Shifting Perspectives: Leveling 61-70

Only one more leveling guide after this, and then we'll be heading into an array of new articles I've been planning for a while, and a Druid perspective on tanking issues raised by Matt Rossi's article. I will probably be turning some of this material into just plain Druid posts rather than Shifting Perspectives columns, though, as otherwise it'll take longer than I'd like to get them all posted.
LEVEL 61
In Outland and Northrend, you'll be training new ranks each level as opposed to every other level, so don't forget to hit your trainer promptly with each level-up.

LEVEL 62
Cat form gets a non-stealth stun approximately a billion years after its Rogue counterparts, but that's it for the new stuff.
- Maim: An unholy mating of the Rogue abilities Eviscerate and Kidney Shot, Maim is Cat form's only interrupt (unless you count Pouncing a mob or player whose attention is directed elsewhere) and is a Stun effect as of patch 3.1, as opposed to the Incapacitate it was previously. What's the difference? Incapacitate effects can be broken by damage, while stuns can't be. While this sounds like a good deal for Druid PvP, it also means that the Maim stun shares diminishing returns with Pounce and Bash. Don't forget that Maim is a baseline ability and you can use it on a mob/player even if you're not Feral. Building combo points on an enemy player to Maim them at a later point is a classic technique of Resto PvP (though considerably more common in BC arena than it is nowadays). Maim also comes in handy versus PvE mobs; if you're fighting a caster or healer, you've got a double interest in opening from Pounce, because in decent gear it's possible to take a mob from 100% to 0% without allowing it to get a cast off. What are your odds of doing this versus a player? Not all that terribly high.
Even if you switch to Bear in order to get Bash off, a Druid's ability to "stunlock" is considerably less than that of a Rogue's even if you've talented into Brutal Impact, but the damage that Maim applies is also useful (particularly combined with Pounce's DoT and Rake) in draining their health. While out grinding, Maim can and should be used defensively to stun an enemy or mob if you're low on health and need to pop out and heal -- or if you need to make a break for it and get a head start. - Demoralizing Roar, rank 6: standard upgrade.
- Healing Touch, rank 12: standard upgrade.
Rollin', rollin', rollin', keep that Lifebloom rollin', you don't have Lifebloom just yet, Raw-HIDE.
- Ferocious Bite, rank 6: standard upgrade.
- Moonfire, rank 11: standard upgrade.
- Rejuvenation, rank 12: standard upgrade.
The much-beloved (and much-nerfed) Lifebloom makes its debut!
- Lifebloom: Lifebloom is one of those abilities that seems doomed to a life of endless tinkering, as we've previously observed. During BC, the spell was significantly cheaper than it is nowadays (and also wasn't possible to extend beyond a 6-second duration), to the point where Trees who were healing multi-tank fights were little other than glorified Lifebloom-bots. In Wrath -- at least at the present time -- it's a very mana-intensive (and usually ill-advised) proposition to roll Lifebloom on more than one tank at a time. Lifebloom adds another insta-HoT to our healing arsenal, but it requires a little more thought and attention than Rejuvenation or the talented Wild Growth. For PvE raiding, it still finds its best use being stacked and "rolled" (i.e. not allowed to reach its final heal, or "bloom") on a tank unless you deliberately allow it to bloom to deal with sudden burst; in 5-mans, you can still stack it if needed but can a little more liberal with the bloom due its mana return; in PvP, Lifebloom is one of our more annoying abilities versus an enemy due to its forced bloom upon dispel (screw 'em, if they didn't want it to heal than they shouldn't have tried to dispel it in the first place). As an interesting note, the threat generated by Lifebloom will belong to you during the rolling portion, but the threat of the final heal belongs to the person to whom it's applied. If you're a dedicated tank healer, you will want to pick up both Glyph of Lifebloom and the Balance talent Nature's Splendor (although it bears mentioning that any kind of Tree will want Nature's Splendor). It can be difficult for new Druids to keep track of the HoT's they have on targets; Tree Bark Jacket (which has recently moved; this is the old site) had an excellent post back in January on modifying Grid for this purpose that you'll want to read.
- Rake, rank 5: standard upgrade.
- Swipe (Bear), rank 6: standard upgrade.
- Thorns, rank 7: standard upgrade.
Bears can start mumbling to themselves, "One more level to Lacerate...one more level to Lacerate..."
LEVEL 66
Another way to bleed things to death. Feral seems curiously focused on that sort of thing.
