Post by ironbyte on Mar 3, 2012 18:18:32 GMT -5
These are some tips I've compiled from my own experiences up to the level 43 on a Night Elf druid. Much of the stuff in this guide will be tailored towards a Night Elf with Shadowmeld, but the tips and advice still stand for most races.
Though I haven't moved into the later levels as of yet, (I will update this guide as I do), I've discovered a few things about druids for this challenge.
These little bits of information have helped me stay alive up until this point, and I expect them to continue to do so.
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I don't really see how viable a druid would be for a clicker for this challenge. My original hunter was a clicker and I could easily get away with minimal binds used only on emergency abilities. I expect that someone in the world could make it work, because I know many clickers who are very good at it, but it would be my suggestion to aim to be fully keybound for this challenge.
On my druid, I've found having all of my forms bound for easy switching has saved my life more than once. Admittedly, I use a razer Naga mouse and all my forms are bound to it.
Keeping cat form and stealth bound close together will help for jumping into stealth before a patrolling mob closes in. Rejuv is kept very close to my movement and main ability keys because I aim to always have a HoT ticking. Spamming abilities on the keyboard allows spells to queue up and leaves no downtime between casts.
I've found that druids do best in caster form up until lvl 25 at least.
On erdluf's advice, I tested cat form again with his rotation and found it much stronger than I had thought. You will expect to end fights around ~80% health, but you will spend no mana and can pull faster.
I would still reccomend knowing the rotation for melee & ranged.
RANGED: At lower levels I used Wrath as my main spell.
MELEE: When you get cat form, try to be using this rotation when melee is appropriate.
When I got Starfire and Insect Swarm that changed.
Starfire hits very hard and is worth it despite the long cast. It will take less mana to use Starfires and overall less time because you need far less of them to kill the enemy versus Wrath.
With Faerie Fire, my rotation has changed again.
These rotations are done in very quick succession. They're very complicated, but they very good on mana and makes it easy to kill mobs quickly. It also leaves me at nearly full health at the end of a fight. Meaning, I can pull faster, end stronger, and overall prosper.
Note: The melee rotation is overall better on mana, health, and time. It's preferred unless the situation requires a long-range pull.
Around level 30-45, you will more or less abandon caster form in favor of Bear for range-pulling.
More or less, caster form becomes too squishy around these levels and Bear form will offer a stronger alternative. You will pull with Faerie Fire (Feral) and can do the whole fight with out switching against one or two mobs.
A Heal will always be the most important use of your mana. If it comes down to a Moonfire or a Rejuv, Rejuv to be safe, and begin meleeing the mob.
Regrowth and Nourish are not very useful in combat, at least at low levels. Regrowth is very mana heavy and unnecessary versus the powerful Rejuv. Nourish is low mana cost, but long cast. This is best for recovering after a harsh battle when combat is ended and mana is low. You have a better chance at living with full health and low mana then you do with the reverse.
This section only applies if you're using caster form over cat form.
Towards level 20 and beyond, a druid will begin to notice constant mana problems after combat. Your rotation will be very mana intensive and you'll likely be forced to drink after every combat or two.
I recommend buying the best water for your level, even if it returns much more mana than you actually have. This will get you to full mana faster and back on your feet in dangerous areas.
EDIT: Druids do indeed weave shifting in from level 25 on, and this helps with mana issues. Refer to the updated rotation section.
NEW INFORMATION: It has been brought up by Ironfurbear that Faerie Fire (Feral) will not break roots. This changes how a named mob can be taken care of.
OLD INFO: To prepare for fighting a named mob, have your defensive cooldowns off CD. Shadowmeld and the like. These will allow you to be prepared in case things get bad quickily.
If things do get bad and your defensive cooldown is not available, stop dpsing and begin healing yourself. The new goal is to survive long enough to get safe. Back away if possible, and if you can run do so. But do NOT run through more mobs to escape and never at low health. Try to be at full health when you decide to run. This will help as the mob will now be hitting your back.
Rare spawns are almost always worth it to kill if possible. You will have to take the same kind of care with them as named mobs and may have to clear some extra adds away to make a safe zone to engage them in. They provide nice items to sell and give a boatload of XP. (For a good note, treasure chests in Cataclysm also provide these bonuses. Keep an eye out for them, and perhaps look up pictures of the various types. Their models have been changed from the old original ones.)
