Shifting Perspectives: 5 observations, part 2

Observation #3: Druids are still extremely unsuited to healing undergeared players.
If you've ever wondered why druid/warrior took off the way it did in BC 2v2, here's your answer -- healing a well-geared plate class (or, for that matter, the BC era's SL/SL warlock) is an ideal circumstance for a HoT-based healer. We heal slowly and over time, which is perfectly suited to the rate at which a well-geared plate class takes damage.
HoT's don't pair anywhere near as well with low-resilience gear (i.e. burst-a-plenty), and this includes you if you are the undergeared player, so don't drive yourself crazy trying to heal what is, in many ways, the unhealable. While you can improve this eventually by PvPing for better gear, you'll still encounter no end of undergeared, low-HP, and low-resilience teammates while healing BG's. Cold as this sounds, druid healers aren't likely to make a giant difference to the survivability of someone who's losing 1/3 to 1/4 of their health which each swipe that pesky MS warrior takes at them, and in a group situation you're probably better off devoting your GCD's elsewhere. Otherwise, you can expect to burn both your Nature's Swiftness/Healing Touch combo and Swiftmend on someone who's not going to survive the brawl no matter what you do.
I've been able to get around this in certain situations by LOSing an enemy and frantically spamming Nourish on undergeared DPS, but this generally won't work in Arathi Basin, Eye of the Storm, and Strand of the Ancients (Strand, by the way, is a lot of fun). The landscapes here are just too open, and a druid who has to spam Nourish to keep a partner alive is easy bait for another attacker.

Observation #4: Certain classes will make your life a living hell.
There are certain classes who, regardless of the degree of success they may encounter in arena, have a wide array of skills that are well-suited to stomping battleground opponents. Retribution paladins (have I mentioned this before?), hunters, and warlocks have made my enemies list, but it's really the first one you have to worry about. While any given well-geared and played toon can harass you effectively, you usually have a fighting chance, even if it's only in the form of blowing through tons of mana to make a strategic retreat. Warriors do a ton of damage, but you can outrange Bladestorm. Keep shifting out of Frost Nova to avoid the worst burst from mages. Death knights can (and should) be kited; you should have a Nature's Grasp up in the seconds before you know a Death Grip is imminent, which you can usually provoke by running away even if you don't need to. You can (try to) break the cycle of a rogue stunlock with a well-timed trinket, although a well-geared one will (as always) kill you before you come out of it. Frankly, out of all the classes, druids have it easiest when it comes to escaping a fight gone south, and you should preserve at least a portion of your mana pool for this purpose if you can.
But the piqued side of me wonders if Blizzard's tried to shore up hunter arena performance to the point where these players are small gods without the constraints and LOS issues imposed by arena, with a huge array of abilities and CC's to be used on short cooldowns. Warlocks -- when did warlocks get such horrifying burst? When did that happen?
But both of them pale in comparison to Retribution pallys, who seem to have a ready answer for any effort we make to escape or survive. Not only is their damage massive and unhappily dependent on burst that chews through HoT's, but between that miserable stun, Judgment of Justice, and Hand of Freedom, there are few ways to avoid or escape them as a druid. I think this would be a lesser problem than it actually is if we weren't firmly in the age of the Overplayed-adin -- I have yet to zone into a battleground facing fewer than 3 retadins anywhere other than Warsong Gulch -- and below a certain gear level you should not bank on a surviving an HoJ. Right now the only way for me to escape a Retribution pally is to see him before he sees me and get a Roots or Cyclone off while I book it, or to start in stealth and never leave.
Versus most classes I still feel like I've got a fighting chance if I play well, though I'll admit this is less true of well-geared warriors and rogues. But I had yet to encounter the level of frustration I have had versus the average indifferently-geared lawladin of Wrath. Better gear has lessened their burst, but their array of toys is custom-built to wreck druids with little effort on their part.
