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Posts with tag druid

Mists of Pandaria Beta: Incarnation druid cat forms appear

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Wowhead has datamined some pretty cool new models, which are apparently new druid cat form models coming in for the new druid talent Incarnation. Even though they're not a whole new model, they look slick, and I cannot imagine Blizzard won't have something more to say about them soon, now that we've seen them. Ghostcrawler said that new forms are coming for Incarnation, and this might be the first salvo of models for druids.

Personally, I hope the new forms are a subtle hint at a Blizzard reversal in its reluctance to add in some class-specific content again. While doing something cool for every class is a daunting process and the required resources are extensive, it's been shown that players react favorably to that type of content. In the meantime, check out the epic cat forms for worgen, night elves, tauren, and trolls over at Wowhead.

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

Skill Mastery: Symbiosis -- why you should be nice to druids

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I don't know what class you play. I don't know if you're any good at it. If you're looking for gold, I can tell you I don't have any. But what I do have is a very particular skill -- a skill I have acquired at level 87 after a long career of pleading with Blizzard for relevance. This skill makes me a nightmare for people like you. If you let the contents of your action bar go now, that'll be the end of it. I will not look for you. I will not pursue you. But if you don't, I will look for you, I will find you, and I will take everything you hold dear.

Ladies and gentlemen, welcome to Symbiosis -- or as we like to call it around these parts, the reason you need to be nice to druids in Mists of Pandaria.

Or as we also like to call it, the endless, numb suckhole where raid balance goes to die.

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Filed under: Analysis / Opinion, Mists of Pandaria

Breakfast Topic: Dumb things are fun

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Opinions were pretty mixed when druids lost permanent Tree Form going into Cataclysm, but two distinct camps emerged. Lots of people who'd been playing since classic WoW resented having to be in a low-poly model all the time just to be competitive with other healers. Others really liked playing a tree, missed the form, and have sulked their way through Cataclysm with only temporary access to the (admittedly awesome) Captain Disco Soul Patch Groovy Tree.

When Glyph of the Treant was introduced on the Mists of Pandaria beta, I was among those who hurried to glyph it in order to enjoy the form again and subsequently found myself running around Azshara like an idiot, one-shotting the mobs as a tree again. I have difficulty defending this. It literally adds nothing whatsoever to the class. It takes up a valuable glyph slot, gives no combat advantage, and exists only to be enjoyed.

And then I realized -- a lot of the stuff I've liked about Mists has absolutely nothing to do with the druid's combat effectiveness. Something that contributes to tanking, healing, or DPS always has to be balanced with other classes, and a degree of homogenization results because you can't have wildly different mechanics without usually getting wildly different results. Something that doesn't contribute to combat can just exist to be fun and doesn't have to be balanced with similar abilities elsewhere.

What skills, spells, or abilities does your class have that are only for fun? And on a more thoughtful note, would the game benefit from more "dumb stuff"?

Filed under: Breakfast Topics

The Heart of the Wild controversy: Should players be allowed to change specs in combat?

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In a recent Mists of Pandaria beta build, the tooltip for one of the currently inaccessible druid talents, Heart of the Wild, was significantly rewritten and updated. The full tooltip is long, but the key assumption is that every six minutes, a druid of any spec can click a button and automatically be able change to another combat role for 45 seconds, with little drop-off in effectiveness. Restoration druids can start dealing damage, DPSers of either persuasion can throw around some heals or tank an add, and guardian tanks can even spread around a few HoTs without having to leave Bear Form and turn into paste. That's the theory, anyway.

As you can imagine, this idea generated some heated debate in the druid blogger community. The noted Lissanna of Restokin called it "(likely) the the least used talent out of any talent tree in the history of the game" Murmurs also agreed, saying "HotW has a pure functionality problem. It can never truly fulfill the position that it is attempting to grasp."

In opposition, Tangedyn, the co-creator of the Mew feral druid simulator and frequent contributor to The Inconspicuous Bear, wrote "... there's no reason to deny druids that want the versatility the capability to perform to their best of their abilities."

So who's right? Well, let's take a closer look at both sides of the argument, since this debate brings up several important issues to any WoW raider.

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Filed under: Druid, Mists of Pandaria

Shifting Perspectives: 5 moonkin issues that need fixing

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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 go fast and furry.

Well, it's happened again. Once more, I intended for this week to be a first look at balance druids in Mists of Pandaria, but as I wrote the article, I felt that much of it was lacking the proper context. Since we haven't had a moonkin post around here in some time, I'd like to step back briefly and discuss some of the issues with the specialization that were identified going into the new expansion. Next week, we'll discuss the changes Blizzard is implementing on the beta and how they fix (or don't fix!) the issues I've described here.

Overpowered AoE/multitarget rotation For the majority of the expansion, balance druids were one of the best AoE DPS classes in the game. This was due largely to two factors, the relative strength of the moonkin DoT abilities plus Wild Mushroom and the ability to remain in a Solar Eclipse nearly indefinitely during AoE phases to buff those two abilities (aka solarcleave). Even for non-AoE fights, it was still very easy for moonkin to supplement their damage on their primary target with DoTs on a secondary target. Heroic Morchok and Warmaster Blackhorn are excellent examples of this for this tier.

