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Filed under: (Druid) Shifting Perspectives

Shifting Perspectives: An Ulduar class preview, part 4


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, another Ulduar boss dies to moonkin nukes, feral claws, and tree slaps.

Chase Christian from Encrypted Text recently started a series of guides on doing Ulduar as a Rogue, and I must admit that the relative ease and simplicity of describing the role of a pure DPS while raiding is enough to make me sob quietly into a hanky. Meanwhile, I'm driving myself to the nuthouse trying to describe four entirely different roles for a single class. Pardon my saying so, but this column was the hell of a lot easier to write back when we sucked at everything that wasn't healing. Damn you, multi-spec viability! Damn you to HELL!

Before we get started, I'm going to continue what I did with the last Ulduar preview column, link to general strategy guides, and assume you have a basic familiarity with the encounter before delving into more Druid-specific advice. Today we're going to confine ourselves to Freya, as it's one of the few Ulduar fights I have now seen outside of the PTR. With luck, my computer is going to cooperate for a full clear this week plus a few hard modes, so I will be revising (and, as necessary, expanding) our current Ulduar Druid guides to reflect changes that Blizzard has made to the fights and a few notes concerning hard mode issues. Any changes made will be noted in next week's column.

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Shifting Perspectives: The day has come

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we contemplate whether the phrase "the agony and the ecstasy" can be properly applied to graphical improvements in MMORPG's.

So once I finished sobbing tears of joy over the new bear art that debuted last week (and looking up pictures of Bull Terriers after seeing the new version of Tauren cat form), I started tabulating reactions online, and held the following conversation with myself:

Me: Is there an unusually high level of stupidity in the forums over this issue?

Myself: Can the level of stupidity in the forums ever be correctly described as "unusually high?"

While forced to admit that my good bifurcated self had a point, it remains that the sheer amount of dumb in the forums threatens to explode from its containment area and slosh down the hallway carrying off screaming bystanders. This is Bad. Some of those bystanders might be the artists working on making sure the new version of Tauren cat form goes live without bugs, and I don't want that. I worked hard to ensure that this site is ranked #1 by Google for the search phrase "I hate Tauren cat form," but I'd like to be able to retire that tag permanently.

Anyway. Let's take some time here and address some frequently asked questions, common misconceptions, and whether Blizzard owes the American Kennel Club a kickback:

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Shifting Perspectives: Restoration and the Tree Druid's future

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, rather than plagiarizing from Stephen Hawking, we plagiarize from ourselves, and for the second time in column history, we shelve our Previously Scheduled Guide in favor of an emergency summit concerning Tree conservation.

A question for Druids from Ghostcrawler himself; is Tree of Life form fun?

I'd like to get the question a bit more exposure both here and on the forums, because it's a thought-provoking issue. No other healer, as he observes, has to sacrifice anything in order to use a key talent in their healing tree/s, and from how Ghostcrawler's worded his post, it seems pretty clear that the PvE and PvP healing output of the Restoration spec is explicitly balanced around the use of Tree of Life. That's fine -- it is our 41-point talent, and a good one at that. It's not unreasonable for Blizzard to expect that we'll use it. However, It does have implications for game balance when 3 of 4 healing classes retain all of their offensive capabilities, crowd-control, and interrupts while healing, and the Druid relinquishes all of the above in order to provide the same level of healing throughput.

I took a look at the thread in question, and if you want my honest opinion, some of the issues being described are the logical evolution of problems from October 2005 when Tree of Life went live. The game has changed, and while the flagship Restoration talent has slowly changed alongside it, the inherent design of the form still reflects realities from the classic game rather than Wrath. Interestingly, many of these same problems affect moonkin as well.

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Shifting Perspectives: A brief history of time

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we plagiarize from Stephen Hawking, jack a WABAC Machine, and begin a joyride through the evolution of the Druid class.

Dear Blizzard,

There are too many bosses to write about in Ulduar. I find this vexing. Please eliminate 5.

Sincerely,

Sleepless in Silithus


Salutations, Druids. As is probably obvious, we're going to take a detour out of Ulduar class strategy this week, because I'm going to shoot myself if I have to write about another boss I haven't been able to smack around since the PTR. We'll be back for Freya, Thorim, and assorted vaguely Norse-sounding entitites wishing to destroy the world for some unspecified reason but they drop phat lewtz so who cares next week.

