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Posted Frostwor on 05 October 2013 - 04:57 PM
Hello guys, lately I have noticed a lot of rogues have moved to assa or even combat, just because sub damage feels low, and people dont know actually what to do as a sub rogue to deal damage. So I decided to make this short guide that will explain some very basic things which I have the feeling a lot of the new rogues or " low skilled" kinda miss and cant enjoy sub because of that. Feel free to correct me if I have written something wrong and etc.
This guide is written for arenas, in rbgs and duels the playstyle and talent choice may differ.
Fast talent choice and why to pick them.
This is a mini dance and allows more damage, control, survivability and also allows you to land your opener much more easy vs teams that have high AoE or very good positioning at the start of the arena.
2) Nerve Strike or Combat Readiness
This is a personal choice to how you play. In general NS is against caster based teams, and CR vs physical based teams. However you can still go with NS vs physical based teams it's a matter of choice.
3) Cheat Death or Elusiveness
Personally Elusiveness is in every way better than CD atm for me. I have seen some rogues pick CD but ± 95% of the rogue elite goes with Elusiveness. CD however is sometimes good and can be changed vs teams that can 1 shot you, like the Elemental shaman teams which can gain 1 proc and global you.
4) Shadow Step
SS gives a lot of utility. It can be used both aggressively or defensively by stepping to your healer, even eating traps some times with it. Another great bonus is that you go behind the target. This means that after it you can use and ability and it will land 100%. E.G. Warrior uses Die by the Sword. SS>Disarm or Kidney will make sure you don't take damage while he uses it and your ability wont get parried. The other choices in this tree are also very good for certain situations but SS is the top one atm.
5) Pray on the Weak
This tallent is the way to go for a sub rogue, the 10% bonus is not only for you but also for your partners. I have seen some rogues using Para poison but just because it is much more efficient when you train a target (which is not what sub does), the root is also helpful but it DRs other roots so its not that good with most rogue comps since your partners already have roots too.
6) Marked for Death
It has 1minute cd which has amazing synergy with Shadow Dance, using 5 combo points for evi or kidney while dancing is insane.
Glyph of Hemorrhaging Veins give you the bonus damage from Sanguinary Veins (25%). This glyph saves you time, combo points, and energy. It is very nice and helps out switching to other targets a lot. In other words keep Hemmo dot 24/7.
I will not discuss other glyphs as they don't give you any damage and I want to keep this guide simple. I will just list the useful in pvp.
Blind - (a must have one), Cheap Shot, Garrot, Feint, Cloak of Shadows, Recovery,
Recuperate, Smoke Bomb, Redirect.
There are 3 general ways in which you can open a target depending on how much pressure you want to make. The general formula and the type of CC or DMG ability depends on what CDS the enemy uses and what class he is:
Trick you partner > Premed > Slice n Dice > Opener type > Crowd Control > Damage > Crowd Control > Damage.
Shadow Blades with Subterfuge. This opener uses Subterfuge as a mini Shadow Dance and along with Blades makes insane damage at the start and it is followed later (after DR resets) by the real SD. The tactic is to force a lot of defensive CDs from your enemy and then utilise SD as a lockdown//damage imput and land a kill.
Pure SD opener. Pretty much applying pressure at start again forcing defensive cds, and waiting for the next dance or reset.
Blades and Dance. This is usually used vs targets that dont have safe net abilities like Iceblock and can be killed in the opener if they get too greedy in using defensive CDs or dont get help from their partners.
Slice n Dice.
This may look a stupid topic but a lot of the new rogues dont understand the way energy gain works since this expansion (Cata also ) is not what the game style with energy was before and it feels less punishing but it adds up a lot.
So the reason of keeping slice n dice is not only because it's amazing for the auto atack % we get but because of the energy gain, as a rogue you should try keep SnD as much as possible up but also monitor it closely. Try not spamming combo points in useless refresh of SnD (E.G. you have 20 seconds more and you refresh it to max) because in this way you lose a Evi, Recupe or a KS timing.
The Energy Pulse of SnD
Now here it gets really important and this is the reason I have put SnD as a section in this guide. Rogue's energy regen is base line and adds up a bit from haste but with the current state of the game it doesn't really matter if you have some haste more or less. However, SnD gives you 8 energy every 2 seconds due to Energetic Recovery. The trick is exactly in this. When you start open or try to burst down an enemy and you have 100% of your energy you have to aim in timing exactly the 1st ability you wand on your target with that energy regen tick.
For example: I'm playing 2s as a Rogue dPriest vs Death Knight rDruid. My mass stealth is about to expire and I decide to open on the Dk since i cant find the druid. I sap the dk so that my priest can get a good position and clean the dk from buffs. I do SnD wait for my energy to go max and time my cheap shot or garrot right before the energy tick comes so while my Global cool down is up I will get 8+ energy more, so I have actually reduced the cost of my 1st ability with 8 energy which is a lot.
There are few addOns which can help you in getting used to this energy tick regen but practice makes it the best and in time it will become like an inner heart beat to when the tick procs.
Setting up the kill.
It is incredible how many times I have seen people playing around 2k rating even higher blow cool downs into stupid things and when having a bad position. Most classes have very high stable damage and rely on it to land a kill, so its less punishing. However Sub rogue is not one of them. Sub has very low damage outside of cooldows and needs very good timing and coordination with your team so you can apply pressure and even land a kill. So this is how you do it. (This is the general situation as in arenas a lot of things can change and its not ideal.)
