feral

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  • Tips for new Death Knights from a fellow tank, part 2

    by 
    Allison Robert
    Allison Robert
    10.07.2008

    Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.

  • Ask a Beta Tester: Exotic weapons, furbolgs, and more

    by 
    Alex Ziebart
    Alex Ziebart
    10.06.2008

    Hi there, and welcome back to Ask a Beta Tester after its little Sunday break! If you're new to the column, then just 'welcome' instead of 'welcome back' and if that's the case allow me to explain! Have a question about the Wrath beta? We have an answer! Probably. Just ask in the comments section below, and we'll try to answer you in a future episode. Now, let's get started!CactusHam asked... I noticed on the Description of the Shaman's Maelstrom Weapon (and maybe its in other places as well, but this is where I saw it) that in addition to requiring axes, maces, staves and daggers it also requires "One handed Exotics, Two Handed Exotics" as well as "miscellaneous". I'm curious about what seems to be a new weapon type? Is this a new weapon type? If so, what classes can use "exotics"? And what exactly is an "exotic?" Exotic weapons are unique NPC items. If you've ever used something like WoW Modelviewer, the Exotic category contains things such as Maiev's huge chakram thingy or whatever it is. It's not something players will ever get their hands on. It's sort of like the armor sets you see on Wowhead and Thottbot that have the listing of which races can wear it, and races such as Fel Orc and Naga are listed. That doesn't mean we'll get playable Fel Orcs and Naga, it means if they're putting together an NPC that uses those racial models they can use that armor to play dress up with. Fel Orc did technically come into play at the Netherwing Ledge, but meh. Yeah, that's right. Meh.

  • Scattered Shots: On Roleplaying a Hunter

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.02.2008

    Welcome to Scattered Shots, a weekly column on all things Hunter related, now written by Daniel Whitcomb. I may have mentioned this before elsewhere, but often times it's hard to speak authoritatively on any class in Beta, because no matter what the changes and the new imba combos and whatnot are right now, they will likely change drastically the next time a new build comes into play. This isn't to say that it's impossible to write about them, but often times whatever words you write will be obsolete, or at least inaccurate, by the time you sit down to write next week's column. For example, last week I wrote about traps. I mentioned that Freezing Traps no longer break immediately on damage. Well, now they do again. As Ghostcrawler tells it, they couldn't find a way to make pets automatically ignore a frozen target, so they called the whole thing off. Now, honestly, that seems a bit like chopping off your hand to take care of a mosquito bite on your pinky finger, but hey. On the plus side, she also said that they'll put it back in once they figure out how to reign in pets (I recommend using the passive button on the pet bar, myself). But who knows when that will be? So I thought I'd take a trip down a path that's more solid this week, and speak a bit about roleplaying your Hunter. These are a few archetypes I looked at when roleplaying my various Hunters, with various tips on roleplaying them and reflections on how they fit in to various factions and alliances around the game. As always, of course, general roleplay rules apply: Don't be a jerk, don't godmode or Mary-sue it, and don't let roleplaying get in the way of your fun or your group's success.

  • Ask a Beta Tester: Shaman, Engineers, and Feral Druids

    by 
    Alex Ziebart
    Alex Ziebart
    09.30.2008

    Welcome back to Ask a Beta Tester, where for one glorious day, we don't have any passenger mount questions! But I know, deep down, there are a thousand more on the horizon.Elmo asked...How are Enhancement Shamans shaping up? I heard silly things like Elemental gear is great for them or 2x fast weapons with Flametongue. Are we really gonna make that much of a turn around? In other words, is my hard earned gear all worthless? Not just the epic gems and Strength enchants.Enhancement Shaman did hit a weird point where that was true, but I don't think it was ever intended that the 'final product' would look that way. There were some Windfury bugs and wonky unfinished tuning that caused that, but as another reader mentioned, the devs are working on getting everything fixed and proper. Things will be a little different from Burning Crusade, but not so much so that Enhancement Shaman are wearing Elemental gear to melee.

