Here’s the full story, if you haven’t seen it yet, but go change your password first. :)
I have seen several posts from other Druid bloggers about the feedback they gave on this thread. I figured I would throw my own 2 cents in.
- What type of content do you focus on? [PvE/PvP/Both]
- If PvE, what type of PvE? [Heroics/Raids/Other]
- 25 man heroic raiding
- What are your biggest quality-of-life issues?
- The inability to change targets quickly/efficiently. When Ferals have to quickly change targets we are often energy starved with lots of combo points sitting on the pervious target. While we can use SR before we begin building points on the new target it is very expensive (25 energy) and we may have just refreshed it. This leaves us in a hole when starting on the new target and will make our long ramp up even longer.
- Feral Faire Fire is on the spell hit table still. It kind of takes the flow away when being melee hit capped during our opening ramp up and I have 2 FFF misses in a row. This just steals GCD’s when they are needed most.
- The inability to switch between AOE and Single Target rotations. Because Swipe is so expensive (45 energy) just 2 swings will deplete a full energy bar. Don’t get me wrong I don’t think swipe needs a buff, it’s just fine. I would just like to see the damage and energy scaled down a bit so I have a little more freedom to choose between the rotations given sudden encounter changes.
- Skull bash costs too much energy. Pooling 25 energy lowers my dps output considerably while all other melee classes can use theirs for free or with considerably less resources.
- Positional requirement. There were some changes to the Fixed location bosses to widen the degrees that we could shred in. While this was nice, the benefit is completely negated any time the bosses moves or targets someone other than a tank for an ability. Mangle isn’t a good back up ability as it cannot extend Rip and does considerably less damage.
- What makes playing your class more fun?
- I love the flexibility that Feral DPS gives. I have been able to do several jobs including off tanking and a few Hero bear moments.
- Awesome mobility. I am able to get places faster, help others get there faster and I very decent gap closer.
- What makes playing your class less fun?
- It sometimes feels like our mastery is at odds with the rest of our tool box. With several nerfs to bleeds and buffs to direct damage there sometimes feels like a disconnect between physical damage tools and bleed damage tools (ie mastery)
- See quality of life issues
- How do you feel about your “rotation”? (Rotation is the accepted order in which abilities are used to maximum efficiency.)
- I like the rotation. It is complex and enjoyable to maintain as well as to tweak for different situations.
- What’s on your wish list for your class?
- I had an idea about making use of combo points before a target switch. Rogues have Redirect on a 1 minute cooldown to let them move combo points to a new target. What if Ferals could activate an ability that would consume all the current combo points on the target, but would proc the Stampede buff. A free ravage on a new target to give a little short term burst and get quick combo points up on the new target. Damage for the Ravage could scale based on how many combo points were consumed. This ability can only be used on life targets.
- Move FFF off the spell hit cap.
- Modify Brutal Impact to also lower the energy cost of Skull Bash.
- Allow Mangle to extend Rip if attacking from the front.
- Reduce the damage and energy cost of swipe proportionally.
- What spells do you use the least?
Links to Other blogger/theorycrafter feedback posts (Thanks to Lissanna from Restokin for the list):
- Murmurs (Tyler Caraway of wowinsider) – Moonkin post: http://us.battle.net/wow/en/forum/topic/3123249662?page=11#201
- Reesi (of the Inc Bear & Team Waffle) – Feral post: http://us.battle.net/wow/en/forum/topic/3123249662?page=2#28
- Arielle (of the Inc Bear & Team Waffle) – Feral Post: http://us.battle.net/wow/en/forum/topic/3123249662?page=1#19
- Beruthiel (of falling leaves & wings) – Resto Post: Resto post: http://us.battle.net/wow/en/forum/topic/3123249662?page=31#616
- Derwent (of Feraltree) – Resto post: http://us.battle.net/wow/en/forum/topic/3123249662?page=7#132
- Garnaph (of Restokin) – EU Feral Post: http://eu.battle.net/wow/en/forum/topic/2624978483?page=16#302
- Talon (of Think Tank) – http://wowthinktank.blogspot.com/2011/09/druidfeedback-for-devs.html
- Lissanna (of Restokin) – http://www.restokin.com/2011/09/druid-class-feedback-resto-edition/ and http://www.restokin.com/2011/09/druid-class-feedback-moonkin-edition/
- Konungr (Our forums) – http://us.battle.net/wow/en/forum/topic/3123249662?page=7#134
Taking a moment to step away from the feral craft that usually happens here, I wanted to take a moment to discuss another great aspect to this game. No two guilds are the same in Azeroth. Determining which guild is the best fit for your situation can be intimidating at first and is a process I just went through recently. Looking into the process in depth I hope to help anyone out there who might be thinking that it is time for a change and give them the courage to tackle a very daunting process.
