Karazhan Attunement

My “cliff notes” on Onyxia Attunement were such a hit I couldn’t resist posting the same for Karazhan. Just like with Onyxia, I can’t take any credit for this, although I may add my own observations as I go through the process. This is just a straight copy and paste from wowwiki (which has been real slow lately - anyone else having that problem?)

Here’s a link to the full post with a condensed quest listing.

  1. Travel to Karazhan in Deadwind Pass. You will receive 2 quests here. Complete those two quests in the direct area and you will be sent to Dalaran. (Amanna - these two quests are solo-able, especially for druids. In collecting the water samples, I prowled through most of where I needed to go. Just be careful in both cellars - the mobs seems to have a very large aggro range).
  2. Travel to Dalaran, speak to the guy you need to (he’s on the north side of the bubble) and you will be sent to Shattrath. (Amanna - yea, the north side way down by the water. Kind of not real obvious).
  3. Go and speak to Khadgar in the center of Shattrath (who you started the tour with and who you decided which faction you wanted to be) and he will send you to get the first key fragment from Shadow Labyrinth. The first fragment is near Murmur. A guard will spawn when the container is opened, and the key fragment is found on his corpse. (Amanna - you do not have to kill Murmur to loot the container. As you face Murmur, go around him (it?) to the left and the container is on a ledge. The guard that spawns is easily killed).
  4. Go back to Khadgar in Shattrath and he will give you a quest to get the 2nd and 3rd key shards. The 2nd key shard will require you to travel to The Steamvault in Coilfang Reservoir and is located in the deep pool of water near the first boss. You will find it in the corner at the bottom of the pool.
    • The second key part is soloable for mages, druids and rogues.
    • Note- Since the 2.0.7 patch, there is a guard that spawns (70 elite) instead of the key being in the box. You must kill him and loot the corpse. Can be solo’ed, but best done as a duo/trio.
    • Amanna - Easily soloed by us Druids. See my notes here.
  5. If your group has the key or a rogue with 350 lockpicking for Arcatraz then skip this and go straight to 6. If not, then follow this.
    • First you must obtain the quest from Area 52 called A Heap of Ethereals, from Nether-Stalker Khay’ji.
    • Next you’ll get Quest:Warp-Raider Nesaad. Go and kill Nesaad (28, 79) and return to Nether-Stalker Khay’ji.
    • Then you will be sent to Eco dome mid-realm where you will be given the task of collecting 10 surveying equipment boxes. Return to the quest giver.
    • You will then be sent to Nexus-Prince Haramad in Stormspire who will ask you to locate triangulation point using his device (Co-ords 66,33) and then deliver to Dealer Hazzin at the protectorate watchpost.
    • Then you will be asked to discover Triangulation point 2 (co-ords 28,41) and hand in to Wind Trader Tuluman at small trading point back across the bridge.
    • Then you will be asked to go kill Culuthas, a level 70 elite demon at 53,21 (very easy, can be 2 manned if not solo’d) to complete the full triangle and to recover the Ata’mal Crystal.
    • Take this crystal to Nexus-Prince Haramad and you will be ambushed by 3 blood elves… dont worry, the Ethereals annhiliate them for you.
    • Then take the portal where Nexus-Prince came from during the blood elf attack to Shattrath and speak to A’dal in the Terrace of Light in Shattrath.
    • Now you will be given the quest to obtain the Arcatraz Key shards. The Top Half of the Arcatraz key can be located in The Botanica of Tempest Keep (left floating island) and drops from Warp Splinter, the final boss.
    • The Bottom half of the key drops from Pathaleon the Calculator in The Mechanar of Tempest Keep (right floating island). Be warned: If you wipe on the last boss of The Mechanar or the waves of mobs before him, the door will bug and will not reopen even when you run back. To avoid this, take a warlock for soulstone or you’ll have to page a GM and hope they get back to you quick enough and are willing to portal you to the other side.
    • Once you have both key shards take them back to A’dal in Shattrath and you will have your Arcatraz key.
  6. The third fragment of the Karazhan key can be found in The Arcatraz of Tempest Keep. You aren’t required to kill any bosses if your group chooses not to and you will find the key shard in the room where you first encounter voidwalkers. This room is the first room you come to after you go up the “glass” ramp in the first boss room. As you enter the voidwalker room, the shard is found to the immediate right in the corner of the room.
    • Note- Same as the second key, this one requires a group to kill the guard. 2 rogues to keep the patrolling voidwalker distracted while a druid (feral) and another rogue kills the guard (the first rogue distracting joins the fight) can make things easier. Still stealthable, just challenging. (Amanna - well, I didn’t try to stealth it but went in with a guild group. We cleared as we went and bypassed first boss. You can get to the key fragment in around 1/2 hour or so.)
  7. Now you have the 2nd and 3rd key fragments, return to Shattrath, hand them in and you will be sent to The Black Morass in the Caverns of Time and you will need speak to Medivh to activate your key.
  8. First you have to complete the Old Hillsbrad instance in Caverns of Time. (Amanna - this isn’t a very hard instance; it’s rated at lvl 66-68. A decent group, especially with some high levels, can complete it in an hour and there are some decent drops to be had. Plus, Blizz did a great job on CoT and this instance in general - they both are some of the best times I’ve had.)
  9. Turn in Old Hillsbrad and you can now run the Black Morass event. This event will require you to kill elites that spawn from portals while protecting Medivh while he opens the Dark Portal. From every 6th portal a boss will spawn. After the 18th portal the Dark Portal will open and the task is complete. You can now speak to Medivh and claim your Master Key to Karazhan. At this point return to Khadgar in Shattrath. Note: In order to enter this instance of the Caverns of Time, you need to have completed the Durnhold Keep event in Old Hillsbrad. (Amanna - just like Old Hillsbrad, an easy run with a group of 70s, but great atmoshpere and a lot of fun. Well done Blizz. Be sure to talk to not only Medivh, but the NPC at the entrance. You’ll get a quest to go back to Andormu for some nice rewards.)
  10. Once you have returned to Khadgar you will be sent back to Karazhan where your Karazhan quests will begin!
  11. GRATZ!

You are now attuned to Karazhan!!

Shadow Labyrinth

I went on a run through The Shadow Labyrinth, or Shadow Labs, last night. I had just got on and was looking for something to do. A guild member was looking for dps help and I was looking to get my kitty some combat experience, so it was a fit. The group came together pretty quickly and we were on our way.

This time around, we had a solid group. 2 Pallies, 1 Warrior, 1 Mage and me in feral cat.

I had heard and read a lot of grumbling about this instance so I was very interested to see what it was like. I had heard it was about a 2 hour instance. What I didn’t factor in is that it was my first time in along with one of the other party members. Three+ bleary-eyed hours later (getting to bed at 1 a.m. this morning), we finished up. My opinion - overall, I loved the instance.

While Shadow Labs can be a humbling instance, I think it is thoroughly enjoyable. I loved the scripts for the bosses, the layout flowed well, and gameplay overall was very fun. Unlike Sethekk, in Shadow Labs I found the mobs to be relatively easy and the bosses very hard. The scenery and atmosphere works together very well with the areas where the mobs are “worshipping” the boss just outright fun to watch. I also think the animation effects and wandering patterns are some of the best I’ve seen also.

We started off pretty good and downed the first boss, Ambassador Hellmaw, with no problems. He was nice enough to drop the Idol of the Emerald Queen for me. While I don’t do a lot of healing, this is a very nice idol to compliment the druid Lifebloom, which I used a lot last time I healed. There was nothing particularly special about the boss other than a lot of fears - but then getting feared isn’t exactly a one-time experience in this instance.

Heading around the corner, we got a Purification Staff drop off one of the trash mobs. It was the “of the Beast” flavor if you follow the link. The stats on it were almost identical to my Staff of the Four Golden Coins, but the feral attack power increase was a bump, so it was immediately equipped. It’s always fun to get a drop in an instance that you can use right away.

So I was off to a good start with two good drops. That ended up being the majority of my bounty for the night, but I was very happy with two good drops (also got a few Spirit Shards and some sellable BoE items).