Anyway, one of the things that's fascinated me about the Druid class since Burning Crusade is the growth in its popularity. Historically we have never been among the more commonly-played classes, and for a wide swathe of classic WoW and BC, were actually the least-played class or within the bottom 3. While there are various reasons for this (and I could devote a column to how this probably happened), Druids became more popular as time went on, and an increasing number of people began to play the class without knowing just how far it's come.

A little time spent reading through Wowwiki's list of the game's patches makes for interesting reading. A little more than 5 years ago, Druids could Feign Death, the Feral 31-point talent was Improved Pounce, and Moonkin form wasn't even in a gleam in a designer's eye.

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Shifting Perspectives: An Ulduar class preview, part 3

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, as other people continue their march through Ulduar, I continue to ask myself if it wouldn't be more cost-effective in the long run just to take my ailing graphics card out behind the woodshed and end its pathetic misery once and for all.

Greetings, fellow Druids. There have been a few changes to Ulduar of late which I haven't yet seen play out on the live realms, but most of the changes concerned are nerfs, which should have little impact on overall raid strategy apart from giving you a bit of extra breathing room. Today we're going to address what you can expect from Auriaya and Mimiron. Mimiron in particular was the subject of some concern from feral tanks on the PTR and, well, the mechanic driving that concern is still a problem, but less of one than you might think.

I was originally going to include Freya in this installment as well, but noticed that her two erstwhile comrades were starting to consume rather a lot of space. Suffice it to say that trying to describe these two fights is awkward at best, so I'm restricting myself to as much Druid-centric information as possible rather than describing every possible means of handling the fights.

Oh well. Batting first for us today is sad spinster Miss Auriaya and her smelly cats, although she's a bit complicated to describe:

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Shifting Perspectives: An Ulduar class preview, part 2


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we watch the Ulduar trailer again and ask ourselves over and over why Jaina Proudmoore couldn't have been a Druid. The obvious answer is that she just wasn't cool enough, but this is the source of much cognitive dissonance at the moment.

I'm going to take a quick moment from the rest of the column and just write, in case any of the people who made it are reading this, that the Ulduar trailer was so stuffed with win that pieces of win are dribbling out of it into little win puddles and spilling over into the Sewer of Awesome. And, as NaitFury on the MMO Champion thread points out, "Those of you who say it is boring should probably go back to watching another Undead Rogue 1-shot people with Linkin Park in the background." Amen!

We're one week into Ulduar (and by "we" I mean "other people," because the game has become virtually unplayable for me post-patch, and having the game crash my computer every 5 minutes is forcing the Sewer of Awesome to run to the Vast Delta of Self-Pity), so let's pick up where we left off and tackle the Deconstructor, the Iron Council, and Kologarn.

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Shifting Perspectives: Ulduar class preview, part I


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, our author pretends to know more about Ulduar than she actually does, which makes a refreshing change from pretending to know more than she actually does about things that are already in the game.

Hail and well met, Druids. For the next three Shifting Perspectives columns, I'm going to take a look at Druid class roles on Ulduar fights. If patch 3.1 hits earlier than expected (I'm currently betting that it hits in late April/early May), I'll try to squeeze these in a little bit faster than once per week. But with luck (and, I hope, a parade of annoying bugs for Blizzard to hunt down and squash before they let the patch go live), we should have some information to chew on before we set foot in a live Ulduar.

Now watch Blizzard deploy the frickin' patch next week.

I have not gotten the opportunity to test all of these fights personally because I'm only on the North American PTR, and some fights -- like Yogg-Saron -- haven't been available for testing at all. What I write here is going to be a compilation of personal experience, details concerning boss abilities available on the PTR version of Wowhead, information I've gotten from pestering various people on both PTR's, and news available around the web, principally from WoW Insider's previous PTR testing, Wowwiki, MMO Champion, and World of Raids. Bear in mind that some things here may wind up being very different when Ulduar actually goes live, so take numbers and conjecture here with a grain of salt. I'm going to assume that basic boss mechanics are likely to remain the same or similar, so let's get started with the first three encounters.