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Filed under: Druid, (Druid) Shifting Perspectives

GuildOx player analysis highlights the warlock decline

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The folks at GuildOx have gone through their database and done some simple filtering that reveals some fascinating things about who is raiding heroic Dragon Soul. GuildOx started with level 85 characters, filtered for characters with ilevel 400 gear, and then filtered out anyone with PvP gear. What you see in the chart above is the result of that work -- a representative sample of who out of the over 13 million level 85 characters in the GuildOx database is raiding heroic Dragon Soul.

If you remember the post about the complexity of systems and player retention that I made a couple of weeks back, you'll remember that I mentioned Cynwise's excellent posts about the warlock decline. Well, here it is again reflected in GuildOx's data. Warlocks are the least played class in heroic raiding.

Warriors aren't doing much better, really. Most other classes seem fairly healthy, with classes that have healing specs doing fairly well and rogues absolutely ruling heroic raiding despite being one of the least-played classes in the game overall. It gets even more interesting once we get to look at the GuildOx spec-by-spec breakdown.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Raiding, Death Knight, Cataclysm

Raid Rx: Mists of Pandaria healing changes

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poohbah of World of Matticus and a founder of Plus Heal, a discussion community for healers of all experience levels and interests. Catch his weekly podcast on healing, raiding and leading, the Matticast.

You'll notice that there are a ton of new glyphs that have been added for all the classes. That list is by no means exhaustive. I also noticed some slight changes in the way certain spells work. I can assure you it won't be anything too drastic, but these changes are enough to keep you interested and wondering. This week, I'll be rounding up what we know healers will be getting, as well as any other notable modifications.

New for druids

Cenarion Ward appears to be a Prayer of Mending-like spell without the subsequent charges. Good spell to open with before an engagement. Won't have to pre-HoT as much. Just remember to pre-Ward.

Wild Mushroom: Bloom! Hope you love 'shrooms, since you'll be gaining the use of these in addition to your Balance friends. Anticipate a moment where big AoE healing is needed, and plant 'shrooms. Detonate after raid group takes a hit, and relish in the healing spores that explode.

Regrowth can be glyphed to remove the HoT component. Benefit? 40% increased chance of a critical heal. I guess you can configure a HoT-based class to switch to a non-HoT direction.

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Filed under: Druid, Paladin, Priest, Shaman, Raid Rx (Raid Healing), Monk, Mists of Pandaria

How to go tribal with transmogrification

Do you like hugging trees? Did you want to see more of D.E.H.T.A. in Wrath of the Lich King? If you answered yes to either of those questions, this week's transmogrification guide is for you. This week, we're going to be exploring that super-chic tribal look the tauren of Azeroth love so much. So if you happen to be a druid who wants to look more the part (or just want to be a rogue who inflicts cognitive dissonance), keep reading.

First off, you should know that at the end of the day, there's a lot of flexibility to this outfit. Anything with wood, leaves, feathers, animal hide, fur, or antlers has the potential to be swapped in. Just be mindful of how you incorporate color. When using earthy-looking armor models, you want to try and keep the earth tones in the same color family. So for example, if your chestpiece is a mustard-colored brown, you may want to make sure most of your browns have a similar hue. When it comes to accents and contrasting color, try to make all of those little details match. So if you get a red headband, trying using a red belt or weapon to tie it all together.

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Filed under: Transmogrification

All-druid guild shreds Dragon Soul by tooth and claw

Druids of the Beast
Why is there something inherently funny about a bunch of druids all together in one place? Whether it's a flock of squawking, Moonfiring moonkin or a genial pack of dancing bears, even the most dedicated lore fiends among us have to admit that the design for these characters is all a wee bit silly. No matter how you cut it, the mere thought of a gathering of all druids evokes a grin every time.

What's not so silly, though, is this all-druid guild's rampage through WoW's most challenging raid content. Druids of the Beast is no gentle gathering of roleplaying night elves, drifting through Darnassus to pluck at the tangled knot of druidic lore -- no, this is a full-on, endgame raiding guild that also happens to be comprised entirely of members of the druid class. You'll find no army of declawed alts in this guild, no buffing machines parked outside raid instances. Druids of the Beast's roster represents pure, unadulterated druidic power, and its progress through Dragon Soul is among the world's leaders for all-druid raiding.

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Filed under: Druid, Interviews, 15 Minutes of Fame

Encrypted Text: More rogue poison news from Ghostcrawler

Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

Two weeks ago, I asked you to throw out everything you knew about rogue poisons. I was being silly, because I know that would be a lot to ask. Many of us have spent years learning the intricacies of the poison system, studying PPM charts and evaluating our options. Unfortunately, it looks like there was actually no hyperbole in my original request. With the latest round of info we've received, every single poison mechanic in the game will be overhauled in Mists of Pandaria.