  • Blizzard leaning toward AE Tanking for all

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.29.2008

    You may recall earlier yesterday that we reported on Thunder Clap losing its target limit, thus quite suddenly making Warriors have a very good chance of being viable AE tanks. One thing that you might have also noticed is that the Druid's Swipe is getting the same treatment (no word on whether it will also be getting the ability to go 360 degrees, but it seems likely, if it's going to be a Thunder Clap/Consecrate equivalent). In addition, Death and Decay, the Death Knight's AE mainstay, recently received a bump to threat gain. That means that all 4 tank classes, in theory, will have the ability to do some Protection Paladin style AE tanking should they want to. This all seems to be in line with the tanking philosophy Blizzard has been pushing for Wrath, one which Ghostcrawler recently reiterated: Blizzard wants to make sure that all tanks are as equal as possible. There should be no reason to take one class of tank over another, all things being equal, and no reason to sideline your tank because he or she is not the right class. Certainly, if this is to be realized completely, you do have to give every tank a good amount of AE capability, and this latest round of announced tank changes seems to be tailor made to do just that. As the former player of a Druid tank and the future (current beta) player of a Death Knight tank, I'm very pleased to see these changes. I know that there was nothing more fun that running through a dungeon like Shattered Halls as a DPS with a Paladin Tank leading the way, and the idea that every tank class might be able to do that to some extent in Wrath makes me incredibly excited. It also allows groups to be more flexible in what DPS they take, including DPSers that traditionally have had a hard time getting groups due to having poor CC abilities, such as Cat Druids and Retribution Paladins. If this change is handled right, it will go a long way toward solving the tank shortage for PuG groups, and, in fact, make the 5-man dungeon run fun again in general.

  • Stepping away from +threat

    by 
    Eliah Hecht
    Eliah Hecht
    09.23.2008

    Threat is at the heart of tanking. However, it's totally hidden from the player, and many players don't understand it well or at all. A thumbnail sketch: every point of damage you do causes 1 threat. Every point of healing you do causes 0.5 threat (unless you're a paladin, in which case it's 0.25 for reasons I've never fully understood). This is base threat; many classes have threat modifiers. Rogues, for instance, have an innate 30% reduction to threat. Warriors and Druids get 30% improved threat in their tanking modes (Defensive Stance/Dire Bear Form); this will be raised to 45% in LK, I believe. Paladins get 90% extra threat for their Holy damage from Righteous Fury. Then there are various tanking skills which have special threat modifiers. Sunder Armor is one that has been around forever; it wouldn't cause much threat inherently, but it's got extra threat built in. Lacerate and Revenge are other examples. In short, the way Blizzard has traditionally made tanking work – made sure the tanks are causing more threat than everyone else, so the mobs will attack them – is by keeping their damage low, but raising their threat with threat-increasing auras and threat-boosted abilities. This is not the tack they're taking in LK, based on some trends that have been emerging in blue posts over the last month or two. For instance, Ghostcrawler: "We'd like to get away more from +threat abilities for all classes if we can."

  • Berserk (bear) buffed

    by 
    Eliah Hecht
    Eliah Hecht
    09.19.2008

    Yesterday, we were promised that more news was coming on Berserk (for bears), and now we have not only that, but some bonus changes for extra fun. I really appreciate how communicative the devs have been during this beta process. What's in store? Faerie Fire (Feral) is going to be a core ability. This doesn't make much of a difference for feral druids, since we tended to pick it up anyway and we'll probably pick up the talent that's replacing it (more on that in a moment), but it will be nice for other specs, I suppose. FFF is getting replaced with a talent that gives the Last Stand component of Berserk (temporarily grants 30% of your maximum health), but usable in both cat and bear form. Berserk for bears is getting reworked as follows: last stand component split off as detailed above; Mangle goes back to hitting three targets; Maul doesn't, but it doesn't matter, because for the duration of Berserk, Mangle has no cooldown (aside from the GCD). Fear immunity is still there as well. Cat Berserk does not change. Brutal Impact is trading places with Savage Fury to make it harder for non-Ferals to get to; and remember, from yesterday, it now lowers the cooldown of Bash as well as raising its duration. Oh, and to clarify yesterday's change to Bash (adding a three-second silence): this means it will now interrupt spellcasting even against a stun-immune boss. Unfortunately, it's not all flowers and happy time in Feral land. Ghostcrawler also had to give us the bad news that barber-shop type customization of druid form skins will not be done in time for Wrath, saying "it's a high priority after Lich King" (which I read as "content patch"). This is pretty disappointing. We still might be able to use glyphs to change the appearance of our forms, but I was really looking forward to a more developed system, and one that didn't cost me a glyph slot.

