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Posts with tag cyclone

Shifting Perspectives: An early look at 5.2 for druids

Shifting Perspectives An early look at 52 for druids

Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we discuss the future.

Happy New Year!

Hmm. I guess I'm a little late for that. Anyway, my no-notice household move is mostly complete, and I've finally had a chance to start breaking down the new changes for druids in 5.2. With the exception of Feral PvP, things look pretty positive across the board, so let's dive in!

Cyclone a-no-no

Cyclone is the crowd-control effect that everyone loves to hate. Unlike the vast majority of other CC effects in the game, Cyclone does not share a diminishing return category with other effects, meaning you could couple it with another CC from a teammate to lock down an enemy target for a long period of time. By itself, this wasn't the end of the world. While a "clone" was powerful, it had a short range and a cast time, making it difficult to land in the first place.

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Filed under: Druid, (Druid) Shifting Perspectives

Creature Feature: The Tiny Twister, ruiner of the bench

Tiny Twister
Not all wild battle pets spawn by the same rules. Finding the pet you want may be more involved than making a cursory flyover of a zone while watching your minimap. Some wild pets only spawn during certain weather conditions. Some wild pets share spawns with full-fledged mobs. Today's pet, the Tiny Twister, is the latter sort ... maybe.

The Tiny Twister is an Elemental-type pet that can be found in the Arathi Highlands. The curious thing about this pet is that players aren't completely sure how its spawn works. There are three different common beliefs about its spawning:
  • It shares its spawn with the Thundering Exiles in the area, so you must kill them for a chance at a Tiny Twister spawn
  • It shares its spawn with any other type of wild pet in the area, so you must eliminate those for a chance at a Tiny Twister spawn
  • Only X number of Tiny Twisters can spawn in a given length of time, so all you can do is wait
There is more evidence for that second option than any other, but without the ability to see the coding behind its spawns, we can't be too sure in any direction. In any case, killing the Thundering Exiles and eliminating other wild pets in the area would be a good way to pass the time while waiting for a Tiny Twister to spawn, so it doesn't matter which theory is correct, in any case. Engaging in all of the above applies in one way or another. All of that being said, if you rush out to Arathi Highlands immediately after a server reset, you'll find the place absolutely littered with these little guys and will have no problem catching one whatsoever.

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Filed under: Mists of Pandaria

Pet battles are magic with the Nether Faerie Dragon

Nether Faerie Dragon
At its most basic level, pet battles are a game of rock, paper, scissors. Flying beats Aquatic, Aquatic beats Elemental, and so forth. However, there are a few pets that change up that dynamic and add another level of complexity to the system. The Nether Faerie Dragon, for example, is a Flying pet. Despite its Flying designation, it abandons most stock Flying abilities, possessing a range of powerful Magic abilities instead.

Its abilities are as follows: Only two out of six spells on this Flying-type pet are actually Flying abilities, while the rest are Magic.

Choosing between Slicing Wind and Evanescence is purely a matter of personal preference -- the former provides more offensive versatility while the latter provides more defensive options. However, it almost seems foolish to pass up the deadly combination of Arcane Blast and Moonfire.

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Filed under: Mists of Pandaria

Druid glyph changes in patch 5.0.4

Druid glyph changes in patch 504
When the new 5.0 patch flips over on Aug. 28, will you be ready with glyphs? Blizzard is recycling old glyphs instead of making new spell IDs and charring old ones. Some glyphs are staying the same, some are new, but some share IDs with old Cataclysm glyphs.

Below is our list of new or changing glyphs for druids. This is not a list of changing tooltips, just which glyphs you ought to have if you want to automatically have the new glyphs when the patch flips over.

The glyph switching occurs across roles more often than not, so feral and guardian druids will want some of the current balance and restoration glyphs in order to automatically switch over.

Druids have one new glyph, Glyph of the Cheetah.

Glyphs that are changing into new majors:
Glyphs that are changing into new minors:

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Druid, Mists of Pandaria

The Art of War(craft): Must-have PvP talents for druids in 4.0.1

Every week, WoW Insider brings you The Art of War(craft), covering battlegrounds and world PvP, and Blood Sport, with the inside line for arena enthusiasts. Want to crush your enemies, see them driven before you and hear the lamentation of their women? Battlemaster Zach Yonzon, old-world PvP grinder and casual battleground habitué, rambles on about anything and everything PvP.

Let's try to get you prepared for Cataclysm, shall we? In the new (banged-up, broken and burnt) world of the expansion, battlegrounds play will stand toe to toe with arenas as far as gear acquisition and quite possibly have even better participation. You don't want to miss out on that. Today we'll discuss the best PvP talents you can pick up as a druid, and you can decide for yourself what other talents to round out your PvP spec.