If you are using addons, download Silverdragon to let you know when a rare is near.
Skippable Abilities
I recommend training every level up until you get stealth. From there, it's possible to train every level or two to get enough gold to do so. But know that training as soon as possible will always make combat easier.
First and foremost, if you've never played a stealth character before, look up what the stealth "eye" looks like. It is light blue and floats above some mob's heads. This lets you know they can see through stealth. Avoid them at all costs.
Secondly, become good at climbing. Sticking to the edges of a path will always keep you safer from mobs. If you get too close, a mob can still aggro you through stealth. And if this happens, prepare to fight or Shadowmeld. Walking over hills and taking the safer route will keep you alive.
Third, some mobs have aura's around them that will break your stealth. The first that comes to mind is a group of Satyrs at Night's Run in Ashenvale for the quest "In the Hands of the Perverse". They have an aura that extends a good bit around them that lowers the intellect of anyone in that range. If you try to stealth past them, you will be knocked out of stealth by this aura. Avoid it by following the second suggestion and going around them.
Fourth, recognize when you've been spotted. If you stealth close to a mob, it will stop and turn towards you. Your choices in this situation are to keep moving or stand still. Standing still usually works unless they are a patrolling mob and are about to walk over you. Do not, in these situations, walk any closer to the mob than necessary.
Fifth, Druids have a 10 second cooldown on stealth. Keep this in mind if your stealth breaks.
Lastly, get used to the slow movement. Rash choices will get you killed and at high levels, that's a waste of a lot more time then what it would have taken to do things safely.
Thorns is a very tricky spell in my experience. It has a relatively high mana cost, but from my time as a druid I've found it delivers a fair bit of damage and can be the deciding factor in a close battle.
I do not use it in every fight, usually only on named mobs. It can be both life saving and completely useless. And in bad situations, the worst decision you will ever make.
Do not apply it when you are at low mana levels or you will not have the mana to cast a needed Rejuv.
Apply it only at full mana and right before the beginning of a fight or when the mob reaches melee range for the most benefit.
Do not bother using it in a fight against a caster, as Starfire will do just fine.
MOVED to new thread in Tips and Tricks.
To finish this up, I'd like to thank everyone who reads this. And I'd like to wish everyone who decides to try a druid goodluck!
If you have any more tips, corrections and points against anything in this post, or questions, feel free to respond and I will appreciate it.
Observations
Though I haven't moved into the later levels as of yet, (I will update this guide as I do), I've discovered a few things about druids for this challenge.
- Druids are very squishy in our leather to melee hits.
- Rejuv will keep you outhealing the damage you take until about lvl 30, at that point longer fights may need stronger heals.
-
Cat form is not worth it at lower levels in my experience. Caster form kills faster, from a safer distance, and is much easier to recover from stupid mistakes or extra pulls. This changes when you get Faerie Fire.This has been proven to be false in my personal tests of erdluf's advice. Credit goes to him. - Night Elf is a wonderful race due to our "vanish" for an aggro drop from lvl 1.
- Druids will have mana conservation issues towards the mid-20s while using caster form. Expect to drink after every 1-2 pulls depending on how many of your spells miss and how many clearcasting procs you get.
These little bits of information have helped me stay alive up until this point, and I expect them to continue to do so.
General Tips
[/ul]
Keybinding - and why I find it essential for this class
I don't really see how viable a druid would be for a clicker for this challenge. My original hunter was a clicker and I could easily get away with minimal binds used only on emergency abilities. I expect that someone in the world could make it work, because I know many clickers who are very good at it, but it would be my suggestion to aim to be fully keybound for this challenge.
On my druid, I've found having all of my forms bound for easy switching has saved my life more than once. Admittedly, I use a razer Naga mouse and all my forms are bound to it.
Keeping cat form and stealth bound close together will help for jumping into stealth before a patrolling mob closes in. Rejuv is kept very close to my movement and main ability keys because I aim to always have a HoT ticking. Spamming abilities on the keyboard allows spells to queue up and leaves no downtime between casts.
