There are altaholics.... and then there's the rest of us. A Druid blog for the player that never wants to have to roll another character again. A Bear/Tree/Cat blog dedicated to being able to queue for all three roles in the Dungeon Finder.

Wednesday, November 17, 2010

On finishing the bucket list:

IT IS DONE.

One long-ass, annoying, artificially-lengthened questline and $DEITY I hate farming Elementium so damn much, I am DONE with the AQ questline. Push button, receive shiny Feat of Strength.

On other things:

  • Complete Loremaster.
  • Get Raven Lord mount.
  • Get Twenty-Five Tabards: 
    • Failed. Somehow, I conflated this with Twenty-Five Exalted Reps. Whoops.
  • Get Insane in the Membrane: 
    • Scratched. It will continue to exist, sans Shendralar. I am very pleased that when it was announced that it might not make it, that I was able to unload all of my stockpiled Darkmoon Cards, Pristine Black Diamonds, and Librams for DISGUSTING MARKUP. =3
  • Get a rogue to level 60 to use for Insane in the Membrane.
    • Scratched. See above. Also, couldn't stand doing ANY 1-60 content. I blame Loremaster.
  • beat The Lich King like a rented mule.
  • Get a Venomhide Ravasaur.
  • Run Zul'Gurub as many times as possible in order to try to get the mounts.
    • But, given my luck, I will likely never see one drop.
  • Finish out the holiday events for a VPD.
    • AND I didn't cave and buy super-fast-flap. =3
  • Get an Ulduar drake.
    • Scratched. No raiding. ._.
  • Farm up mats to sell once Cataclysm hits.
    • Will be working on that soon.
  • Farm up a Piccolo of the Flaming Fire for the sake of goldseller griefing.
  • Farm up a Deathcharger
    • There's still hope that it will drop before Cataclysm!
  • Farm up a full set of Dungeon Set 1
    • Scratched. The dungeons aren't going anywhere.

Wednesday, November 3, 2010

On Eating Crow:

Here's a quote from a while back:

"Now, we move on to Ulduar, and knock out those hardmodes so we can get 310% speed mounts before the expansion hits, save everyone 5K gold. Again, not as excited for this, because you know that I am only ever going to use Swift Flight Form, anyways, although the extra speed boost will be nice."

 ...okay, confession time. I finished the What A Long, Strange, Trip It's Been achievement, which, as I have mentioned, came out literally days before I was ready to finish it and get the VPD. And despite the ghastly purple color.... Proto-drakes are REALLY REALLY COOL! +_+

Which makes it all the more tragic that we stopped raiding due to people's schedules changing. I am not *entirely* opposed to the idea of actively seeking a Rustbound Proto Drake anymore. (You know, as opposed to passively, "Oh, well, if I get it, I get it. I'm just along for the ride")

....pardon me. I need to go bribe some people into Ulduar. +_+

-BTC

Saturday, October 23, 2010

On the definition of insanity:

  1. N [60] What Tomorrow Brings - 250 reputation
  2. N [60R] Only One May Rise - 500 reputation
  3. N [60G] The Path of the Righteous - 500 reputation
  4. N [60] Anachronos - 500 reputation (requires neutral with Brood of Nozdormu)
  5. N [60] Long Forgotten Memories - 50 reputation
  6. N [60] A Pawn on the Eternal Board - 100 reputation
  7. N [60] The Charge of the Dragonflights - 10 reputation
  8. Obtain the Shards:
  9. N [60] The Might of Kalimdor - 500 reputation
  10. N [60] Bang a Gong! - 500 reputation (only within the first 10 hours of opening the Gates of Ahn'Qiraj)
  11. N [60] Treasure of the Timeless One - 500 reputation (after 10 hours)
Why yes, I very clearly AM insane, thank you. For the record, I only need to grab Fox and have her soak a mind control so we can burn Dr. Weevil down, and then farm some Elementium, (easy enough, I have an open raid ID set up for it) and that's it.

Elementium counter: 2/10.

(The above excerpted from Wowwiki.)

-BTC

Tuesday, October 12, 2010

On big farewells:

Last night, just before the servers went down, Kirin Tor-H got together a bunch of trees, and started dancing the night away. It started over at the north bank in Dalaran, but eventually, we moved it all over to the fountain in the middle. I give you this screenshot:



Obviously you should click to embiggen, but yeah, that's Bloodlusted trees, all the way around the fountain, both Alliance and Horde, popping one final Tranquility before we go poof.

Now, again, I should state for the record that as far as changes go, I am neutral about this. Yes, it's rotten brocolli. At the same time, where is our Tree Form armor increase? They said they were going to roll the bonuses from Tree of Life into the spec, but unless they decided they were going to give a flat 150% armor boost to all pieces of spell leather, I don't see it anywhere.

Here's to a new era.

Here's to hoping they don't f&$! it all up.

-BTC

Thursday, October 7, 2010

On terrible puns:

Okay, I know that nobody out there reads my blog, but I'm going to pimp this anyhow:



Yes, I love terrible puns. Yes, I also love the Raid Warning podcast. But the class roundtable special podcasts are particularly awesome, and you should all totally go listen when it goes down October 12th.