When you see your SD is coming back ask if your partner has any damage cds up, if he doesn't you can choose between waiting for him to get them or just using dance to apply pressure. You can also try set a kill with SD only and your partner helping you dps.
During the time of the burst you must 1st cc the other 2 people from the enemy team so they cant Peel or Heal. Try to do this CC when you see the enemy has no or little defensive abilities and has no shields or hots on him. You can use Evasion or Cloak aggressively so that the enemy cant Peel you but make sure you dont blow such important defensive cds if you have nothing else (vanish etc.) because if you dont land a kill you will be in big trouble.
Pool your energy up to 100% or around it have SnD up and a garrot or hemmo dot on your target to trigger the bonus from Sang Veins. Make sure you have 5cp and TotT your parter.
Land a full KS and Dance with Mark (and Blades if you have)*. What actually happens at the moment is that you'r giving 25% bonus damage to your partner because of TotT and Pray on the Weak this is = to him having a berserker buff in a BG the damage should sky rocket. This is one of the scenarios when the target has nothing to evade this stun. There is no certain formula and you just need to practice it sometimes you will need to CS first to force a CD like blink then kidney and garrot, sometimes you will have to garrot first and so on. Play arenas:)
*Sometimes you can use vanish if your dance is on cd to force a subterfuge mini dance if the timing is good.
The meta game here is that if unpeeled Dance on a naked target with no shields or hots should be able to get him to at least 30% only from your damage and if you are not lucky with your crits.
Dat Damage Outside of Dance.
So far we have seen that Sub dance is very good and the main tool for doing damage unfortunately it lasts only a few seconds, so how do you do damage outside of SD?!
Training a target is brainless because after 3-4 backstabs you drop around 20% of your energy and stick around it meaning you can land 1 stab every few seconds after...
The right way is to pool energy as much as possible while trying to sit on a target with auto attack (you do this mainly to prevent a caster from casting not due to the dmg input). Once you have pulled some energy and you have 5cp TotT your partner and kidney shot this is the best thing you can do (+25% more damage to your partner) if you cannot get a reset and ur getting trained or chasing a healer.
If the enemy is trying to CC you or simply dont focus you and go for your partners try get as many as resets you can. Every time you do so you get a mini dance due to subterfuge and you automatically pool energy while waiting to reset. Dont forget you also gain 5% more damage from master of subtlety every time you go in stealth and not just only that but also find weakness which is one of the main reasons why you reset.
In arena doing the right thing at the right time is the most important thing try pumping your energy into damage when you see the target has no defensive buffs. Trying to hit a warrior while he has a 100k shield from a disc priest with renew will just waste your energy. Try damaging when his shield is down or right after it expires.
Some targets may seem very nice to continue smashing on but that is just a mistake. Pumping damage into a warrior at 40% hp with shield wall up while his healer is free casting heals on him is useless, he wont die. Instead better pool energy while the shield wall is up so you can use it after and apply more pressure.
Another very important part of the game no matter what dps you are. Switching between targets is very important. Many times people run in bad positions and are a good target to atack, sometimes they simply have no shields or hots on them and so on. This is a part of the game that is way too complex to explain in a guide and it takes practice to see when you can make a good switch. But by doing so you will probably not only do some more damage but force a defensive cd which is yet another advantage.
I hope you have enjoyed this guide and will force new players to choose rogue and see the fun aspects in it. This is a very small % of what rogue does in arena since it covers only some very basic tricks and improving your damage. Yet the real thing about rogue is controling your opponent. It would be lovely if some of the top dogs from the rogue community reply in this thread and give some ideas to edit this content.
P.S. Still need to edit typos and add some comas etc. etc. will do it later on.
Posted Bigmoran on 25 December 2013 - 07:45 AM
merry christmas to all u swines
anyway...here's some opinions i hold about the game/community
post ur responses/ur own radical opinions pls
1. no hunter is good at this game. they have the best defensive buff in game, most potential for cross cc. one of highest damage instant cast bursts. insaneparty buffs. but they all complain and claim that other classes are their overlords. l2p
2. dk's do too much damage. ur all big babies and liars when u claim u dont have sufficient defensive cds. blood presence is better than prenerf d stance. do damage u big idiots
3. min maxing stats doesnt actually make u better at the game and wont improve ur ratings
4. treeform is still good. u all went sotf cause starship did. it was as good last patch
5. most of u suck at using sotf
6. warriors are actually pretty balanced
7. they should bring back RoV. its infinitely better than blades edge
8. you should all stop qing 5s and play 3s again
9. wow is fun
10. if u play as healer dps in 2s and u pillar/play defensive, u should be banned
11. on a similar note, as healer melee vs healer melee in 2s, the optimal strat is for both dps to train each other's healers...abide by this rule pls
12. monks are actually gods but no1 plays them
13. most rshamans suck at using CDs effectively
14. do more damage and u will win more games
15. abolished should be banned from aj for being a bad troll
16. braindance is actually a swell dude...u should get to know him personally
17. braindeadly pretends to not care about this game yet makes endless videos/tweets bashing it. what a loser
18. rep pls
Posted Chanimal on 13 December 2013 - 04:27 PM
no, you're just greatly exaggerating how hard it is to keep a pet alive
you realise 2 seconds is 0.5 seconds longer than a mage water ele cast? and before you say, "omg so many interrupts in the game" there are 10000 things you can do as a hunter to get that cast off
you play with a hunter nearly every time you queue, do you just space out or something and let the pet die? because outside of insane lock pressure / bladestorm the pet shouldn't just randomly die on its own
how do you guys not realise how retarded a 2sec pet cast is for hunters? 2 second cast is the easiest thing ever to get off for anyone.... the pet will have a near 100% uptime
it'll be like cata when killing a lock pet does nothing because they actually had near infinite resummons with no cooldown, how is this good?