I know some of you might be thinking “Q?! I understand your decent on your feral, but why do I care what you think about the apping process?” Well I’ve been an officer in both a US 300th guild as well as a US 30th guild. Both times I helped determine which applicants were worthy of a trial position. Most guilds use a similar check list to determine who would be worth trialing and more often then not a personal with less than average raiding experience can still gain trials to impressive guilds if their application is amazing.
Before we can get into the application process we really have to determine why it is you are leaving your current guild. Most guilds will ask you this and there are usually only a small number of answers that don’t raise immediate red flags. In order of things we have no control over, the number one reason would be a guild disband. It goes without saying why you would be looking for a new guild if your old one has officially stopped raids. With the harder tuned fights that Cataclysm has brought forth I haven’t seen so many guilds disappear since Lich King HM.
Another reason is of course lifestyle change, as summer starts up a lot of people step away from the game. This effects many raiding guilds; however, a lot of players like the change of being able to spend more time away from the game. This can lead them into looking for raiding guilds with less raiding hours per week. I’ve personally know many who get their whole work schedule changed and have to find guilds with different raiding hours all together.
The main reason people shift guilds is progression. It seems the longer a content patch is the more people try to move to guilds that have everything on farm in hopes of getting the achievements and gear they would not be able to obtain in the guilds they were in previously. If this is the reason your changing guilds then I hope to help make your application process easier with the rest of this post and be reading through the forums, because it takes a hell of a lot of class knowledge to jump from a 1/7 heroic mode guild to a 6/7 heroic mode guild over night.
Probably bigger then the actual application step is finding the right guild for you. If you are searching for a guild there’s a few things you should do that I don’t think gets done enough when people go hunting. First is make sure your moving up in the world, unless your actually going casual and just want a place to hang out and raid 2 nights a week trading a 6/7 normal mode guild for a 6/7 normal mode guild is never fun. If you are going to be leaving your group of friends the people you have been raiding with for months or years you might as well go up in the world. Using that same logic is remember not to get too ambitious, 4/7 heroic is when you can separate the semi-hardcore progression guild to the more hardcore minded progression guild. basically if your only killing normal mode Firelands and you start guild hunting I would only app to any guild that is 4/7 heroic or lower. Once you get into the 5 or 6/7 guilds your really going to have to shine to stand out, of course you can still get in and do well but in my personal experience this will fail more times then it will work.
Once you find a few guilds you like you need to look over there parses on World of Logs. Using this parse you can determine if your personal dps will hold out in their raid group, you must also look at their raids dps verses your guilds old raid dps. If everyone in their guild is pushing 24k dps and you were pushing 20k in your guild as the top dps, while everyone else in your old guild was only pushing 17k then I can promise you that when you enter their raid group if you play on that same level you will easily push the same if not more dps then their guild members. Any good guild will be able to see this and sort of give a rough estimate where you would be with their decreased fight time involved.
The next thing you really need to look at is their raid comp. If you find the perfect guild for you, you look through their parses and you think you’d fit smoothly, and you look again to see their guild has 4 rogues and 2 other ferals you need to just check that guild off your list. Sure a lot of guilds come with the promise if you can out preform their raiders you can have their spot; however, in truthfulness by the time you put in the time for that switch to happen you could of easily got raider rank in a guild that would be more than happy to finally get that feral they’ve been looking for.
It’s a lot of work but once you’ve accomplished all that you are ready for the hard part. Applying to a guild is both time consuming and very frustrating. Most guilds application processes have way too many questions and often ask the same question in multiple ways in order to see how dedicated you are to really making that lasting first impression. The first topic to note comes as no surprise, spelling and grammar counts. As most of you have poked fun in my blog posts from the past this is an issue for me as my grammar and syntax often leaves much to be desired. However, as long as you don’t write like a complete 5 year old often minor grammar issues can be looked over through the process of standing out.