Around the corner was Blackheart the Inciter. This big, two-headed, monster of a mob was the first in an almost church-like setting with various mobs in pews bowing and worshipping him. What a spectacle. It was actually fun to start pulling the different sets of mobs out of the pews and mowing them down. Blackheart himself was a challenge and we did wipe twice on him before downing him. Every 30 seconds or so he casts a full party mind control debuff that makes you all attack each other for around 10 seconds or so. There are some good strategies on wowwiki, so be sure to follow the link to be prepared. We did eventually get him down. Nothing exciting on the drop.

You then come around the corner into another long chamber with mobs marching and paying homage to a boss. In this case it was Grandmaster Vorpil, probably the most fun fight during the run. Once you’ve cleared your way to Vorpil, the strategy we used was for our tank to kite him down the long hallway we had just cleared up. During that time, everyone had DPS on him. Once he gets to the end of the hallway, he teleports the entire group back to his platform. You have to get off the platform immediately, as a Rain of Fire starts coming down that can do some serious damage. Our tank then kited him the other way down a hallway while we were dps’ing all the way. We did get teleported a second time, but was able to down Vorpil shortly after the second teleport. I believe we only wiped once downing this boss.

During the entire fight though, Voidwalkers start to spawn. I didn’t realize this last night, but from reading wowwiki, they heal Vorpil if they make it to him. Strategy suggestions are to down the Voidwalkers as they start to appear. We just ignored them and they never seemed to be an issue.

Vorpil gave us another “meh” drop.

We then made our way to the final boss, Murmur. Murmur has without a doubt the coolest animation I have seen yet in the game and made the experience in his chamber completely immersive. We cleared up to Murmur no problem, but just could not get him down and after three attempts gave up. Nature resistance seems key here which we had not brought. Murmur also has one of those abilities where he powers up then releases damage. Wowwiki suggests getting out of the blast radius (Duh!) and I can tell you this is a very good idea. What I found was that it was very hard to get out of radius in time. Probably just a timing issue that will get better, but it was very frustrating.

With our gear at 0%, we ran back in one last time so everyone could get the First Key Fragment on the Karazhan attunement quest chain. We then bid each other farewell, and (mercifully) called it a night.

So, my thoughts and observations on my first feral cat/dps run in a higher end BC instance?

It was a lot of fun and I did feel like I was contributing. I was main dps assist for the tank so I just always targeted the mob he was on and helped bring them down. Until I got killed in a couple key fights, I was basically tied with our Mage for second on the damage meters. Being level 69 and not having great cat gear yet, I felt pretty good about the experience and my contribution.

What could have gone better? Two things:

  1. Put simply - I died a lot. It’s important to remember that you don’t have the armor or the hit points that you do in bear form, and you break a lot easier and faster. This wasn’t a huge problem in mob pulls, but in boss fights, the special abilities made me feel much more vulnerable than I do as tank.
  2. It’s much more important as dps support to be on the correct mob. If you’re on the wrong mob and draw aggro, you’re probably going to die and without the dps support you’re giving the tank, you may cause your group to wipe. This did happen once last night and really drove home the point. I got in the habit of hitting the function key for our tank, then the “F” (assist) key after every kill to make sure I was on the same target as our tank. I don’t do a whole lot of macros, but that sure sounds like one I should create.

So, all in all I had a great time even though I’m a little tired this morning. I would love to hear everyone else experiences - especially how you keep yourself alive in cat form in tough instances.

Gear enchants - Rings

I was getting ready to start writing a 4 part feral talent build for PvE. In the midst of poking around on wowhead looking at more info for my “Enchants by Slot” series, I noticed there are enchantements for Rings. Okay, call me a n00b, but I never realized this. Intriqued, I shelved the talent research and forged on into the land of ring enchanting. Well, once I went through the research there really aren’t that many ring enchants, and only enchanters can enchant their own rings. Still cool. Looks like it’s all new in Burning Crusade, and since I’m not an Enchanter, I guess I’m not a n00b after all. At least not on this issue…

(Standard language and disclaimers follow. Get used to these as you’ll be seeing them on every post in the series. Am I trying to put you to sleep? No. Do I get paid based on word count? Nay again. I’m just trying to set the stage for the information that follows. And not knowing when or how someone may find this post, you need to make sure they are set straight right from the start).

I’ll be presenting slot enchantments along the following guidelines:

  1. I’ll be focusing on upper-level enchantments. Probably more than just the highest level, but I will definitely be disregarding many lower level enchantments. Typically this will mean enchantments requiring 250 skill or better. Faction rewards and crafted items will be evaluated on their merits regardless of reputation or level.
  2. Based on blog feedback, I’ll expand my inquiries beyond feral druids and discuss enchants of interest to resto and balance Druids.
  3. I’ll be avoiding resistance enchants. It just doesn’t make sense to enchant items with resistance vs. using a potion, except for very special occasions.
  4. I’m going to fit all the enchants I find interesting into our three main specs, even if some look out of place. It’s just simpler that way. Feel free to pick and choose and debate what belongs where.

You can’t do simple research on enchantments by slot. Since the slot it affects is in the text of the enchantment, you have to look at all enchantments and ferret out the ones you want. You can however, get two simple lists of Enchanter enchantments and crafted items (i.e. made or applied by an Enchanter) and “use” enchantments (i.e. spellthread, armor kits, etc.) that can help the process. Click the links for the two lists.

There are also “temporary” enchantments that I did not include in this research. Click the link if you’re interested.

Amanna, enough with the crap - get to the good stuff. (I’m not categorizing the enchants this time around since there aren’t that many.) Remember all of these enchantments can only be applied to the Enchanter’s rings.

Enchant Ring - Spellpower - up to +12 to healing and damage spells.
Enchant Ring - Healing Power - up to +20 to healing spells.
Enchant Ring - Stats - +4 to all stats.
Enchant Ring - Striking - +2 to weapon damage. Not sure how many of you still actually fight with your weapons, but if that’s your gig, then here ya go.

Moonkins and Karazhan

(Amanna says - this is Cybeline’s first post, and an interesting one at that. Please give her a warm welcome via comments).

I’ve been to Karazhan before but always as the Tree of Life to fill a main healer spot. It was enjoyable to take Tree form out for a spin and to test out the deep resto talent form — I’ve always had a deep balance spec — but I could barely contain my excitement when the assignments for Wednesday’s Kara runs came out and I was slotted for dps.

The moonkin was set loose in Kara! Woot! Or should I say, “Hoot!”

Good preparation for any instance run is key to success and for Kara it is even more so. Remember to bring plenty of reagents for Gift of the Wild because chances are good that you’ll be buffing both groups. Get mana pots, whether you make them yourself, have a supplier, or buy them off the auction house. When you think you have enough, put even more in your bags. Trust me, you are going to need them especially if, like me, you save your Innervate for the healers. Finally, make sure you bring plenty of vendor water and/or ask the mage in your raid for lots of conjured water. I don’t normally need to drink much while questing or 5 man instancing, but for Karazhan it is a good idea to keep the mana bar topped off as often and as quickly as possible so you don’t slow down the progression of the raid.

So I’ve got my reagents, my mana pots, my drinks, my key to Kara, and my +damage trinkets are set to hot buttons. I’m ready to boom it up.

The first several pulls in the instance are bread and butter trash mobs. The priests have the hard work in keeping targets shackled until it’s time for focus fire on their target, so my job here is to listen to the raid leader’s instructions and burn down the right target, carefully keeping my threat below that of the tanks. (During one trash pull in between Attumen and Moroes, I did have a series of chain crits that pulled aggro from the tank…gotta love the way Nature’s Grace facilitates chain critting. Luckily I am in an awesome guild.)

The first boss battle — Midnight and Attumen — didn’t pose any particular challenge to the moonkin. Again, listening to the raid leader and making sure to keep Moonfire and Insect Swarm ticking away on the focus fire target were my goals here in addition to staying flexible. If healing fell behind or if a downed guildie needed a battle rez or if I needed to help decurse the melees, I needed to be ready to drop down to caster form as fast as possible.

More bread and butter trash mobs lie in wait between Attumen and Moroes…but this time there are some AoE pulls to deal with. For those pulls, I stayed in caster form. The mage or warlock in the group are going to burn the mobs down really fast and they are going to need lots of healing. So I slapped on some Lifeblooms and Rejuvenations as soon as the AoE started in order to boost the main healers.

There are also a few mobs in this section that cause party members to get tipsy and when they get tipsy, they need lots of healing. Here I stayed in caster form too in order to quickly give a boost to healing if needed.

