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2011年7月3日 星期日

Shifting Perspectives: Leveling 51-60



Every week, Shifting Perspectives examines issues affecting Druids and those who group with them. This week, we haul ourselves to Outland and are shocked to discover that +spellpower sometimes comes on leather.


The above video is the result of an idle question I was asked recently by a friend: "So how much damage would you guys do in caster form meleeing?" I started to answer and then realized I had no idea. The notion of actually hitting something with a weapon is utterly foreign to the class. We have claws and a can of celestial pain for that nonsense if provoked, but still, the question was pretty interesting, particularly because after seeing Prinnygod's comment from last week I started to wonder about all the different ways you could level as a Druid if you deliberately avoided Cat and Moonkin. Sure, you'd be a gibbering wreck at the level cap, but that's beside the point. Blizzard once had a talent called Weapon Balance in the Balance tree that improved our melee damage with weapons by 10% -- they were expecting us to hit things. I wondered how that would have worked out if Druid talent trees had never been overhauled.

So I took my main to the mobs outside the Argent Tournament and smacked stuff while running a stopwatch. What you'll see here is a level 79 Frostbrood Whelp with 12,600 health which took me 34.4 seconds to kill, with two global cooldowns devoted to casting aRejuvenation and then a Lifebloom. I'm currently on a Feral (Bear) spec and thus wearing gear that does help one's melee damage, mind you, but that still works out to a godawful 366.28 DPS. The moral of our little story can be found at the end of the video. Master of Arms is going to be a real trip.
Oh well. Fortunately for us, we don't have to level like that, but regrettably I have no new trainable abilities to discuss this week. We'll look at the new 51-point talents you'll be getting, but apart from that, levels 51 through 60 are more of the same old thing. However, they will go faster than previous levels (or at least seem to do so), as both Balance and Feral have some important damage and utility talents under their belts now.

LEVEL 52

  • Cower, rank 2: standard upgrade. Again, you're probably not going to find much use for this.
  • Demoralizing Roar, rank 5: standard upgrade.
  • Moonfire, rank 9: standard upgrade.
  • Rejuvenation, rank 9: standard upgrade.
  • Rip, rank 5: standard upgrade.
LEVEL 54

LEVEL 56:

LEVEL 58:
  • Claw, rank 5: standard upgrade, but Claw is absolutely worthless as a damage skill if you're Feral and have Mangle. The two abilities have the same energy cost, but Mangle does substantially more damage while also increasing the damage from bleeds and Shred. Point being, there's no reason to have Claw on your bars at this point.
  • Entangling Roots, rank 6: standard upgrade.
  • Hibernate, rank 3: standard upgrade.
  • Maul, rank 7: standard upgrade.
  • Moonfire, rank 10: standard upgrade.
  • Nature's Grasp, rank 6: standard upgrade.
  • Ravage, rank 4: standard upgrade.
  • Rejuvenation, rank 10: standard upgrade.
  • Starfire, rank 6: standard upgrade.
All set? Head for the Blasted Land portals that you'll now find in your factions' major cities (located next to the portal trainers, or in their general area) and get thee to Outland. Both Balance and Feral players will notice rather quickly that there's a lot of Druid leather among the quest rewards and instance drops, which is a lovely change from the relative 1-58 gear drought for Balance particularly. You'll also note that the same or similar gear rewards are often present across a variety of quests, which is a fantastic opportunity to build a halfway-decent offset -- and you're going to want to do precisely that. 

Why? After leveling two characters recently through Outland, it's apparent that, while the flood of new Death Knights has ebbed somewhat, they're still a significant portion of the leveling population. Ferals in particular are going to face a lot of competition for melee DPS and tank slots in groups. Now that it's relatively easy to build a healing offset -- and so incredibly easy to find a healing slot in 5-mans -- I'd advise all Druid players to try their hand at healing Outland 5-mans.

LEVEL 60

Get ready for an extraordinarily expensive level, but at least you'll save money on one thing...