The subject of battleground gods and the various factors that contribute to them is going to come up again shortly on the site, consequence of a recent team discussion here, so watch for an upcoming take on matters in Blood Sport. In the meantime, I'll leave you with Armory Data Mining's collection of data on class performance in battlegrounds.

Observation #5: Battleground achievements aren't well-suited to healers.
Battleground PvP basically encourages irresponsible play. The best honor doesn't come from playing defense, from being a healer who gets targeted and mowed down first, or from being or defending a flag runner -- it comes from ignoring the battleground objectives, letting someone else be the sucker who takes care of them, and fighting in the middle or on the roads. After experimenting with this for a little bit, I wasn't happy to discover that, despite Blizzard's addition of 50% increased honor from kills that occur near a node, I am usually down 100-300 honor in a given match if I defend rather than heal the pack of idiots picking fights with each other away from the objectives. Put very plainly, you are punished for playing to the battleground's aims.
But that's pretty much always been the case. I could deal with this if it weren't for the fact that most achievements -- and more particularly those that are required for for the meta Battlemaster -- are pretty bad for how healers get through BG's. Trying to outrange enemy DPS while keeping players in the thick of the fight healed isn't conducive to assaulting or defending a node, and I keep wondering how the hell I'm going to get something like Persistent Defender or Alterac Valley All-Star. I'm not going to be the first to click a flag when the flag carrier dies next to the warrior who just killed him, and I'm not likely to capture or recapture a node when I can't kill anyone who's there defending it. Add to this the inherent nature of being a healer -- the enemy players will, if they have half a brain in their heads, always target and kill you first -- and this is a knotty problem.
The simplest solution to this is to respec and not heal, but that just compounds the healer shortage in BG's. Well, we'll see. Future reports to come with a few hundred more +resilience under my belt and, with luck, one successful encounter with a pally.
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).





Reader Comments (Page 1 of 4)
paul Nov 6th 2009 4:12PM
As again, a great read. I always love your articles, incredibly in-depth. Keep it up :)
Maximize Nov 6th 2009 7:50PM
I agree with a lot of what you are saying. However, I have a few other observations.
First of all, I personally consider resto druids (the class that is currently my main) to be most likely the best BG healers. Throwing out rejuvs/regrowths on a group of 6-10 players is generally enough to keep them from dying especially if you are quick with your swiftmend. Because BG players tend to DPS in an unfocused fashion, its relatively easy to keep a pack of companions alive as a resto druid. I suspect your difficulties came mostly from inexperience (as of late) and a subpar level of gear.
However, there is a problem. While druids are very powerful as healers in BGs, they are mediocre to weak in Arenas for the reasons they are good in BGs. Resto druids have trouble handling a target that is being focused by 3+ opponents. We are one of the few healing specs with no way to mitigate incoming damage. Also, as you mentioned, leaving tree makes us very vulnerable. All this has a very nasty outcome. A druid's only viable (maybe not anymore) spec for Arenas is now mostly ineffective compared to other classes, and we have a much more difficult time obtaining the top level of PVP gear. At least for now, we have no other options for gearing up with good gear because of it (darn Arena rating requirements). Maybe when rated BGs come out in Cataclysm we will once again get to shine.
Para Nov 9th 2009 6:45AM
Seriously? druids weak in arenas? your joking right? Druids probably have the most raw healing in arenas, and since most of their healing is due to hots it can be near impossible to interupt them. Plus druids bring cyclone, no other healer has a spammable cc. (Yes i know it requires you to change form and waste mana)
And just fyi ANY HEALER has trouble keeping a person up with 3+ people on them...... my god my priest just about lasts 10 seconds on his own against rogues wheras my druid can just laugh all day aslong as i get hots off fast enough.
If your struggling with healing as a druid, im afraid thats you not the class i personally found the druid the easiest class to use as a healer to get up to "top tier" pvp gear out of my priest and pally.
1st Team up with a plate class
2nd learn to pre hot incomming damage
3rd put up hots BEFORE you swap out and cyclone a target.