Perhaps the biggest change for druids in patch 4.0.1 is a new mechanic for balance druids called Eclipse, which relies on the buildup of lunar or solar energy conferred by casting either nature or arcane damage spells, respectively. This means that balance druids will be constantly trying to achieve an Eclipse by casting spells from one school, then shifting to another school once they've gotten the bonus. Out of all specs, balance plays the most differently compared to before the patch, but everyone gets fun tools to use in PvP. Let's check out all these toys across all specs.

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Filed under: Druid, Analysis / Opinion, PvP, The Art of War(craft) (PvP)

Shifting Perspectives: A 3.3 miscellany


Every week, Shifting Perspectives examines issues affecting druids and those who group with them. Today we root around our inbox and herd a series of scribbled notes across our desk, trying to get what we actually know about patch 3.3 in order. Also, Zach Yonzon's PhotoShop skills for the win, but we already knew that.

This week's column is going to be a little bit of a grab bag in much the same way that our patch 3.1 miscellany post was, because there have been a few changes on the PTR recently that we haven't yet discussed.

Before we get any farther, I'd also like to give a shout-out to our readers and commenters on last week's column, "The disappearance of the bear." I was a little antsy over how it was going to be received (lengthy articles on what's going wrong with a spec can get derailed into QQ-fests pretty easily, and that wasn't my intent), but was heartened to see so much quality discussion. One of the things I realized after reading through the comments was that Blizzard may actually have succeeded a little too well in their quest to make tanking more attractive and fun to the average player. WoW's four tanking classes (warrior, paladin, druid, and death knight) comprise 4 of the 5 most popular classes in the game right now. As I've written previously, the druid functions as the proverbial canary in the coal mine as a harbinger of class balance concerns, and with each of the game's plate classes numbering among the most played at 80, it's impossible for this not to have an impact on druid spec choice.

Anyway. For the moment, we are going to turn away from this rather depressing situation, and concern ourselves with what's going on in patch 3.3.

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Filed under: Druid, Patches, Analysis / Opinion, Features, (Druid) Shifting Perspectives

Shifting Perspectives: Leveling 61-70


Every week, Shifting Perspectives examines issues affecting Druids and those who group with them. This week, we gain all of the abilities that went live during Burning Crusade and wonder why the hell Lacerate can't be trained earlier than level 66, because the Bear spends 16 levels Mangling things it can't actually put a bleed on. Weird.

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.
  • Shred, rank 6: standard upgrade.
  • Wrath, rank 9: standard upgrade.

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Filed under: Druid, Analysis / Opinion, Features, Guides, (Druid) Shifting Perspectives

Patch 3.2.2 PTR Druid changes


There really aren't a ton of Druid changes on the 3.2.2 PTR as yet, but two of them are rather intriguing means of handling current PvP concerns for the weaker PvP specs (Balance and Feral). Anyway, I wanted to get our commenters' take on them because PvP is definitely not my area of expertise.

MOONKIN FORM: This form now also reduces the damage the druid takes while stunned by 15%.

Ghostcrawler mentioned recently that the main concern for Balance PvP isn't damage or CC -- it's just survivability, pure and simple. This is a very welcome change in that vein, although I'm surprised that it went to us over other casters, who are arguably more vulnerable to melee stuns. Well...maybe not. Shadow Priests have Dispersion, Warlocks have Demonic Circle, Mages have Ice Block and Blink, and so on. All of these are instant-cast, which might be part of why they're more effective "Oh s^$t!" buttons than Roots and Cyclone, both of which can be interrupted and silenced. Travel Form leaves you more vulnerable than you are in Moonkin, Bear Form has limited options given that most moonkin PvP builds I see still don't put any points in Feral despite the change to Survival Instincts, and Nature's Grasp -- well, you have to get hit for that to trigger that anyway.

We'll see if this helps, although if the root of Balance arena issues lies in the vulnerability of caster form (which was one of the factors driving the "tankiness" of Trees in Season 6), this change just nudges the Druid to stay in moonkin more than they already are. Still, I'm curious to see what effect this will have.

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Filed under: Druid, Patches, Analysis / Opinion, Guides, Classes

Shifting Perspectives: Getting started and leveling 1-9


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we begin at the beginning, and we will go on until the end. Then we will stop. Then we will ask ourselves why we are taking advice from 19th century children's literature rather than the books that are relevant to our interests, like Why Buying a House You Have No Idea How To Renovate Is Probably a Bad Idea, or Smoked Salmon and You: A Guide To Not Eating Yourself Into a Coma.

