Archive for May, 2008
World of warcraft druids: guide to the rogue warrior mage of wow
Druids fall in the hybrid class category due to the way they can emulate the same attributes of other classes depending on which animal or racial form they take on. In their normal (or racial) form they can both cast spells and use weapons, whileas bears they can tankalmost as effectively as warriors or paladins,In tree form they are much sought after healler in raids and group battle; and in cat form they possess the stealth of rogues but with the added advantage of greater speed. Furthermore, as a Druid progresses through more levels it has in its shape shifting stable even more animal forms it can call on both for combat or healing and to journey whether by land, sea and, in Outland, by air (Swift Flight Form).
Druids can go on later in the game to specialize into becoming either a balance, feral or restoration Druid. A balance Druid will be one specializing in casting like a Mage or Warlock, while acting as secondary healers to Priests. Feral druids represent an excellent alternative from Warrior or Palandins as tanks while druids specializing in Restoration make very good healers since they are the best at healing over time which is a great asset for parties doing raids.
Just like the Shamans Druids provide the player a very flexible and versatile character to play WoW. In one character you have the opportunity to explore what you enjoy to play best: whether it’s a healer, caster or tank. And if you get tired playing as a healer you can also unlearn these talents and re-distribute the talents to become a feral or balance druid. All the same hard core Druids tend to play 3 druids at the same time to enjoy each mode of play and of course if you are good at mixing talent builds you can always play all at the same time. But that is a subject that could require a world of warcraft druid guide of its own to demonstrate how it can be achieved, something that I am sure you will be once you play as a Druid for a while
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The cool WoW updates just keep comming
Patch 2.4.2 was recently released to the Public Test realms. Players can currently copy up to 4 of their characters over there for this cycle. There are actually some significant changes to gameplay in this release even though it is not a major content patch. A lot of class changes, and some major fixes to arena point and team selling. Overall it seems like a cool patch, and we cannot wait for it to hit live servers!
- Aspect of the Viper Buffed – Aspect of the Viper will now also grant mana per 5 equal to 35% of a players level. This is in addition to its current game state.
- Seal of the Crusader Buffed – Seal of the Crusader will now increase the damage of Crusader Strike by 40%. This should be a nice damage increase for Paladins that are already high on the DPS charts for many fights!
- Mage’s Blink Changed Again – Improved blink will now decrease the chance to be hit by all attacks by 13 / 25% but have a duration of 4 seconds.
- Hunter Pet Growl Improper Scaling – It seems that Hunter’s pets growl ability was scaling with attack power right from 1, this was not intended and the growl will be based off the Hunter’s attack power and will begin at 1200 and gain effects above that level.
- Scare Beast Majorly Buffed – The range on scare beast for Hunters was increased to 30 yards, and it is also an instant cast spell now. This is another huge buff for hunters in arenas, and is specifically designed to hurt druids. It will be interesting to see how this shakes out, as the resurgence of the Hunter in arenas is already coming on.
- No cooldown for Void Shatter – Well those hundreds of Void Crystals guild banks have collected from running Karazhan for badges will finally be of use! There will no longer be a cooldown on the Void Shatter ability that enchanters can learn. Expect a dramatic drop in the price of Large prismatics, and a sharp increase in the value of Void Crystals. This will finally put these items in their proper ranges, disenchanted materials from blues should never be selling for more than ones from epics anyways!
- Glove Reinforcements Materials Greatly Reduced – The glove reinforcements will no longer require way too many materials, instead you will need only 4 Heavy Knothide and 3 Primal Earths. This will make these an enchant players will actually look at now. Especially druids who are looking to reach the armor cap in the earlier stages of the game, this should be a great enchant for them!
- Headless Horseman Mount?!? – There is a new game file indicating there may be a couple new mounts available soon. The most intriguing one is the Headless Horseman mount, we would expect it to drop from the Headless Horseman event during the Halloween festivities. There is a very nice picture of it here.
- Mount Enchants – No longer will you have to switch trinkets all the time to increase your mount speed. you can now use the Carrot on a Stick and Riding Crop to enchant a single mount. Increasing its speed by 3 / 10% respectively. This is great, no longer will I be in raids with my riding crop equipped, and then realize it right after a big boss fight!
- Main-Hand Weapons Changed to One-Hand – This is a great change for a lot of players. Many weapons would be great for warrior or enhancement shaman offhand but they cannot equip them there. This is also a great change for blacksmiths, as the one-handed axe and mace will now be able to be Dual-wielded as they have removed the unique tag from them too!
- Season 4 Honor Gear with Personal Rating Requirements – Boots will require 1700, Rings will require 1650, and Bracers will require 1575. Blizzard claims that these items will be of sunwell quality, and they wish for them to be difficult to maintain and they do not intend to change this anytime soon.
- Arena Point / Team Selling Fixed – Now if a player’s personal rating is more than 150 points below the team rating they will only receive points based on their personal rating. Also if the group that is joining the arena match is more than 150 below the team rating in personal rating they will join a match against opponents equal to their personal rating. Meaning they will get less points for wins, and not be able to powerlevel their personal rating anymore.
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