That is seriously all you need to do to be good in arenas as a druid. Most bad druids in arena get caught with 0 hots and are kept stunned/silenced and bursted down and probably sit there blaming the class when all they had to do was keep a hot or 2 ticking on themselves and that damage wouldnt have come close to killing them.
Freak Mojo Nov 6th 2009 4:15PM
Lol... this is a pretty funny read. I can thoroughly appreciate the futility of trying to heal in BGs.
As a newly dual-specced resto druid, I tried out some AV in tree form and was pretty much a free kill for anyone and everything. Too frustrating for me to want to keep doing it. I'll stick to BGs as feral kitty.
RetadinMan Nov 6th 2009 4:19PM
How are Retadins a terror to Trees?
SoCleave is pointless as it does no damage.
Our burst now is terrible.
And Exorcism is laughable when the only smart move in PvP when AoW procs is to FoL.
Allison Robert Nov 6th 2009 5:01PM
1. The greatest contributing factor to player death is not necessarily going to be the result of a skill that does damage.
2. Your burst, I assure you, is fine on players who are still gearing up. It is entirely possible that Ret doesn't do enough damage to arena-geared players beyond, say, the 1800 bracket, which is one of the reasons the spec's been such a problem for developers, but that's not going to apply to 95% of your enemies in a battleground.
3. If you need to use an Art of War proc on FoL while fighting a Restoration Druid who has virtually no offensive capability in caster and none at all in Tree of Life, then you are almost certainly taking damage from another source, in which case the odds are against you in a 2-on-1 battle anyway.
Glaras Nov 6th 2009 5:02PM
You must be doing it wrong, then. Or, you're just saying these things with the faux-innocent look and the spread hands of a con-man.
Bottom line: retadins are so ridiculously OP in BGs that everyone who isn't one already knows it. I don't know any class that on average can consistently take down a ret pally before the ret does them in, first.
RetadinMan Nov 6th 2009 5:33PM
Umm...
If they are in PvE gear, you will be blown up 1v1. This is true.
If they are in PvP gear, they don't have nearly as much STR or AP. Keep hots up as soon as you see them. They keep going through the HoJ, which you should trinket out of (Repentance is a non issue, it breaks on damage). Keep hots going all the time. All the time. Nourish in between gcds. They have no interrupt, so you can just keep going. This will last an entire arena match or wsg.
Improvidence Nov 6th 2009 6:00PM
Admittedly, I haven't PvPed in months, but once I got a decent amount of resillience, paladins never posed a threat to me. I'd trinket or barkskin through their one stun, and then they didn't have a single way to interrupt my heals. They'd stand there pounding away at me, and I'd casually regrowth and nourish without fear of interrupts.
Granted, the paladin's changed a bit since then, but I was living through this damage back when resillience was only useful for reducing crits. Once I got tough enough, there wasn't a thing they could do to me. More than a few times they'd give up and wander off after a bit.
ash Nov 6th 2009 6:37PM
Can we get a better idea of your numbers, like resilience, hp, etc, so we can have a basis for comparison. I know that on the level healers are tough for Pally's to take out because of our lack of healing debuff and interrupts. Personally the two classes that consistently give me trouble are Dks and Druids. For Dks I can blow every single cooldown and still lose bad. Druids can just heal through my damage, stun or not. Now, granted I have a full set of gear but its only honor gear and WG trinkets. I am wondering if maybe you are just undergeared at this point because Druids are definitely one of the harder classes to take down in my experience.
Miwabo Nov 6th 2009 4:25PM
I have three 80s: an Undead Warrior, a Blood Elf Warlock and an Orc Shaman. You make me wish one of them was a Druid.
nikdaheratik Nov 6th 2009 4:26PM
You mean other than the fact that you can't root them easily, they have attacks that completely ignore armor, can put 2 different debuffs on you to prevent you from running, and you can't dispel magic so you can't really take off any of the debuffs they put on you?
I will agree they are probably alot less annoying in arena than in BGs, but you get two of them on you, and your dead, and the same can't really be said for warriors, DKs, feral druids, or any other melee class.