you can seriously do 1000 things to get a pet out
even a silence shot is enough for you to get the cast off LOL
I have no idea how you guys think this is good for the game, it's frustrating for the pet to die but having to get it out again should cost something.
I'd much rather if all pets were harder to kill, but once they died it took some effort to actually get it out again - running at a hunter once his pet has died now is going to be laughable because one disengage and he gets a free summon around the pillar...
Posted stalebagel on 17 December 2013 - 04:28 AM
Posted Diablous on 13 December 2013 - 02:37 PM
Posted ROKMODE on 12 December 2013 - 04:14 AM
Posted irubuwrongtime on 05 November 2013 - 09:11 PM
When you don't have chain cc, just play d meaning try not to over extend for no reason and also help the hunter kite the dmg while you do your best to interrupt enemy chain cc on your healer, etc. Rule of thumb is best offense = best defense almost always.
My talent choice is juggernaut, second wind, disrupting shout, shockwave, MSR, stormbolt. I might swap shockwave with bladestorm against rmp(d) if I know I will be their main target. Bladestorming deep freeze or full stun on you is a game breaker in these match ups.
Vs mirror or warrior comps, you need to cross cc their warrior to cover your hunter's trap. Very easily done.
Stormbolt healer -> Trap as hunter scatters warrior so he can't intervene or MSR. Or the opposite way is to stormbolt warrior as hunter scatter traps.
Vs war/ele(enh)/healer, it gets a bit more difficult cuz you have to triple cc for trap. Something like stormbolt healer, scatter warrior, silence on sham. If you play against decent team, you will have to go through their trinket rotations until they have forced enuf cooldowns from your hunter as well. War/ele/healer can be a very strong counter vs KFC for this reason.
As for the choice of healer, both priest and paladin are very viable for KFC. I can't say which one is better because it really depends on the comps you face. Just have your buddy play the class he feels most comfortable with. That's usually the best way to go.
Hope it helped.
Posted Tenk on 04 December 2013 - 12:15 AM
It's funny, I'm more fond of my season 1 gladiator title than anything else in this game because of the nostalgia associated with obtaining it.
If all you're doing is creating bad memories and having a miserable time when you log in because someone else is having fun (ie they have a gladiator title), time to find a new game.
Posted Bigmoran on 05 December 2013 - 06:10 PM
I will be updating this periodically, check back for more videos and written guides.
Hey ArenaJunkies! Welcome to my Resto Druid complete instructional guide. In this series, I will be discussing everything Resto, starting from the basics and moving on to advanced tips and tricks. This guide will have both videos and a written section and will be developed periodically. The first few videos might seem a bit too simple for some of you, as they are designed for players who are completely new to the class. More complicated material will be in the last of my videos, in which I cover things like positioning and Cyclone theory.
Part 1: The Basics
Resto Druids primarily rely on healing over time spells, meaning instead of healing reactively (as in healing AFTER someone takes damage) they heal preemptively (meaning they start applying heals BEFORE anyone takes damage). This type of healing allows them to be very aggressive healers because they can go offensive once their teammates have enough HoTs to sustain them for a given period of time. The way in which a Resto Druid is able to go offensive is by using his crowd control abilities, namely Cyclone and Entangling Roots, and his primary damaging cooldown, Heart of the Wild. We should contrast this with a class like a Resto Shaman, who will be primarily healing conservatively in a defensive position.
As a Resto Druid you are primarily concerned with the following stats:
Intellect - Increases the power of your heals and slightly improves your spell critical chance.
Spirit - Increases the rate of your Mana regeneration.
Haste - Reduces cast time, lowers the GCD, and gives extra ticks on HoTs.
Mastery - increases the power of your direct heals and casting direct heals boosts the power of your HoTs.
Crit - Increases the chance to land a critical heal that does additional healing and procs Living Seed.
The stat priority for Resto Druids in PvP is as follows:
Intellect > 12.5% Haste > Mastery > Spirit > Crit
I put spirit last because Resto Druids are very mana efficient. Their heals cost very little mana and with full PvP gear and good usage of innervate, it is really difficult to go oom as a Resto Druid.
Some may be wondering why I have 12.5% haste as a stat priority. The reason is because Resto Druids have haste breakpoints. These breakpoints are percentage values at which the Druid gains another tick from his HoTs in a given duration. At 12.5% haste Rejuvenation gains another tick in its base duration. Haste also increases the power of the Soul of the Forest talent and the Genesis ability.
