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Found 10 results

  1. A Grizzly Situation - Feral Druid 1.12.1 (PvE, tanking and DPS) i. Contents Intro. Tips, Tricks, Addons and Info for new Ferals. Stats, Race and Effective Health. Gearing your Feral, release, DM and AV. Builds. Consumables. Thanks and Raid Logs. 1. Intro This will pawsibly be the greatest guide I've ever written. Please Bear with me, as it has some serious length (said the archbishop) and you'll need to read the entire thing to get a solid overview of the class. Some people might kitten on to the amount of bad puns in this guide, and think they detract from the document. However with a cattitude like that they're probably in the wrong place. Prepare yourselves, I will koala-fy you to play this class the right way. Phew, with that out of my system, let us move on. Most people who want to play feral will hear that you're only there to buff crit on the Rogues and Warriors, provide Innervate for the healers, your DPS sucks and you can't tank anything that isn't a 5 man dungeon. Not true, especially in the early part of gearing. Step one. Identify who your main 'competitors' are. Everyone compares us to Rogues (both wear leather, both do dps), without factoring in the differences between the classes, gearing, and the extra utility we bring to a raid. Rogues certainly can't tank the amount of encounters we can for example, especially in a clutch environment. So many people seem to focus around having the exact, perfectly reliable 40 people needed with perfect class representation for each encounter. Doesn't happen, and no guild running content with less than 40 players will turn down a dedicated and effective player. The other 'Hybrids' of Vanilla are; Warriors Priests Paladins Shamans Comparing what we bring to a raid compared to what the DPS specs of those classes bring, we have; Wipe Protection – So called 'Battle Rez' Raid Buffs – Mark of the Wild, Thorns, Leader of the Pack, Innervate Dispelling – Dispel Curse. You will be decursing every raid, most bosses. Off Tanking and DPS from one spec, tanking/dps and healing from one spec with 0/30/20 +1 build. While other Hybrids can bring some of these, none of them can bring all of them in one set of gear and one spec. In relation to the other classes, presuming equal levels of gear, we sit; Less DPS than a Fury Warrior. Equal DPS to an Arms Warrior, Elemental Shaman or Shadow Priest. More DPS than a Ret Paladin. Substantially more DPS than an Enhancement Shaman. This is a basic table, that depends highly on the gearing situation. For example, when first entering MC in a raid in blues/greens, a well itemised Druid can do significantly more dps than some pures. However, as other classes push ahead with Tier drops and especially weapon drops, we will start to fall behind. It is not unusual to find a Druid doing the same DPS as other hybrids but being 6-8 ilvls behind, this is due to the fact that until AQ40 comes, there simply aren't that many truly top tier Druid drops. We scale excellently, but between early game blues and end game (AQ/Naxx) epics there aren't that many drops for us. Druids are probably the best hybrids in the game, and there are 4 builds that you can take into PvE as a Feral and do reasonable with. However, it is important to note that to be an effective feral, you need to be able to swap between tank, dps and sometimes healer within the same dungeon. You cannot expect to just heal or just tank, if you set yourself up to do just one thing, you will struggle to find groups or a guild. A good feral is a boon to any guild, a bad feral who is blinded into just one role is a wasted spot. This is especially true in 1.12.1, since we get the 1.2.0 (65%-180% armour on bear form, 125% to 360% from Dire Bear form.), 1.4.0 (Shapeshifting removes Polymorph) and 1.6.0 (Shapeshifting removes Slows) to our Bear spec. Many detractors from early wow remember Bears trying to tank before these buffs, 1.2.0 was a significant boost to our survivability. 2. Tips, Tricks, Addons and Info for new Ferals. Hands down probably the best Addon for a Druid is RogueFocus. Ignore the name, it works for Druids as well. Gives you a small movable bar that shows your current combo points, current energy, and most importantly, a tick timer similar to Energy Watch, all in one package. The energy ticker is the critical part, as it allows you to check when to shapeshift for maximising Feral DPS. You wait til you are 0 Energy, then shift out of form and back into form before the next 'tick' of energy, this will give you 40 energy from Furor, 20 from Wolfshead Helm, and then 20 from the tick as you shift, giving you 80 energy from 0 in 2 seconds. We should all thank @Roadblock for backporting it and posting the link on his Github account. Chance on Hit: Enchants (eg Crusader) and Weapons (shooting shadow bolts, chance to cause bleed, etc.) that state "Chance on Hit to X" do not work when shape shifted. Equip: Items that state "Equip: Chance on Hit" that are not on a weapon do work when shape shifted. This includes things like Hand of Justice. Weapon Base Damage: Weapon damage has no effect on your damage in feral form. Weapon Enchants: Weapon enchants such as +Agility/Strength do apply when in feral form. Many people will be used to +damage enchants also working, with each point of damage being equal to ~14 AP. This means a max rolled 'of the Quality' weapon with +7 weapon damage is worth around 98 AP, or 40.8 Strength. However, this is a common Mangos bug that will not apply here. Weapon on use: Weapons with "on use" effects such as the Manual Crowd Pummeler do work. Weapon Skills: We do not need to level weapon skills when in Feral form, we are always considered to be max skill for our level. A level 60 Druid with 1 point of staff skill in Kitty form is presumed to have 300 weapon skill when usings claws. Armour: The armour 'cap' is 75% damage reduction. The tooltip can show more, but effectively any armour beyond that point is wasted, unless a boss has a sunder mechanic. 21,855 armour in Bear form gets you to the 75% cap. [SOURCE] Armour kits/enchants: Armour kits and armour enchants that give + armour do not scale multiplicative with the bonus armour in Bear form, instead they are additive. For example, if you have a cloak with 169 Armour like this, enchant it with +70 Armour, we would get, 169 + (169 * 1.8) + 70 = 543.2. This is further affected by Thick Hide (see below). Armour (Thick Hide): Thick Hide is a 5 point talent that adds 2% armour bonus per point. This is multiplicative, not additive. What this means is that at 5/5 points, you will receive the full extra 10% modifier for your total armour. In 1.12.1 in Bear Form the armour formula is X + (X * 1.8) + N, where X = armour value of an item and N = Armour enchant/kit. With Thick Hide this becomes (X + (X * 1.8) * 1.10) + N. To use the above example of the Elementium Threaded Cloak, this would become; (169 + (169 * 1.8) * 1.10) + 70 = 590.52 Armour. Threat: Bear Druids have the same threat modifiers as Warriors: 130% for Bear Form and Defensive Stance, or 149.5% if you have 5/5 Defiance or 5/5 Feral Instinct. Unlike Warriors however, our base tanking abilities do not have an additive threat component like Warriors, instead, they are multiplicative. Each point of damage done by Maul or Swipe does an additional 0.75 threat, before we take into account the form modifiers. For example, if a Maul does 200 damage, it does 200 * 1.75 = 350 threat, or 350*1.3 * 1.15 for a total of 523 threat when including Bear Form and 5/5 Feral Instinct. Threat: Since we do not have an additive threat component like Warriors, we do reduced threat against high armour enemies, and increased threat against low armour enemies. Crits greatly increase our threat. 