  • Balance buffed, Resto nerfed in 8962

    by 
    Eliah Hecht
    Eliah Hecht
    09.18.2008

    Druids still continue to evolve fairly rapidly. It makes sense that they would be undergoing a lot of change, because more than most other classes, Druids are almost like three classes in one (three and a half, when you consider how strongly they've been trying to differentiate bear ferals from cat ferals). There are a lot of changes in this latest beta build; I'm not going to list them all, just the ones that seem most interesting to me. For the full story go take a peek at MMO-Champion. Balance: Barkskin is now usable in all forms. The primary use I envision for this is bear form, which has suffered from a lack of "oh snap" buttons for a while now. On a one-minute cooldown, it actually adds up to more mitigation over time than Shield Wall, although of course it's less mitigation at any one time, which is what SW is really used for. Still, good to have. Earth and Moon buffed significantly; now increases your spell damage by 1/2/3/4/5% and is 100% to apply the effect at all ranks (previously did not boost spell damage and was 20/40/60/80/100% chance to apply effect). Improved Faerie Fire now increases your crit chance against the target by 1/2/3%, as well as increasing the target's chance to be hit by spells.

  • Skill Mastery: Savage Roar

    by 
    Eliah Hecht
    Eliah Hecht
    09.17.2008

    In Wrath of the Lich King, Blizzard is clearly committed to ditching the "master of none" part of Druids' "Jack of all trades" for good. In particular, regarding the topic at hand, they're trying to ensure that Feral druids can be either first-rate DPS or first-rate tanks (though not with the exact same spec). And Savage Roar, I suspect, will be a big part of bringing that first-rate DPS for kitty form: Savage Roar (Rank 1) 25 Energy, 100 yd range Instant Requires Cat Form Finishing move that increases attack power by 40%. Lasts longer per combo point: 1 point : 14 seconds 2 points: 19 seconds 3 points: 24 seconds 4 points: 29 seconds 5 points: 34 seconds

  • Moonkins aiming to get DPS and group utility

    by 
    Alex Ziebart
    Alex Ziebart
    09.09.2008

    Paladins weren't the only ones to get some attention from the crab last night. The Balance Druid post wasn't an especially information-filled post, but mostly served as a reminder that even though the devs may not respond to your threads, they are paying attention. Ghostcrawler explains that whlie she may be focusing more heavily on Feral Druids, that doesn't mean she isn't aware of Balance's needs. She clarifies their role in a raid (caster, duh), and states a Moonkin's needs to meet that role. She lists the following: Competitive dps. Mages and warlocks just tend to get a lot of attention, maybe because there are more of them, or more races of them, or they are more archetypal classes (in the familiarity sense). Good AoE utility. Encounters and dungeons tend to get designed with the assumption that the ranged DPS can do AoE. Hurricane is phenomenal now. I healed a run today and did really competitive dps with Hurricane on the ranged pulls. And I wasn't even Balance! I love Starfall. It's a rare spell because it feels new -- it isn't single target and it isn't classical Hurricane-style AoE either.

  • Druid changes in 8885

    by 
    Eliah Hecht
    Eliah Hecht
    08.30.2008

    The latest beta push, build 8885, had changes for pretty much every class. Druids, of course, were no exception. Balance received the bulk of the changes, though it's mostly on the level of small tweaks. A few talents were moved around in the talent tree. Notably, Insect Swarm has been pushed down two tiers and correspondingly buffed up to 5% reduced chance to hit. The really interesting part of the Balance tree changes is some great synergy for Resto druids. For instance: New Talent Nature's Splendor (Tier 3): Increases the duration of your Moonfire, Insect Swarm, Rejuvenation, Regrowth, Lifebloom and Flourish spells by 10/20/30%. New Talent Genesis (Tier 1): Increases the damage and healing done by your periodic spells by 1/2/3/4/5%. Focused Starlight renamed Nature's Majesty and now affects Nourish and Healing Touch as well. Looks like yet another step in the new quest to open up the talent trees and give us more options. Oh, and the Moonkin Aura now hits any raid member within 45 yards. Edit: Nature's Grasp now trainable, 100% chance to hit.