We already know about the new lethal/non-lethal designations and how we'll be able to have two poisons on both of our weapons at all times. We already know that poisons will be critting for double damage in Mists and that their crit chance will be calculated based on our melee crit rate. These improvements are just what we needed to increase our utility options and to boost crit's viability as a secondary stat. In addition to these sweeping changes to poison crit mechanics, we've learned that poison's hit mechanics are also being revamped.

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Filed under: Rogue, (Rogue) Encrypted Text

A priest's guide to class romance

It's a troubling yet underpublicized fact that four out of five shadow priests respecced shadow for the first time after experiencing a romantic break-up. Recent studies show that priests are 63% more likely to respec shadow within 72 hours of a break-up, while a separate poll found that 78% of healing priests had seriously considered respeccing to shadow after having an argument with their spouse or significant other. To the tenderhearted healing priest, shadow probably seems like a quick way to steel yourself and mend a broken heart; unfortunately, too few priests realize the two points they're putting into Masochism 'til they're staring down into an empty bottle of Volcanic Potion and wishing they could do the same DPS as a warlock.

The simple way to avoid all these drastic courses of action is, of course, to skip getting your heart broken in the first place. Easier said than done, you think? Perhaps, but knowing the battlefield of love will certainly help you avoid the more obvious pitfalls. Want to know what your best match is? What about your worst? This week, I've got the answers in a special guide to the classes.

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Filed under: Priest, (Priest) Spiritual Guidance

How could tanking design be changed?

Tanking is designed around holding threat and using abilities to stay alive. The current paradigm, wherein tanks work hard to passively gear themselves for predictable incoming damage in order to make healing them easier, has its drawbacks. Tanks usually ignore stats that contribute to threat generation (to a degree that baseline threat generation has repeatedly been increased, currently sitting at five times damage dealt by the tank), which has led to the discussion of active mitigation in the tank design of Mists of Pandaria. The goal is to make tanks desire threat generation stats such as hit and expertise by making them not just threat stats, but also to tie them into survivability.

By making threat gen stats also generate resources that are used to actively mitigate incoming damage, the goal is to make tanks want those stats, rather than simply aiming as close to complete coverage of the combat table as they can get, reducing incoming damage to something as reliable and easily anticipated by healers as possible. Tanks currently value dodge, parry, and their mastery stats well over any potential threat generation from hit and expertise.

Since we've already seen quite a bit of the Mists of Pandaria talent calculator, we know that design of the new tanking system is probably fairly well advanced. We also know that the monk, another tank/DPS/healing hybrid class, will be debuting with the expansion. Therefore, it's worthwhile to examine tanking changes that could be implemented, even to stretch our vision of tanking significantly past where it is now and most likely past where it will go in Mists.

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Filed under: Druid, Paladin, Warrior, Death Knight, Monk

Breakfast Topic: Do you love to shapeshift?

Don't tell moonkin blogger Tyler Caraway, but I sort of like druids. Whether or not they're the best at tanking or the best at DPS never really matters to me, though. I just like being able to change shapes and forms. Beating things up as a bear is cool. Being a ferocious cat is cool. Being a ferocious cat that's on fire -- even cooler.

There's only one thing I can think of that would make me even more excited to play a druid: more shapeshifting forms. So how about it? Do you like playing in shapeshifted form, even if you have to rely on trinkets to do it? Is there a new shapeshifted druid form that you'd like to see? Maybe the ability to play as a naga or a ferocious timbermaw?

Filed under: Breakfast Topics

The New Class: Monks and class balance

I've wanted to talk about this for a while. The game's hybrid vs. pure debate is about to swing into high gear. With the monk, not only will there be a third class that can tank, heal or DPS, but it will be doing these things with entirely new mechanics. What does the monk mean for everyone, both those who will adopt and love it and those who will have to compete against it?

The first change the monk brings along with it is simple: the class numbers game. Not only will we have 11 classes now, but all sorts of other numbers change as well. For instance, there will now be five classes capable of tanking and five capable of healing. We'll have four pure DPS classes and seven hybrids that can DPS. There will be a total of 33 specializations (although it may be easier to balance with talents shifting to the new system) to design around.

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Filed under: Analysis / Opinion, Monk, Mists of Pandaria

BlizzCon 2011: Screenshots of the new Pandaria talents for all classes

If you wanted to look at the new talents that will be debuting in Mists of Pandaria, I would hope you followed our liveblog of the talent system overhaul. The short version is you get to pick 1 talent from a pool of 3 talents every 15 levels. By the time you hit the new level cap of 90, you will have 6 talents. Each set of talents does the same thing, more or less, in different ways.

Now, for your perusal, we present a class by class gallery of the new talent system as it stands today. Remember this is subject to change, alot, before Pandaria, launches.
Make no mistake, this is a significant game changer for everyone. This is the dawning of unparalleled flexibility in personal customization choice. Arms warriors with Shockwave, fury warriors with Bladestorm. This is the biggest change to the game since reforging.

There are no tree examples for the upcoming Monk class yet. Galleries of each class's talents after the cut.

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Filed under: Analysis / Opinion, Blizzard, News items, BlizzCon

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