3. Stats, Race and 'Effective Health' (level 60) Stamina: 1 Stamina = 10 health. Strength: 1 Strength = 2 Attack Power. Agility: 1 Agility = 1 Attack Power. 1 Attack Power = 1 DPS. Agility: 57 Agility = 1% Critical Strike Chance Intellect: 1 Intellect = 15 Mana. For DPS with at least 33% raid buffed crit chance or above; Hit (to 9%) > Strength > AP > Crit/Agility For DPS with less than 33% raid buffed crit chance; Hit ~(to 9%) > Agility > Str > Crit > AP For Tanking; Agility > Armour > Dodge/Stamina > Crit Tauren/Nelf are about on par when it comes to tanking, Taurens have more natural strength and HP, Nelfs have more natural Agility and the racial dodge, it evens out, and there isn't one 'pure race' to go. Feral DPS the Tauren has the minor advantage due to the bonus Strength, but it works out as just a few dps difference at 60. Effective Health is a term that cropped up during TBC and was especially relevant during the Stam stacking days of WotLK. It can still be 'reverse-applied' to Vanilla however, in simple terms, it is Health / (100-[the amount of % reduced by armor or DR (Damage Reduction)]) = Physical EHP. This gives you a basic idea of how much total damage an enemy needs to do in order to kill you outright, and will allow you to decide on upgrades in the late game when balancing Armour vs Stamina. Note; we do not lose out on Rage from dodges, so unlike Warriors we do not need to worry about Rage Starvation due to Dodge/Agility, we cannot parry. Stacking pure EH is a fine way to gear a Druid tank, especially for beginners. We calculate the (100-DR) using a decimal place scale, that means 100 is represented by 1, and your percentage is what you take away. 50% Damage reduction would therefore be 1 - 0.5 = 0.5. An example of EH; 5000hp, 50% Armour Damage Reduction, would become; 5000/((1-.5=)0.5)=10,000 This can be as complicated as can be without changing the way it works, for example; 7232hp and a 54.7 DR would be 7232/((1-.547=).453)=15,964.67 EH. You can then re-run the numbers increasing health/Armour and see which gives you the higher EH, letting you choose your upgrades more effectively. 4. Gearing your Feral, (release, DM and AV) The hard part about gearing a Druid in vanilla is how our itemisation works, we have awesome, excellent scaling, but awful gear options. Most Druid players gear like a Rogue, play like a Rogue, then wonder why their DPS is awful, hence perpetuating the 'lol druid feral dps is awful' stereotype. We only gain 1 AP per point of Agility. WE ONLY GAIN 1 AP PER POINT OF AGILITY. Similar to Shamans, we get all of our AP from Strength and +AP items. While a certain amount of Agility is desirable for crit (and Agi is usually on any piece of leather with strength on any way) we want to try and ensure a 2:1 ratio of Strength to Agility for DPS. The second mistake most inexperienced Druids make is swapping their weapon out for higher base damage. Weapon damage has no effect on Druid DPS, they are quite literally just stat sticks, nothing more, nothing less. A level 40 2hander with 20 Str will be of higher benefit to you for DPS than a lvl 60 epic with no Str but a higher damage range. WE ARE NOT ROGUES, DO NOT SPEND ALL YOUR DKP ON A WEAPON DROP. This section shows how to gear your feral on Crestfall, with the 'usual' pre-raid BiS list, tuned for how the guys are going to set up the staggered release of content. So, step one, what is the release scheduleprobably going to look like? Release (1.1.2): 8 debuff slot limit. Release with Maraudon available.(1.3.0) - Dire Maul & associated quests released., Kazzak and Azuregos released.(1.5.0) - Release Alterac Valley BG.(1.6.0) - BWL released.(1.7.0) - ZG released. 16 debuff slot limit implemented. (1.8.0) - Dragons of Nightmare and Silithus revamp.War Effort Completed (1.9.0) - AQ 20 & 40 released.(1.10.0) - Tier 0.5 quest line activated.(1.11.0) - Naxxramas released. This means, the initial push for Server Firsts and most peoples first Onyxia/MC raid clears will come before the release of Dire Maul and well before AV epics are available. This means most BiS pre-raid lists for existing Pservers are useless, since many current Pservers release either; a) with an incorrect patch sequence making them a funserver (ala Kronos) or b) are projects like Feenix that have high rates or instant cap mechanics to allow people into raiding quickly. Many such 'raid servers' release with ZG available from the start, meaning the usual BiS list from many existing servers of UBRS -> ZG -> 40m Raids is not only perverse (ZG should come after BWL) but also redundant for this realm. It will also drastically change many classes BiS lists, for example, it is not unusual for a caster to acquire full Bloodvine before being able to join a 40 man raid on many such 'raid servers'. Disclaimer: I'm not on the team, or affiliated with Crestfall. Release is subject to change, and while @Darkrasp has been very open to a proper release schedule, things might obviously change when the team settles down and thrashes out what they are going to do about patch content. This is a PvE guide, I will therefore discount any and all PvP gear except for the AV REP gear, since that doesn't require the PvP grind the rest of Vanilla PvP gear does. While each person will require their own stat weighting and analysis of how stats affect them, I've gone with the following basic rule of thumb to make for an easily comparable list. Bear: Armour > Stam > Agi > Hit/Dodge > Crit > Str Hit% - 9% to never miss an attack. Agility - 1 Agi = 2 Armour & 1 AP, ~20 Agi = 1% Dodge & 1% Crit. Stamina - 1 Stam = 10 HP, 12 HP with 5/5 Heart of the Wild (HotW) DR% = Armour / (Armour + 400 + 85 * (Attacker Level + 4.5 * (Attacker Level - 59))) Dodge% = 0.9% + (Agi / 20) + Miscellaneous Contributions + (Attacker's Attack Skill * 0.04) Kitty: Hit > Str > Agility > Crit > AP Hit% - 9% to never miss an attack. Agility - 1 Agi = 1AP, ~20 Agi = 1% Crit. Attack Power - ~14 AP = 1 DPS. Strength - 1 Str = 2 AP, 2.4 AP with 5/5 HotW. Notable Early Game Sets, Green Items and quest choices. The biggest choice in the early gearing stage for a feral druid to make is, Mark or Tyranny or Blackhands Breath? They are mutually exclusive quest rewards, and both are BiS for a long time (Tyranny is BiS full stop). The Stormshroud set is a reasonable early late game tanking set for Druids, depending on the price you can get it for and whether or not you want to grind the mats yourself. The energy regen is obviously useless, but the individual items have relatively decent armour and dodge. It really depends how much effort they are to get compared to the individual pieces in the list below, all of which will be superior than the Stormshroud items. Stormshroud has more value if you multi-role