  • Cower, rank 4: standard upgrade.
  • Ferocious Bite, rank 5: standard upgrade.
  • Gift of the Wild, rank 2: standard upgrade. The new rank comes with a new (and slightly more expensive) reagent cost, Wild Thornroot, so don't forget to pick some up after you train this.
  • Healing Touch, rank 11: standard upgrade.
  • Hurricane, rank 3: standard upgrade.
  • Mark of the Wild, rank 7: standard upgrade.
  • Prowl, rank 3: standard upgrade.
  • Rebirth, rank 5: standard upgrade. As with previous ranks, this one requires a new (and slightly more expensive) reagent, the Ironwood Seed, so you've got another reason to hit a reagent vendor.
  • Regrowth, rank 9: standard upgrade.
  • Rejuvenation, rank 11: standard upgrade.
  • Revive, rank 5: standard upgrade.
  • Rip, rank 6: standard upgrade.
  • Starfire, rank 7: standard upgrade.
  • Tiger's Fury, rank 4: standard upgrade.
  • Tranquility, rank 4: standard upgrade.
Oh, yes, and here's what you're really turning 60 for:



F*#& YEAH FLIGHT FORM: Newly-improved to 150% speed and an absolute godsend for leveling purposes, Flight Form (and later Swift Flight Form) is your bestest buddy. While it's only usable out of combat, it's nonetheless insta-cast and fabulous for leveling efficiency, transportation, and -- forgive me -- healing on the "fly." Moreover, you can't be knocked out of flight form while damaged (with the exception of the bombs tossed out during Netherwing air races, which you won't have to worry about for 10 levels anyway), which is a huge bonus over normal flying mounts. You even get Expert Riding trained for free while picking up Flight Form. What's not to love (except for the long ears if you're a Tauren)?

Some of the tricks you can use:

  • Getting enough altitude while damaged, shifting out to cast Rejuvenation andLifebloom, and popping back into form before you hit the ground. Continue on your merry way while the HoT's tick. Herbalists can also use Lifeblood without having to leave form, incidentally.
  • Hit X (or whatever hotkey you use for sitting) while on the ground in order to perch.
  • Herbalists and Skinners can pick herbs and skin without ever leaving form, making the Druid a superlative farmer for both professions.
  • The famous Rawrbomb if you're feral. Due to so many feral builds these days not incorporating 5/5 Furor, you may need to Enrage as you plummet in order to get the rage you'll need for Feral Charge:

  • Macro /mountspecial and use it while you're sitting.
  • The insta-cast nature of the ability makes it a fantastic escape tool even in world PvP; pop Dash or Travel Form to outdistance an opponent, get the hell out of combat, and take to the air as fast as you can. Heal up and stealth back. This also works for mobs; as long as you can get airborne, you'll (usually) be safe.
  • You'll find more tricks here on the Wowwiki page on flight form.
Once you're all done giddily playing around with Flight Form (and I seriously spent hours and hours doing nothing but flying around after I got it), take a peek at your 51-point talents:

BALANCE 51-POINT TALENT -- STARFALL: One of the loveliest spell graphics in the game, Starfall is a powerful fire-and-forget damage ability that you'll be making good use of at 80 with some experience under your belt, but at 60 I feel more obligated to warn you about its potential drawbacks while you're learning how to use it. While soloing and leveling it's -- regrettably -- an extraordinarily easy way to get yourself killed. The stars hit all around you within a 30-yard range, which is slightly less than the range of your other damage abilities assuming you have Nature's Reach (which extends the range of your Balance spells to 36 yards). As a general rule of thumb, if you can hit something with a Wrath, be prepared for Starfall to aggro it. In a densely-populated mob area or 5-man, it's not unusual to pop Starfall for the purpose of damaging one group and accidentally aggro the next. Because the spell also chains to any mob that's within 5 yards of a mob that gets hit, you can also snag patrols. You may want to head to a low-level area in order to experiment with when and where to pop Starfall for maximum effect. Once you get the hang of it, Starfall's nothing but gravy, and very pretty, high-damage gravy at that. For AoE situations, Starfall + Hurricane = mobs go boom.

FERAL 51-POINT TALENT -- BERSERK: I'm still holding out hope that Blizzard will give this a somewhat different animation. I'd really wanted something along the lines of Bestial Wrath, because an enormous, angry bear/cat would easily be the best Feral animation of all time. That little green circle -- what is that? Anyway, Berserk is invaluable as the Druid's only Fear break apart from resorting to a PvP trinket, and both Bears and Cats will get great use from it in PvE and PvP. For Bears, Berserk is the only source of multi-target burst threat you're going to get, so you're going to want to pop it on any large pulls and tab-target to spread the love around (don't forget that you can keep queuing Maul while using Mangle). You'll also want to pop it on fights like King Dred, Auriaya, Argent Confessor Paletress, and/or Faction Champions to avoid or escape Fear. Cats will want to pop Berserk for Fears as well, but they'll also get a lot out of it in conjunction with Swipe on trash pulls for absolutely unbelievable AoE damage. For single-target DPS, use it with Heroism/Bloodlust on raid bosses to pump out the most damage possible.