Rotation
On erdluf's advice, I tested cat form again with his rotation and found it much stronger than I had thought. You will expect to end fights around ~80% health, but you will spend no mana and can pull faster.
I would still reccomend knowing the rotation for melee & ranged.
RANGED: At lower levels I used Wrath as my main spell.
The rotation looked like: Stand at max distance -> Cast Wrath -> Moonfire while they run towards you -> Rejuv as they reach you -> Wrath until dead.
MELEE: When you get cat form, try to be using this rotation when melee is appropriate.
Rotation: Get in melee range -> Rake -> Claw -> Claw -> Ferocious Bite -> Rejuv (if you need it).
When I got Starfire and Insect Swarm that changed.
Rotation: Stand at max distance -> Cast Starfire -> Insect Swarm & Moonfire while they run towards you -> Rejuv as they reach you -> Wrath or Starfire until dead.
Starfire hits very hard and is worth it despite the long cast. It will take less mana to use Starfires and overall less time because you need far less of them to kill the enemy versus Wrath.
With Faerie Fire, my rotation has changed again.
Long-range rotation: Stand at max distance -> Cast Starfire -> Moonfire -> Rejuv -> Cat Form -> Rake -> Bear Form -> Faerie Fire (Feral) -> Swipe -> Rejuv -> Whatever it takes to kill it.
Melee-range rotation (Be in stealthed Cat Form): Get behind target -> Ravage -> Rake -> Rejuv -> Moonfire -> Bear Form -> Faerie Fire (Feral) -> Swipe -> Rejuv -> Whatever it takes to kill it.
These rotations are done in very quick succession. They're very complicated, but they very good on mana and makes it easy to kill mobs quickly. It also leaves me at nearly full health at the end of a fight. Meaning, I can pull faster, end stronger, and overall prosper.
Note: The melee rotation is overall better on mana, health, and time. It's preferred unless the situation requires a long-range pull.
Around level 30-45, you will more or less abandon caster form in favor of Bear for range-pulling.
More or less, caster form becomes too squishy around these levels and Bear form will offer a stronger alternative. You will pull with Faerie Fire (Feral) and can do the whole fight with out switching against one or two mobs.
A Heal will always be the most important use of your mana. If it comes down to a Moonfire or a Rejuv, Rejuv to be safe, and begin meleeing the mob.
Regrowth and Nourish are not very useful in combat, at least at low levels. Regrowth is very mana heavy and unnecessary versus the powerful Rejuv. Nourish is low mana cost, but long cast. This is best for recovering after a harsh battle when combat is ended and mana is low. You have a better chance at living with full health and low mana then you do with the reverse.
Mana Issues
This section only applies if you're using caster form over cat form.
Towards level 20 and beyond, a druid will begin to notice constant mana problems after combat. Your rotation will be very mana intensive and you'll likely be forced to drink after every combat or two.
I recommend buying the best water for your level, even if it returns much more mana than you actually have. This will get you to full mana faster and back on your feet in dangerous areas.
EDIT: Druids do indeed weave shifting in from level 25 on, and this helps with mana issues. Refer to the updated rotation section.
Named Mobs and Rare Spawns
NEW INFORMATION: It has been brought up by Ironfurbear that Faerie Fire (Feral) will not break roots. This changes how a named mob can be taken care of.
Root -> Bear Form -> FF(F) -> Re-Root -> Repeat
OLD INFO: To prepare for fighting a named mob, have your defensive cooldowns off CD. Shadowmeld and the like. These will allow you to be prepared in case things get bad quickily.
If things do get bad and your defensive cooldown is not available, stop dpsing and begin healing yourself. The new goal is to survive long enough to get safe. Back away if possible, and if you can run do so. But do NOT run through more mobs to escape and never at low health. Try to be at full health when you decide to run. This will help as the mob will now be hitting your back.
Rare spawns are almost always worth it to kill if possible. You will have to take the same kind of care with them as named mobs and may have to clear some extra adds away to make a safe zone to engage them in. They provide nice items to sell and give a boatload of XP. (For a good note, treasure chests in Cataclysm also provide these bonuses. Keep an eye out for them, and perhaps look up pictures of the various types. Their models have been changed from the old original ones.)
