Dec 16th 2011 11:04PM Yay contest!
Oct 4th 2011 6:52PM To add to everyone else's corrections:
Boomkin have a remarkably complicated AoE rotation (not quite as bad as enhancement shaman) that doesn't involve hurricane in the slightest.
Our AoE requires:
1. (above all) being in solar eclipse, with the appropriate managing of eclipse to arrive at solar at times in the fight when AoE is needed
2. setting up 3 Wild Mushrooms using the targetting cursor
3. exploding the 'shrooms
4. sunfire-ing 3-4mobs to get the dots rolling
5. then repeating the 'shroom stack, preferably right as detonate comes off cooldown
6. sunfire-ing other mobs without dots
7. repeat steps 5 and 6.
Done well it can be really powerful, but it's not in any way easy or graceful. If you see a balance druid using hurricane (with a few very rare exceptions), they're absolutely doing it wrong and should be mocked and ridiculed.
Now, I'd agree that dot classes seem to be the ones that consistently do best, and it could have to do with movement. Those are also the ones that do well in AoE, and it's because we're not limited in the number of mobs we can dot.
May 18th 2011 12:14AM @shanic:
For when she made the predictions, her view of resto druids was pretty accurate. At this point (4.1) we're much better raid healers than we were when Cataclysm was released, and by default were the second best tank healers. Until 4.0.6 or so, the only progression healers were pallies and priests, and druids got benched. My understanding is taht this is not the case as much anymore.
And 10 and 25 man raid healing roles are different...even raid healing in a 10-man I do a lot of off-assignment tank healing. We do well with a hybridized assignment, but otherwise not quite as good.
May 10th 2011 9:17PM I would like it, please!
Mar 29th 2011 2:12PM Wasn't the alliance AH in IF?
Mar 11th 2011 5:57PM Hurricane used to be the boomkin AoE, but Cataclysm nerfed it badly. Mana cost increased significantly, damage is roughly equivalent to what it did in Wrath.
It's a waste of mana.
Shrooms x3 every 10 sec and scattered MF/IS is the generally preferred method of boomkin AoE these days. Takes more skill, but does far more damage for a fraction of the mana cost.
Mar 11th 2011 5:53PM You've lauded the multiple active abilities in 'that other game's' talent system, which is true...but should also consider that all abilities characters get are through the talent trees (and roots). It is interesting, not least because of being able to set up synergies between different specs, but the talent system also functions as the basic class ability system.
And even then, there's repeated abilities (especially baseline skills) among multiple specs.
My problem with Rift's system is that it's gonna be almost impossible to balance properly, unless it's set so that all specs/combos are viable, in which case we're back to the illusion of choice rather than meaningful choices.
Jan 8th 2011 1:47AM I've been going through boomkin guides at various other places to find resources for a new boomkin in my guild, and I've been surprised at how few actually reference the glyph of roots.
Yeah, it's probably not too helpful in raids (cc dilution - more likely to have poly/hex/traps) but in heroics it's been extremely helpful. Shadowburner in GB is a great example of how it can be helpful, and we found locking the malignant trogg with an insta-cast roots keeps him out of the fight during the General Umbriss encounter.
Jan 3rd 2011 4:32PM /roll
Jan 3rd 2011 4:31PM entry!