Greetings, Druids. I took the liberty of rolling a few new Druids to test out the improved leveling process, and if possible I'm going to level a brand-new one all the way to 80 to make sure everything in the guide's been personally tested and accurate as of the 3.1/3.2 game world. Today we'll start off with a baby Tauren Druid on the PTR who's now level 9; later I'll be switching between a Night Elf and a Tauren.

Level Feral.

This is the single best thing you can do for yourself, at least for leveling in classic content. As we've previously discussed, the Druid is still hobbled by its initial design as an endgame secondary healer, but you can skip a certain portion of this early weakness by leveling feral. Piggybacking off all of the DPS leather that went into the game to support the billions of people who rolled Rogues is a nice advantage, but the real attraction of leveling Feral lies in the ability to DPS in forms that don't require mana. Being able to save your mana bar for healing and buffing decreases downtime enormously (more so as you gain levels, as our mana efficiency and damage aren't that great early on).

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Filed under: Druid, Features, Leveling, Guides, (Druid) Shifting Perspectives

WoW Patch 3.1 PTR Druid changes


All right, Druids. I've been rolled out of bed to come look at the new PTR test notes, because apparently this is a big deal or something. As far as I'm concerned, all important business can wait until a reasonable hour in the morning, like 3 PM, but because this site is run by crazy people here I am.

So let's go skim the patch notes quickly -- /flick flick flick -- and try to answer the most important question first:

Is Tauren cat form still in the game?

/flick flick

Yes.

Man, %*#$ this patch.

Leaving aside this EGREGIOUS OMISSION, we're going to take a look at the preliminary Druid changes in patch 3.1 past the cut here, and courtesy of Michael Sacco and some data-mining gnomes, we also have the Druid Tier 8 shoulder graphic, which is pretty cool and reminds me a lot of Tier 5. I'm also seeing some undocumented changes in the game files off MMO Champion, but I'll have to examine those later today. I haven't been able to get on the PTR yet, so I can't confirm whether these changes have actually gone live on the test realm.

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Filed under: Druid, Patches, Analysis / Opinion, News items, Features, Guides, Classes

Shifting Perspectives: The Druid of 2008


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, our author is completely spaced out on cold medication, and is somewhat concerned that her raid performance has improved under the circumstances.

The time has come (the Allie said)
To talk of many things.
Of Roots and Bash and Travel Form,
And Strength (which scales with Kings).
Why Tauren cat form sucks so hard,
And whether trees have wings!

And, yes, before anyone asks, I'm tripping on too much cough syrup and ibuprofen after receiving a belated viral Christmas gift from a relative. So I'll just put this out there right now; this column's probably on the weird side. I took a long look at all three Druid specs over 2008 and saw a few sad things, a few happy things, a little song, a little dance, a little seltzer down your pants, and now I'm channeling the famous Mary Tyler Moore episode "Chuckles Bites the Dust," and that has to stop because I do not believe Mary Tyler Moore ever played a Druid.

If you're completely uninterested in reading an account of any spec that's not your own -- although that would make me weep into my little cup of generic label cough syrup -- here's a set of quick links to each:

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Filed under: Druid, Analysis / Opinion, Humor, The Burning Crusade, (Druid) Shifting Perspectives, Wrath of the Lich King

All the World's a Stage: So you want to be a Druid

This installment of All the World's a Stage is the nineteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

Nature is a system of life energy in constant flow, peaceful one moment and turbulent the next. All living things draw their life from it, and depend upon its balance for their existence. Druids are the protectors of this balance, who harness the energies it contains and try to live their lives according to its laws and principles. In this way, they become intimate members of the natural system, embodying the very force that they seek to protect. The druid is not merely a spellcaster who draws on nature to do cool stuff -- he is nature, in himself, completely one with it in every way. The world is his body, and he is an inseparable part of the whole.

It can be rather hard for those of us living in the concrete jungles of modern city life to get a feeling for what nature really is, or what it feels like to be a part of it. Perhaps if you have ever ventured off the paved highway into the distant reaches of the world, you will know the feeling of connection to the greatness of the natural world in which the human race evolved, long, long ago in a state of mind far, far away from billboards and electronic devices, pop culture and prime-time TV programming. It may no longer be possible for human beings to simply return to its ancient state, nor would that necessarily be a good thing. Today, people look out at the world outside the closed-off bubble of material civilization and wonder their new relationship with the ancient balance of nature could be.

To play a druid in WoW as a class in a game is one thing, but to try and get inside the druid worldview and understand what they might be thinking is something else. To start, it would help to look inside ourselves and see what sort of connection to nature exists there. Is there a balance? What would balance look like? How would it feel to be in complete harmony with the natural world? What would it be like to channel all the power of nature through your body or indeed feel the world itself as an extension of your body?