Separating yourself from other ferals is not as hard as people may seem. When a guild ask for a picture of UI include one, but if you’ve ever fraps’d yourself doing an encounter include that as well. A guild being able to watch how you handle yourself from your PoV in a fight is huge. Sure parses can tell you when you use your dps cd’s but a video will explain the thought process even further. I’ve always enjoined watching other ferals do encounters and would love to make a section on the fluiddruid forums to watch people do encounters and offer feedback on the fight like we already do with parses but I digress. Other forms of standing out is mentioning how involved with the class you are. This website and others like it are great for that, simply adding in anywhere on the app that you do go to a feral theory crafting site and participate on numerous forum discussions is huge in helping you gain the advantage over other applicants. These are the types of things needed if your applying to guilds much higher in progression levels then your old guilds.
The last thing to note is personality. No one wants to read an application from a robot. You don’t talk to your friends with single word answers, so remember to add a lot of you to the way you answer a question a guild gives you. If you can make the person in charge of applications laugh then that raises your chances of getting in by a large margin, unless he’s laughing at how horrible you are with enchants or gemming. In which case I suggest you go to the gearing and execution thread on the forums for help with that ;)
Hopefully this post will help push anyone who thinks it might be time for a change into making it, just remember that applying to a new guild is a bit time consuming and it should be. Why would you not want to take time to find out if a guild is going to be the right fit for you if you plan on spending an average of 12 to 20 hours a week with the same people for quite sometime. Just remember never be scared to fill out an app, at worse you don’t get in but at the end of the day nothing really changes right?
I know post like these aren’t the norm, but it’s been awhile since you guys have heard from me so I thought that this would be a topic that would hit home for a lot of people. I’m always looking for off topic things that would make interesting reads for blog posts so if you think you got something feel free to PM me and I’ll see if I can make it work, just as long as I can tie it into something useful for feral’s I’ll give it all good attempts. Feel free to comment on any tips and tricks you use when looking for a guild and let me know if you like these kinds of off topic blogs so I can write more in the future.
As always feel free to PM me with any suggestion or questions for forums, the youtube page (which will be updated soon), or anything in general I am here for you guys after all.
Until next time
The last few days before a patch are always very painful for anyone who maintains an addon, or in my case a script for an addon. When Cata first came out, I picked up support for the feral Ovale script that we maintain on the Fluid Druid Forums. In keeping with the tradition established by Nightcrowler (the author of FeralbyNight, an addon we used back in BC) I have always based the rotation in my Ovale script on an optimized Mew simulation script. While that sounds simple enough, it means I spend time optimizing the sim script in Mew, then updating my Ovale script to match, and finally debugging the Ovale script on the PTR. And, I pretty much have to wait until just before the patch is released due to the ongoing changes to the feral class that we have seen in 4.2 and the accompanying changes that Yawning has been making to Mew.
The good news is, barring any unforeseen additional changes to 4.2 and/or Mew, I just completed my work on the Mew sim script and a first version of a 4.2 compatible Ovale script, which means the changes to the rotation for 4.2 are fresh in my mind.
Starting from the top… in case anyone has not heard, the optimum third glyph to use is now Glyph of Berserk. So be ready to grab some Dust of Disappearance, and swap out Glyph of TF (if you are still using it). This means that the base duration of Berserk will be 25 seconds, and the duration of TF will be 30 seconds. With the 4 piece tier 12 set bonus, we will sometimes see Berserks that are over 40 seconds in length (during Heroism) and will typically see 4T12 Berserks last just over 30 seconds. The result is that the optimum time to cast Berserk is during TF (preferably at the same time). As a matter of fact, the only time you would ever want to cast Berserk without TF is if you are in a situation where the Berserk is coming off of cooldown and is going to be clipped if you wait for TF (like the end of a fight) – and even then, if TF is coming off of cooldown soon (6 seconds seems to be a good rule of thumb) you should wait for it. So make sure you have TF macroed into your Berserk, and hit both together.
Next up, casting Ferocious Bite during Berserk. Clearly, this is important to do if you have the 4 piece T12 set bonus. As it happens, it is also a small dps up to cast FB during Berserk even if you do not have the 4 piece set bonus. No more complaining about endless Shred spamming during Berserk, FB is back. There are, of course, guard times. Make sure there is at least 5 seconds left on Rip and 3 seconds left on Savage Roar when you cast your 5 combo point FBs.