- Lacerate: Lacerate needs to be stacked to 5 in any high-threat rotation versus a boss mob. For 5-man and trash-tanking, odds are good the mob's not going to live long enough to justify spending much time stacking it (the individual application of Lacerate does less threat than Swipe, and that's your primary concern while holding aggro against your LOLDPS), but it's still in your best interest to get at least one Lacerate going on as many mobs as you can. Why? Two reasons: a). Rend and Tear (you do have Rend and Tear, don't you?) and b). Primal Gore (you do have Primal Gore, don't you?). Rend and Tear is a significant contribution to Maul's threat, and the only way to get a mob bleeding as a Bear is to apply Lacerate (Mangle applies a debuff increasing bleed damage, but it doesn't actually cause a bleed in itself). If you're tanking, you want Lacerate up on your primary target at all times, and if you have Glyph of Maul (which you generally should in a dedicated Bear build), you also want it up on whatever secondary target the additional Maul is hitting. Also, because Savage Defense DOES proc from the Lacerate bleed crits granted by Primal Gore (and because Lacerate's threat is significantly better with the talent), you want to get Lacerate going early, triggering an SD proc and threat boost with each crit.
- Pounce, rank 4: standard upgrade.
- Ravage, rank 5: standard upgrade.
- Claw, rank 6: standard upgrade. Redundant skill is redundant.
- Maul, rank 8: standard upgrade.
- Rip, rank 7: standard upgrade.
- Starfire, rank 8: standard upgrade.
Get thee to Northrend, yongge wastrel, the lande of ices ynd snoo ynd very broun-colorred gears.
- Entangling Roots, rank 7: standard upgrade.
- Nature's Grasp, rank 7: standard upgrade.
- Cower, rank 5: standard upgrade. Largely useless skill is largely useless.
- Healing Touch, rank 13: standard upgrade.
- Rebirth, rank 6: standard upgrade, but don't forget to pick up some Flintweed Seeds.
- Rejuvenation, rank 13: standard upgrade.
- Revive, rank 6: standard upgrade.
- Wrath, rank 10: standard upgrade.
LEVEL 70
Ah, 70...I miss you somewhat. Or maybe I just miss the days when people were actually putting Nightmare Seeds up on the auction house. Farming those things is a pain.
- Cyclone: Oy. Possibly the second most-hated ability in BC PvP (the first would have been Fear), Cyclone is a short-lived but often ass-saving Banish effect that renders its target unable to do anything but float in midair mentally composing another apoplectic forum thread on the need to nerf Cyclone. The short duration makes it mostly useful as an escape mechanism in PvE and as the Druid's only baseline interrupt in caster form, but it's really in PvP that it, er, shines. I've embedded an early video from arena's Season 1 by a well-known EU Balance player named Tradix to demonstrate how Cyclone can be used both offensively and defensively. One of the things you'll also notice is that Tradix makes additional use of Cyclone by frequently timing Starfire casts (ordinarily difficult to get off in PvP) to land immediately after Cyclone breaks, providing a good source of burst on a target that can't avoid it.
- Gift of the Wild, rank 3: standard upgrade, but don't forget to pick up some Wild Quillvine.
- Hurricane, rank 4: standard upgrade.
- Mark of the Wild, rank 8: standard upgrade.
- Moonfire, rank 12: standard upgrade.
- Shred, rank 7: standard upgrade.
- Soothe Animal, rank 4: standard upgrade.
- Tranquility, rank 5: 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 you should be playing the class (or why not).Filed under: Druid, Analysis / Opinion, Features, Guides, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
mober Sep 15th 2009 8:20PM
Awesome guide! I have a druid at 70 now so I can't wait for the final part.
Nandini Sep 15th 2009 8:20PM
"... but the DoT component that Maim applies is also useful ..."
Which DoT component would this be, exactly?
Eros Sep 15th 2009 8:26PM
Maim deals direct damage (per combo point) it dose not apply a dot
Allison Robert Sep 15th 2009 8:29PM
Fixed! I was thinking of Pounce. Maim does apply damage, it's just not a DoT.
Nandini Sep 15th 2009 8:28PM
Also, I'm fairly certain that Pounce only shares diminishing returns with Cheap Shot. (Not with Bash and Maim.)
Allison Robert Sep 15th 2009 8:38PM
From the information I saw off the Tournament realm, all Druid stuns seem to be subject to diminishing returns as of the Maim change in 3.1, but it's possible that Blizzard's tinkered with them since then.
Nandini Sep 15th 2009 8:51PM
Maim and Bash are in the "controlled stuns" category of diminishing returns. Pounce is in a separate category shared only by Cheap Shot (since these abilities can generally only be used once without leaving combat, except for rogues with the Shadow Dance talent).