-BTC

Tuesday, October 5, 2010

On a finalized tanking rotation and spec:

So it's coming close to Cataclysm, and my usual druid tanking forecasting annoyances aside, I think we can finally put together some kind of tanking priority list.

Since I generally tend to do The Hybrid Thing, here's the spec I've been throwing around lately: 0/31/9 with one floater.

I think it, as well as some of my glyph choices, could be tweaked significantly, especially since switching glyphs back and forth will be much easier. The fact of the matter remains though, that there is really no good 3rd bear tanking glyph, which is what I usually will be doing. Lemme break it down row by row:

T1 Feral: Of the three talents, only Predatory Strikes is not hybrid, so we don't take it. The other two are both useful to us, and we need five points to get to T2, so we grab them all. The five-point requirement aside, maxing Furor will save us headaches down the line when we make our initial charges, as we will likely be using the redesigned Thorns spell on ourselves just before we shift to Bear and charge in. Since word is that it's not castable while in Bear or Cat form, we don't care about the glyph as a result, but it will definitely be used just before pulling despite its steep mana cost. Yes, 3/3 Furor is also wasted on a cat, since between the GCD afterward and haste increasing our energy regeneration, we likely will shoot from 66 to 90 or 95 energy before we can even do anything, but having to shift back and forth to get the rage required to Feral Charge will save some sanity. Feral Swiftness, free 4% dodge, 30% extra movespeed. Yaaaaaay.

T2: Oh how I hate this tier so much.

Infected Wounds is necessary as a tank. Primal Fury is necessary whether you tank or DPS. Fury Swipes is purely a DPS increase, but math right now says it's more useful to Cats because of their inherently faster swing timer. Feral Aggression is also valuable to both tanking and DPS. Since we're hybrid, we put points into everything except Fury Swipes.

But why Feral Aggression? And why 2/2? Unlike Warriors, we are going to have to juggle both Lacerate and Feral Faerie Fire stacks on our tanking targets. We also don't have a Devastate to apply stacks of Faerie Fire/Sunder Armor for us as well. And given that it only stacks to three instead of five, I figure it's better to eat the extra talent point in Feral Aggression to save the many, many extra GCDs needed to apply that ONE last stack of Faerie Fire. As a result, in for a penny, in for a pound. This may pan out differently, though, since more classes are getting the major armor debuff, it may not be imperative for just us to handle it. No word on whether any one will overwrite the other, though. It would totally suck if you slapped a stack on a boss, only to have someone accidentally hit the wrong button and wipe it out, making you start over.

T3: Get everything.

Okay, so maybe it's not that cut and dry. King of the Jungle is necessary to DPS with, although whether or not we can get by with just 2/3 or 1/3 remains to be seen. Feral Charge is absolutely necessary, no contest. Thick Hide is necessary for tanking. But IFC/Stampede... well. The increased melee haste after a Bear Charge is interesting enough. It's not increasing haste rating, otherwise, you'd never see a Cat Charge ever again, but the way things are set up right now, I would say is a bit of a tossup. If you were a full-on Cat, I could see you Bear Charging in to take advantage of the immobilize and increased melee haste to throw out more white hits and proc more Fury Swipes. It's a LONG buff, relatively speaking, too. The damage on Ravage still needs to be shaken out, a bit though. If this becomes more attractive to Cats than Cat Charge + Ravage, something probably needs to be tweaked. As it stands, Stampede isn't *explicitly* necessary? But it's certainly very tasty. If you choose not to put points here, hold onto them until T5.

T4: Leader of the Pack got it's Improved effect rolled right in, grab it. Brutal Impact is necessary as a tank, grab it. (We have a ranged interrupt now! Yay!) Nurturing Instinct is one of those spells that only helps if you have the time to shift out of form to take advantage of, (i.e., emergency Cat Tranquility) but since we're tanking most of the time, no-go.

T5: Primal Madness: I don't see this as explicitly necessary for tanking or DPS. It's just one of those talents that boosts the top end damage. Survival Instincts is necessary as our Shield Wall. Natural Reaction is required as a tank. If you didn't take 2/2 Stampede earlier, you can grab 2/2 Endless Carnage here, which pads out the Rake, SR and Pulverize durations. Since physical bleeds aren't affected by haste, (no, you read that right. Bleeds aren't affected by haste.) this will primarily just make the rotation less tight.

T6: Blood in the Water: Damn you for changing the name, Blizzard. ;_; Cat-only talent, also dead to us. Dead to us, I say! Rend and Tear gets maxed, as before. Pulverize.... I wish we didn't need to take Pulverize. I wish it were more like Devastate, were it refreshes instead of consumes. But alas, it is not to be. Necessary tanking tool, take it.

T7: Berserk: Take it.

Resto T1: Blessing of the Grove no longer buffs Rake damage, so that's one less thing we have to take. Naturalist is useless to us. Heart of the Wild is only three points, so what's left? Natural Shapeshifter. I'm not thrilled to have to take it, but since Thorns has a very steep mana cost, (35% of base) it helps take the sting away. On the plus side, it makes Master Shapeshifter (just one point) available, so.