or hybridise more often, since you can use it for both tanking and dps. It's a good solo set for a feral druid alt. The Shadowcraft Rogue set is another very solid set. While technically designed for Rogues (and we cannot upgrade it to the fantastic T0.5) the set bonuses all work for us (energy proc obviously useless when tanking). If you are able to get a couple of pieces the 200 bonus armour is very nice while you are building out the rest of your set. 6 pieces of this set as a Kitty is a perfectly viable way to gear as your are building out your main DPS set. As @Aquane pointed out below, there are some Green items that with good rolls can outdo some of the starter gear on this list, similar to Mages BiS cloak in MC being the green cloak with +20 frost damage on it. Things to look out for include; Green "of the Tiger" boots with more Str/Agi than Sandstalker Ankleguards. Green "of the Tiger" prismatic rings with both Str/Agi on them. Release, Bear Helm - Bone Ring Helm - Rattlegore, Scholomance Neck - Talisman of Evasion - Warmaster Voone, LBRS while waiting to get Amulet of the Darkmoon - 1200 Darkmoon Faire tickets. Shoulder - Technically, Golden Mantle of the Dawn is BiS. However, it requires a high AD rep grind and relatively expensive mats for what it is, and is only marginally better than Atal'ai Spaulders (Stamina Variant) - ST Troll Miniboss. For starting Druids, the Stormshroud Shoulders (crafted) are viable if you are building towards a set bonus (2 or 4, 3 is only for cats). Due to the difficulty of farming Atal'ai Spaulders (drop %, not difficulty of the instance), Wyrmtongue Shoulders - Balnazzar, Stratholme Living is a more realistic easily farmable alternative. Back - Stoneshield Cloak is technically BiS, but it is a world drop. A more targettable drop is something like Shadow Prowler's Cloak - Drakkisath, UBRS. Chest - Technically Breastplate of Bloodthirst is BiS, but it requires a Pristine Hide. The craftable Warbear Harness is a much more easily targettable pre-raid item. Bracers - Malefic Bracers - Trash, Scholomance. Hands - Slaghide Gauntlets of the Monkey - Urok Doomhowl, LBRS are not replaced until AQ40, non-negotiable BiS. Waist - Frostbite Girdle - Ras Frostwhisper, Scholomance. Legs - Shadowcraft Pants - Baron Rivendare, Stratholme. Feet - Ash Covered Boots - Archivist Galford, Stratholme. Rings - Ring of Protection (quest) and Naglering - Golem Lord Argelmach, BRD. Trinkets - Mark of Tyranny (quest) and Smoking Heart of the Mountain (enchanting 265). Idol - Idol of Brutality- Magistrate Barthilas, Stratholme. Weapon - Warden Staff is the undisputed king, but it is also a very rare world drop and expensive to get. Twig of the World Tree is a more realistic first weapon, it's another world drop, but substantially more common and cheaper. It is perfectly acceptable to use a more DPS orientated weapon until DM releases and you can farm Unyielding Maul. Fist of Omokk - Highlord Omokk, LBRS is a good starting place. Release, Kitty Helm - If Powershifting - Wolfshead Helm - Crafted If NOT powershifting - Eye of Rend - Rend, UBRS Neck - Mark of Fordring - In Dreams, Fordring Questline, EPL. while waiting to get Amulet of the Darkmoon - 1200 Darkmoon Faire tickets. Shoulder - Truestrike Shoulders - Overseer Emberguard, UBRS. Back - Cape of the Black Baron - Baron Rivendare, Strat Chest - Cadaverous Armour - Mini Bosses, Scholomance. Bracers - Shadowcraft Bracer's - Sholo/Strat Trash. Hands - Devilsaur Gauntlets (crafted) are BiS if you are completing the 2 set bonus, if not then Gargoyle Slashers - Kirtonos, Scholomance. Waist - Cloudrunner Girdle - Quartermaster Zilgris, LBRS. Legs - Devilsaur Leggings (crafted)if you are running the 2 set bonus, otherwise Shadowcraft Pants - Baron Rivendare, Stratholme. Feet - Sandstalker Ankleguards - Zerrilis, ZF. are technically BiS, but are a pain to farm since they are a rare drop from a rare spawn. Swiftfoot Treads are a more likely starting point, since they come from a quest. Rings - Blackstone Ring - Princess, Maraudon. and Myrmidon's Signet (world drop). Trinkets - Blackhand's Breath (quest) and Hand of Justice - Emperor, BRD. Heart of Wyrmthalak - Wyrmthalak, LBRS can be worthwhile if you are still waiting for a drop and fighting mobs weak to fire damage. Horde Only: Rune of the Guard Captain (quest). Idol - Idol of Ferocity - Lord Roccor, BRD. Weapon - Fist of Omokk - Highlord Omokk, LBRS. Raid Upgrades and Patch Releases This next section is revised from the original guide, taking into account @Dawnstorms request for the initial raid upgrade path and drops that are 'feral-centric' drops. This means raid drops where a feral gets more from the item than a warrior for tanking items, or items where the feral gets more from the item than a DPS would. If they are equal for all classes, they will not be on the list, as you don't have claim to a 'class specific upgrade' if it is as useful for you as it is for anyone else. Mainly, that comes down to what Armour Class the item is and how much Strength/Armour it has on it. In the case of ZG, if you have the MC/BWL drops, there is very little 'druid specific' or 'druid orientated' drops that you could justify taking before another class. Any items not on the list you will be competing against other DPS for. 1.3.0 Dire Maul, Bear Upgrades Replace Talisman of Evasion with Evil Eye Pendant - Immol'thar, DM West. Replace Stoneshield Cloak with Cloak of Warding. Replace Warden Staff with Unyielding Maul - Tribute, DM North. Warden Staff remains BiS. 1.3.0 Dire Maul, Kitty Upgrades Replace Wristguards of Renown with Bracers of the Eclipse - Prince Tortheldrin, DM West. Replace Myrmidons Signet with Tarnished Elven Ring - Tribute, DM North due to difficulty of farming Myrmidons, Myrmidons is technically the superior ring however. Replace Heart of Wyrmthalak with Counterattack Lodestone - Tribute, DM North. Replace Fist of Omokk with Bonecrusher (quest). 1.5.0 AV, Bear Upgrades None. 1.5.0 AV, Kitty Upgrades Replace Magma Forged Band with Don Julio's Band. The Unstoppable Force is inferior to Bonecrusher, and harder to get. Onyxia Drops, Bear Upgrades Eskhandar's Collar Onyxia Drops, Kitty Upgrades None. MC Drops, Bear Upgrades Fireguard Shoulders Dragon's Blood Cape Heavy Dark Iron Ring - Average upgrade for Warriors, third BiS ring in the game for a Druid tank. Lave Belt (crafted from MC drops) - Better than Taut Dragonhide Belt from BWL for a Druid Tank. MC Drops, Kitty Upgrades Wristguards of Stability Aged Core Leather Gloves - If your Rogues are all running Combat Swords then this is a solid upgrade for a Kitty, but ONLY if no Rogues need it. 1.6.0 BWL Drops, Bear Upgrades Taut Dragonhide Shoulders Malfurion's Blessed Bulwark Taut Dragonhide Belt 1.6.0 BWL Drops, Kitty Upgrades Cloak of Draconic Might Malfurion's Blessed Bulwark Taut Dragonhide Belt Circle of Applied Force Draconic Maul 1.7.0 ZG Drops, Bear Upgrades None. 1.7.0 ZG Drops, Kitty Upgrades Shadow Panther Hide Gloves Belt of Preserved Heads (quest) 5. BUILDS There are 5 main builds and one variant build that we can use in PvE content. They are; Feral DPS. Feral Tank. Feral Hybrid. Feral/Resto Hybrid. The 'Pure Hybrid' 11/35/5 +0 - Not quite as able to powershift due to lacking Natural Shapeshifter, but still