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Filed under: Night Elves, Tauren, Druid, Analysis / Opinion, Lore, Guides, RP, Classes, All the World's a Stage (Roleplaying)

Shifting Perspectives: State of the class, part 1 - Balance


Every Tuesday, or possibly Thursday when the writer votes on Tuesday and spends Wednesday screaming and beating her laptop over formatting errors, Shifting Perspectives explores issues affecting Druids and those who group with them. This week Allison Robert steals John Patricelli's column once again, secure in the knowledge that she will never be forced to atone for her crime as long as she writes something nice about ferals and keeps a respectful distance from Dan O'Halloran's whip.

I hate Tauren cat form.

Good. I got that out of my system and can write something productive. Although, believe me, if I could get away with it, an entire Shifting Perspectives would be devoted to just how much I hate Tauren cat form. I mean, just look at it! Look at the angle on the horns! The cat can't bite anything! Christ, I just -- hi, Dan. Yes, I'm totally writing the column! Look at me go!

This week, mindful as always of American election-year politicking, I'm going to borrow a page from presidential duties and write a little something I like to call "State of the Class." Druids have undergone a number of changes in the transition to Wrath of the Lich King, and will acquire even more as they level to 80. We are one of Blizzard's primary targets for both gear and role consolidation, which raises a few questions over how comfortably we're going to scale in relation to pure classes and what we can realistically expect on the march to a new level cap.

The TL:DR version of this article -- I believe our future is generally bright, the Druid community continues to have a few concerns over certain aspects of the class, our focus in PvP seems to be changing the most, and I hate Tauren cat form. This is a three-part post, so let's get started with balance. However, if you want to jump ahead to feral, you'll find that here; and the third part, restoration, is here.

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Filed under: Druid, Analysis / Opinion, PvP, Instances, Expansions, Features, Raiding, The Burning Crusade, Leveling, Buffs, (Druid) Shifting Perspectives, Wrath of the Lich King, Battlegrounds, Arena

Patch 3.02 for Restoration Druids, part 1

The single biggest change for most restoration Druids with patch 3.02 will be the disappearance of at least four commonly-used PvE and PvP specs:
  • 8/11/42 (the traditional resto PvP spec)
  • 11/11/39 (Resto PvP with Insect Swarm)
  • 13/11/37 (Resto PvP with Insect Swarm and Nature's Reach)
  • 11/0/50 (PvE Tree of Life with Insect Swarm).
The first three are kaputski because Feral Charge is now a 21-point talent in the feral tree, and the last three are bye-bye because Insect Swarm is now a 21-point talent in the balance tree. If you still want talents from the balance tree especially, you'll have a ton of stuff to play with (frankly I ran out of space here to discuss the new restokin specs but we'll cover it as soon as we can), but for the moment we're only going to concern ourselves with stuff squarely in the Restoration tree. Shifting Perspectives later today will have a full run-down on moonkin in patch 3.02 and Wrath. Otherwise, there's still a ton of new stuff for tree Druids in this patch, including a resurrected Tier 3 set bonus, a vastly-improved Tree of Life form, an out-of-combat rez, and an insane +haste buff to two of your most-used spells. If you also want a look at what early 5-man healing in the beta is like as a resto Druid, head here.

Read on for a comprehensive look at the new healing and mana regeneration mechanics, Restoration abilities, talents, and glyphs!

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Filed under: Druid, Patches, Analysis / Opinion, News items, Expansions, Raiding, Guides, Classes, Buffs, Wrath of the Lich King

Ask a Beta Tester: Reputation, crowd control, and more


We all know how this goes by now, so let's jump right in. If you don't know how this goes, click back through a few of the previous editions of Ask a Beta Tester. You'll catch on, I'm sure.
Xaktsaroth asked...

How does reputation work in general in Wrath? Are there turn-in quests? Rep for killing Mobs? Quested Rep? If you just quest, how far along does that reputation take you?

It's a little different for every faction, but I can say that I have not yet seen turn-ins like we had to do for the Aldor or Scryer. Most of the rep gains seem to be via quests or dungeons depending on the faction. On beta, I'm nearly Exalted with the Valiance Expedition exclusively from quests. Strangely, I'm Neutral with the Kirin Tor as of a couple of beta patches ago when I had been Friendly. Curious! Either way, I haven't seen much in the way of rep via quests from them. You'll probably need to do dungeons or some other thing.

It's going to vary from faction to faction, they're not all the same. Some are quest heavy, some are not. If you prefer dungeons, however, just get to Friendly with someone, pick up their tabard, and you can get rep with them in any dungeon you want.

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Filed under: Analysis / Opinion, Expansions, Wrath of the Lich King

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