  • Furor buffed for 3.0.2

    by 
    Eliah Hecht
    Eliah Hecht
    08.29.2008

    Do you guys remember yesterday, when I wrote about how the Druid talent Furor was altered to prevent powershifting? Well, if not, that's OK. Furor has just been rewritten again, and this time it has all I asked for and then some. The new Furor reads as follows (with 5/5 talent points in it): Gives you 100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form, and you keep up to 100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect while in Moonkin form by 10%. Holy sweet monkeys, Druid fans. Not only is there now no penalty whatsoever for switching in and out of cat form, we get some added Moonkin utility for this already excellent talent. This is one of those days where I just want to hug the devs, all of them. In case anyone is unclear about how this latest iteration of Furor works, here's a quick rundown (as I understand it). The game will now track your energy regeneration even when not in cat form, like it tracks your mana regen in feral forms now. When you shift back into cat, you'll have whatever amount of energy you would have had if you had just stayed in cat in the first place. Shift out to heal at 80 energy? You'll have 100 when you pop back in, 2 seconds later. Arrive at your destination and switch from flight into cat form? 100 energy to go mangle some faces. Powershifting is still out, but this is way better for the soloing Druid, not to mention the Moonkin perks. There is some concern that this may be overpowered in PvP: what's to stop you from DPSing in cat till you're at 0 energy, then shifting to bear for 10 seconds to DPS that way, then back to cat? Well, nothing, as far as I know. However, keep in mind that this is still beta, and if ferals end up hideously overpowered in arenas, I'm sure they'll make changes as necessary.

  • Powershifting mostly killed in Wrath

    by 
    Eliah Hecht
    Eliah Hecht
    08.28.2008

    Anyone who's done much research on Feral druiding, especially cat form, has probably run across the concept of powershifting. Basically, powershifting plays off Furor (a talent that pretty much every Feral druid has) by shifting out of cat form and straight back into it to reset your energy to 40. If you do this at 80 energy, of course, you've just lost 40 energy, some mana, and a global cooldown, and there's no point to that. But if you do it at 0 energy, you've just traded a GCD and some mana for 40 energy, which is often worth it. Powershifting was made even easier in a recent patch with the door opened to macros like "/cast !Cat Form", which shifts you in and out with one button press instantaneously. This no longer works in the current LK beta build. Now, as explicated at length by blue poster Jimmythenumbers (who we here at WI have never heard of), Furor works by setting your energy to the amount you would have if your energy regen had been working while shifted out, up to a maximum of 40 energy [reworded for clarity]. For instance:

  • Breakfast Topic: How much are expansions changing the game?

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.23.2008

    Groups of Words' anonyomous blogger bought up a rather interesting theory regarding World of Warcraft expansions: They're actually more like sequels, in that they change a lot of the basic groundwork of the game and the classes to such a point that it feels like a completely different game. As evidence of this, he puts forth a large list things that have changed between original WoW and Burning Crusade. Being a semi-old-timer to WoW, I certainly recognized pretty much all of the changes, and thinking back, a lot of them have been doozies.

  • Hybrid Theory: Healers, gear, and entering Northrend

    by 
    Alex Ziebart
    Alex Ziebart
    08.16.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.Remember a few weeks ago, I mentioned how if you want to be extra-cautious about preparing for Wrath of the Lich King, you should figure out a calm, easy way to farm gold that won't burn you out? After having hit the current level cap on the beta realms... I still recommend that, if you want to be extra prepared. If you're a very casual, don't worry about it too much, really. It's not that big of a deal. Leveling will get you enough for the bare necessities. If you're the type that wants to start leveling professions and gearing up immediately upon hitting the level cap though, think about going into Wrath with at least a couple thousand in your pocket, which really isn't that hard of a task.Moving past that, though, a lot of people have asked about gear across all classes, but mostly Hybrids. Hybrids have asked because all of the Healing classes are amongst them, and if you're a Healer you may not necessarily have a set of DPS gear. My first comment on this: Don't worry. Really.

  • Hybrid Theory: State of PvP in the Wrath beta

    by 
    Alex Ziebart
    Alex Ziebart
    08.09.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.Before I start, while you read this remember that the Wrath beta does not currently allow you to hit the level cap. Everyone is level 77, and there's a lot that is unfinished. This is more anecdotal about the state of things, and not really analyzing how things will look in the end. You still with me? Good.I decided to try out incredibly, insanely buggy Lake Wintergrasp when the beta realms went up yesterday, and later on I gave the new Battleground a whirl, too. Through all of this, there was one constant: Holy crap Ret Paladins are OP. No, really. I know, it blew my mind, too. Retribution Paladins. Overpowered. Hell has frozen over.