able to tank every instance, every raid, and DPS effectively. The more tanky version of the Tank/DPS hybrid spec listed below at #4. This is my preferred spec of choice. Feral Pure DPS 14/32/5 +0 - Based around Powershifting, this mean you dps to 0 energy, shift to caster, shift back to cat for the 40 bonus energy, and then continue dpsing. It has high mana requirements, and is not an easy spec to play. Feral Pure Tank 0/35/11 +5 - This is the pure tank build popularized on the Feenix forums of olde. Insect Swarm gives you some extra survivability and more ranged threat, you'll typically Swarm an add (30yrd range) shift (10 rage), Enrage, Faerie Fire an add, Charge the main target, and you are then able to start the Swipe/Maul spam. No other tank has a Bears innate threat generation, especially since we gain rage from hitting, instead of being hit, this means we can wear our very best gear in a 5 man dungeon without having to worry about being Rage Starved like a well geared warrior tank. A note on Thick Hide; It's an amazing talent in early game, when you are struggling for every point of Armour you can get and diminishing returns haven't kicked in yet. However, after you reach the magic 10k AC soft cap (it's not actually a cap, but it's when DR really starts kicking in) you start to get less and less effective health per point of armour. If 100 armour gives you a 5% survivability increase when you have 4k AC, 100 Armour after 10k will give you a 1% increase. Numbers pulled from my ass for illustrative purposes. The 5 extra points can be sunk into Thick Hide, or you could put 3 in Thick Hide and 2 in IMotW. At lower gear levels, the 5 in Thick Hide will give the greatest bang for your buck. Feral Hybrid Tank/DPS 14/31/6 - This hybrid feral spec does a bit of both tanking and dps, but neither as good as the pure builds. It will however allow you to freely swap between dps/tank for 5 mans with a single set of gear and be effective enough at either to do all non raid activities. If you tank more than you dps, drop the 3 points from Natural Shapeshifter into Thick Hide. Feral Hybrid DPS/Tank 14/32/5 "The @Wortgewandt variant". Very much the same as the above build, but with the threat increasing talents dropped in order to add additional DPS talents. Less 'easy threat' than the above build, more DPS, more built around off tanking in raids than main tanking. Still able to tank dungeons just fine, but it will require more thought and less autopilot. Feral/Resto Hybrid 0/30/20 +1 - This is the true 'variant' build, able to dps, tank or heal depending on what your group needs and if you have the bag space to carry around 2 sets of gear. You wont be effective as a pure specced tank/healer/dps druid, but you will be able to do all non raid activities without respeccing, it's an effective solo spec and cheap to run, so you could use it effectively on an alt. The bonus point goes either in Leader of the Pack or Nature's Swiftness, depending on what you do most often. If you take LotP, drop the points from Improved Healing Touch and go with something like this. http://db.vanillagaming.org/?talent#0Ztx0scrdtxVckf The 'Beginner' Feral build 11/40/0 - This is a true beginners build, it cuts out powershifting entirely, and allows you to tank and dps from one spec and one set of gear. Not as effective at dps as either the above builds, but it does allow for someone learning the class to have a basic build able to raid, until you find the niche your guild needs you to fill. This build is perfectly able to DPS and Tank 10/20 man raids and all 5 man instances, and is the perfect 'casual' build for people who wont be doing end game raiding on a large scale. 6. CONSUMABLES You can choose any of the consumables from the below list, keeping in mind that they do not all stack with each other; Elixir of the Mongoose & Elixir of Giants if not flasking. Mageblood Potion. Demonic/Dark Rune. Major Mana Potion. Winterfall Firewater. Juju Power. Juju Might > Elixir of the Giants. R.O.I.D.S. Ground Scorpok Assay. Elemental Sharpening Stone. Flask of Distilled Wisdom for powershifting, Flask of Titans for tanking. My minimum preference, is Flask of Distilled Wisdom, Juju Power, Juju Might, Major Mana Potion (2 per boss). 7. Thanks and raid log evidence. Edit: An expansion for DPS numbers. Taking the very top dps of the four whack-a-mole bosses in BWL (the Drake Pinatas and Broodlord) for each class and calculating the % of damage they do. I'm using numbers from Kronos, since a; they're readily available and b; that's the big Vanilla server at the moment. Bear in mind the section at the start discussing bugs on Kronos at the moment, Paladins are definitely at a disadvantage there currently. The highest DPS will be considered '100%', with each class calculated as a percentage of that, rounding decimals down to the nearest whole point. This gives a percentage of maximum possible dps that class is doing, which will show you all the Hybrids within 10% or so of each other in terms of total dps. I'll then do one final calculation; dividing the total dps of each class by its ilvl to give it a 'per ilvl dps rating'. This is especially useful for Paladins in this area, as their 'BiS item list' is quite significantly under ilvl of most of classes in T2. One final note on this, the top feral druid on Kronos is a guy called Tf. He regularly does 100+ more dps than other druids on nearly every boss with ~5-6 less average ilvl. The guy is just that good, and it throws some of the list out of whack. Broodlord Lashlayer (adds) (Tank Swapping, Trap evading, Fire Aura, Threat Management, 3rd boss BWL) Druid: 668 ilvl 62 53.48% 10.77 Hunter: 1016 ilvl 71 81.34% 14.30 Mage: 1007 ilvl 71 80.62% 14.18 Paladin: 700 ilvl 66 56.04% 10.60 Priest: 702 ilvl 67 56.20% 10.47 Rogue: 1249 ilvl 75 100% 16.65 Shaman: 707 ilvl 66 56.60% 10.71 Warlock: 900 ilvl 70 72.05% 12.85 Warrior: 1209 ilvl 68 96.79 17.77 Firemaw (Fire Aura, Stacking Fire Debuff, LoS mechanics, 4th boss BWL) Druid: 762 ilvl 62 53.36% 12.29 Hunter: 838 ilvl 73 58.68% 11.47 Mage: 892 ilvl 73 62.46% 12.21 Paladin: 602 ilvl 66 42.15% 9.12 Priest: 647 ilvl 68 45.30% 9.51 Rogue: 1067 ilvl 73 74.71% 14.61 Shaman: 681 ilvl 67 47.68% 10.16 Warlock: 929 ilvl 72 65.05% 12.90 Warrior: 1428 ilvl 70 100% 20.40 Ebonroc (Self healing drake, 5th boss BWL) Druid: 741 ilvl 62 53.00% 11.95 Hunter: 960 ilvl 74 68.66% 12.97 Mage: 1011 ilvl 71 72.31% 14.23 Paladin: 644 ilvl 68 46.06% 9.47 Priest: 685 ilvl 68 48.99% 10.07 Rogue: 1177 ilvl 71 84.19% 16.57 Shaman: 635 ilvl 67 45.42% 9.47 Warlock: 982 ilvl 66 70.24 14.87 Warrior: 1398 ilvl 71 100% 19.69 Flamegor (Enrage Fire Aura, 6th boss BWL) Druid: 711 ilvl 62 47.24% 11.46 Hunter: 901 ilvl 74 59.86% 12.17 Mage: 849 ilvl 68 56.41% 12.48 Paladin: 551 ilvl 68 36.61% 8.10 Priest: 680 ilvl 67 45.18% 10.14 Rogue: 1146 ilvl 74 76.14% 15.48 Shaman: 605 ilvl 69 40.19% 8.76 Warlock: 920 ilvl 73 61.12 12.60 Warrior: 1505 ilvl 71 100% 21.19 My thanks for reading the guide, I'd be Lion if I said it didn't take a long time to write, but I Purrservered, and while some of my puns were quite Pawful, I think in the end it was pretty Clawsome. I'm Feline pretty Clawver now to be honest, I think I have a Tailent for this. I'll wrap this up before it becomes unBearable.