And then we were on to Moroes and his party of four. This boss battle is definitely more challenging than the first with the garrotes that Moroes puts on selected party members. My goals remain the same for this fight as with Attumen, but it’s a long one so in addition I kept a very close eye on mana consumption. Here’s where having those all mana pots came in handy. I didn’t wait to get into a desperate mana situation before taking remedial measures; once I hit 50%, I downed my first pot and kept on dpsing. (My innervate had already gone to a healer.) I did get dangerously low on mana by the time we were taking out the final target. Moroes was long gone at this point and the target was getting low on HP. So instead of using another pot, I put up a couple DoTs and then ran in for a bit of melee to help finish the last mob off. (Elune’s Touch procced a few times, too, though I rarely rely on it for mana regen.)

The march through Karazhan continued after the downing of Moroes; on to the Opera Event!

More of the same here with the exception of a few pulls where this moonkin’s heart was warmed considerably. (Have I mentioned that I am in the best guild?) This is where the raid encountered some Skeletal Ushers and we paused for the leaders to do some strategizing. Extra tanking was needed and there was some talk of using me as an offtank. Eventually the decision was made to have one of the paladin healers take the offtank position while I was to be a main healer until the first target went down and freed up the paladin to return to healing.

For me, this is what the moonkin brings to the raiding table. Players can battle over whether or not a moonkin can top the damage charts; sometime I do top the chart and most times I don’t, but I’ll sidestep that issue. Flexibility and versatility is what I bring to the raid. In one night, I burned down targets, I offhealed and main healed, I innervated healers, I battle rezzed, and I almost was called on to do some offtanking.

Beyond the sense of accomplishment and the thrill of raiding with my big feathery owl, I carry with me the warm fuzzies from comments made by guildies, among those being the expressed desire never to leave home without a moonkin, the delight in the massive healing crits (I think the moonkin aura helped with that!), and especially the praise from my guild master on how nice it is to have a moonkin in the raid.

P.S. We did end up making it to the stage where we found Romulo and Julianne waiting for us. We made two runs at them before the raid ran past its scheduled end, so the doomed lovers will be waiting for us when we reenter Karazhan again. Parting is such sweet sorrow!

Shattered Halls

I got to go on my first Shattered Halls run last night. I was excited to go - I’d heard it was a good instance and I had a couple quests for completion inside. It was also predominantly a guild run, so I was among friends. I was a little nervous though, as I had also heard that SH was a tough instance, and I was main tank.

I’m happy to say the run went well. We finished just under 2 hours, so pace was on par. We didn’t have any wipes, but did have a few deaths here and there mostly on bosses. I’m also very pleased to report I tanked the entire instance with no issues. It was a lot of fun and a great learning experience.

For as much as I had heard this was a tough instance, we really didn’t encounter too many problems. Could be we had a great group (or maybe just a great tank??!!??). Our group composition was me as tank, a paladin as off-tank, another pallie as healer, a mage and a hunter.

Everyone did a great job - heals were well-timed and I didn’t die once (always a good thing). It was nice having a pallie as an off-tank; not only was he a very capable tank, but he could also heal himself, taking a lot of stress off the main healer. The mage did a good job on crowd control and dps. I’m not sure what spec the hunter was as he was the only non-guildie in the group, but he did a good job of pet control. Everyone was pretty good at watching aggro. There are some big pulls in here and if you start blasting away too quickly, things can get out of hand quickly.

I’m not going to go into instance strategy per se here as the wowwiki link has all of what I would say in the general instance overview. If you read that as prep, and have a good leader, then I don’t think this instance should pose too much of a problem for your group.

This is a great instance for Honor Hold rep - I made Honored during the run. There are a lot of elites and they all seem to give 12 rep, trash is 1 rep and the bosses were a couple hundred. All in all, I’d guess you’d easily get 1,000 - 1,500 rep for a run. The two quests I had, Pride of the Fel Horde and Turning the Tide, gave 250 and 500 rep respectively, along with decent gold. The feral rewards for Turning the Tide weren’t upgrades for me, so I took the Mantle of Vivification, which was a decent upgrade for my healer set.

During the run there were plenty of opportunities to practice my tanking abilities. This instance offers several 5 and 6+ mob pulls so the stakes are high and good execution of strategy is imperative. I had several revelations throughout the run:

  • Faerie Fire as a pulling mechanism works quite well. However, it doesn’t do squat if a party member has pulled aggro off one of the mobs you had under control. Therefore, always make sure to keep your eyes open and have plenty of rage saved to have options for getting that mob back under control.
  • Swipe is a great way to keep multiple mobs under control, especially if other party members are focus-firing on your main target. On one large pull, the group leader asked me to keep 3-4 mobs under control. With the main target in the middle of that group, I just FF’d the target, hit a Demoralizing Roar when they got close to collect them up, then started spamming Swipe. I was able to keep all 4 mobs under control for the entire fight (obviously, the rest of my party had the discipline to only attack only my main target. Swipe alone won’t keep a non-main target under control if someone else starts bashing on it).
  • People always say rage management is key, and I definitely agree. However, I have to say that rage generation has not been an issue for me in most of the 70+ instances; it certainly wasn’t during this run as in most fights I had 70+ rage for the majority of the fight. I think where good rage management comes in is 1) at the start of the fight where you only have leftover rage or Enrage to jump start the fight; make sure you have a plan that correlates with the amount of rage you actually have, and 2) effective use of cooldown abilities. In particular, I’m thinking of Growl (10 second cooldown) and Challenging Roar(10 minute cooldown). These are your safety nets for getting a runaway mob back under control and if they are on cooldown your job is harder.
  • Don’t forget about your job. Your job is to keep multiple mobs under control, not do damage and definitely not to keep just this one mob under control. It’s too easy to get fixated on that ugly brute standing right in front of you and let other mobs wander off. Spam some Swipes every once in a while. And if one of your mobs wanders off, go pick him up! You’ve already got good aggro on your main target, hit the tab key to get the wanderer targeted, go after it, hit it a couple times, then re-group.
  • Remember Frenzied Regeneration? You can really help your healer out by popping this in a big fight. Two of the boss fights last night, I had no trouble holding aggro and was generating a ton of rage. Due to adds, our main healer was having to heal a couple other party members besides me. Pop a FR, and while it might not keep you alive, it should take some pressure off that healer and help their mana situation. With only a 3 minute cooldown, this ability can be used often throughout a run. Just be sure to communicate to the healer you are firing it off so they factor that into their heals.

So there are my observations tanking last night. It was a very fun run and I felt very satisfied with my performance. I would recommend you read the wowwiki overview and most of it seems right in line with our experience. We didn’t do anything tricky with the final boss - Kargath Bladefist - as far as positioning. We were all in the ring and the one pally was focused on the incoming adds, with help from the hunter. The downside was that Bladefist didn’t burn down real fast so we had to withstand about 4 of his “ping pong” attacks where he hits everyone in the ring for around 1000 damage. At the end I believe we only had one member down.

The best part was Bladefist dropped Wastewalker Gloves, part of a rogue set but a definite upgrade for my kitty (and highly rated on the gear list). Since I was the only leather wearer in the group, it was a no-brainer. Nice loot for me!

Druid epic Flight form guide

With all the posts on the 2.1 patch, I had yet to see one with a linked mention of the Druid Epic Flight form. Being the curious sort, and armed with a dangerous case of spring fever, I took a few minutes to google the topic. I didn’t spend a lot of time going through the results, I was really just looking for a simple walkthrough to get an idea of what will be involved in this.

Here’s a link that has a pretty good walkthrough. Actually, it doesn’t sound that bad, except for two steps in the process: 5000G for epic mount flying skill and a Heroic run of Sethekk Halls (=grinding rep with Lower City). Other than that, it appears the majority of this quest series can be soloed.

Things I hate about PuGs

Let me count the ways:

  1. They don’t know you and aren’t in your guild, so if it takes them 20 minutes to get ready they don’t really care.
  2. Sorry gtg“.
  3. They usually seem more interested in screwing around than getting through the instance.
  4. One word - NINJA.
  5. Every once in a while someone will just go dark for 5 minutes or so, do nothing, then come alive again. No apologies, no explanations. WTF??!!??
  6. Average instance run time with a PUG: Normal run time X 2.5.
  7. Party members who get the drop they want off the first boss and split.
  8. Pullers who start the next pull before everyone’s ready.
  9. Pullers who think they can pull and can’t.
  10. People who leave the party on the first wipe.
  11. Sorry - I can only play for 1/2 hour“.