  • New bear animations for eating and fishing discovered

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.06.2008

    Everyone knows that bears are actually pretty good fishermen, but for some reason Ferals have to shift back out of form and use a pole like everyone else. That may be changing, however. Andrige, the same person who bought us the new data-mined Hairstyles, has discovered the animations showcased in the above video, which point to the possibility of more life injected into the old Druid Feral forms. One animation called EmoteEat shows the bear bracing a piece of food against the ground with his paw while tearing off a chunk with his teeth, while another is a fishing animation where the bear looks to be pawing at the water, waiting to slap out a fish. The other exciting thing in the video is the possibility of a closed mouth on my bear! Do you know how many flies he's caught with that constantly open mouth of his? I logged onto my Druid on the Beta servers to check on the status of the animations. While you can now eat, drink and use potions in Feral forms on Beta, there are still no animations associated with the act (You simply sit down while eating). In addition, you can't fish at all in Feral forms (Trying to cast my line put me back in Night Elf form). Unfortunately, the fact that these animations haven't been implemented yet does lead me to a bit of pessimistic thought: They simply be meant for bear mobs, and not for Feral bears at all. Blizzard's been adding a lot of cool little idle animations to mobs, such as mama beasts who flush out critters for their cubs to chase and eat, so this may simply be one more set. Still, since they exist, they could easily be added on to the Feral bear's animation list in a future patch even if they aren't originally meant for Ferals. Here's hoping we see them there!

  • How visible Achievements and Talents affect anonymity

    by 
    Mike Schramm
    Mike Schramm
    08.04.2008

    Reader Alex was kind enough to send along this forum post he wrote, and he hits on some interesting questions about achievements and how they might affect bullying and posturing on the forums. Right now, people can spout off pretty much any opinion they want without repercussions, but when achievements are added into the Armory, people won't be so anonymous -- we'll all be able to know, within a few clicks, what bosses you've downed and what you've really done in BGs and Arenas. Sure, people will still spout off whatever they feel like saying, but as Alex says, there'll be a little less anonymity.I'm not sure how much of a change it will really bring -- when it was first announced that talents would immediately be viewable by other players, a few worried that it would cause more problems (people would be discriminated against because of their talent choices), but I haven't seen that happen in game -- just like always, if someone says they're a Feral Druid, you just assume they can tank as a bear, without checking out their talents closely.And my guess is that it'll be the same with achievements -- people will still say whatever they want, and while there may be the occasional player called out for not getting the Onyxia achievement after he's claimed to have "been a raider from the beginning," there's always the old argument of "this is my alt!" At least, that is, until Blizzard shows us a way to see whose alt is whose...

  • Crushing blows (mostly) removed in Wrath as raiding changes

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.31.2008

    We've known for a while that the developers have wanted to remove crushing blows, but now it looks like they're starting the process for good: Ghostcrawler has confirmed that crushing blows will now occur only when a mob is 4 levels above you, rather than 3. Since "Boss" mobs are automatically 3 levels above the max level, that means that if you're running level appropriate content, you should no longer have to worry about crushing blows at all. As Ghostcrawler explains it, crushing blows were originally meant to discourage you from attacking high level mobs and to make bosses more challenging. Now, they serve only the former purpose, and Blizzard is working on other ways to make bosses challenging without making them so random.

  • Hybrid Theory: PvP viability

    by 
    Alex Ziebart
    Alex Ziebart
    07.06.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.A pretty substantial point of debate when it comes to Hybrids is their place in PvP. The thought that only one spec is viable per class is most problematic in the context of Hybrids for a couple of different reasons. Some argue against every spec being arena viable, some argue in favor of it.The argument in favor of each spec being viable that I feel is the strongest is the fact that each Hybrid spec is vastly different from all of the others. In the arena, an Enhancement Shaman isn't doing the same thing as an Elemental Shaman. They are doing similar things like dropping totems and casting Shocks, but the role they play is different. Enhancement is in your face, Elemental throws lightning at your face, and Restoration is healing your face. This is not like Rogues in which all three specs are about hitting you until you fall down, just in different ways.Why is it a problem that all three of them aren't viable? It essentially feels like a forced block on your chances at success. "Just spec Resto" isn't really a valid answer, because it means you are not able to play your preferred role. Someone who rolled a Shaman to Stormstrike people's faces off are told to go get some Elemental gear, and that isn't very fun. To be successful in the arena, they are more or less forced out of how they want to play the game.