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Posts with tag natures-swiftness

Shifting Perspectives: Exploring the Dream of Cenarius playstyle for ferals

Shifting Perspectives A Mists talent analysis for cats and moonkin SUN
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 consider the return of John Madden.

As beta patches came and went, a few long-time feral players quietly began grumbling to me about the new changes coming in Mists. "We didn't get anything new," one murmured. "I don't have to make tough decisions anymore," said another. Meanwhile, the wheels of balance continued turning. Moonkin were attracting the lion's share of the attention with their high-flying damage numbers utilizing Dream of Cenarius, but then feral theorycrafters started calculating how to put it to use ...

The evolution of a talent

Dream of Cenarius, in its first incarnation, was relatively useless to ferals. The "30% damage to next melee ability" buff was only granted for non-instant casts of Healing Touch, which wasn't likely to occur in any typical scenario. Most of the discussion revolved around whether the passive bonuses from Heart of the Wild would outpace the burst damage from Nature's Vigil, given that NV could be stacked with Berserk.

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Filed under: Druid, Mists of Pandaria

Shifting Perspectives: A Mists talent analysis for cats and moonkin

Shifting Perspectives A Mists talent analysis for cats and moonkin SUN
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 feel talented.

So. New talents! Awesome, right? This week, I'm going to take a closer look at the tiers and make recommendations on which talent you'll want to pick up for your Mists of Pandaria adventures. (Yes, I've looked at the new talents before, but we've had several months' worth of discussion and changes since then.) I apologize in advance for the terrible puns in the subheaders.

Tier 1: We like to charge it, charge it

No way around it: Displacer Beast is flat-out terrible. In theory, the ability serves as a way to escape from enemies; in practice, it completely fails at this because it lacks the threat-dropping capabilities of Feign Death or the temporary damage absorption of Vanish. DoTs will still immediately snap you out of stealth, as will spells in the air (sometimes). Non-players will keep all their threat and keep attacking you. I could maybe sorta kinda see it being used offensively in PvP for feral (open from Prowl, dump some energy, DB out and reopen), but that's pushing things. At this point, I don't think the talent is fixable, and I'm hoping they scrap it and replace it with something that buffs Dash and/or Stampeding Roar.

Luckily, we have two other talents that are much better. Feline Swiftness's passive movement speed increase is boring but very helpful in any situation. Unfortunately, it has one key downside: It does not stack with boot enchants, which makes them an integral part of the decision. Feral will almost certainly be using the Blurred Speed enchant anyway for the agility bonus, so it's really more like a 7% bonus for them. Balance has a little more choice here; they can choose between move speed + 140 mastery or 175 haste, which will likely be a superior DPS option.

Wild Charge, in contrast, has a wealth of situational uses, especially in PvP. The cooldown being so short means you can use it pretty much every time you need it, which is great. Of course, that means you have to use it to gain any benefit from the talent. If you'd rather focus on your rotation, just go with Feline Swiftness. Basically, it's a pretty close call. I probably prefer Wild Charge for feral and Feline Swiftness for balance, but it can go either way.

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Filed under: Druid, (Druid) Shifting Perspectives

Raid Rx: When is a wipe a wipe?

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related.

Seen the new Holy Word: Sanctuary spell graphic yet? That's what it'll look like, in the screenshot above, after patch 4.1.

We're going to talk about panicking today. It is a common occurrence among healers, especially during raids. I have been known to lose my cool. But there are different types of panicking, and it helps to recognize them so that you are both aware of it and how you can best react to it.

First, some additional healing changes and additions have been announced.

Upcoming healing changes in patch 4.1
Druid

Nature's Swiftness now also increases the healing done by the affected nature spell by 50%.

Priest

Holy Word: Sanctuary healing done has been increased by 35%.

Shaman

Cleansing Waters now has a 6-second internal cooldown.


My thoughts after the jump.

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Filed under: Raid Rx (Raid Healing)

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: Restoration 101

Every week, Shifting Perspectives explores issues affecting druids and those who group with them. This week, a quick and dirty guide to raising one's tree from a young sapling to a mighty oak, or other suitably impressive arboreal species.

Whenever other columnists here write really good columns, I sit at my computer and swear a blue streak, for I am a jealous god. Sacco, damn him, turned out a great article on the basics of elemental shamans, and for a while I've been kicking around bits and pieces of 101-esque columns for all four druid specs. This was the last shove I needed to get that done. While I expect our new balance blogger (a.k.a. Murmurs, the person I will be forcing to do all my number-crunching in the future with bribes or, when necessary, threats) will address moonkin, I'll cover bears, cats, and today, trees.