I’m sure I’ve missed a few, so help me out via comments! Feels good to get that off your chest, doesn’t it? Amanna is here to help.

Druid Addons

Hey, do you guys read or subscribe to WoW Insider? I do, although since I check it at work there’s a lot of fluff I delete through. Don’t get me wrong - they do a great job with lots of content to appeal to the varied readership I’m sure they have. I just tend to be attracted more to the in-depth article vs. the short breakfast topics and shots around Azeroth.

So it dawned on me yesterday when I was reading the latest Shifting Perspectives, that I had yet to give a shout-out to this little corner of WoWI that focuses on Druids. Two bloggers, Dan O’Halloran and David Bowers contribute to the column, which is completely about us, the most versatile, fun to play class in all of WoW. I’m adding the Shifting Perspectives feel link to my blogroll with this post.

The latest column discusses some Druid-specific add ons you may want to consider. In fact, after reading the article, I’m tagging this post with “Must have addons”.

The first set of addons addresses the issue of how to keep track of your mana bar when you are in a feral form. Personally, I’ve never had a big problem with this. I’m not sure if that makes me a crappy Druid since I rarely shift out to heal, or a great tank since I rarely need to. No matter - it’s an issue. David offers a couple solutions. There doesn’t seem to be a clear winner on this one and your “best” solution may be more dependent on your current addon configuration.

The second class of addons he tackles though, is something I’ve really been struggling with especially in Outland. Comparing gear is just getting out of hand for me. Not only are we all carrying around multiple sets of gear, but with the item specialization in Outland and the great greenies available here and there - what to keep and what to DE isn’t that simple anymore. David lays out a number of addons here, and ends up recommending two in particular:

  1. EquipCompare, which lets you see your equipped items’ tooltips right next to the tooltip of whatever you’re looking at, just like in the Auction House or on the Armory.
  2. DruidStats gives you a more direct look at what stats each item will give you after the various druid talents have been applied, so that you can judge its usefulness for yourself.

David gives a good overview of other tools along with their strengths and weaknesses for Druids. This is the kind of honest, helpful information that keeps me coming back to WoW Insider.

Check out the article, and if you haven’t subscribed or bookmarked the Shifting Perspectives column, take a second to do it now.

Shartuul Event Walkthrough

Want a Badge of Tenacity but just not sure where to start? Figured out you need to complete something called the “Shartuul Event” but keep getting killed. Amanna (via Slipslappy) to the rescue!

I’m never sure if you all read the comments to my posts, or simply the posts themselves. But embedded deep within the comments to my last post, Slip gave us some links to very useful guides to mastering this event.

The first is the WoWwiki guide. This guide has good community-contributed strategy tips. What I like the best is actual images of the controls for the various demons you will control. While I think the next walkthrough has move detail, I love being able to see and familiarize myself with the actual icons before attempting the event. Definitely check this guide out.

There is great guide on Slipslappy’s guild website, appropriate titled The Guide to Not Sucking. This guide doesn’t have ability icons like thw WoWwiki guide, but is more detailed. Whereas WoWwiki is a community article with various strategies to try, this formum post was written by one person so you only get their perspective. It does appear this person has the event on farm so they presumably have a winning strategy, just keep in mind you are only getting one perspective. Highly recommended though for the level of detail to the walkthrough. I was sorely tempted to copy the walkthrough over here as I think the color scheme is hard to read (and my readers LOVE walkthroughs), but having not done the event myself, that felt too much like stealing. Be sure to read the entire post for updates and clarifications.

Thanks Slipslappy for the great links. I have not gotten back to playing yet, but I hope to soon. When I do, I will definitely be giving this a run…

Know your finishing moves

Big Butt Bear Blogger recently posted an overview of basic approach strategies, I think mostly for cat. I can’t seem to find the exact post (if anyone can send me the link, I’ll update here), but it got a lot of good comments. Nothing ground-breaking in the post, just good common sense advice and explanations, which is always welcome.

Well that post reminded me of one I did a while back on our three cat finishing moves. I tried to make it a basic overview of each and some suggestions on when to use them. Inspired by B4, I’m updating and reposting that original article below.

Forms Bar

Druids in cat form now have three finishing moves to choose from: Maim, Ferocious Bite, and Rip. While all three are similar in they scale with combo points, energy, and attack power and they do significantly more damage than a normal attack, they are all very distinct. The wise druid will understand the differences and have a strategy for when to employ each.

Maim
We get Maim at level 62:

“Finishing move that causes damage and incapacitates the target. Any directly damaging attack will revive the target. Causes more damage and lasts longer per combo point.”

Additional damage and stun duration is as follows:
1 point : 193-216 damage, 2 sec
2 points: 277-300 damage, 3 sec
3 points: 361-384 damage, 4 sec
4 points: 445-468 damage, 5 sec
5 points: 529-552 damage, 6 sec

This is a great new ability for us Druids and one that took me a while to get into my rotation. Once I started using it frequently, I’ve found I couldn’t live without it. It’s definitely one of my emergency buttons, especially in PvE. Here’s some thoughts/ideas:

  1. Bleed effects and Damage over Time (DoT) effects continue throughout the stun. Prowl to your target, Pounce, Mangle, Rake, then Maim will continue to do significant damage while your target is stunned. If you want the maximum DoT, then rotate Mangle and Rake until you have 5 combo points.
  2. If you’re in a particularly tough fight, then save your 5 combo points and hit Maim if you need to pop out and heal. Don’t forget to turn off your auto-attack as that will break the stun.
  3. As cat’s this is really our only way to interrupt spell casting.
  4. If you don’t need to heal, use the 6 seconds to regain energy. Depending on where your ticker is when you maim, you can regain up to 80 energy, while continuing to do DoT damage.
  5. If you’re really getting beat on, then Maim and hit Dash for a quick getaway.

So Maim is a great way to buy some time for healing or energy regeneration. It can be used to interrupt spells or as an escape mechanism. The important thing to remember before popping Maim is to turn off your attack so you don’t break the stun. If you’re in a group, you’ll probably want to create a macro that notifies your group that a Maim is coming.

Ferocious Bite
Ferocious Bite has 6 trainable ranks, the highest at level 63:

Finishing move that causes damage per combo point and converts each extra point of energy into 4.1 additional damage. Damage is increased by your attack power.”

Additional damage per combo point:
1 point : 259-292 damage
2 points: 428-461 damage
3 points: 597-630 damage
4 points: 766-799 damage
5 points: 935-968 damage

As if that damage isn’t enough, Ferocious Bite also generates even more damage based on your energy, converting each point of energy into 4.1 additional damage. So that’s a bonus of 410 damage at full energy. Plus, damage is increased by your attack power. For pure damage generation, nothing beats Ferocious Bite.

Ferocious Bite is “my closer”, especially against casters. Pounce, Mangle, Rake/Claw to 5 combo points. Usually, I’m up to 5 combo points with only 3 moves (via Primal Fury adding extra combo points on crits). At that point I’ll take a quick look at where the mobs life is at. For a caster, anything around 25% I stand a pretty good chance of killing off with a Ferocious Bite. If I’m doing okay, I may wait a little longer for a sure kill. If I’m getting beat on, then I’ll pop the Bite off and hit Tiger’s Fury to finish them off quickly. If I’m having really good luck against the mob, I may even Bite with only 4 combo points.

My thoughts/ideas on using Ferocious Bite:

  1. Use as your closer for a big one-time hit of damage on casters. For maximum damage, wait for 5 combo points and full energy, however if you must choose one, go for full combo points over energy.
  2. Investigate enhancing talents to take full advantage of Ferocious Bite - Primal Fury and Sharpened Claws together can get you to 5 combo points very quickly.
  3. Ferocious Bite is for one big pop of damage and is suited more for short encounters. For longer duration damage, see Rip below.

So, Ferocious Bite is our best way to generate a one-time hit of large damage, based on both combo points and energy. There are some supporting talents you should investigate. Save Ferocious Bite as your closer if you don’t need Maim or Rip.