Itemization and Gemming
I should include first as a disclaimer that itemization and gemming is based upon how much gear you have and what type of PvP you want to participate in. Your stat priorities with low gear may be different from what they are with full gear. In addition, you may want different stats for 2v2 Arena than you do with RBGs. Overall, you should be adhering to the stat priority list we presented earlier.
If you are undergeared, you might want to Reforge and Gem for spirit, especially if you find you are having mana problems in longer games. If you are fully geared, you might wanna opt out on buying Meditation pieces and instead buy Alacrity pieces.
Check out these armory links for ideas on how to gear and gem with full PvP gear:
As a rule of thumb, gem red sockets with Brilliant gems, yellow sockets with Reckless/Artful gems, and blue sockets with Mysterious/Purified gems.
Important Healing Spells
Lifebloom is probably your most important heal. It heals very quickly and is nice to dampen incoming damage on a target. Lifebloom stacks up to three times. If it expires, it will bloom for a burst heal. In addition it grants you clear casting procs, which allows you to use casted heals at no mana cost. You will want to keep lifebloom on whatever target is the focus of damage. Be wary though, outside of Tree Form, you can only keep Lifebloom on one target. You can swap Lifebloom to a new target and it will retain its stacks.
Rejuvenation is probably the most iconic Resto Druid healing spell. It is a raw heal over time effect that is quite bursty, but heals slower than Lifebloom. You can use Rejuvenation in combination with Genesis, which will make it heal much quicker. Be warned though, overuse of Genesis will drastically hurt your mana. The secondary function of Rejuvenation is that it allows you to use Swiftmend on the target.
Regrowth is a casted burst heal with a high crit chance and a short HoT effect. Regrowth costs a lot of mana but luckily this cost is completely reduced by clearcasting procs (which you get quite often). In tree form, Regrowth is instant cast. It is sometimes worthwhile to cast Regrowth on a target with full health if you have a clearcasting proc. The reason for this is because Regrowth will give the target Living Seed. Living Seed absorbs 30% of the healing done by Regrowth, and heal the target for that amount the next time they take damage.
Swiftmend is an instant cast burst heal on a relatively short cooldown. In order to Swiftmend a target, they must first have Rejuvenation or a Regrowth HoT on them.
Wild Mushroom is a heal that you place on the ground using Glyph of Sprouting Mushroom. It creates a 5HP mushroom that will heal in a circle around it. Its healing is comparable to a 3 stack Lifebloom and will heal all party members within its range. In addition, Wild Mushroom will absorb overhealing done by Rejuvenation and will store it as a charge. You can use this charge to detonate Wild Mushroom, which will distribute the overhealing to all party members within range.
Tranquility is a channeled heal that heals all party members in range for a large amount. Tranquility has a very long cooldown, so it will probably will be used only once a game. It is meant for situations in which multiple party members are at low health. Because the channeling time is long, you need to use this spell when you are certain you won't be interrupted. Tranquility's channel time is reduced by Soul of the Forest.
For Alliance, the choice is pretty one sided: go nightelf. The reason being is that Worgen sprint provides only a slight boost in mobility, which you won't ever need as a Resto Druid. Shadowmeld can be used in many different ways, such as avoiding CC and dropping enemy focus. A on older guide on Shadowmeld can be found here:
1. - Shadowmeld: Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect.
2. - Darkflight: Activates your true form, increasing current movement speed by an additional 40% for 10 sec.
For Horde, the choice isn't as clear. The traditional paradigm of Horde Druid races says that you should always be Tauren. I feel otherwise. While Warstomp does provide nice utility for a Resto Druid, it is overall an antiquated ability and is not particularly suited for the current meta game. The reason being is that Resto Druids will usually play with Rogues, Warriors, and Mages. An untimely Warstomp can ruin stun DRs and mess up kill opportunities. The Troll racial can be used both offensively and defensively, both to get quick Cyclones and to lower the GCD and provide very strong hasted heals. Both races are good in their own respects and it is a matter of preference as to which you should play.
1. - Berserking: Increases your melee, ranged, and spell haste by 20% for 10 sec.
- War Stomp: Stuns up to 5 enemies within 8 yds for 2 sec.
Part 2: Keybindings
I often get asked what my keybindings are. I think this is the wrong question to ask. It is the same thing as asking an Olympic sprinter what kinds of shoes he wears. Though his shoes certainly must have some impact on his performance, they aren't the sole reason (pun intended) he is an Olympic sprinter. His form, physical fitness, and mechanics contribute mostly to his performance, not specifically his shoes.
What we should take away from this is that keybinds are meant to be player specific. Copying another person's binds won't instantly make you a better player, and in some cases they might make you a worse player. What matters is that you develop a muscle memory that you are comfortable using. You can gradually adjust you binds, but dramatic changes to your keybinding setup might alter your performance.
Though there are no specific rules on how to keybind (ie. Rejuvenation ALWAYS being bound to F) there are some general rules you can follow to make your keybinds efficient. To have efficient keybinds is to be able to use abilities quickly, with as little hand movement as possible.
Diziet's Elitist Jerks Guide from 2008 actually provides us with relevant information to keybinding.
WoW Keybindings : How you can become a Gladiator: Keybinding Part I
Posted 08/25/08 at 3:38 PM by Yes
Updated 12/29/10 at 8:38 AM by Yes
If you follow all the steps in my guide and your rating does not go up I will personally log on your account and get you 2500 rating.