Resto T2: Hooray for Perseverance. 6% less spell damage will stack with the Effulgent Skyflare Diamond, bring that passive spell damage resist up to 8% Are we still going to be of the "we handle spell damage by having massive health pools" school? Probably not, since we now have a Shield Wall equivalent, so it remains to be seen how important it is. But less damage taken is always a good thing, so 3/3 that sucker. Drop a point into Master Shapeshifter while you're at it.

-BTC

Saturday, September 11, 2010

On Bucket Lists:

Things to do before Cataclysm hits:

  • Complete Loremaster.
  • Get Raven Lord mount.
  • Get Twenty-Five Tabards.
  • Get Insane in the Membrane.
    • Bloodsail Admiral
    • Steamwheedle Cartel
    • Darkmoon Faire
    • Ravenholdt
  • Get a rogue to level 60 to use for Insane in the Membrane.
  • beat The Lich King like a rented mule.
  • Get a Venomhide Ravasaur.
  • Run Zul'Gurub as many times as possible in order to try to get the mounts.
  • Finish out the holiday events for a VPD.
  • Get an Ulduar drake.
  • Farm up mats to sell once Cataclysm hits.
  • Farm up a Piccolo of the Flaming Fire for the sake of goldseller griefing.
  • Farm up a Deathcharger
  • Farm up a full set of Dungeon Set 1
 More to come...

-BTC

Friday, September 10, 2010

On /khaaaaaaaaan:

Blizzard, you bastards, why did you have to change Nom Nom Nom to something else?!

-BTC

Saturday, September 4, 2010

On a new mission:

Well, it's official. Zul'Gurub is going poof in Cataclysm. Now I know what my new thing-to-do is.

-BTC

Saturday, August 28, 2010

On topics that change while you write:

So I figured at some point, I should write some articles about actual Druid issues in general again. But let's face it, I can't bring myself to write about the stuff that's going on now, not when there are others who are still writing excellent articles about things like tanking cooldowns.

(That, and it's kind of hard to hold a candle to the Big Bear, y'know?)

So then I decided that I should look forward to druid tanking in Cataclysm. Specifically, cooldowns.

Mechanically speaking... we really ARE becoming like Warriors. Survival Instincts is becoming the bear's AND cat's Shield Wall, while Frenzied Regeneration picks up the old Survival Instincts's effect in addition to its old regeneration effect. Barkskin, thankfully, remains just the same. Skull Bash is Intervene + Gag Order. Bash is becoming Concussion Blow.

My criticism of the druid tanking experience in general still holds, namely, that it is becoming incredibly close to Warrior-style tanking, that is, tanking in the buff. (An awesome shirt, by the way, even if it *is* a Night Elf. *rolls eyes*) Recent changes to the game bear this out as well, given that Swipe is no longer spammable, and the threat values of our attacks have been shuffled around. At this point, it appears that we will likely deal with trash packs as Warriors do now; Feral Charge in, (Note the lack of an interrupt effect.) Swipe, Thrash, Demoralizing Roar, then tab-target around and Lacerate, (Only stacks to three, now) Mangle, and Feral Faerie Fire. (which is now a Sunder Armor effect. Both only stack to three.) The only appreciable difference is with the new changes to Maul/Heroic Strike, (Maul hasn't gotten the tooltip updated to reflect the changes to it yet.) where we can no longer macro these in with every attack, and instead now save those abilities to burn off excess rage.

For reference, the current Cataclysm Warrior setup is to Charge in, Shockwave, Thunderclap, Demoralizing Shout, then tab target around with Revenge, Shield Slam, and Devastate, using Heroic Strike or Cleave to burn excess rage. As I understand it, Warrior tanking is not fundamentally changing.

I suppose homogenization is inevitable, really. Even as big a studio as Blizzard is, I really don't expect them to try and create two completely different tanking methodologies with two completely separate toolkits using the same energy source. It's a Herculean task of asinine proportions.

But I still have a number of reservations about this setup.

Namely, uptime. Between all of our abilities, in order to maintain the absolute maximum threat on a group, we need to, in no particular order:

1) Keep 3 stacks of Lacerate going
2) Keep Pulverize going
3) Keep 3 stacks of Feral Faerie Fire going
4) Keep Mangle up
5) Possibly keep Thrash up, depending in how the numbers bear out.
6) Keep Demoralizing Roar up

Of particular contention is the difficulty of maintaining stacks of two abilities on multiple targets. Warriors only have the one to deal with, Sunder Armor, which not only is automatically applied with Devastate, but is neither consumed for any ability, and when glyphed, applies multiple stacks at once, or if a glyphed Sunder Armor is used, affects two targets at once. Sadly, the glyphs are purely speculation at this point, given that the new glyph system is not yet implemented, especially with the added tier of glyphs.


It's pointless for me to complain about this, given that I don't have a beta key with which to test things and see just how difficult this task is going to be, but I do hope that the consumption effect of Pulverize is either changed into a "Adds a charge of Lacerate" a la Devastate, or "adds X seconds to the duration of Lacerate" or "refreshes Lacerate to its full duration".

-BTC