Rip
Rip has 7 trainable ranks, the highest at level 67:

Finishing move that causes damage over time. Damage increases per combo point and by your attack power.”

The additional damage table for Rip looks like this:
1 point : 300 damage over 12 sec.
2 points: 498 damage over 12 sec.
3 points: 696 damage over 12 sec.
4 points: 894 damage over 12 sec.
5 points: 1092 damage over 12 sec.

So, if you do the math, you may think that Ferocious Bite is better than Rip at the highest level of each. 5 combo points of rip buys you 1092 extra damage, and 5 combo points of Ferocious Bite (with 100 energy) gets you 1345 - 1378 extra damage. They are, however, two completely different finishing moves, both with plusses and minuses. Ferocious Bite is good for a high burst of damage to finish off a mob. Rip is DoT for long boss fights. Also Rip is bleed damage and as such can be enhanced by Mangle, and you don’t have to wait for full energy to get the full damage effect.

I use Rip primarily in longer fights where I want to maintain DoT on a boss or elite. With the Mangle buff to bleed damage, and DoT not breaking stun effects, it’s a great way to put sustained damage on a target.

So use your preferred sequence of attacks to combo up to 5, Rip your target, then make sure to keep Mangle applied for maximum damage.

So our three finishing moves are all about damage, but each has their own special characteristics and situations where they are best used. If you find yourself using one or two of them exclusively, then I suggest you force yourself to experiment with all three. It will make you more versatile and a better damage dealer all around.

Final Thoughts

  • Look for items that increase your attack power. This will add even more damage to Ferocious Bite and Rip.
  • When in a group, use an aggro add-on like KLH Threatmeter to make sure you don’t grab aggro from your tank with all your damage.
  • In general use Maim to interrupt, Ferocious Bite for final blows, and Rip for Damage over Time.
  • If you’re going for damage, then investigate talents that compliment these finishing moves.

Feral Druid PvE Talent Build

First 20 points


For all of you lower level Druids out there (if there still are any), I’m starting a 4 part series on building a feral druid from the ground up. My pre-BC post “How to Build a Druid” still gets quite a few hits and it really needs replaced. In fact, the talent build link in it doesn’t even work since BC came out and all the talent calculators got updated. That’s just embarassing.

So I guess it is time to tackle this one. Instead of just spew out my talent build and why I chose it, I thought I’d approach this in four chunks: first 2o talent points, second 20, third 21, and post-70. As I was thinking through what I wanted to say (and looking at my own build), I think there are some interesting decisions points throughout the 61 point spectrum that makes sense to discuss separately. Then once you hit 70 and start thinking about end-game, you look at your talent build again with a different set of criteria.

Starting out as a Druid can be pretty exciting. During your first 29 levels you learn Bear form (level 10), Cat form (level 20) and Aquatic form at level 16 (if you do the research and survive the dangerous trip to distant zones to recover some quest items). You also get some introductory skills to go along with Bear and Cat that introduce you to the flavor of both of these forms. And since the forms are new to you, you’re probably still fighting a lot with weapons and spells - levelling your weapons and getting used to your spells and forms. All in all, a very fun time as a Druid with something new every couple of levels.

At level 10 when you get your first talent point, if you were like me, you probably were so excited you just clicked the first thing that sounded good. However, that first point should be given some thought (along with the 10 or so that follow) as there are some real choices to be made even just starting out as a feral Druid.

What I would really advise you to do is to flip over to your favorite talent calculator (I currently like WoWHead’s) and check out the talents you can choose. And not just the first couple tiers - take a look well into the talent trees. There may be a talent down in there you really want to get to fast - if so, make sure to select the talents above it first.

Also, please keep in mind that my posts represent just one opinion. There is no “right” build - just choices and tradeoffs. So while this is a fun exercise to go through as I need to re-build Amanna’s talent points, use your own brain and make your own decisions.

Well, the first big decision comes right off the bat with your first talent point. There are a couple great talents in our first tier, and some real tradeoffs.

Things aren’t too bad in the Feral table - you just have a choice between Ferocity, which reduces the rage/energy cost of your feral form special attacks by up to 5, and Feral Agression, which not only reduces your enemies attack power, but increases the damage of your Ferocious Bite.

Over in the Resto tier, you have a choice between Improved Mark of the Wild and Furor. Improved Mark of the Wild, increases the effects of your Mark of the Wild and Gift of the Wild by a percentage, and Furor gives you a chance to gain rage or energy when shifting into Bear or Cat.

Here’s where looking at the next tier of talents and having somewhat of a plan can come into play. You’ll get your first twenty talent points on the way to level 29. I don’t know about you, but during that timeframe, I was still learning a lot about being a druid and trying to stay alive. I was also doing a lot of mixed form attacking: I’d root the enemy, hit them with a couple spells, let the root do some damage, then shift to bear or cat when the root gave way to finish them off.

So looking at the second tier of talents at this level, I’m looking for talents that either help me stay alive or finish off enemies more quickly. There are a couple talents in Tier 2 that can really help both of these goals.

Thick Hide in the Feral tree, gives you a percentage bonus to armor from you gear. The nice thing about this talent is it will scale with your gear, so the benefit will just keep getting bigger as you get better gear.

In the Resto tree, you’ll find Naturalist and Nature’s Focus. The Naturalist talent is one that gives you two benefits - it reduces the time it takes to cast Healing Touch, and it increases the damage you do with physical attacks in all forms. Nature’s Focus, in my mind, is an indespensible talent for all levels and is one of our panic buttons. It reduces the chance of interruption due to damage while casting our most popular healing spells. So when your in Bear or Cat form, and you’re getting the crap beat out of you, you can shift out and get a healing spell off a lot more quickly with this talent that without.

Feel free to research the other talents in Tier 1 and 2, but I think these are the best talents for you with your first 20 talent points.

Now, how to distribute them?

In Tier 1, I would put 5 points into Feral Agression in the Feral tree to lower the attack power of my enemies as much as I can with Demoralizing Roar. The nice thing about Demoralizing Roar is it affects all nearby enemies, so if you’re getting attacked by multiple mobs, the attack power of all of them are lowered. I wouldn’t choose Ferocity this early as I feel you will still be learning your forms and probably fighting in caster form with spells and weapons a lot also. I just feel the other talents offer more benefit at this point.

Over in Resto, I’d put 5 points into Furor, to guarantee a decent amount of starting rage/energy when shifting into Bear or Cat. As I said above, during these levels I was rooting and casting a lot before directly attacking a mob, so without this talent I would have been starting with no rage or energy. Having a kickstart was great. I haven’t really done that math, but most feral discussions I’ve read about talents generally pan Improved Mark of the Wild as not offering enough payback for the talent points. At early levels I agree, although I plan on revisiting that argument now that I’m level 70 - I think the payback may be there.

Moving to Tier 2, the first priority at this level is to get 5 points into Nature’s Focus. This is the “save your butt” talent, so take all 5 points and take them early. After that, I’m going to split my last 5 points between Thick Hide and Naturalist - I’m going with 3 points into Naturalist for extra damage, and 2 points into Thick Hide for an armor bump. Your armor isn’t going to be that great at this point, but it’s all relative right? The mobs you’ll be fighting won’t have much better armor either. So this little bump will give you an edge on most mobs, and help draw you even for boss fights or higher level mobs.

Over in Feral, there’s no need at this point for Feral Instinct as you’re probably not looking to generate more threat yet, and it’s just too much to pay for increased prowling. Brutal Impact gives you a longer duration to your stun effect of Bash - but again, too little bang for the buck in my book. Over in Resto, the only other talent is Natural Shapeshifter, which reduces the mana cost for shapeshifting. You will probably being doing a lot of shapeshifting, so this may sound interesting, but again, I don’t think it is worth it at this point.

Here’s how I’d approach assigning those 20 talent points: 5 points in Feral Aggresion first to go along with getting your Bear form. After that, I’d pick up the 2 points in Thick Hide, then move on to 5 points in Furor. Reverse those two if you want the free rage earlier, but I’m going with the armor bump as soon as I can get it. After those two, I’m putting my 5 points in Nature’s Focus to be able to heal myself, then finish with the 3 points in Naturalist. If you don’t find yourself getting into trouble a lot, then feel free to take Naturalist for the extra damage first, or flip-flop points between the two.