If you are using addons, download Silverdragon to let you know when a rare is near.
Training
Skippable Abilities
- Revive
- Rebirth
- Growl
- Challenging Roar
- Track Humanoids (Debatable, but I don't use it.)
- Hurricane (Again debatable, but the insane mana cost seems not worth it.)
I recommend training every level up until you get stealth. From there, it's possible to train every level or two to get enough gold to do so. But know that training as soon as possible will always make combat easier.
Stealth Tips
First and foremost, if you've never played a stealth character before, look up what the stealth "eye" looks like. It is light blue and floats above some mob's heads. This lets you know they can see through stealth. Avoid them at all costs.
Secondly, become good at climbing. Sticking to the edges of a path will always keep you safer from mobs. If you get too close, a mob can still aggro you through stealth. And if this happens, prepare to fight or Shadowmeld. Walking over hills and taking the safer route will keep you alive.
Third, some mobs have aura's around them that will break your stealth. The first that comes to mind is a group of Satyrs at Night's Run in Ashenvale for the quest "In the Hands of the Perverse". They have an aura that extends a good bit around them that lowers the intellect of anyone in that range. If you try to stealth past them, you will be knocked out of stealth by this aura. Avoid it by following the second suggestion and going around them.
Fourth, recognize when you've been spotted. If you stealth close to a mob, it will stop and turn towards you. Your choices in this situation are to keep moving or stand still. Standing still usually works unless they are a patrolling mob and are about to walk over you. Do not, in these situations, walk any closer to the mob than necessary.
Fifth, Druids have a 10 second cooldown on stealth. Keep this in mind if your stealth breaks.
Lastly, get used to the slow movement. Rash choices will get you killed and at high levels, that's a waste of a lot more time then what it would have taken to do things safely.
The Curious Case of Thorns
Thorns is a very tricky spell in my experience. It has a relatively high mana cost, but from my time as a druid I've found it delivers a fair bit of damage and can be the deciding factor in a close battle.
I do not use it in every fight, usually only on named mobs. It can be both life saving and completely useless. And in bad situations, the worst decision you will ever make.
Do not apply it when you are at low mana levels or you will not have the mana to cast a needed Rejuv.
Apply it only at full mana and right before the beginning of a fight or when the mob reaches melee range for the most benefit.
Do not bother using it in a fight against a caster, as Starfire will do just fine.
Mobs and Quests to avoid
MOVED to new thread in Tips and Tricks.
Tips for leveling and Hidden quests
- There are at least 2 strange glowing purple trees in Teldrassil that give quests. One is south of Lake Al'Ameth. The other is north of the Oracle Glade with the harpies.
- There is a rare spawn in Teldrassil, at the far west end of Lake Al'Ameth, that drops a quest. He is a blue-greenish version of the mobs in the area and sits on a small hill.
- You can jump through the Maw of the Void in Darkshore without dying. Just walk into the water and it will suck you down the whirlpool. You will be dropped in a cave with a few lvl 9-11 ghosts, a female Night Elf, and a demon hunter mob. Kill the demon hunter mob at the top of the spiral, he drops a quest. Then speak to the female Night Elf to be ported out.
- Make sure to kill one Shatterspear Overseer while questing at the Ruins of Mathystra in Darkshore. They drop a quest that chains a bit.
- Don't click the Cat Figurines in the Ruins of Mathystra unless you want to fight a level 19-20 cat that has a chance to spawn.
- When doing the quest in Darkshore "Cleansing the Afflicted", root the furbolg before using the branch. Do this from out of melee range but still fairly close. This will allow you to kill the Spirt of Corruption without having to deal with two mobs hitting you. You need to kill the Spirit close to the furbolg, or the furbolg will not become friendly and deaggro. Another tip for this, only do this to the white ones as they are melee mobs. The dark ones are casters and rooting will not save you.
Closing Remarks
To finish this up, I'd like to thank everyone who reads this. And I'd like to wish everyone who decides to try a druid goodluck!
If you have any more tips, corrections and points against anything in this post, or questions, feel free to respond and I will appreciate it.