  2. What would you people say have the best racials for PvP as kitty. Tauren with stomp or Nelfs with + stealth?
  3. The hybrid healer! http://db.vanillagaming.org/?talent#0zLVooZxGMs0bZVecoco Background: this is a spec I've played with for quite a while while gearing up and PvPing. it's emphasis is on stacking CP through crits and putting bleeds, IS and moonfire on the target. Works exceptionally well on warriors and rogues. Even in full healing gear! An example for a rotation in pvp is this; Ravage/punce - rake - claw - get the CP bleed off - Bear form - tank initial damage (instant casts/fears) - Moonfire - insect swarm - re-apply rake or continue in bear. Additional information: I went quite far into the healing tree too. I healed every 5-man with this spec so it seems viable as a good hybrid pve/pvp gearing up spec. This spec has no place in raids! I personally love this spec as it's super versatile and even effective in healing gear! Plus you have great support capabilities too and if you'd like you can FC. (I personally got bored of druid FC'ing long ago, hunter is more fun for that imho.) Leveling: It is also an excellent leveling spec, starting out in the Feral tree then moving onto the Healing tree and ending with the balance tree. It wrecks from 35 on in world pvp too! (Get 1/1 Nature's Grasp somewhere at level 23-ish) What spec do you rock that you made by yourself? Post them here! I'm eager to find out what you are playing!
  4. i. Table of Contents Intro Playing Resto Addons & Keybinding Talents Stat Priority Gear & Enchanting Consumables 1. Intro. First off, I'm no expert on Druid healing. Most of the following info is taken from reading up from other guides, piecing together other peoples opinions, fishing for old Elitist Jerks posts, and generally making a nuisance of myself to the few raiding Druids I still know from Kronos 1. I wasn't originally planning on typing one of these up, but the couple of resto's I've been prodding to do it haven't really had any interest, so I've done it myself. I'm mainly a hybrid player, and I'll be focusing on Feral come release, but I'll keep this updated and help out any newbie resto Druids as and when I can. If you've got questions about anything, or want to criticise my points or builds, please feel free to do so in this thread. I am by no means perfect and I would be a liar if I told you I tried out every spec in the guide is and know everything about Resto healing. I haven't actively played the spec beyond using the 0/30/21 feral hybrid spec when first gearing my feral on Nostalrius PvE, and using the Moonglow spec during Ranking. Play style wise that feral build (when healing) and pure restoration play similarly, but I won't pretend to be something I'm not and say I'm an expert at Druid heals. While many people will (correctly) point out that Priests are the strongest healers in Vanilla, I think Druids still maintain their spot as an integral part of a raid healing team. You wont find a guild without at least a couple of resto druids. Their Hots provide essential Tank and Raid healing and their dispells are great for any magic/disease heavy encounter, and set up correctly they are extremely mana efficient healers. Besides, every caster dps is going to try and become your very good friend on the off chance you have an innervate going spare come farm night. I'll bring it up again later in the preraid gear section, but you should always choose Forest's Embrace when handing in the Sunken Temple Druid quest (lvl 50 - A Better Ingredient). That goes for ferals as well really, there are better (or just as good) alternatives for leather +stam/strength/agilty leather chest pieces, but the healer chest is preraid BiS until Robes of the Exalted are added to Baron Rivendare (Don't think they are available at release? Answers on a postcard! Correct me if I'm wrong). This is obviously only applicable when the guys add the class quests, which I'm not sure if they're being held back with patch content or not. Something to ask @Asura at the next [email protected] If you're lucky enough to find a guild that will let you play feral DPS on every boss and never need to gather any healing/tank gear however, take Grizzled Pelt, you uncommonly lucky swine you. 2. Playing Resto. Playing a resto Druid can be somewhat out of the ordinary, especially if you are used to later expansions and rolling HoTs. It was something I had to adjust to, coming to Vanilla Druid healing from WotLK Druid healing. I'm not going to bother posting the most common bugs and their workarounds here, since Crestfall is using a new, non mangos core I'm hoping many existing issues from Feenix/Kronos/Rebirth/<Insert Server Here> will be fixed by the time we finish beta. I know if I get into the closed beta I'll be spending a good 3-4 hours a day just on Druid abilities and talents until everything is fixed or they remove my ability to make bug reports. 1. Healing Touch The single most important heal you have in Vanilla. Get out of the mindset of rollong HoT's all raid long. We use three ranks of this spell using the usual downranking tricks to maintain mana efficiency. We only use rank 10 (max until 11, which comes from a book drop in Ahn'Qiraj) with Nature's Swiftness in case of emergency situations. Using it otherwise is slow and mana consuming. Don't be tempted to use it without NS. In a dungeon it is enough to keep people alive, not topped, and in a raid someone will race you to healing the injured up more quickly, resulting in you losing time and mana efficiency to overhealing. Rank 4 is your main dungeon and raid tank healing rank. It is mana efficient and heals a nice amount, and is also just 0.5 sec longer to cast than rank 3. Rank 3 is your main raid healing rank. With the 0.5 second reduced cast time from the Improved Healing Touch talent, it effectively becomes our version of a 2 second lesser heal. As a special note, I've seen it recommended to keep Rank 2 bound for phase 1 of Razorgore's adds. They don't hit particularly hard, and you'll be wanting lots of small fast heals spread across the raid while keeping your corner tanks HoT's stacked, Rank is rediculously mana efficient as well once you have 3/Tier2 set bonus. You'll effectively be healing for no mana loss. 2. Rejuvenation There will be people who like to down rank Rejuv, using different ranks on the fly as they compute how to keep their dungeon tank at exactly 100% depending on what they are fighting from one Rejuv. Personally, I like to play a bit more chill. Use max Rank Rejuv, keep it rolling on your tank, worry about mana efficiency later. Two important notes with Rejuvenation; Don't clip your HoT's. Get a timer add on. Don't pre-HoT your tank before he pulls a group/boss. Later on when you are approaching pre-raid BiS gear, most dungeon trash mobs won't even be able to hit more than your eventual Rejuv ticks on the tank. In raids I wouldn't use it unless you are geared or there are not enough Druids to keep Rejuv up on the important targets, some other geared Druid will just overwrite your heal, which is waste of time and mana for you. Remember, our HoT's do not stack in Vanilla, the higher rank HoT will overwrite the lower, and I believe the over-writing mechanic includes +healing as well, so if you have two Druids using Rejuv, one heals for 1000 and one heals for 1001, the 1001 Rejuv will always overwrite the first. 