Here’s the first 20 point build on the WoW Head Talent Calculator. Good luck.


Second 20 points

I gave you some thoughts on how to spend your first 20 talent points on a feral PvE build. I’ve received some positive feedback, especially on the increased survivability with Nature’s Focus. Let me just repeat some key points to keep in mind as you read this series:

  1. Remember this is a pre-BC, PvE, mainly solo build. We will be examining how to change this build for BC and more Instancing later.
  2. I am NOT the ultimate authority on Druid Ferals. Not by a long stretch. Actually, I don’t think anyone is. So, take my posts as one opinion, evaluate, mull over, do your research - then spend your points where you think they should go.
  3. Have fun! You’re playing, in my opinion, one of the most fun classes in the game. If you’re not having fun, then you’re either taking it too seriously or you should switch classes.

There - that’s out of the way.

You’ll receive your second 20 talent points levelling from 30 to 49. You’ve graduated to a certain extent. More instances are opening up for you, and the mobs and zones you are facing are increasing in difficulty. By now you should have experimented with your different forms and become comfortable with all of them, perhaps even settling on a favorite. With these 20 new talent points, we’re going to get you free rage/energy, a stun mechanism, more damage, more dodge and the pulling mechanism you will use when you become your guild’s elite tank in BC dungeons!

Sound good - let’s get to work.

We’ll be finishing up our work in the Resto tree this time around. First, Omen of Clarityis a talent to take as soon as you can get it. With this talent, each melee attack has a chance of proc’ing a special buff that makes your next damage or healing spell free. This applies to all forms, so that’s a freebie in bear, cat and caster. This is a fantastic talent, amazing even more so that it’s only one talent point. There are lots of articles around the web with studies on how often it procs. The ones that say it happens around 2-3 times a minute seem about right to me.

Lastly in the Resto tree, let’s finish out the last two points of Naturalist. We had three points in it last time for an extra 6% damage in all forms, these last two points will raise that to 10% damage. Not bad at all.

Switching over to Feral, we need to take a few more points to get to tier 3. I’m not personally a big fan of Brutal Impact; an extra second of stun for 2 talent points just never sounded that great to me. No, I’m going to send you back to the top of the tree to take 5 points in Ferocity. The discount to Rage/Energy doesn’t sound like a lot, but it will add up over time. Remember you also have Omen of Clarity procc’ing a couple times a minute, so you are going to be able to use special moves a lot longer now than you could before.

Now we’re going to buy all of Tier 3: Feral Swiftness, Feral Charge, and Sharpened Claws. With Feral Swiftness, we’re not so interested in the increased movement speed as we are the 4% dodge for just two talent points. This is phenomenal payback and 4% dodge will only pay larger and larger dividends as you progress toward and into end-game. Feral Charge gets you a stun mechanism and a way to quickly re-engage a target that has moved away. Sharpened Claws is simple: more crits = more damage = more combo points = more damage. ‘Nuff said.

With our last 5 points, we’re going to take Predatory Strikes and Primal Fury. Predatory Strikes increases our attack power by 150% of our level, so it will scale nicely. Primal Fury generates free rage or combo points when you score a critical hit. Primal Fury along with the extra 6% to crit from Sharpened Claws is a great combination.

With the one talent point we’ve got left, we’re going to take Faerie Fire. This gives you the feral version of the ranged spell you may have been using in caster form. Having access to Faerie Fire in feral form is great: you don’t have to switch out to cast it, you get the same armor reduction as in caster form (with trainable ranks), and Faerie Fire lets us Bear perform as tanks as FF can be used as a pulling mechanism.

So, how to take your points?

I’d take Omen of Clarity right away - the proc is fairly frequent and this is just a great talent to have. (Don’t forget you have to cast this one every once in a while).

After Omen, I’d fill in Ferocity for the rage/energy discount, then start to fill in Tier 3 of the Feral tree, delaying Feral Charge if you want - I didn’t use it much soloing; it’s of more use in instances. Anytime you feel your damage needs a boost, jump over and complete Naturalist, but I don’t think there is any rush on that one.

From there, you’ll want to move right into Predatory Strikes and Primal Fury - they’re both great talents so just pick the one you want more when you get a level. Personally, I’d take Faerie Fire as soon as I could, but you can wait on this one if you like as you can still cast it and switch into form.

Here’s the final 40 point build. Have fun!



Last 20 points

I gave you some thoughts on how to spend your first 40 talent points on a feral PvE build. I’ve received some positive feedback, even given the basic nature of the overview. I frankly had let this last post slide thinking it was too basic for most of my readers. (Most of the commenters on the site seem like they are mostly upper-levels.) Then I received this E-Mail from Chris:

”I know your pretty busy but I was wondering if you had the 3rd 20 points of the feral build. I’m currently in the second part. Thanks for all the great info.”

Never too busy for a loyal reader, Chris. Before I get started, my lawyers have advised me to once again repeat some key points to keep in mind as you read this series:

  1. Remember this is a PvE, mainly solo build. We will be examining how to change this build for more focused Instancing and Raiding later.
  2. I am NOT the ultimate authority on Druid Ferals. Not by a long stretch. Actually, I don’t think anyone is. So, take my posts as one opinion, evaluate, mull over, do your research - then spend your points where you think they should go.
  3. Have fun! You’re playing, in my opinion, one of the most fun classes in the game. If you’re not having fun, then you’re either taking it too seriously or you should switch classes.

There - that’s out of the way.

You’ll receive your last 21 talent points leveling from 50 to 70. You’ll hit the previous milestone of level 60, and once you hit 58 you can venture into Outland and push on to level 70. More instances are opening up for you, and the mobs and zones you are confronting are the most difficult you will face. With these 21 new talent points, we’ll continue to select good, all-around PvE-centric abilities that tend to benefit you in both bear and cat forms. You’ll be getting some significant defensive abilities in addition to stats and damage plusses. The icing on the cake will be party buffs giving 5% boost to critical hit chance and some free healing to everyone in range in your party.

Sound good - let’s get to work.

Our work in the Restoration tree was completed last time so we’re sticking exclusively to the Feral tree this time around. There’s not a lot of subtlety to what I’m going to tell you here - basically we’re going to select everything under Predatory Strikes, starting with Heart of the Wild.

However, we need 25 points in Feral for HotW, so put one point into either Shredding Attacks or Savage Fury. Shredding Attacks is a rage cost reduction for abilities, and Savage Fury increases damage caused by some cat abilities. We’re only going to be putting 1 point into one of these abilities, so I’m looking for a good return on that investment. For my money, getting a 10% damage increase on three cat abilities is pretty good for one talent point, so I recommend putting your 25th point there. Of course, if Shredding Attacks appeals to you more, there is no good reason not to go there.

Now that we have our 25 feral points, we can move down the tree. Let’s look at the abilities you’ll be selecting and their benefits.

Heart of the Wild: Put 5 points here, no questions asked. This is the ability people say make you “more of a Druid”, as it benefits both feral forms, in addition to caster form. For 5 talent points, you get a 20% increase to Intellect, a 20% increase to Stamina while in bear form, and a 10% increase to Attack Power while in cat form. Note that in Patch 2.3, the increase to cat form was changed from Strength to Attack Power. Make sure to take this into account when evaluating new gear.

Survival of the Fittest: Put 3 points here for two increases. The 3% increase to all stats isn’t much to get excited about, but the real payoff is the 3% reduction in chance to be critically hit by melee attacks. This is a huge reduction to be crit and will pay off big time the closer you get to end game content and the more you instance/raid. With 3 points here, the additional defense you need from your gear to be effectively “crit-immune” in end game raids is significantly reduced.

Primal Tenacity: With 3 points here, you get a 15% bump to your resistance to Stun and Fear mechanics.

Leader of the Pack: With this ability, any party member within 45 yards of you gets a 5% bonus to their crit chance. This affects both melee and ranged. 5% is a pretty significant bonus and most party members I’ve grouped with that weren’t aware of this buff, were very pleasantly surprised. You won’t see this show up on your damage meters numbers, rather everyone’s overall numbers will be just that much higher. An outstanding buff for one talent point.

