I have to admit that I was a little surprised to hear Tom Chilton say in the first WWI dev panel that Blizzard isn't planning any Cyclone changes. When an audience member asked if there would be any alterations for Cyclone, Chilton answered in a pretty clear, unambiguous manner: Nope. But he did give us some explanation for it.
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week, Michael Gray fills in for John Patricelli, to discuss more about mobility for healing Arena Druids.
Allison Robert wrote a pretty solid summary of a Druid's life in PvP as a moving target. This week in Shifting Perspectives, I'm focused on a specific aspect of your life as that moving target. I'm talking about one of the most quintessential Resto-Druid skills in small-group Arena play: Poledancing.
I'd like to take a break from the hunterlevelinggoodness we've had the last few weeks in Scattered Shots to take a look at where hunters stand as a class in Arena PvP, and where we might be going in the future. Blizzard developer Kalgan's measurement of how the different classes are faring in the Arena got me thinking quite a bit about the state of hunters -- currently functioning at the lowest place with 50% or less representation in the three Arena types at high rating brackets, followed by mages and shamans, in the 2vs2 Arena especially.
What in the world is causing such a huge discrepancy between hunters and other classes when it comes to high-rating arena representation? When I play in Arenas and Battlegrounds, I don't feel like my class is somehow deficient or underpowered. My team's Arena rating is average -- we're not the best, but not the worst either. When I get beaten, I usually feel like the other team actually played better (or outgeared us, at least), so it's rather hard to see what's so messed up about hunters.
The most obvious issue I can think might be the issue is that of Line of Sight. Hunters obviously have a rough time shooting at things behind sort of obstacle. In battlegrounds there are more wide open spaces, so it seems less of an issue there, but in Arenas it can get fairly annoying. Classes like warlocks and shadowpriests can just put a damage-over-time spell on you, and then hide behind a pillar, while druids can move freely around obstacles to give them plenty of time to heal themselves between your attacks. Warriors and other melee classes can hide for a bit, then get in so close that you can't use your best ranged abilities on them for a few seconds until you can somehow get away.
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, continues the new Druid leveling guide with levels 6 through 10.
So far in our series of Druid leveling tips, we started with preparing to play a Druid, and then covered the basic strategies of levels 1 through 5. Today we're going to talk a little about weapon skills, Entangling Roots and your first real Druid specific challenge; the level 10 Bear Form quest chain.
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, finally starts his series on leveling a new Druid, covering the strategies of your first 5 levels.
In this week's column, we're going to begin to have some fun with our brand new level 1 Druid!
Check out our Level 1 Tauren Druid off to the right... isn't he a handsome devil? And modest, too!
Your first five levels set the tone for how your Druid will feel.
It's all about casting spells for ranged combat.
You're going to want to spend as much time burning them down on the run as you can, and minimize the time you spend whacking them in the face with your stick.
In many ways, the lessons you can learn here about casting strategies will form the foundation of your play style, at least until you finally get that workhorse of Druid leveling at 20; the Cat form.
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, starts his series on leveling a new Druid from 1st level all the way to 70th.
Before I begin my series on leveling your new Druid from 1st through 70th levels, I'm going to start with some of the things you can do to prepare.
Why not just leap right on into level 1? My reasoning is simple, just like me. When you have been watching Druids claw face as bears or cats, or as a new player you read about the description of the class and the shapechanging capabilities Druids enjoy, you might just expect to walk in and start doing the same yourself right from the start. The promise of the class is the fun of shifting from one form to another, depending on your playstyle.
Well, when you start your new Druid at level 1, you won't be clawing faces. Instead, you will be leveling as a caster... a ranged DPS caster for levels 1 - 10, and likely on towards 20. Just as Hunters don't get the ability to tame a pet until level 10, Druids do not get the chance to learn their first form until the Bear quest chain becomes available at level 10.
If, as you were sitting at the character creation screen, you were thinking you were going to be a kitty, all up in the face of the bad guys right from the start, it can be a bit of a let down. Especially if you don't care for playing a caster class in the first place.
Hopefully, however, by knowing how to set yourself up in advance with the in-game Options, useful User interfaces and Addons, you'll find yourself leveling up as a caster painlessly, and may even come to enjoy the versatility of some of the Druid's powerful casting abilities.
While the focus of this series of articles will be to help guide a brand new player into the fun of playing a Druid, hopefully there will also be some suggestions that an experienced player trying the Druid for the first time will find useful.
Druid root is very good for crowd control outdoors due to it working on any mob type, but most instances and raid zones are indoor only. In Burning Crusade the Druid class got a new spell, Cyclone, that worked indoors as well, but with a 6 sec duration (and diminishing returns), it was only effective in limited situations.
Druids have asked loud and long for more reliable crowd control abilities. And now it looks like they might get it.
Player Wisperella recently specced Moonkin and feels she would be more desirable in groups if the Druid Entangling Roots spell were usable indoors. With a 27 second duration and a 1.5 second cast time that can already be made uninterruptible through Talents, it could make Moonkin an integral part of many groups. Especially since Moonkin with their high armor won't get squished so easily trying to crowd control a mob that's pounding on them.
Community Manager Eyonix responded that an idea along these lines is "possible" in the Wrath of the Lich King expansion. He couldn't guarantee that it would happen, but let us know that he has been campaigning for it "a very long time."
Time will tell if this will be one of the handful of new abilities Druids will get in the expansion.