This change was implemented in Patch 3.0.9, but Tournament Realms do not always use the latest patches (to avoid players having to adapt to an entirely new playstyle based on newly released class changes.)
Nandini Sep 15th 2009 8:54PM
Oops you were right, Pounce switched to sharing a diminishing return only with Cheap Shot in patch 3.1.0, not patch 3.0.9.
JC_Icefox Sep 15th 2009 9:57PM
R...Rend and Tear?
REND AND TEAR YOUR GUTS!
YOU ARE HUGE! THAT MEANS YOU HAVE HUGE GUTS!
REND AND TEAR!
clone Sep 15th 2009 10:22PM
druid must get nerf ! A S A P
coz druid players having more fun than all the other classes.
Orrine Sep 16th 2009 7:47AM
Yep, we are :P
Prinnygod Sep 15th 2009 10:43PM
That tauren druid in the second video...did he transform into a furbolg?
Minidrake Sep 16th 2009 12:28AM
... and a cheetah man thing?
Minidrake Sep 16th 2009 12:32AM
A little research: he's using a panda-marked furbolg skin for his Moonkin form, and a cheetah marked humanoid (presumably worgen) form for his travel form.
Sargenus Sep 16th 2009 1:06AM
His Moonkin form was a Furbolg with panda skin, and his cat form was what Thekal looks like during Phase 2 in Zul'gurub.
Allison Robert Sep 16th 2009 2:04AM
From what I know, Tradix was using a Pandaren-colored furbolg model for Moonkin Form, and the Zul'Gurub tiger god model for Cat form.
vandenhamster Sep 16th 2009 3:59AM
Great entry once again, Allison. The perfect blend of being informative and hilariously witty.
One glaring omission though: SWIFT FLIGHT FORM AT 70! I know you covered Flight Form in your previous edition of this guide, but at least a mention (and possibly a suggestion to do that awesome quest chain) is warranted, I'd say. I mean, it's like Flight Form only... swifter! Nothing in the game comes close to the feeling of soaring through the sky in Swift Flight Form for the first time.
Especially since, much as it is with character models, the smaller you are the quicker moving about feels (just play a gnome for 10 levels, then do the same with a Tauren. Same speed, feels so SLOW). Swift Flight Form is just... I'm so close to writing a poem of adoration for it.
Actually, here's a haiku:
Swift Flight Form is love
Soaring high, can you feel it
Feathers in the wind
I really need to start focusing on my work here...
Arrowsmith Sep 16th 2009 10:06AM
Slight Addendum here: The Swift Flight Form QUEST CHAIN at 70. Even if you can train the form at 71, It's still worth it to go through the quest chain to see how much of a druid you truly are. Only advice I will offer is that you better have a feral set and a caster/healer set on you, regardless of spec. Everything else, well, good luck!
(I only have a druid at 23, but my questing/raiding buddy is a tree and I went through the quest chain with him back in BC on my main. It was SO much fun.)
Lolone Sep 16th 2009 5:03PM
Haiku's are silly,
But Sometimes they can be fun,
REFRIGERATOR
Moeru Sep 16th 2009 7:42AM
Lifebloom is still a very useful healing spell for people who used it back in the day. A lot of resto druids on my server use it as their main spell, and get a ton of mana back with it. However, the main reason we don't see it in raids, in my opinion, is because HoTs don't work well when healing with other classes. After awhile I realized that if I wanted to be an efficient healer, I couldn't use Lifebloom for raid healing, and started using Regrowth for raid healing. I don't use anymore mana than I need to just the same, and everyone gets healed. It's hard to do HoT raid healing with priests, shamans, etc just because they use flash heal/chain heal spells to heal the raid up...and that's wasted mana for all those HotS you just casted. So I use Lifebloom and Rejuvenation mostly for tank healing, usually letting Lifebloom time out on longer fights for mana back. And like I said, Regrowth is useful for raid healing, and the glyph of Regrowth is godly as well as you boost that Regrowth spam amount. In conclusion, Lifebloom isn't complicated or less than it was just because of the mana cost increase. Lifebloom isn't really a good raid healer anyways. The best use is stacking it on the tank, then letting it boom for mana back. It takes about 1.5 seconds if you're specced into Gift of the Earthmother to stack Lifebloom back up to full anyways. I can practically solo heal Patchwerk in mostly T7 with this method, and my mana doesn't go below 50%, as I can stop casting at times and my mana regenerates.