3. Regrowth Once again some might disagree with me, but I don't downrank this either. It's just not a spell used often enough to merit the extra keybinds. Regrowth is much like Healing Touch rank 10, in that we will mostly use it in emergency situations. It is a quicker cast than Healing Touch, so if the tank is getting wasted, a Nature's Swiftness + HT r10/r11 + Regrowth r9 combo will definitely heal them up (5 man), and you also get the extra applied HoT to the tank this way. Not really mana efficient, but will probably be enough to stop you from wiping. Raiding wise, this combo will never likely land, due to other healers popping their 'oh shit' macros and heal bombing the tank. Similar to rank 2 HT used on Razoregore Phase 1 in BWL, Regrowth can have situational application during the Vael fight. Mana efficiency really doesn't matter on a fight with infinite Mana, so you can drop max rank Regrowth bombs on literally everyone in the raid forever. You'll have to watch your threat for the first few seconds, especially if your tank hits a miss streak, but generally after the first 5 seconds are up you can spam to your hearts content. 4. Nature's Swiftness 21 point talent, it is one of your most important spells both in PvE and PvP. Your next Nature spell cast becomes instant, remember that includes Wrath, so if you are up shit creek in PvP you could get a max rank Wrath off instantly, it might just save your life (maybe). Like I mentioned above, in PvE NS is really only used with HT r10/r11 in emergency tank healing. Don't be encouraged to use it on cooldown if you don't need it unless you're a filthy healing meter whore. In dungeons you'll have to keep in mind that not only are you most likely the sole person able to heal, but that some bosses can really screw with you/the tank and you might need it for a certain ability. Mind Control at Balnazzar comes into mind, really frustrating when he blows all your cooldowns before you can use them for any real use. 5. Faerie Fire Not a bad thing to use in dungeons if you don't need to worry about mana efficiency. You don't need to worry about the 8/16 debuff limit, it will stack with sunder, helps your tank build extra threat and your physical dps do more damage. Don't bother casting it if you have a feral in the group obviously. 6. Cat/Bear/Travel Form Your shapeshifting forms are especially useful in fights where you are slowed. Azuregos for example, shift into form to clear the slow and then shift back to humanoid (Elvenoid?) form. 7. Tranquility Mana intensive, threat hungry and extremely situational. It's one extra thing to to use if shit really hits the fan though. The earliest you'll probably use this would be BWL trash packs with the Goblins that throw the nasty little grenades, throw Tranq down on your melee team and receive much squishy Rogue love in /w. 8. Swiftmend Restorations 31 point talent. It instantly consumes a currently rolling Rejuvenation or Regrowth effect and deals either 12 seconds (Rejuv) or 18 seconds (Regrowth) worth of healing to the target. 15 second CD. Two ways to use this, you either use it immedately after someone takes damage before reapplying the HoT, using it as a simple instant cast downranked HT, or you allow your target to get low on health with a HoT ticking, using it a second or so before your HoT is about to expire. This second way is obviously more dangerous (a crit or crushing blow might nuke your target) but is very mana efficient, since you essentially double the healing from the one HoT effect. 9. Innervate Returns mana to a target (can be used on yourself). Effectively turns you into a mana battery for one ally every 6 minutes. Returns 400% mana to your target as well as allowing them to regenerate 100% mana during combat for 20 seconds. DPS will fight all over themselves to get it, but in most situations your Raid Leader or Healing Officer will call out who is to get your Innervate. Depends on how your raid sets up. I recommend you use the following macro in order to easily call out who has it, especially useful in dungeons or PUG raids where you might not be on VOIP, or in tryhard guilds where VOIP is restricted to RL and officers. /y Innervate on %T ! /cast Innervate 10. Rebirth Our only Resurrection. Can be used in combat, which is one of the most important raid utility abilities in the game. Easily comparable to raid utility spells like Heroism and Misdirect that were added in later expansions, it's that powerful. Can single handedly save a boss attempt or a wipe. Unfortunately on a 30 minute CD, so it means in a 5 man dungeon people are generally running back. Bring Paladin/Priest/Shaman DPS if you can to save you from having to wait around. Alternatively don't let anyone die, which is a novel idea to be honest. 11. Mark (Gift) of the Wild Increases armour, stats and resistances on your target. Mandatory buff. Gift buffs the entire group of your target and requires Wild Thornroot to be cast. Mark lasts 30 minutes and Gift lasts one hour. 3. Addons & Keybinding. Depending on how comfortable you are with setting up addons, you have choices for how you set up your healing. In the old days the classic combo was Clique and Grid, nowadays I think most people use Luna Frames, which has the inbuilt functionality from both add ons as well as replacing the awful looking default unit frames. TNE fivesec is an excellent addon that gives you a small bar that shows when the 5 seconds are up allowing you to next get a 'tick' of mana regeneration. If you are able to, using this addon to ensure you get a 'tick' in between each heal will ensure the highest possible mana efficiency. Of course, the times you can (or want to) leave 5 second between casting heals are few and far between. It can really help in PvP though. Some people will recommend using healbot or a similar addon, but that is essentially cheating. There's not much point in playing the game if you are going to let add ons do it for you. The only exception I'll make to this is Decursive, simply because you're going to spend so much time in Vanilla spamming that decurse button. A note on keybinding, if you use Luna/Clique to set up your heals, you don't actually need them on your bar at all. This lets you have a neat and minimalist UI without having to hide bars or anything else. 4. Talents There are 3 main talent choices as a Resto druid, all of them have some customisation. 1. 0/30/21 Feral - Resto hybrid This is the build I mentioned in my opening. Able to tank/heal/dps 5 man dungeons with no respecs, it's the ultimate newbie gold saving machine, and works just fine if your Druid is a max level alt you want to use during your off time. It doesn't excell at anything, but anyone who has spent an hour looking for a tank/healer will love you nonetheless. Healing wise it isn't complicated, mana regen, reduced HT cost, you basically drop HT on anything that's damaged and heal a bit like a Paladin, as a stationary heal dispenser. 2. 7/0/44 Full Resto This is the classic or basic 'newbie' healing spec. You HoT the tank with Rejuv and Regrowth, drop Rejuv on the melee team, and Swiftmend the tank between downranking HT. Closest to later expansion Druid healing, but it requires a certain amount of gear, because it is mana intensive to keep your HoTs rolling all the time. 3. 