Every spell you ever use in arena should be keybound. Do not click anything!
Using keybindings in PvP is like knowing how to ride a bicycle in Tour de France. It’s something that everyone does and if you don’t you look like an idiot. As Iain Banks put it, "One hundred idiots make idiotic plans and carry them out. All but one justly fail. The hundredth idiot, whose plan succeeded through pure luck, is immediately convinced he's a genius." What happens in World of Warcraft is that we can not fail; everyone succeeds in some way (welfare PvP epics come because we pay the monthly fee). So everyone is convinced that what they do is right and there is something else holding them back. This is why key bindings are the most difficult thing to convince people to use, because people are unwilling to change the way they’ve been playing for the last few years.
What is a keybinding?
A keybind is a shortcut exclusively pressed by your left hand on the keyboard to make your character do something, fast. People that are left handed might need to figure things out themselves.
The point of a good keybinding is that you reflexively and very quickly are able to accomplish an action. No one is a special flower that does not need to use keybindings.
In this guide I will assume everyone uses the WASD setup to move their character.
This is how you should position your fingers.
The keybinds you should keep are: Tab, 1 2 3 4 5 W S and [Space]. Everything else will be changed. This guide is focused on people who haven’t used keybindings before.
Keybind focus target.
First, one must rebind strafing. Strafing makes your character move in one direction (left or right).
To change WoW keybindings, you press the Esc key, click on Key Bindings in the menu that appears in the middle of the screen, and scroll down through the various different abilities. The function of the ability is described on the left side, and the two boxes in line with the description are the two possible keybindings. To assign a new keybinding you click on the left box and press the keybinding you wish to assign. Click Okay after you’re done changing things.
Keybindings do not stop you from being able to type in chat.
Locate strafe right and left. The default keybinds should be Q and E. Rebind those to A and D. The point of this is to make sure you never keyboard turn and free up valuable space.
The next task the most daunting task you will ever have to do if you do not use keybinds. You will have to assign a keybinding to every one of your abilities that you will ever use in combat (And many that you should have been using). And you will stop clicking on things and learn to control your character only with one hand.
The purpose of good keybindings is that they are instantaneously accessible.
There are two ways to go about getting keybindings, and this depends on whether you use the default action bar interface or not. I recommend everyone gets a mod like Bartender3, which is a custom action bar mod.
The first thing you want to do is take every spell off your action bar. The next thing you want to do is to think about which abilities you will need to use the most. Literally, every ability you’ve ever used in the middle of combat (And some that you should have been using but you never have) should be keybound.
Keybinding your PvP trinket.
I would suggest to keybind all abilities you have. The only things you don’t have to keybind are things like mage portals. You will have around 20-30 abilities keybound. You might think you do not have enough space on your keyboard but there is.
Here are the available buttons, Green squares are buttons you can keybind normally and blue circles are a combination with shift.
Now, all you have to do is physically go to the keybind screen and keybind your abilities. You should keybind things that are very clutch (Like kick, intercept, earthshock) to easily accessible keys. Practice with your rest position with your hand. Spells you cast often should be keybound somewhere easy so you’re not cramping your hand.
Every player that was not using keybindings was about 200 rating lower then he could have been were he using keybinds.
To easily make you learn your keybindings download a mod like Bartender3 and hide the bars. Alternatively you can use the :Hide() function on certain bars to hide them. I have my bars hidden and only show important cooldowns. If you hide your bars you will have no other way to play other then with keybindings.
Specific tips: Keybind abilities with similar functions close by. For example, if you’re a warlock and you keybound fear to F, keybind Howl of Terror to Shift + F. Keybind abilities you use in succession to rows of keys: For example as a warlock you might keybind Corruption, Siphon, Agony and Immolate to Z X C and V, or ` 1 2 3. If you hit the wrong spell by accident you will still do something good.
Remember that your mouse is the best tool for camera control and turning. Healers, remember that targeting your party can be done via keybinds (Default is the F keys). Make sure to unbind shift + scroll wheel from switching around your action bars. Cleansers make sure to remember to bind character specific cleanse macros.
Here's a sample bind setup using some of the abilities we covered earlier:
Part 3: Macros
#showtooltip /cast Nature's Swiftness /cast Healing touch Use this macro to NS and Healing Touch with the same binding. /cast IronBark /cast Cenarion Ward This macro combines IronBark and Cenarion Ward. These share the same cooldown and it is often helpful to use them in combination with one another. #showtooltip /stopcasting /cast Nature's Swiftness /cast Cyclone Using this macro will use your NS and Cyclone in the same global. #showtooltip /cast [target=focus] Cyclone Casts Cyclone on focus target. #showtooltip /cast [target=focus] Entangling Roots Casts Entangling roots on focus target. #showtooltip /use Might of Ursoc /use name of battlemaster trinket /use Healthstone All in one defensive macro which will use Might of Ursoc and your Battlemaster + Healthstone at one time. These will normally boost your health +70%. #showtooltip /cast Berserking(Racial) /cast Lifeblood Troll Racial + Herbalism in same bind. #showtooltip Hibernate /stopcasting /cast Nature's Swiftness /cast Hibernate NS Hibernate macro. Good against other Druids and Shamans in Ghost Wolf. #showtooltip /cast Symbiosis /cancelaura Ice Block On first use, will cast Symbiosis on target. The next press will use the Symbiosis ability. If you are playing with a mage and you are in Ice Block, you can use this macro to cancel the Ice Block quickly (somewhat risky, be warned). #showtooltip /cast [@mouseover] Innervate This ability while use Innervate on whatever target or frame your mouse is hovering over. Good for RBGs. Limited usage inside arena. #showtooltip /cast [nostealth] Prowl /cast [stealth] Pounce All in one Prowl/Pounce button so you don't have to make two seperate binds in Cat Form. #showtooltip /cast [flyable] Swift Flight Form /cast [noflyable] Amani War Bear All in one mount macro. Replace flyable line with name of your desired flying mount and noflyable line with name of your desired ground mount.