Shifting Perspectives: Leveling 31-40 and notes on PvP servers

Every week, Shifting Perspectives examines issues affecting Druids and those who group with them. This week, we reach our 31-point talents and rejoice, for leveling is now...pretty much the same as it was before we got our 31-point talents, but nonetheless, level 40 is a milestone.

In the wake of the announcement concerning the upcoming abolishment of spell and ability ranks, I'm wondering whether it's worth our time to continue noting and linking the presence of new ranks while leveling. For now, I'm going to keep linking them; when Cataclysm hits, it shouldn't be too much trouble to go back and delete them, because I'll be revising the guides anyway to reflect any changes Cataclysm makes to the class. Also -- werewolves. Who saw that coming? Have you seen those racials? Sweet Sister Mary Clarence, those are overpowered. And the transform animation? Well, don't we all feel stupid now for rolling something that barely manages a weak whumph when it shifts. But I'm an optimist at heart, and I firmly believe that Blizzard has something special in mind for us. Maybe a bigger whumph.

On a completely unrelated note that I am going to write here just because I can, I was tanking a VoA-25 PuG earlier this week and we lost our offtank to a disconnect right before Emalon. We then spent the next 30 minutes trying to find another tank...with 7 Death Knights in the raid. 

Hero class, my giant furry newly-improved butt.



As with many other classes, the rate at which you'll pile up new skills slows considerably between levels 31 and 40, and you'll finally be settling into a grinding/questing playstyle that resembles what you'll see at 80.

LEVEL 32

Three of the skills that make Cats pretty cool to play arrive at this level, although one's only usable popping out of Stealth:

  • Ravage: Ravage is more or less a copy of the Rogue skill Ambush, and it's a once-per-fight ability that has to be used as an opener from Prowl while behind an opponent. Even at this level, it does a respectable amount of damage, but whether it's a better opener than Pounce (which you'll get in 4 levels) depends on how you've specced and the type of opponent you're facing. Versus a low-armor target (e.g. caster mob) or any target that's sitting down (which guarantees a critical strike), your enemy will almost always die faster to a Ravage than a Pounce. However, if you've talented into Brutal Impact and Shredding Attacks, Pounce will keep your mob stunned for 4 seconds, which is long enough to get at least 2 and sometimes 3 "discounted" Shreds off. That's better damage than you'll get from Ravage, but it's still a great opener if you don't particularly care about the stun that Pounce provides, or if you're grinding on a bear build without either of the aforementioned talents. As an aside, although Pounce is by far the more popular opener in battlegrounds and arena for what should be obvious reasons, a Ravage on an opponent who's just sat down to eat/drink will produce the kind of monster crit that people are so fond of putting in PvP videos. Make sure you have some sort of heavy metal going on in the background or at least some deeply emotional song on how no one understands you and you're going to show them all. Preparation, people, that's all I'm saying.
  • Ferocious Bite: Ravage is your brand-new opener, and here's your brand-new finisher, which -- unsurprisingly -- is also a copy of a Rogue ability (in this case, Eviscerate). As you level and your gear improves, Ferocious Bite is often a better finishing move thanRip if for no other reason than its likelihood to finish off a low-health mob quickly. As with Ravage, you'll see better damage from it on low-armor mobs and enemies. The one potentially problematic thing about Ferocious Bite is that it will gobble up to 30 additional energy you have pooled and convert it into additional damage. Sounds like a good deal, right? It's what makes Ferocious Bite into one of the more difficult skills to incorporate into the Cat DPS rotation in raids, simply because any energy you have up to 65 will be gulped in an instant. It's also annoying while you're out grinding and moving from mob to mob quickly, because you'll find yourself auto-attacking your next target because you don't have the energy to do anything else. For these reasons, it takes some practice to learn when to use Ferocious Bite effectively, so experiment with it and Rip versus a variety of targets and see what works best for you.
  • Track Humanoids: I confess I have absolutely no idea why Cats have this ability, although come to think of it, my own cats have no trouble finding me whenever they feel like standing in front of the door having a lengthy internal debate over whether to go outside, so...eh. As you've probably figured out, it's a great PvP ability and should be the first thing you switch on in battlegrounds or arena, particularly if you're stealthed at a node somewhere. Being able to see the angle at which an enemy is approaching will give you advance notice on where you need to approach from in order to stay behind them. You do not want to be directly in front of an oncoming enemy; as we've noted before, eventually every player will see you if you're anywhere in front of them, but even if you don't have any points in Feral Instinct, they can't see you if you're behind them. For that reason alone you want to have Track Humanoids up in order to swing around to the rear as they're heading your way, but you'll want to open on them from behind as well. Track Humanoids is also enormously useful in PvE on any quest requiring you to kill a named humanoid NPC or humanoid mobs period -- even if you're Balance, just pop into Cat, mouseover all the dots on your map, and you'll see what you need to kill and where -- and you'll also want to be running it constantly if you're leveling on a PvP server so you'll have advance notice of any trouble heading your way.
PVP SERVERS AND ZONE PREFERENCES