Improved Leader of the Pack: With Leader of the Pack, we raised our party member’s crit chance by 5%. With ILotP, party members will get free heal of 4% of total health whenever they critically hit an opponent. There are limitations here - the healing effect cannot occur more than once every 6 seconds, and the healing applied is 4% of your total health at the time you had the crit (not your total undamaged health). I struggled with this talent a bit as 4% healing didn’t sound like much. In the end, I have two points in this talent under the heading of “every little bit helps”.

Predatory Instincts: 5 points here will get you two nice bonuses; 10% increase to crit chance on melee and 15% increase to avoid area effects. Highly recommended.

Mangle: One talent point enables the Mangle ability for both bear and cat forms. Mangle is a melee attack that not only does increased damage (115% for bear and 160% for cat) and adds in additional damage (155 for bear and 264 for cat); it’s kicker is that it increases Bleed damage from Shred and other bleed effects. This means not only your Shred and Lacerate attacks will do more damage, but any other Bleed effect will also. I’m not an expert on all Bleed effects in the game, but I know there are several at your Rogue’s disposal. Mangle is a great ability not only for increased damage but also for threat generation in bear form. Mangle + Lacerate is the standard rotation for aggro-generation in bear form. NOTE: One point here gets you the Mangle talent, then there are three trainable levels for both bear and cat.

My Selection strategy recommendations
You need 25 points in Feral to move into Heart of the Wild and beyond, so your first point can go anywhere you like, although I recommend either Shredding Attacks or Savage Fury.

Once you’ve got your 25 points, fill out Heart of the Wild. You get bonuses to all forms, and I just can’t see moving past it until you have it maxed. With 5 points there, three talents open up: Survival of the Fittest, Primal Tenacity and Leader of the Pack. Use your own judgement as to which could benefit your more (or your party). If you’re grouping a lot, then your party might appreciate Leader of the Pack. However, if you’re getting crit, stunned or feared a lot it might make sense to pick the other two. Personally, I’d pick Leader of the Pack (again, assuming I’m grouping a fair amount). The increased damage should really help your instancing success. From there, I’d go with my three points in Survival of the Fittest.

After Survival of the Fittest, I’d hold off on Improved Leader of the Pack for a while as I don’t feel it’s a strong as some of the other talents. My next point goes into Primal Tenacity. Then again you have a choice. You can fill out Primal Tenacity or move into Predatory Instincts. The question is really whether you want additional resistance to stun and fear or want to increase your critical strike damage bonus. Make your decision, then fill out both on your own schedule until Mangle comes available.

Take Mangle as soon as you can. For one talent point, you get a pretty damage generator, a great threat generator, and an ability that compliments any bleed effect. Don’t forget to visit your friendly local Druid trainer for your three ranks in both bear and cat. After Mangle, fill in whatever is left of Primal Tenacity and Predatory Instincts, then Improved Leader of the Pack.

Here’s the final 61 point build. Have fun!

Update - Herbalism

I knew I wasn’t going to be playing much over the holiday. Between visiting my wife’s family on T-Day, cooking dinner for my family on Saturday, taking turkeys down and putting Santas up there just wasn’t going to be much playing. Besides - holidays are for spending time with your spouse and family, not spending hours up in the PC room playing WoW.

That being said, I did get one extended play session in on Saturday afternoon into evening. After taking down Thanksgiving decorations, the wife started putting up Christmas stuff. Being 100%, second generation German on BOTH sides of her family, let’s just say she has her own way of doing things. As in, the ONLY RIGHT way. So after helping bring up most of the stuff from the basement, I was excused to do whatever I wanted to do.

So, following up on some sporadic, limited playtime I was able to get herbalism up to just shy of 375. (BBBB - the herbalism trainer you need to get to 375 is in Honor Hold. She’s in the single tower with the Alchemy trainer, up on a hill to the left of the inn.)

Most of my weekend I spend in Swamp of Sorrows. Once you get to level 150, you really don’t need to go anywhere else. Liferoot, Fadeleaf, Khadgar’s Whisker, then Blindweed will get you close to 300 just in this one zone. Blindweed is embarrassingly abundant, however Liferoot is medium. So you have a bit of slower going from 150 to 235 until you can pick Blindweed, but then you should make 260+ in under an hour as Blindweed is about as thick as pot in a suburban basement.

I probably could have leveled faster with more zone hopping, but all in all SoS is a very herb-rich zone and I wouldn’t overlook it if you’re trying to powerlevel herbalism.

Once I hit 275 or so, I was off to Winterspring to pick a few Icecaps to hit 300. Finally - back to Outland! After training at Honor Hold, I picked Felweed in Hellfire Peninsula until 325, then flew to Zangamarsh to pick Ragveil. I didn’t find it to be as thick as I remember it (of course it never is when you wantto find it), but it didn’t take long to hit 350. From there I flew to Netherstorm to pick Netherbloom to 375.

All in all not a very painful process - and definitely better than when I leveled mining. I can’t remember a time I didn’t get a skill point picking a yellow herb, and I’d put my percentage at just under 50% on getting skill points on green herbs.

I agree with BBBB that the best leveling guides I found were on TenTonHammer. This basic guide was the starting point for my leveling. I also had the basic herb pageon WoWwiki up almost the entire time to reference when I could pick particular herbs and when they turned green. Along the way I found some great guides on synergies between Herbalism and Alchemy, but I can’t seem to find the links now. If I come across them, I’ll update this post.

The process got me thinking again of ways to make herbalism more interesting and profitable. These are thoughts I had before and just resurfaced going through the process again.

Include lower-level herbs in high level potions: It’s natural that herbs progress in level as your character progresses in level throughout the zones. It also makes sense from an economic point of view that lower level herbs not generate gobs of cash for lower level characters. But these are“professions”, and it makes some sense to reward high-level characters that return to lower level zones to pick herbs that are in demand. Now I’m not advocating making Peacebloom an ingredient in flask recipes, but perhaps some mechanism could be implemented to not only give lower level characters a little cash infusion early on, but reward high level characters that take the time to return to those zones.

Another option could be to implement the concept of a “binding agent” for alchemy recipes. I’m not an authority on Chinese herbal medicine, but I know enough to know that there is often a common ingredient that is the basis for many mixtures. Licorice root is the ingredient that I’m aware of, but there may be more. What if this concept was carried over into Alchemy and low to mid level herbs became common binding agents for multiple high-level Alchemical recipes?

Lastly, a third option might be to put some high-level herbs in low-level zones. Either herbs that are also in high-level zones, or all together new herbs. Then I have a choice: do I return to the low-level zone on the chance it’s less crowded, or stay where I am? If it’s a brand new herb, then that’s where the profession part comes in - I forsake questing and instancing to go pick an herb that I can sell.

More additional drops: Current Swiftthistle and Fel Lotus are the only two herbs I know of that aren’t directly picked, but are additional drops from picking other herbs. This is a great mechanism that results in higher prices for the products. I wouldn’t want to see this over-used, but I definitely think it could be extended a bit. At the very least, I’m hopeful that Blizzard continues this mechanism into the next expansion.

Worthwhile zone-specific herbs: I’m thinking here of the Whipper Root Tubers (among others) in Felwood. Here’s an example of a zone-specific “herb” that is still somewhat useful in upper level raiding (even though it doesn’t restore much health, it doesn’t share a cooldown with potions). While anyone can pick the tubers with the appropriate quest item, it’s an example of what I’m talking about. There could be zone-specific herbs, perhaps paired with zone-specific recipes to create food/drink/potions items. Perhaps there is an NPC only available in that zone that transmutes the herbs into the end product. I’m talking here not about Burning Crusade potions and food that’s only usable in certain zones, rather potions and food that can only be created in a particular zone.

Unique profession buffs/gear: Enchanters can enchant their rings. Leatherworkers, Blacksmiths and Engineers get to make stuff only they can use. Yet, there isn’t much that us gatherers get that makes us unique. Don’t get me wrong - I’m not complaining about gathering up stuff and selling it for gobs of money. I like that. And there are a couple buffs out there for herbalists: Dreaming Glory and Netherbloom come to mind (although the buffs come only when picking the herb and don’t last all that long.) So in my mind, there isn’t much in play that could be considered a buff for us herbalists. I’m not sure what I’m thinking here, but things like being apply to apply herbs to weapons and gear for temporary effects or eating herbs for buffs.