Part 4: Talents
There is very little flexibility within the Resto Druid spec. For the most part, your talents will always be the same. I will discuss each talent for each tier and explain the best choice for each. I will include a lengthier discussion on the level 60 tier of talents, which I find to be the most interesting tier and the one in which there isn't a clear cut better talent.
Feline Swiftness - This talent doesn't really have much usage for Resto Druid PvP. The only circumstance I can see this ever being useful would be for carrying a flag in a Battleground. The reason why it isn't as useful in Arena is because maps are relatively small and confined and you will not be spending the majority of the game running in a straight line for a long period of time.
Displacer Beast - This is the ideal talent for this tier. You can use this ability both offensively and defensively. You can use it to move toward the enemies for a Disorienting Roar or Bash. You could also use this ability to gain distance from enemies who are training you. An advanced use of this ability is to avoid getting feared by Priests by using the ability when a Priest is running towards you to fear. One should note that using this ability will break snares if you use it in something other than Cat Form.
Wild Charge - This ability changes depending on what form you are in. It is an interesting ability but its main downfall is using it in Travel Form. Unlike Displacer Beast, which immediately teleports you to a new position, Wild Charge has a travel time which makes using it to avoid enemies much harder.
Ysera's Gift - This ability is strong in Rated Battlegrounds but has limited usage in arena. It is nice for healing gradual consistent damage, something which is absent in arena with the current meta. An advantage to this talent is that it requires no mana.
Renewal - You should really never chose this talent. It's cooldown is far too long for a heal that is relatively weak. The main problem with this ability is that you cannot use it on anyone but yourself.
Cenarion Ward - This is the best talent in this tear. It's main strength in arena is that it is able to be used while silenced and even while locked out on your nature school. The other advantage to this ability is that it will only activate when someone takes damage, meaning you can put it on a target in anticipation of them taking damage. This spell also has high healing per second during its healing duration.
Faerie Storm - This is the weakest talent of this tier. The reason being is that most classes that you will be using this on (ie. Rogues, Warriors, DKs) have slows themselves and abilities that allow them to have high uptime.
Mass Entanglement - This talent is preferred only if you are playing with a class that has knockbacks. As of Patch 5.4, knockback effects share diminishing returns. This means if an Elemental Shaman on your team uses his Thunderstorm on an enemy player, your Typhoon on that player will do nothing until the 15 second diminishing return has ended. Avoid using this talent if you are playing with a mage, as Mass Entanglement will put a diminishing return on the mages Nova abilities, which puts strain on the mages ability to kite.
Typhoon - This is the strongest talent in this tier. It has many usages. Aside from simply knocking players away, you can use this ability to knock players off ledges and even remove certain classes from stealth. Another use of this talent, though hard to time, is using it to interrupt casts. The reason why this is sometimes hard to time is because the travel time is quite slow for the ability, so in many cases you will have to use it at the very beginning of someone's cast in order to interrupt it. Use this talent especially if you are playing against a priest. You can use it to avoid the priest landing fears though his Spectral Guise + Feather fear bomb.
This is the section of the guide in which I expect to take the most criticism. The reason being is that the current paradigm for Resto Druid PvP is to go Soul of the Forest. I have been over 2500 this season multiple times without running this talent and I have very specific reasons and justifications in doing so.
Soul of the Forest - This is the first of the very powerful talents within this tier. Soul of the Forest is the talent of choice for many top Druids. After using Swiftmend, you will recieve a 100% haste bonus to the NEXT spell you cast. This means if you have the Soul of the Forest Buff, your Cyclone cast will be super hasted. Additionally, if you use a healing over time effect with the Soul of the Forest Buff, the HoT itself will be super hasted. Using SoTF with Regrowth will not only make the cast super fast, but will also affect the HoT portion of Regrowth.
There are some precautions in using Soul of the Forest, specifically in regards to how it interacts with Lifebloom.
1) Refreshing a hasted Lifebloom with non-hasted Lifebloom = non-hasted Lifebloom.
2) Refreshing a hasted Lifebloom with hasted Lifebloom on self = hasted Lifebloom.
3) Refreshing a hasted Lifebloom with hasted Lifebloom on party member = non-hasted Lifebloom.
4) Refreshing a hasted Lifebloom with hasted Regrowth on self = hasted Lifebloom.
5) Refreshing a hasted Lifebloom with hasted Regrowth on party member = non-hasted Lifebloom.
6) Refreshing a non-hasted Lifebloom with hasted Lifebloom on self = hasted Lifebloom.