In case people did not get the message in 4.1, trying to refresh Savage Roar early in order to avoid having it come off of cooldown around the same time as Rip is no longer a dps gain. However, Savage Roar has been buffed in 4.2, and the rules around when to refresh it have changed. In the 4.1 rotation, there was a 6 second Rip guard time on Savage Roar. Basically an optimized rotation would wait to refresh Savage Roar if Rip was going to expire within 6 seconds, even if this meant an extended period of downtime on Savage Roar (as much as 8 seconds). The scales have tipped, if Savage Roar is coming off of cooldown, you don’t check for when Rip is going to expire anymore, you just refresh it. Keep in mind, Rip is still higher in the priority list than Savage Roar, and we do try to refresh it about 2 seconds before it expires, so this is really about the cases where Rip has more than 2 seconds left and/or we have less than 5 combo points. Nonetheless, it is trading off uptime on Rip for uptime on Savage Roar.
Did anyone else feel a cool “Wrath-like” breeze blow by just now? Not only is it a dps up to cast Ferocious Bite during Berserk, but it is also a dps increase to cast it other times. The guard times are very restrictive (can you say “level 80 Wrath“?), 14 seconds for Rip and 10 seconds for Savage Roar, but it does happen. I spent time on the PTR training dummy earlier tonight and it popped up in my Ovale script occasionally. Just be fast, because the window closes quickly.
The final change worth mentioning is in the area of energy pooling. Keep doing it, only more than before. When you are not in the middle of TF or Berserk, refreshing a DoT or debuff or hustling to get a few extra combo points because Rip and/or Savage Roar are about to expire, get your energy up to at least 85. This is a good 10-15 energy higher than what was needed in 4.1.
Now, having gone through all of the changes, it is important to remind all of you to keep these changes in context. Specifically we have a complex priority-based rotation, and all of these changes are still subject to a set of well defined priorities. To understand those, you should spend some time reading either my new Ovale script and/or the latest, greatest Mew sim script (which should be released in the next day or two and is available via SVN). If you really want to get a good feel for the rotation, download Ovale, grab my 4.2 script from the Fluid Druid forums, and play with it on the PTR. The 4.2 Ovale script is incredibly close to the sim script, closer than any other script I have done to date. Just get on a training dummy, setup both Ovale and a cooldown monitor of some sort, and follow the Ovale suggestions. You will quickly get a feel for how the rotation has changed, especially if you keep in mind what I have covered here.
In closing, I like the rotation changes. It has brought some life back into feral play. The endless Shred spamming during Berserk was mind-numbing. I think most of you will appreciate the changes. It does feel a lot more like the Wrath rotation did. Also, the best thing about testing with a premade T12 feral was not having to keep SoTP up and running. That is probably my least favorite set bonus ever. I can’t wait to get 2 piece T12 so I can lose the 4 piece T11 set bonus (hopefully forever).
Best of luck to everyone in Firelands. Soon we will be having Fire Kitty processions and dances! I am looking forward to seeing some cool Fire Kitty videos on Youtube ;)
P.S. there will no longer be zero range Feral Charges. We have estimated that the 4.2 changes are on the order of a 9% dps increase over 4.1 , but on fights where we used to be able to Feral Charge on cooldown while standing next to the boss, expect the improvement to be half of that.
In February of 2011 Alaron asked for help with the site, as he was about to embark on his military commitment. Leafkiller, Qbear, and myself answered the call. Since then we have brought you pretty pictures and explanations of a Proper UI, tables of stats and information to min/max your toon, A You Tube channel to show the feral way of doing things and so many more articles. We have also spent countless HOURS on the forums offering help, analysis, and slight moderation(I have deleted many Viagra advertisements). As we introduce a new contributor (in Tinderhoof) I felt it was time to recognize a little milestone we have reached. The Fluid Druid has added 100 users since we started. While this isn’t Charlie Sheen getting 2,000,000 followers in 48 hours it is pretty big for a Feral Blog. The 3 of us don’t take credit for this growth-we thank you. Unlike most WoW websites TFD dosn’t need moderation. Our users have made a home for both long in the tooth cats and kettehs just starting out. So thank you TFD followers. Keep reading and asking questions and we will all keep answering them.
As always be sure to subscribe to the RSSfeed and use the forums. Are you on Twitter? I am, follow me @Sylvaneart. Feel free to PM me with any questions you might have, but the forums on this site are your best bet. This will help to answer one question one time instead of one question multiple times. This site is a posting spot for many great cats. If you are the noob with a noob question and are a little embarrassed then a PM will do fine. I will never ridicule you.
The cat threads across the various forums are littered with people asking questions about what gems and enchants should be used, and how to reforge. The advice is varied and in many cases out of date as people have not fully embraced the changes that 4.06 made. The following three rules are all you need. If you spend more time thinking about gemming, enchanting and reforging than the amount of time it takes to read this post, you are spending your time on the wrong subject. You would be better suiting thinking about your rotation and the various boss encounters your guild is working on if you want to make significant improvements to your dps.