24/0/27 Nature's Grace - Moonglow build This spec uses the Natures Grace and Moonglow talents to provide faster, more mana efficient heals. You essentially turn into a Paladin similar to the feral build above. Forget about HoTs, other than Rejuv on a tank you are dropping hasted HT on everything you can. It's a more mana efficient build than Swiftmend, you proc Natures Grace from a down ranked HT and use it to cast a quicker, higher rank HT. The 3 points in Natural Shapeshifter is again for quick shifting out of status effects. You can also expect to be the dedicated tank Thorns buffer. This build is generally regarded as the 'advanced' Druid healing build. Not because it is harder to play, but because it requires a higher gear level to get the most out of it. Until you are sitting on at least 30% crit, you'll probably get more out of the Swiftmend spec. 5. Stat Priority +Healing Gearing a druid is relatively simple. We have excellent coefficients, Max rank HT will recieve the full 100% of your +Healing, while our HoT effects recieve 43% of our +healing (HoT effects are set at a cast time coefficient of 1.5 seconds). It is important to note the -.5 seconds cast time from Improved Healing Touch and Nature's Grace do not effect our coefficients, you'll get the full benefit of the native cast time of the spell, even if it's a fully boosted HT at -1 second. Intellect Intellect is an interesting stat, in that not only does it give more mana, but every 60 points of Intellect increase our critical hit chance by 1%. You will need to balance your Int around the content you are currently doing. Every point of mana left over at the end of the fight is essentially 'wasted' potential healing. On the opposite end of the spectrum, if you're using your consumables properly and run out of mana before the boss is dead, you don't have enough Intellect (or your DPS sucks, blame the DPS, probably safer ). There is no hard and fast rule or 'perfect mana' to aim for. Spirit Spirit is usually a junk stat. However, all three of the above linked specs use the +15% mana regeneration talent 'Reflection'. This means, even while in combat and restricted by the '5 second rule' I mentioned above in the addon section, you will still be regenerating 15% of your natural spirit regen. With the 3 piece set bonus from our Tier 2 set, this can be buffed to a full 30% mana regen in combat. Spirit is great, but don't prioritise it above your other stats. Critical Spell Hit Depending on your build, spell crit is either fantastic or awful. Heal over Time effects cannot crit in 1.12.1, so it will only effect Healing Touch and the initial hit from Regrowth. Depending on your build, you either really want it (Nature's Grace) or you don't care if it's on your gear or not (anything else). Mana per 5 Mana per 5 gives you a permanant boost to your passive regen, regardless of whether you are in combat or not. It is always a better stat than passive Spirit, unless an item has a ridiculous stat difference due to ilvl. 6. Gear & Enchanting Enchanting wise, there is only one list. However, due to when many of the enchants are added to the game and the fact Crestfall is a proper progressive project, some will not be available from day 1. Weapon - 55 Healing (+20 spirit if you use a spirit staff between combat for native regen) Head & Legs: Animist's Caress Shoulder: Zandalarian Enchant Chest: +100 mana or +4 stats. Bracers: +24 Healing Gloves: +30 Healing Feet: Movement Speed The pre-raid BiS list for this project hasn't been super easy to work out, since we're using reverted gear. However, I think the following will be pre-raid BiS at release. This is the part of the guide I'm least confident on, so if you spot a cock up please mention it. Head: Cassandra's Grace - World Drop Neck: Tooth of Gnarr - UBRS Shoulder: Living Shoulders - Crafted Back: Crystalline Threaded Cape - World Drop Chest: Forest's Embrace - lvl 50 Quest - Waiting for confirmation on when level 50 class quests will be implemented. Wrists: Bleak Howler Armguards - LBRS Hands: Hands of the Exalted Herald - BRD Waist: Sash of Mercy - World Drop. Incredibly rare, go for Crystallized Girdle. Legs: Senior Designer's Pantaloons - BRD Feet: Dragonriders Boots - UBRS Rings: Songstone of Ironforge - UBRS and Fordring's Seal - Quest - In Dreams Trinkets: Briarwood Reed - UBRS and Second Wind - BRD Idols: Idol of Rejuvenation - LBRS Weapon 2 hander: Staff of Jordan - World Drop Weapon 1 hander: Hammer of Grace - BRD Weapon off hand: Spirit of Aquementas - Quest from Un'goro - It's Dangerous to go Alone. A note on weapons, 1 hand + off hand usually gets you more stats unless you have a really fantastic 2 hander, this is especially true once AV is open. Hammer of Grace + Tome of Divine Right give; +57 Healing 5 int 4 stam 4mp5 vs Redemption; +66 Healing 12 spirit Even in pre-raid BiS where we don't have any particularly great off hands until AV, the difference is miniscule. +40hp, +50mana, +4mp5 will generally beat out +9 healing and 12 spirit. Dire Maul Upgrades Insigtful Hood - DM North Cloak of the Cosmos - DM West Hide of the Wild - Crafted (DM recipe) Bracers of Prosperity - DM North Whipvine Cord - DM East Padre's Trousers - DM West Royal Seal of Eldre'Thalas - DM Class Book Quest - Replaces Second Wind in pre-raid BiS. Boots of the Full Moon - DM North Alterac Valley Upgrades Lei of the Lifegiver - Exalted rep 7. Consumables Consumables and buff usage separate the top raiders from the middle of the pack. As a druid, prepare to grind shitloads of them to perform at your maximum potential. At a minimum, you will need; Major Mana Potion x60 Major Rejuvenation Potion x5 Mageblood Potion x40 (After 1.7.0) Elixir of the Sages x40 if not using; Flask of Wisdom x2 Crystal Force x36 (6 turn ins in Ungoro) Nightfin Soup x40 20 Ironwood Seed (one stack for combat Resurrection) 100 Wild Thornroot for Gift of the Wild rank 2. Lesser Mana Oil x8 charges minimum (advance to Brilliant Oil at 1.7.0) Turns out that Sagefish and Nightfin stacking is a Mangos bug, and should not work on Crestfall. Nightfin Soup is the clearly superior choice.
  5. Almost all raiding druids are going to be forced to play Resto. So what are peoples thoughts on soloing content? Such as Grinding mats and Rep, Pvp and questing. Respecing every time isn't viable. I guess carrying a feral gear set and using kitty/bear with our Resto talents? Thoughts?
  6. This thread is the inevitable 'help me improve X' thread. Hopefully people will use it and not just spam the forums with thread after thread of 'help me do deeps'. If you don't want your post reported for spam, read one of the following guides; Boomkin Guide by @Yacopok. Restoration Guide by myself. Feral Guide by myself. Read those. Get at least pre-raid Best in Slot (BiS) because otherwise advice will be 'Get pre-raid BiS and read the relevant spec guide. Once you have appropriate gear and an understanding of the guide, raiders in the Druid community can start answering questions about Druid minutia, advanced rotations and advanced gearing choices here. I'm hoping to find a well regarded ranking PvPer to help answer more PvP orientated questions. Ask away.