7) Refreshing a non-hasted Lifebloom with hasted Lifebloom on party member = non-hasted Lifebloom.
8) Transferring a stack of non-hasted Lifeblooms to or from party member to or from self with hasted Lifebloom = non-hasted Lifebloom.
9) Transferring a stack of hasted Lifeblooms from party member to self with hasted Lifebloom is impossible because of item 3.
10) Transferring a stack of hasted Lifeblooms from self to party member with hasted Lifebloom = non-hasted Lifebloom.
There are some interesting healing combinations you can do with Soul of the Forest. The first is combining Soul of the Forest with Genesis. You can use Swiftmend to get the SotF buff. You can then apply a hasted Rejuvenation to a target which can have its HPS dramatically increased by a subsequent use of Genesis.
Incarnation - This is the second powerful talent on this tier and the talent that I currently use for arena. Incarnation allows you to activate Tree of Life Form on a 3 minute cooldown which increases healing done and improves some of your spells.
The spells that are improved are the following:
Lifebloom: Can be cast on unlimited targets.
Wild Growth: Affects an additional 2 targets.
Regrowth: Becomes instant cast.
Entangling Roots: Becomes instant cast.
One should note that while in Tree, you can put Lifeboom on multiple targets. This dramatically increases the possibility of receiving a Clear Casting proc, which is enormously helpful for being mana efficient while putting out high healing per second.
Tree Form lasts 30 seconds and is a great way to counter enemy offensive cooldowns. The reason I use tree form is because of the comp I prefer to run. I almost exclusively run Rogue Mage Druid, a comp that relies heavily on building and sustaining momentum. The building of this momentum is generally done through having a strong opener with Shadow Dance and Frozen Orb (both 1 minute cooldowns). Tree of Life is a great ability for sustaining team momentum while waiting for cooldowns to come back up. During its 30 second duration, it is very difficult for enemy teams to put our pressure, allowing you to bridge the period of time between Frozen Orb and Shadow Dance.
Force of Nature - Don't use this ability for PvP. Very limited usage.
Disorienting Roar - This is the talent of choice, especially if you aren't playing with a Fire Mage or Hunter. This is an AoE disorient on a short cooldown which cannot be dodged or parried. Because it is a disorient, the enemy players can't use any abilities during its a duration. For example, a Holy Priest won't be able to use Guardian Spirit while disoriented, even if he is able to use it while stunned.
Ursol's Vortex - I've only used this talent running one comp (Fire Mage / Destro Warlock / Resto Druid) it was nerfed in a recent patch due to its strength in combination with Solar Beam. The only time I can see it being useful in Patch 5.4 is if you are playing with a Fire Mage and against a melee heavy comp like Kitty Cleave.
Mighty Bash - This is a good talent for comps like LSD and any comp you are playing with a Hunter. It's main downfall is that it is effected by melee hit and by expertise, meaning it can be dodged or parried. The other downfall to this ability is that you have to be in melee range to use it, which can be risky against teams with AoE fears.
Heart of the Wild - This is the best talent of this tier. Not only does it provide an increase to base stats (so that it scales with gear/buffs) but it also allows you to put out massive damage as a Resto Druid. The highest DPS you can do with Heart is to spam Wraths, but be wary as this does put you at risk of being interrupted. This ability also increased your healing done, meaning it is the ONLY healing cooldown for Druids playing with Soul of the Forest.
Just like Tree Form, I often use this ability to bridge the cooldowns of Shadow Dance/Frozen Orb while playing Rogue Mage Druid.
Dream of Cenarius - Never use this talent, nearly impossible to benefit from in current Meta.
Nature's Vigil - though this ability does seem appealing, I do believe that it is outperformed by Heart simply because it does not provide the passive stat increases that Heart does.
Posted dj_abdullah on 03 December 2013 - 01:16 AM
- Cast-time debuffs such as mind-numbing poison removed completely.
- Racial balance needs to be looked at for sure.
- Dispel CD changed to 4s and only removes 2 debuffs OR remove obsolete mechanics like UA and VT dispel protection (still need to address dispelling ice nova and sitting a full poly until dispel is back up).
- CD stacking needs to be toned down, similar to how Reck and Inner Rage couldn't be used at the same time (they also need to look at Tailoring/Engineering profession procs/onuse, maybe consider disabling their use in arena similar to how rocket boots were disabled after s5 and adding a static enchant on par with the other professions, think 200 stats to cape instead of a 1k proc chance). Racial stacking (berserking/bloodrage) also needs to be looked at.
- Abilities that break CC (act as a second trinket) need to be toned down or removed completely (Unbound Will), I have no problem with a rogue pre-emptively cloaking a fear or a mage using Iceblock to break out of CC as that is a trade-off. Mashing IBF as soon as you see a red box in the middle of your screen is not an complex decision (Berserker rage might need to be looked at and given the Lichborne treatment where you are susceptible to another form of CC for the duration).
- Stealth abilities such as spectral guise, hunter camo (glyphed) and (ghost wolf with Symb) should be nerfed in duration or disabled completely in arena.
- Symbiosis should be disabled in arena (and possibly grant the druid a static buff if used on themselves as not to lose their level 87 spell).
- Hit & Expertise are gone in WoD, no complaints there.