1. Always gem for agility. Agility is generally worth about three times the stat value of any of the secondary stats. Unless a socket bonus is worth 14+ agility for a single gem socket, ignore it. In the current content there are only a few items in the game where it is worthwhile to get the socket bonus (helms, tier chest, Sinestra belt). Everything else should be gemmed with agility (delicate). As it happens, in all three cases where it is worth getting the socket bonus, the socket color is blue – so you will be using agility/hit gems for the blue sockets in those items (glinting).
2. Use the known BiS enchants. The BiS enchants are well understood. Agility/haste for the helm; agility/mastery for the shoulders; agility for the back*, bracers, weapon and boots; stats for the chest; Attack power/crit for the legs; strength for the gloves. Don’t use any other enchants. * 65 crit is a viable alternative for the back.
3. Get mastery on every item. Mastery continues to be the best of the secondary stats and is generally worth about 20% more than the other secondary stats. If an item does not have mastery on it, reforge the highest available secondary stat to mastery. Per my post 4.06 – the Homogenization of Secondary Stats the difference in relative values of all of the secondary stats other than mastery are pretty close and varying them will have minimal impact on your dps. Once you have mastery on every item, then you can reforge selectively as needed (hit until 4.1 for interrupts) or desired (for example some people like to reforge to expertise on Al’akir). In general having haste and crit balanced provides good results, although some people prefer to reforge to hit/expertise in order to have a more stable rotation and consistent results on fights with target switching.
FIRST: forget all you know or think you know about T10 raiding and before. It is obsolete. The name of the game is World of Warcraft: Cataclysm. Unless you are in a top world progression guild with many geared alts, chances are you won’t have the optimal raid comp. When this happens your guild will need people to fill roles that they normally don’t do. Now, I am not talking about a cat trying to heal (maybe I am?) or casting Wrath. What I am talking about is many of the unused abilities that people complain about. Let’s see what we have to work with here.
- Mark of the Wild – Increase the friendly target’s Strength, Agility, Stamina, and Intellect by 5%, and all magical resistances for 1 hour.
Pound for pound this raid wide buff is still the best there is. A Paladin’s Kings is the same now, and the 2 don’t stack. But what if you don’t have a Pally, or the only 1 is buffing something else?
- Leader of the Pack – While in Cat Form or Bear Form, the Leader of the Pack increases critical strike chance of all party and raid members within 100 yards by 5%.
Oh yes, LotP. We love you. And our raid loves us because of you.
- Stampeding Roar – The druid roars, increasing all nearby friendly players movement speed within 10 yards by 40% for 6 sec.
OK this doesn’t have a lot of uses right now besides helping people run back from a wipe faster. But put it on your bar somewhere. It is great for fire runner on Atramedes. Body and Soul is considered better since it can be cast at range but if you have no priest (or he isn’t any good) then it’s up to you. I try not to mention patch 4.1 too much but Stampeding Roar is getting a buff. The duration and speed increase are increasing to 60% for 8 sec. If you have talented Feral Swiftness (and I am sure you have) SR now becomes a 10 yard root breaker. /purrrrrr
- Mangle – Mangle the target for 460% normal weapon damage plus (315*460/100) and causes the target to take 30% additional damage from bleed effects for 1 min.
Ah Mangle. How we love you. So many people in your raid will love you for making sure this never falls off. It does not stack with Arms Warrior’s Trauma, but then an Arms Warrior should not be raiding.
- Infected wounds – Your Shred, Ravage, Maul, and Mangle attacks cause an Infected Wound in the target. The Infected Wound reduces the movement speed of the target by 50% and the attack speed by 20%. Lasts 12 sec.
Many will point out that the tanks can do this. And well they can, but when you get into fights with multiple mobs and such, some tanks don’t apply their debuff. Is this the tank’s fault? Yes, but sometimes you just have to deal. You will need to move points around for this and should talk to your tanks to see if they need you to do this.
- Demoralizing Roar – The Druid Roars, reducing the physical damage caused by all enemies within 10 yards by 10% for 30 sec.
Hey, wait, that is for bears. Well, don’t laugh but I have had to do this. If you have a tank with awesome mitigation/survival their threat is usually lacking. I have gone in on pulls with the tank and put up demo roar at the start of the fight so they don’t have to use a GCD. Then I go cat and do my thing. By the time demo falls off, they have a comfortable threat lead and can do it themselves. This rarely happens.