On that note, while this doesn't have much to do with Druids specifically, I received a question recently from a player who's leveling an Alliance Druid on a PvP server and who unfortunately had the typical "nightmare" experience in Stranglethorn. Unagidon was interested in finding out if particular contested zones for 40+ player were more Alliance- or Horde-friendly in the interests of avoiding more of these problems, and it was a question I wanted to pose to commenters as I haven't leveled anything on a PvP server in more than a year. For reference, Una's Druid is currently 41 and has finished Dustwallow Marsh.

I'm tempted to say that Feralas and the Blasted Landswould be a level 40-55 Alliance player's best bets on a PvP server, but after that I'm hard-pressed to think of any zone that not equally dangerous to both sides.Winterspring and Silithus might be a good pick just because so few people level there right now, period (with Winterspring being the safer of the two due toAlliance players farming for Frostsaber mounts), but for the forseeable future, I would avoid Un'goro like the plague due to the influx of high-level Horde traffic from players working toward Ravasaur mounts. For Horde players, my first picks would be the Swamp of Sorrows and then Un'goro (for the same reason Alliance would be avoiding it). Thoughts from commenters on this question would be very welcome. WoW Rookie also had a good post on "20 tips for PvP servers" that I hope you'll find helpful.

At any rate, the other two skills you'll train at 32 are simply upgrades:

LEVEL 34

And the same is true at level 34. Part of me can't believe that at some point in what's likely to be 2010 I will be going through all of these leveling guides and just mass-deleting all of these links. I'll strike you a deal, Blizzard; I go to Irvine and make werewolves, and you can sit in front of a laptop linking to stuff that you know isn't gonna exist in a little while. It's like they don't even stop to consider my feelings when they do s^@t like this. Pretty nervy if you ask me.

  • Maul, rank 4: standard upgrade.
  • Moonfire, rank 6: standard upgrade.
  • Rake, rank 2: standard upgrade.
  • Rejuvenation, rank 6: standard upgrade.
  • Starfire, rank 3: standard upgrade.
  • Swipe (Bear), rank 3: standard upgrade.
  • Thorns, rank 4: standard upgrade.
LEVEL 36

One new Cat ability and one new Bear ability! You'll be using the former quite a lot, but how frequently you use the latter will depend on your healer's propensity for tabbing out during pulls.

  • Pounce, rank 1: This is one of Cat form's two stuns (the other being Maim, which you won't get until 62), although unlike Maim and Bash you have to be Prowling in order to use it; in other words, it's an opener. One of the nice things about Pounce is that it applies a small bleed effect over a fairly lengthy period (18 seconds), which is invaluable versus tougher targets. As a general rule, you want to get as many bleeds as possible going on more heavily-armored targets in both PvE and PvP because, while armor mitigates a great deal of your damage (to the point where Armor Penetration is one of the Cat's best stats at 80), bleeds completely ignore it. Also, incapacitating more dangerous enemies with Pounce's initial stun may help you squeeze out that extra bit of damage necessary to kill them faster than they'll kill you. Even without Brutal Impactand Shredding Attacks, you should be able to manage a Pounce + Shred combination on just about everything before the target comes out of the stun, and in fact, using Pounce is pretty much going to be your only opportunity to use Shred at all while soloing.
The Cat's soloing rotation at level 36 will thus be a Ravage + Rake + Claw to whatever finishing move you decide to use, or a Pounce + Shred + Rake + Claw to a finishing move. If your gear is poor, you'll probably want to open with a Pounce because it'll help you avoid more damage from mobs, but regardless of whether you open with Ravage or Pounce, you want to get a Rake going early and then use a finisher judiciously. Versus armored or high-HP targets, a Pounce + Shred + Rake + Rip combo will get three different bleed effects ticking quickly, which will often seal the fate of even an elite mob at this level. Versus lesser-armored or lower-HP targets, a Ravage + Rake + Claw + Ferocious Bite may finish them off faster. As previously stated, if you have Brutal Impact and Shredding Attacks, you'll want to open from a Pounce with as many Shreds as you can manage no matter what.