- MS abilities such as nerve-strike should be completely removed or have that component removed, the only spells granting MS should be Mortal Strike, Aimed Shot (or a reworked Widow's Venom that is less clunky to use) & Wound Poison.
- With the removal of shield/stance requirements for spell reflect and shield wall, die by the sword needs to have its duration shortened (not sure if they are removing parry in WoD if so this spell will need to be reworked/removed anyway).
- Mass spell reflect and Interrupting shout should act as a replacement spell for spell reflect & pummel.
- Bladestorm should be disarmable again.
- Fearward should be undispellable.
- Hunter deadzone re-implemented or added to all spells except Steady/Cobra Shot, Scatter and Counter/Silencing shot.
- Spammable CC such as Poly/Fear/Cyclone should be given a static cast time and not affected by stupid shit like Soul of the Forest or 100000 haste, no need for a CD.
These changes are more for rogues only but may indirectly help other classes out;
- Tricks of the trade damage bonus completely removed.
- Subterfuge reworked so that you can still use openers but are visible (various tier-bonuses have given similar effects for certain spells like Ambush).
- Nerve strike scrapped and replaced with something else.
- Leeching poison redesigned so it doesn't clash with other utility poisons.
- Paralytic poison completely removed and replaced by another talent.
- Cloak and Dagger redesigned or completely removed and replaced by another talent that helps with mobility without causing stupid shit like 40yd cheapshots on the entire team (maybe something like sprint cd lowered 10s and breaks roots).
- They also need to reorganise the talent tree so you don't have talents in one tier that completely nullify another choice in a separate tier.
Posted Dizzeeyo on 04 December 2013 - 03:22 AM
as in, they don't decide to make a change based only on the number of whine posts/threads/tweets they receive about a class, in this case shadowpriests
complain about what he actually says all you like but please don't complain about what you think he said because you are too stupid to understand the meaning
Posted Infernion on 02 December 2013 - 11:12 PM
Posted Nixonxx on 02 December 2013 - 08:32 PM
For example, when I cast Dark Sim on a druid in an attempt to copy a clone, my Dark Sim goes off, I'm in a clone, but my Dark Sim has somehow failed to copy the cyclone while I'm sitting there wondering why my Dark Sim debuff is just sitting there on the druid while I applied it before the clone even went off is a painstakingly annoying common occurrence that can happen with just about every ability...Pathetic.
Then you've got the issue where you're on your shaman or something, and you shear the Holy Paladin's repentance, but you still end up eating a full repentance even though your shear just went on cooldown as the repentance went off (this is the type of thing that happens often if you wait for a cast to be about 90% completed when you use an interrupt)
The list of these latency-related bugs can go on and on, but I'm sure you get the point.
Though Blizzard should predicate on their goal of balancing classes as much as they can come WoD, I feel these issues are a bit more prominent in that they're the ones that reflect what it actually means to play a truly broken game.
Posted Vorteckz on 02 December 2013 - 03:04 AM
Youtube Link -
Posted Votlol on 02 December 2013 - 04:07 AM
Obviously there are situations where your target is possibly at extremely low hp where almost double the healing (or more) over over 2-3 seconds would not keep your target alive as well compared to an instant regrowth. But remember, this is a basis where you have swiftmended, so the player has just received a chunk of burst healing, which in MOST situations, should probably be enough to keep them alive for the duration of a genesis'd rejuvenation.
So to measure my method against regrowth, I used an undergeared druid i have, outside of arena (just being quick rather than thorough) as an example. Please let me know if i am missing something and if not then maybe take something away from my information. I kind of thought this was common knowledge but it doesn't seem so.
Outside of arena, unbuffed, regrowth is critting an average of 120k + 4 ticks of the hot for 4.5k non crits(with harmony mastery buff) (it's safe to measure regrowth critting in this comparison because it has a base 60% chance and even more with the glyph).
Under the same circumstances, rejuve is ticking for an average of 24 k NON crits (with harmony mastery).
I imply mastery buff because soul of the forest is applied by swiftmend which applies harmony, of course (just to be clear).
So with soul of the forest, I am able to get 10 ticks of rejuvenation, again, 24k average noncrit.
Regrowth heals for that same 120k, this time 6 ticks of the hot at 4.5k noncrit (when used with soul of the forest).
That is 240k from rejuvenation, 120k + 27k = 147k from regrowth in total heal.
This assumes no crits with the hots, so a maximum of 480k healing from rejuvenation, 174k maximum from the regrowth in total.
The beauty, is that genesis can be applied to rejuvenation, which essentially applies all the ticks of the rejuvenation within 3 seconds.
So, soul of the forest rejuves heal a ton more than soul of the forest regrowths.
Rejuvenation can be used with genesis to apply all of its healing over 3 seconds.
Regrowth is a ~.7 second cast with soul of the forest and its hot is active over 4 seconds.
Due to the swift rejuvenation passive, rejuve is half of a global, so it and genesis casted together take about the same amount of time as a soul of the forest regrowth, and they are instant cast (genesis can also be casted through pillars and at 60 yards vs 40 that rejuve and regrowth require).
So in conclusion, rejuve heals more (MUCH more, even without ANY rng luck), it takes about the same amount of time to get off as sotf regrowth, and with the rejuve + genesis combo, it can be used very far max range, via instant casts, and while abusing LOS.