- Feral Fairy Fire – Decreases the armor of the target by 4% for 5min. While affected the target cannot stealth or turn invisible. Stacks up to 3 times.
If you talent Feral Aggression (which I am sure you have) this applies at 3 stacks. Tanks love this for initial threat. Every other non caster will love you for it also.
- Entangling Roots – Roots the target in place and causes 370 Nature damage over 30 sec. Damage caused may interrupt the affect.
Not a strong CC but it is a CC that may be needed.
- Cyclone – Tosses the enemy target into the air, preventing all action but making them invulnerable for up to 6 sec. Only 1 target can be affected by your Cyclone at a time.
This is a really nice CC to put on Mind-controlled raid members. It takes them out of the fight without causing any extra damage for your healers to have to deal with.
- Hibernate – Forces the enemy target to sleep for up to 40 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.
This CC has limited uses as far as targets go, but it is VERY powerful. 40 seconds is a lifetime in a fight.
- Innervate – Causes the target to regenerate mana equal to 20% of the casting Druid’s maximum mana pool over 10 sec.
Many think this is worthless now-not so. Remember in progression the slightest difference separates a kill and another wipe. Think of this. Healer goes down and gets rezzed. They still have no mana. Pop MotW + Innervate. It isn’t much, but some mana is better than no mana. It might buy you that extra 10-20 seconds you needed.
- Rebirth – Returns the spirit to the body, restoring a dead target to life with 20% health and 20% mana.
Here it is. Rebirth! People love us for it. Most are jealous of us for it, an in-combat resurrection. If you glyph it (no reason you shouldn’t) your target comes back with 100% health. In 4.1 DK s will get this. That’s nice for them but give me the druid that has been doing this for years. A druid can do it better IMHO. Example: A mage goes down. You pop Rebirth (glyphed) + MotW + Innervate. You now have a mage with full health, the major raid buff, and 20% of his mana plus 20% of mine. Like I said before, these are the little things that can make or break your attempt.
- Remove Corruption – Nullifies corrupting effects on the friendly target, removing 1 Curse and 1 Poison effect.
Healer job? Yes. But that doesn’t mean you can’t help in fights where there is massive damage going out taking up the healers’ time. At least get yourself cleaned off.
- Skull Bash – You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
This costs too much and is slowed by travel time, so many have said that if your RL puts a feral on interrupts they are bad. Well ya know what, I interrupt all the time. I do it because I am reliable. I do it because I am good at it. I do it because we don’t have the perfect raid setup and someone has to do it.
- Soothe – Soothes the target, dispelling all enrage effects.
Sounds like a good idea to me.
- Tranquility – Heals 5 nearby lowest health party or raid members within 30 yards with tranquility every 2 sec for 8 sec.
With Nurturing Instincts talented, this becomes very powerful. With its 8min CD you will only use it once per boss. This is another of the game-changers we have. This can save a wipe in the final seconds of a Cho’gall kill. We also have other heals but Tranquility + Nuturing Instincts is the big 1 for your raid.
Virtually NOTHING I have shown you here will help your personal DPS, but raiding isn’t about you alone. One person’s DPS will not carry a group to glory. Your #1 job should still be to max your DPS. But remember, a druid is so much more than a face ripper. We have utility in many areas. What really sets us apart is the caliber of player. From what I have experienced there aren’t a lot of good players in a specific class besides the druids of the world. Some classes still just mash buttons and do great DPS but those easier classes also have a ton of players that stand in fire or say, “you want me to do what? I don’t have that on my bar.” A good RL will recognize your class’s deficiencies but also expect you to get the job done. This is where we start seeing the great player move to the lead. It is time to step up and be the leader. Avoid avoidable damage. Keep your buffs/debuffs going. DPS the bosses eyes out. BR, MotW, Innervate, and ect…. At all times make sure you are doing everything you can to help the raid. Your raid members will notice and be glad of it.
OH MANGS! I am on twitter now (@charliesheen is cracking me up). Follow me @Sylvaneart. As always be sure to subscribe to the RSS feed and use the forums. Feel free to PM me with any questions you might have, but the forums on this site are your best bet. This will help to answer one question one time instead of one question multiple times. This site is a posting spot for many great cats. If you are the noob with a noob question and are a little embarrassed then a PM will do fine. I will never ridicule you.