  7. Note: this is a subjective post designed to get a reaction. I'm new to Druids and therefore merely a journeyman on the way to true enlightenment. What we know so far..... In the beginning there was Cenarius the Forest Lord. Cenarius is the Patron God of all Druids, regardless of race. Allegedly he is the offspring of Mu'Sha (the moon) and the White Stag Apa'Ro. This is part of the Tauren legend The White Stag and the Moon which can be found as a banner hanging in the Archdruid's tent (Hamuul Runetotem) in Thuder Bluff. The legend states.... Into the brave hearts of her pure children, the Earthmother placed the love of the hunt. For the creatures of the first dawn were saveage and fierce. They hid from the Earthmother, finding solace in the shadows and the wild places of the land. The Shu'halo hunted these beasts wherever they could be found and tamed them with the Earthmother's blessing. Page 1 One great spirit eluded them, however. Apa'ro was a proud stag of snow white fur. His antlers scraped the roof of the heavens and his mighty hooves stamped out the deep places of the world. The Shu'halo hunted Apa'ro to the corners of the dawning world - and closed in to snare the proud stag. Page 2 Seeking to escape, the great stag leapt into the sky. Yet, as his escape seemed assured, his mighty antlers tangled in the stars which held him fast. Though he kicked and struggled, Apa'ro could not loose himself from the heavens. It was then that Mu'sha found him as she chased her brother, An'she, towards the dawn. Mu'sha saw the mighty stag as he struggled and fell in love with him immediately. The clever moon made a bargain with the great stag - she would set him free from the snare of the stars if he would love her and end her loneliness. Page 3 Mu'sha loved Apa'ro and conceived a child by him. The child, a demigod some would claim, was born into the shadowed forests of the night. He would be called Cenarius, and walk the starry path between the waking world and the kingdom of the heavens. Page 4 According to this post So anyhow, Cenarius walks the lands and gets involved with all elements of producing as many offspring as he could (as per standard Faerie modus operandi) including dryads, keepers and centaurs. Moving things along.... Also hanging up at Hamuul Runetotem's tent is another Tauren legend that goes by the way of Forestlord and the First Druids which gives us the following: Forestlord and the First Druids In time, the child, Cenarius, grew to the stature of his proud father. A brother to both the trees and the stars, the great hunter roamed the far places of the world, singing the harmonious songs of the dawning. All creatures bowed before his grace and beauty - there were none so cunning as the son of the moon and the white stag. Eventually, Cenarius befriended the Shu'halo and spoke to them of the turning world. The children of the earth knew him as brother and swore to help him care for the fields of life and the favored creatures of their great Earthmother. Cenarius taught the children of the earth to speak to the trees and plants. The Shu'halo became druids and worked great deeds of magic to nurse the land to health. For many generation the Shu'halo hunted with Cenarius and kept the world safe from the shadows that stirred beneath it. It's pretty clear from this lore that The Tauren were the first Druids, particularly when you take into account that both of these banners were in vanilla WoW from the very start. It's also clear that Tauren are at least as old as Night Elves unless you want to go back in time to their troll ancestry..... The Night Elf perspective.... So while all of this occurs before the Night Elf empire it certainly predates the existence of Malfurion Stormrage. Now Malfurion Stormrage is cited over and over again as being the first mortal Druid and the most loyal of Cenarius' disciples. It is also cited that he taught the Tauren the arts of Druidism including Hamuul Runetotem. Night Elves are incredibly touchy on this subject insisting that they, and they alone are the first Druids. The explanations given in relation to the Tauren banners in Thunder Bluff are that they are just myth and nothing more than that. It's postulated that the Tauren were taught by Cenarius art resembling or identical to Druidism, but that this lore was forgotten and only 'remembered' thanks to the teachings of Malfurion. Enter Xarantaur the Witness.... Xarantaur is a Tauren NPC found in The Storm Peaks here. His claim to fame is that in the dialogue with the NPC he explains his origins as follows: So there you have it, Xarantaur was one of the first Tauren Druids, of the 'Last Generation' taught by Cenarius (indicating there were previous generations). That over time, Cenarius came no more and the Tauren forgot these skills until Malfurion re-taught them and brought them into the Cenarion Circle. The fact that the lore of both legendary banners in Thunderbluff are reinforced by an existing NPC gives clear credence to this philosophy. So QQ Kaldorei fanboys, we, the Shu'Halo are first.
  8. DISCLAIMER: NOTHING IN THIS POST IS BY ME, AND I DO NOT CLAIM ANY OF IT. Post your artwork here Druidbros. There's a host of great art out there, I'm especially interested in anything you have created yourself. A selection of my favourites;
  9. Dear Druid community, I am currently leveling my very first Druid on a Vanilla realm and having a great time. Now that I approach level 40 I find less and less space on my bars - especially for Cat form with all the stealth and non-stealth skills. So I am wondering - is there an addon that will do the following to my action bars: - Change bars when I shapeshift (including going into stealth, which is not a shapeshift) - At the same time keeping the same keybindings, so the button bound to "1" for example is available in every shape (incl. stealth) I looked at Bongos as it does change to a different bar when changing form, but it appears to not be able to keep the same keybindings on different bars, unless I missed something. Can Bongos do that or is there another addon who does that?
  10. Greets. Back in vanilla I played priests then graduated to shamans and well, kind of stopped there. Have played Rogues, Mages and Hunters but not to any level of proficiency. I never played Druids on the basis that two of our RL players filled those slots in true hybrid format. Those days we never realised how constrained druids were on DPS/tanking primarily because we never raided. In BC+ things started to get fixed and the class became more viable but I was stuck behind the other players. So I only started playing Druids in Nost and I have to say I really love the class with the diversity it provides. As of yet I haven't decided to kick off CF with a Shaman or a Druid and therefore quite conflicted. I guess that as my best experiences were playing a Drenai babe in Karazhan I'm kind of thinking on those lines. So should I decide to play a Druid (faction depending) there is one element that fascinates me. In Vanilla, but not necessarily in modern times, Druids were always down at the bottom of least-played classes. A lot of that was down to end-game viable specs and bad press. Now that we have the benefit of hindsight that may not be the case, but I would still predict low numbers as a percentage of other classes. The bit that interests me however, is that based on what I've read, there was a tremendous amount of cross-faction respect amongst Druids. So for example, in WSG - the Druid tour de force - Druids would typically salute each other as they headed in travel form to grab opposing flags. On some servers Druids could name all the their L40+ compatriots not only in their own faction but on the opposing faction too. Uniquely, because of their limited numbers, Druids acted a a community within a community based on the fact that they are one of the most enjoyable classes to play and the least understood. So my thoughts are that in CF, those of us that want to play this class take our history, dignity and fraternity into account and give the respect that each side deserves. This is not to say we go all luvvy-duvvy (pass me the sick bag), just that we take into account that a Druid of the opposing faction, played well, is still head and shoulders above any other class. What say you?