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Shifting Perspectives: A 3.1 miscellany


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, our author ferrets around her inbox for several unanswered questions concerning patch 3.1.

Greetings, Druids. For a while now I've been adding to a list of questions I've had for the upcoming 3.1 patch. Some of these are questions I got from other players, some are questions that occurred to me while reading various versions of the 3.1 PTR patch notes, and others are mostly-illegible bits scribbled in the middle of testing Ulduar fights --

dasiewlerjewDIFEEIRKdfklsd? 3349FHDFHDIOJKfkdsfadioer. REIOWEL?


Must've written that one on Kologarn. I believe it is a super-secret, devilishly clever guide to the fight that brilliantly exploits group positioning to produce a clean, one-shot kill on the first attempt, but alas, we will never know. Such are the dangers posed by bad handwriting, people. Study your Palmer Method!

This evening, I will attempt to answer all of the following questions, or to point you in the direction of other bloggers who have. These deal with all three Druid specs, so let's get started!

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Shifting Perspectives: Gearing your Cat Druid at 80, part 2

(Almost) every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, the second half of the Cat Druids gear guide to get you closer to Wrath raiding.

Sorry for the wait on the second half. Better late than never, eh?

/crickets

Ahem, moving on.

In part one, I covered Head, Neck, Shoulder, Back, Chest, Wrists and Weapon slots choices for gear available to pre-Wrath raiding level 80 Cat Druids. I also explained my methods, listed a recommended build and went over gems. Go read it on the initial post if you're interested. Otherwise, let's get this show on the road.

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Shifting Perspectives: Tanks, "Wrath," and crushing blows


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we examine the roots of the uproar over the proposed Heart of the Wild nerf, and also ask ourselves if it wouldn't just be easier to reroll a Death Knight and have done with it.

"Why would you title the column this way?" you ask, as you reach for your "Please fire _______ from WoW Insider" form letter. "Crushing blows are out of the game, dipwad."

Well, yes. The crushing blow is technically out of the game, but another and worse mechanic has taken its place.

In this article I'm going to try to explain the source of "shield tank" frustration over health pools -- and why they are correct to see it as a problem -- and the Druid tank's unhappiness over the nerfing of Heart of the Wild -- and why Druids are also correct to see it as a problem.

Why the crushing blow was important

One of the biggest differences between pre-Wrath and Wrath tanking is the absence of the crushing blow. If you're unfamiliar with the term, then as a very simple explanation: any given raid boss had a 15% chance per melee hit to perform a 150% damage attack, which was also known as the crushing blow. It was typically a big damage spike and could lead to a wipe on progression content, with healers struggling to compensate in the small window of time before the boss' next attack landed. Burst damage is very unwelcome as it's often the greatest contributing factor to tank death. This is why reaching crit immunity is still so important to all tanks, and why the ability to avoid or absorb crushing blows was a fundamental part of pre-Wrath tanking mechanics.

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Shifting Perspectives: Gearing your Cat Druid at 80 part 1


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we help Cat Druids get one step closer to Wrath raiding.

When should you, the face shredding Cat Druid, put behind 5-mans and bring your feral prowess to 10-man raiding? The short answer is when you can clock 1600 DPS more or less (you are using Recount, yes?). Grab items with Hit and Expertise, but know that you'll get more of that once you start raiding. If you really want to know the math behind those stats, Big Bear Butt Blogger's analysis is quite...thorough.

That leads to the question of how do you get DPS that high. Other than having a 0/55/16 build and learning how to maximize your DPS through keeping a number of cat abilities up as much as possible, it's going to come through better gear. And that's what this week's Shifting Perspectives is all about. If you are looking for the math behind each stat, I highly recommend Karthis' article at Resto4Life on what to look for in Cat gear.

For the purposes of this column, I'll be providing a number of options for each slot so you can mix and match to get what you want. Regular Shifting Perspectives columnist Allison Robert has been working working with a "best in slot" format broken down by playstyle for the Moonkin, Resto and Bear Tank gearing for Naxx guides. I'll be doing the same.

This installment covers Head, Neck, Shoulder, Back, Chest, Wrists, Weapon slots. The other slots will be covered next week.

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