RetadinMan Nov 6th 2009 4:44PM
What 2 debuffs?
JoJ only prevents you from sprinting/dashing away. We still have to catch up with you. And you can probably shapeshift out of it. (Not sure)
If it is the burst (or lack thereof), get some resilience.
Allison Robert Nov 6th 2009 4:51PM
We can't shapeshift out of JoJ, and we can't dispel BoF. HoJ can only be trinketed, and chances are good I blew it on the last pally who used it on me.
Between JoJ, HoJ, and BoF, you essentially have 32 seconds to kill a tree who not only can't kill you but also can't get away. If they're taking a sufficient amount of damage to discourage them from dropping form, they also can't CC you unless Nature's Grasp is up, and you can trinket or BoF out of it.
Now, if there's no help coming and the tree is well-geared, the fight is only going to end if the player survives your damage and is able to get out of combat, OR when the tree can't go anywhere (e.g. defending a node) and you eventually run them out of mana. If there's no help coming and the tree isn't well-geared, they'll die within HoJ or shortly afterwards.
Uncertainty Nov 6th 2009 5:06PM
Um, you're way off. Roll a ret paladin and duel a druid and let me know how you do. The druid can literally stand in one place and spam HoTs on himself. Even if you stun him with HoJ, his HoTs are still rolling and I doubt he'll drop 10%.
I mean, seriously? Are we playing the same game here? The reason why rets have no representation in 2s is because they can't get a kill because of a lack of a MS and interrupt. It's not rocket science. If you can get a kill on a druid as a ret paladin, then you're really outgearing him. Because besides stunning him every 40 seconds, you can't do a thing.
Not to mention you're not outlasting or out dpsing a druids heals anytime soon. Innervate, and the current efficiency of HoTs-- the druid could last all day. Don't believe me? Watch any druid + dk match or druid + lock match. Be prepared to watch for a good half hour.
PodPeople Nov 6th 2009 5:39PM
only attacks from a ret pally is "magic" dmg (and thus ignore armor) is judgment, exorcism and maybe HoWrath (though i'm not too sure about that). that's not all that different than enhance shammy or DK. crusader strike and divine storm are both counted as physical dmg. the main difference between a DK or ehn shammy vs a ret pally is that both DK and shaman Can actually do dmg/stuff to you if you are more than 10yd away.
Allison, it might suck that you often die at the hands of ret pallys, but just think of it this way, you're playing one of the 3-4 class/specs that ret pallys can actually kill. it's 30ish way R/P/S and you happen to be the S to ret's R, just the way it is. But please keep doing BGs 'cause i need some HKs somehow.
coriolis Nov 6th 2009 4:32PM
As a discipline priest, I echo your fifth observation. I've been trying to get Alterac All-Star and Arathi Basin All-Star for a few weeks now, and at best I achieve one half of the requirements (capturing 2 bases, defending 2 bases, capturing and defending 1 base). The shorter games brought by 3.2 simply compound the various problems you noted (everyone adopts a 'rush' mentality to the detriment of strategic thinking). One possible solution would be to credit the requirements to anyone that could be affected by the defender buff, instead of only the character doing the action.
Rochmoninoff Nov 6th 2009 4:33PM
I agree that most BG achievements are aimed at DPS.
But not all - the flag carrying achievements are much easier for tanks.
And (arguably) the "win 100 BGs" is best suited to healers since they turn the tide.
Aren't you glad that your class can do it all?
Iwanttobeasleep Nov 6th 2009 5:46PM
As a BG healer I can assure you that we don't turn the tide, particularly if the other team has healers too. We're incredibly helpful, but not enough to make a large amount of victories that much easier compared to the achievements DPS can get.
Allison Robert Nov 6th 2009 6:24PM
The thing I've noticed about BG victories is that they're vastly in favor of whichever team has better-geared DPS. Healers help this a lot, and I would go so far as to say that, deployed correctly, we ensure a victory for said well-geared DPS, but there is no way for us to compensate for a poorly-geared team.