A quick note on what I want to accomplish here: I'm addressing this to people with no prior knowledge of the spec who want the tools to become reasonably competent healers quickly. By necessity, that means we're going to gloss over a few finer points; this is a cheat sheet, not an encyclopedia. When I say (for example) that Improved Tranquility needs to be dragged out behind a barn and killed with an axe, I'm not going to spend paragraphs explaining why that is, or examining situations where you could actually get some use from it. If you think I've glossed over something truly important, please drop a comment and I'll direct readers to anything they really need to know.

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

Shifting Perspectives: 5 observations from a reluctant battleground healer

Every week, Shifting Perspectives examines issues affecting druids and those who group with them. Today we gingerly step back into battlegrounds and discover that the world can be a very unfriendly place.

I love writing this column, but there's one thing that bugs me about it -- the druid class is tailor-made to defeat a sole writer's efforts to cover everything she can. No matter how hard I try, I'm never going to cover each spec and playstyle with up-to-the-minute and in-depth experience, because it would require the simultaneous mastery of ranged DPS PvE, ranged DPS PvP, tanking, off-tanking, melee DPS PvE, melee DPS PvP, healing PvE, and healing PvP. Even with all that, I'd be leaving out all the hybrid and kooky specs people dream up. This has been getting to me lately.

Consequently I thought that, before we get to some end-of-year and patch 3.3 business, it might be a good idea to spend some time on topics that -- to be frank -- I haven't been that great about covering. Balance as a whole needs some love and so do our kitties, but before I do that, I'd like to address a topic that, in contrast to Balance and Cat, I've been willfully ignoring -- PvP. It occurred to me that roughly a year after Wrath's launch, it might be a good idea to pop back into battlegrounds and see how the class' most common PvP spec (Restoration) is faring in combat these days, so I dumped badges and gold into a PvP set and went for broke.

And, well...a lot's changed.

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

Resto Shaman changes hinted

Shaman news part two: revenge of Shaman news! You may still be reeling from the revamp to the totem interface announced earlier today, but Ghostcrawler presses on. In a thread bemoaning the current state of Resto Shamans, he pre-announced the following changes for patch 3.2:

The crab says they'll try to make a more comprehensive list of Resto changes soon. Class changes lists, you say? Is that a PTR I see on the horizon?


Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Is Mortal Strike the new black?


What's up with Mortal Strike? And why is it, when Blizzard feels that a class or spec needs to be made viable in Arenas -- and let's face it, the game is all about Arenas now, isn't it? -- they give them a Mortal Strike-style debuff? When the developers were figuring out how to raise Hunters' representation in Arenas, they changed Aimed Shot in Patch 2.3 to give a heal-gimping debuff similar the the Arms Warrior's bread and butter ability.

Enter Patch 2.4 in the PTRs. When Kalgan finally descended upon the Shaman forums, he said that Shamans were definitely getting buffed just in time to quell the wake of an uproar to the nerfs made to the Elemental spec. Along with the reversal of the Nature's Swiftness and Elemental Mastery shared cooldown, the current iteration of the progressive patch is seeing a change to the Shaman's Flametongue Weapon and Totem, which happens to be -- surprise, surprise -- a Mortal Strike-style debuff. Yawn.

While it's certainly a welcome change, considering that Shamans get so little love, frankly it's getting a little boring. Allie mentioned calls for putting the buff on every class (Mortal Sheep or Mortal Portal for Mages is a classic), so this begs the question... is a Mortal Strike-type ability the only way to make a class or spec viable in the Arenas? Aside from the fact that Mortal Strike Warriors are conceivably the most popular class & spec, healing debuffs are clearly one of the game-breaking abilities in Arenas. With Resilience making crit-based and burst damage specs less and less viable, is there really a need for another Mortal Strike? Can't Blizzard make another buff to make a spec Arena-viable without using the same old trick? What do you guys think? How much more creative can you be?

Filed under: Hunter, Shaman, Warrior, Patches, Analysis / Opinion, Blizzard, Arena

NS and EM cooldown reverted on the PTR

In the interests of full coverage, we'll mention this one, but don't keep your hopes up: the latest build on the PTR has reverted the Nature's Swiftness and Elemental Mastery sharing a cooldown change, so Elemental Shamans will once again be able to crank out an instant Chain Lightning or Lightning Bolt crit. Unfortunately, they shouldn't count on it, as lots of changes have gone back and forth on the PTR. It could be that the next time the PTR comes up with a new patch, this change will be right back in.

But it does serve as a reminder that no matter how bad some PTR nerfs may seem, nothing is finalized until it hits the live realms. The Test Realm is for testing, so we shouldn't be surprised when Blizzard does exactly that with it.

Thanks, Giusepe!

Filed under: Shaman, Patches, Analysis / Opinion, News items, Talents, Buffs

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