3:45PM
We're still a good 8-12 months away from Cataclysm, so I don't think you guys should be worrying too much about whether or not the information you're posting is already growing mold. We're all still playing the game now, and it remains relevant now. It'll still have some shelf life for a good long time to come. We're still a long way off from when the big, weird, scary chicken tears the world (of Warcraft®) asunder.
Tychoides Aug 25th 2009 3:49PM
Oh I am sorry, all DKs are supposed to have tank as one spec and tank gear acceptable for 25 mans on them at all times? I'll get right on that as soon as you Druids are ready to switch to ranged dps, melee dps, tanking and healing and have all the gear. Or is it too hard for you to fill every possible role in the raid? Wah wah.
tatsumasa Aug 25th 2009 4:12PM
so before you'll pick up ONE other spec and ONE other set of gear, all the druids of wow must pick up FOUR complete sets? thank you for making my point.
Gamer am I Aug 25th 2009 4:31PM
I think her main point was that there were six DK's DPS'ing, so you'd expect at least one to have a tanking set and spec. The fact that none of them did was what was worthy of note in the situation.
The Claw Aug 25th 2009 5:12PM
Typical level 80 WoW pug.. a DK and two paladins, LF tank + healer.
Evelinda Aug 25th 2009 11:59PM
as a matter of fact, with my druid i can bring heals, tanking, and dps, and the gear to go with it, thanks to being resto/feral. Not to mention that doing any of these jobs i also bring two raid-wide buffs (mark of the wild and either lotp/tol heal bonus) What do you bring? dps only? and your horn, if you remember to blow it? well, thank god for death knights.
Groth Aug 26th 2009 6:54AM
Actually, alot of raid level druids (myself included) have got the gear for all 4 specs. I've been through Ulduar where we've had a lock summon me repeatedly after I've teleported to moonglade, respecced then hsed to dalaran to grab the gear required.
If you're in a 25 man, I'm assuming you've been through enough heroics to have collected an offspec set. The only ones who that's not true for is pure DPS classes, which DKs arent. So stop moaning, start playing responsibly, and be glad you dont have 7 sets of gear cluttering your bags and bank (4 PVE sets and 3 PVP sets).
Fluiddruid Aug 25th 2009 3:52PM
I just wanted to take a second and say thanks Allison for all the work you put into this column. I wish I had something like this when I was just a young cow starting out in the world. It would have helped a lot for sure particularly how you break down the feral attacks.
GerardthePriest Aug 25th 2009 3:59PM
I am right there with you on the "7 DKs no tanks" problem. Every ToC PUG seems to have 2 or all 3 DPS spots filled with plate-wearers that can't be bothered to have a tanking (or healing) spec.
And I don't play a druid, but now I want a Worgen one and will definitely glance back at this column when I start one. Thanks!
kyuuketsuki Aug 25th 2009 4:11PM
I like everything about your columns Allison...except the DK hate. I know it might be frustrating to have dps specced hybrids more often than not outnumbering the tank specced ones, but you seem to take every opportunity to generalize Death Knights as crappy players who won't carry an alternate set of gear, and can't even stand behind a mob when they ARE dps'ing.
The Death Knight community is split down the middle; facerolling noobs on one end, and spreadsheet-loving min/maxers on the other. I think the folks who are in the middle eventually will gravitate one way out of laziness, or the other out of a sense of duty to their fellow players.
Many who would want to try out tanking are afraid of getting practice, since people will shut them down at the first mistake. Every patch that nerfs DKs down is welcome for me, since it narrows the field to people who actually enjoy the mechanics of the class.
Your observations in that PUG are representative of the current situation, but why reinforce that? Is it out of defensiveness left over from being stigmatized as a Druid tank in BC?
I wonder if people will complain about all of the new Troll and Worgen Druids who choose to spec Balance instead of Resto? Or even the ones who HAVE Feral dps gear, and won't give tanking a shot because they are too cowed...and just take the path of least resistance?