Finally, how about herbal specialization? Much like the other professions, how about specialization in herbalism? Here’s my ideas for our three specialities:

  1. Medicine Man: Specializes in creation of herbal remedies and potions. Could combine various herbs to produce a small catalog of healing and restorative salves and potions. Could produce some existing items, like Restorative Potion and Healing Potions, along with new salves. An interesting thought is perhaps the salves could only be used on party members. Maybe they get classified just like potions: battle salves and guardian salves? Maybe they can only be used by the herbalist? Maybe they can be applied to not only humans but weapons?
  2. Botanist: Specializes in the herbs themselves, generally lending to greater production and herbs not generally available anywhere else. Here I see the ability to get an increase to the herbs per node that can be picked. Or maybe there are additional drops that only generate if you are a botanist? Or maybe each herb belongs to a “class” of herbs, and I can choose to pick any herb from that family? Or maybe, I have tools that I can use to plant and grow herbs?
  3. Naturalist: Specializes in creation of various tinctures and smoke bombs. Tinctures would be concoctions that could be applied to weapons for particular effects (much like rogue poisons), and smoke bombs could be lit to have various effects on creatures within an area.

So, there’s my two cents worth on Herbalism. It wasn’t hard at all to get leveled back up, and I really do anticipate making more money with it versus mining. With mining I found I had to go looking for mines. Herbs just seem to be more prevalent and more abundant. The upper level herbs also seem to fetch comparable money as upper level ore. And while I expect the price of ore to drop as demand new upper-level recipes dwindles, I don’t see the same happening for herbs as they will always be in demand for potion creation.

The stuff on adding to the profession is just my personal musing and shouldn’t be taken as a statement that I think the profession is broken or needs improving. It is a gathering profession after all, and as such works fine as it is. However, I can’t resist the urge sometimes to think creatively on how and where it could go in the future.

Here’s hoping you had a great holiday weekend.

Account Selling

Strap in kids, this is feeling like a long post…

I’ve had a week or so to reflect on the recent paid post on this blog. While the comments were not as plentiful as I had anticipated, they reflected current player feelings on the issue pretty well. The great thing about human interaction, even including a blog, is that hearing other people’s direct thoughts and responses help develop and advance your own thinking.

So, let’s talk a little bit about the comments that were left:

Athryn and Mikhail- I’m sorry this post bothered you so dramatically, that was not my intent. I’m assuming you also don’t read or use WoWhead, Allakazham or Thotbott since last I read all of them are owned by a gold selling company.

Lady Jess and Slipslappy - you two mirror my thoughts on the issue of account buying/selling. Interesting concept, but even if I could get myself to the point of believing it was legal (because it is a different animal than straight out gold selling), I would be too paranoid to buy or sell.

Taur- Amen, brother. If you can’t have fun actually playing WoW and saving the gold or leveling your character yourself, then you need to find another game. Sure, I might have been tempted given the 5,000G price tag for the flying skill I need for epic flight form, but actually spending real, hard-earned cash to buy it? I’m too cheap and something about that transaction, in addition to being illegal, feels like crossing a line where WoW is no longer a game.

Big Bear Butt- Yours are the comments I want to respond to most, as I find that “grumpy ole’ bears” are more likely not to mince their words. Plus, after reading your blog for a while now, you seem to have a “see both sides of the argument” mentality even while leaving no doubt how you personally feel. So, as much as once can from just a couple blog posts, I’ve come to respect you. First of all, let me respond to your comments about money. I too, do not make a dime from this blog. The paid post was absolutely the first time I got any money out of this site and frankly I was considering it an experiment. Other than that - you will see no adsense ads, no paid links, nada. Have I been tempted? Sure - who couldn’t use a couple extra bucks every month?

Second of all - your comment that “in a subtle way” I mocked those that feel a need to buy an account or gold. I certainly didn’t intend to mock anyone. What I was trying to do was draw a distinction between gold and accounts and what the official EULA we all agreed to means to the topic. I have never bought gold or an account, nor do I intend to sell my account. But there are so many harsh comments on both sides of this issue it almost feels like a religious war. I was simply trying to bring the discussion down to some factual basis.

Lastly - your summation of the post as a simple, paid “shout out” is exactly on target, and is a good way to represent my intent. Someone contacted me with cash in hand for some exposure to their site; nothing more, nothing less. In fact, I explicitly made the decision to say in the post that I was paid for the post. I could have just kept my mouth shut and no one would have been the wiser, but that didn’t feel right. I tried hard to set the stage for the issue, present the site and what it was all about, and leave it to you readers to decide if it was right for you or not.

That all being said, here’s where I’m at a week after the post and mulling over all your responses:

  1. I don’t know that I feel much differently on the two topics. As far as I read the agreement, selling your account is within the intent of the EULA as long as you also uninstall the game and transfer the media along with the account. I agree that I’d rather play the game than buy an account, but if we’re talking legalities here, as I read the agreement it’s okay. Gold selling is obviously against the EULA no matter what.
  2. I’m still in the dark as to why this is such an inflammatory topic. You would think we’re talking about animal cruelty or racial persecution here. I’m tempted to say that the answer lies somewhere close to the reason the forums are virtually unusable (with this Penny Arcade cartoon summing it up perfectly - warning, NSFW). I’m not denying there aren’t some negative human and societal outcomes that can be traced to gold and account selling. I haven’t done a ton of research into the topic, but it doesn’t take too long to realize that there are people being taken advantage of to support this secondary industry, and the more I read the more I am starting to be against it. However, you don’t hear people saying “I’m totally against gold-farming because of the conditions under which underage Chinese kids are forced to work.” No, you hear something more like “buying gold is wrong and anyone who does it is a prick.” People - if you’re going to take a stand, take it for a reason, and passive aggression is not a reason. It is after all a game, and if anyone that doesn’t see things your way in a simple game is a prick, then you’ve got a lot of growing up to do.
  3. No one came out and said it, but something that was kind of implied in a couple of the comments was that the real reason the post seemed inappropriate was not the post itself, but rather the fact that I was paid to write it. This is where I had some good reflecting over the last week or so. Whereas I took the middle of the road, “no hard opinion” so-it-shouldn’t-matter justification for accepting the payment, I fooled myself into believing that would be acceptable to those folks that do have a hard opinion. More importantly, whereas I felt I was being paid for my writing skills, I think my readership just felt taken advantage of.

So where am I after all this reflection and rambling?

Long story short - the only observation that has stuck with me over the last week is the issue of the money and the perception it has created in some reader’s minds. I’m not above trying to make money via this blog, and if that ever happens I’m sure my readership will be split on the issue; however when/if that happens I don’t want it to be a surprise. Even though I was trying to err on the side of “full disclosure”, I think this one came as a surprise.

So here’s what I’m going to do.

The good folks over at The Bronze Kettle periodically run charity auctions. They get an artist to donate the time to draw a custom avatar and us World of Warcraft players bid on it. They run the auctions on eBay and they don’t have a current auction going at the moment or I’d link to it. Anyway, the charity benefited is Child’s Play, “a community based charity grown and nurtured from the game culture and industry. Over two million dollars in donations of toys, games, books and cash for sick kids in children’s hospitals across North America and the world have been collected since our inception.”

Even though there is no current charity auction, you can follow the link to the Child’s Play website and donate to the charity. You can donate cash directly via PayPal, or click the controller in your area on the map and buy gifts for a local children’s hospital. If you click the controller corresponding to a particular hospital, an Amazon.com page comes up listing all the gaming products/titles that particular hospital needs for kids.

(Update: I just made my purchases. If you click a controller to donate to a particular hospital, PayPal is not an option on the Amazon checkout screen. I just transferred the money from PayPal directly into my checking account and used a credit card on Amazon. Same difference from a cash flow perspective, but if you’re looking for the easiest way to donate, then PayPal right on the website is probably your best bet.)

It just so happens there is a hospital that is part of the Child’s Play network right in my backyard. So I plan on taking all the money I received as payment for the post in question, and using it to buy gaming presents listed until I run out of money. While the payment I received wasn’t huge, it should be enough to buy a good number of presents. I’ll get to prove to my readership there was no evil intent on my part by accepting payment for a “shout out” AND I’ll get to give some sick kids a present they might not have otherwise received during this holiday season.

As far as I’m concerned, that’s a win/win. I am now officially done talking about this subject.