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What do you need to know in order to beat a Druid in PvP? GotFrag's Trevor "Midway" Schmidt goes inside the Druid. ![]() There is an old Navy Seal adage known as the 6P’s: Proper Preparation Prevents Piss Poor Performance. Like many things in life, the winner is often decided by the one who does the most research and preparation ahead of time. So instead of throwing the mouse across the room when you get owned, let’s try a new approach. Learn the enemy. Top arena players will tell you, in order to beat any class you must first understand them. So let’s take a deep look at the Resto-spec Druid. More specifically, let's look at the arsenal of abilities they can throw at you. The spec that we're going to look at here usually sees some variation in the Restoration Tree, but the Feral and Balance points are fairly fixed. Anyone who has played an arena game in two versus two or three versus three has run across this monster. The sight of those Mark of the Wild buffs or the glimmer of a bear streaking across the screen can cause thrown keyboards and crushed mice by many of the strongest Warriors. Crowd Control (CC)The Druid’s most annoying and perhaps best talents are its multitude of crowd control abilities: While each of these abilities can cause problems for you, they aren’t nearly as daunting once you understand the limitations of each one. Their power comes from a good player’s ability to chain them. If you can stop this chain it obviously gives you the freedom to carry out your game plan. Entangling Roots Entangling Roots – This 1.5 second cast is extremely annoying for melee damage classes, as it fixes you in places and prevents you from keeping within melee range of your target. The functionality of roots is based around a 12 second duration which is naturally broken by any damage taken by the target. {+} 12 root {-} 1.5 sec cast {-} Target can still cast Almost all druids you face will have specialized talent of “Control of Nature”. This ability gives the druid a 100% chance to avoid interruption caused by damage while casting roots and cyclone. Classes with interrupt ability should take note that says “damage” not interrupts. Barkskin, a later ability we’ll talk about, is the way they cast roots and cyclone without being interrupted by abilities. Cyclone Cyclone – Probably the most well known of druid Crowd Controls, this 1.5 second cast (1.4 second with PVP gloves) is a 6 second neutralization where you can not perform any actions nor be affected by any during that time. Besides a pvp trinket, there’s really no way out of this crowd control for any class. {+} 6sec CC {+} Completely neutralizes target {-} 1.5sec cast {-} 20yd range The only bright side as the target of a Cyclone is that it suffers from the same diminishing returns (more often you are the subject of this ability, the less time it lasts) as all CC abilities in WoW do. A recent change in 2.4 also reduced the casting range on Cyclone to 20 yards from 30 yards. While this may not seem like much, in arena this translates into potential problems for Druids looking to lock up charging Warriors. Hibernate Hibernate – This Crowd Control is effective on Hunter Pets, Shaman’s in ghost wolf and other Druids in beast form. Hibernate can sleep any beast targets, has a 1.5 second cast, and a baseline duration of 40 seconds in PVE which any damage to the target breaks. {+} 40sec duration in PVE {+} Sleeps animals/pets {+} Good vs Druids in beast form {-} Useless against most classes This spell is often broken so it’s more commonly used as an effective counter for Druid’s to use against another Druid who is avoiding mana drain by being in non-caster form. Feral Charge/Bash Feral Charge/Bash – Both of these abilities must be performed in the Druid Bear form. “Feral Charge” is an 11 point talent in Feral Combat tree. While most druids will take this talent, they will have to sacrifice other abilities to get this ability. {+} 4sec Stun/Lockout {+} Interrupts cast {-} Requires Bear form The most important use of these ability is to interrupt casters. Bash does so with a 4 second stun, while Feral Charge interrupts, and if successful locks out the interrupted ability for 4 seconds. . Feral Charge also immobilizes an enemy for 4 seconds. Also in the Feral Combat tree is “Brutal Impact” which increases stun duration of both Bash and Pounce by 1 second. With this talent, Bash will stun an enemy for 5 seconds. Typically, Druids will chain a “Feral Charge” followed by a Bash. Pounce/Maim Pounce/Maim – Both Pounce/Maim are abilities done in cat form. Pounce, like Bash, also benefits from “Brutal Impact” and is used to open fights. The 4 second stun can only be done while a Druid is stealthed and since they lack vanish ability like rogues, once a Druid is in combat Pounce is no longer an option. {+} 2-6sec Stun {-} Requires Cat Form {-} Pounce requires stealth {-} Maim requires combo pts This leaves Maim, the ability with a stun duration of 2-6 seconds. This is a tricky stun because it has a lot of negatives. First, the stun is based on the combo points, with more combo points resulting in a longer duration. A second negative is that if any damage is done to the target after stunned it will break the Maim.
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User Comments
A well-played druid is very hard to deal with in 2s/3s simply because they're essentially immune to most CC themselves (snare break on their shapeshifts) and their heals are instant casts.
Ret paladins are a natural counter of sorts to their kiting with Seal of Justice, but you rarely see them played in compositions: they're pretty much a one trick pony, granted their 'one trick' is pretty useful when the majority of the teams you queue against these days do run a druid.
As good as druids are however, I'm personally surprised to see Rogue/Mage/Priest as dominant as it is on the Tournament Realm right now. Druid/warlock/swing class is right on its heels.
Season 4 is just going to make things worse in arenas... (for me at least, i'm a mage)
So if you have played since the start, then it's quite easy to see how they usually have been played and should be played.
Also, the roots last 12 seconds max or smfin in PvP.
I also believe the barkskin came before TBC, can't remember since I didn't double check that
a d d i c t e d 2 w o W ?
2) Barkskin DOESN'T Cancel out interruption abilities like kick/feral charge/pummel etc. Only cancels damage based pushback.
3) Swiftmend takes around 170 mana with 9k maximum mana, a lot less than the 16% stated in this post.
Overall, a reasonably informative post, would've been better with some research actually done behind it, or someone that can do some basic mathematics if they infact did research it.
You may also want to state to which post this information is current.
Season 1
http://s18.photobucket.com/albums/b150/Me..
Season 3
http://s18.photobucket.com/albums/b150/Me..
Roots last a maximum of 10 seconds in PvP (not the stated 12).
Rank 1 roots last just as long as top rank roots in PvP (not so in PvE), and cost a third of the mana.
Roots do not break on ANY damage. They have a CHANCE to break on any damage. In this way they are like Frost Nova, rather than Polymorph.
Subject to diminishing returns, obviously.
Cyclone shares its diminishing returns with the rogue ability Blind.
Hibernate’s 40 second duration in PvE really doesn’t matter, as this is an article about PvP. It lasts up to 8 seconds (or possibly 10 seconds, I'm not certain - good thing I'm not writing an article about high-end druid PvP!), is subject to diminishing returns and breaks on ANY damage.
As pseudorogue said, bash’s standard duration is 3 seconds (shared diminishing returns with some other stuns), extendable to 4 seconds with low-tier feral talents
Pounce’s standard length is 3 seconds, not 4. Extendable to 4 with the same talent as bash. Worth mentioning that in a controlled PvP encounter it can be quite easy to get out of combat, re-stealth and use pounce again.
Maim isn’t a stun, it’s an incapacitate effect like gouge (so a warrior using berserker rage is immune). Unlike gouge it will not be broken early by DoTs, only by direct damage.
Rejuvenation ticks every 3 seconds, not every 2 seconds.
Lifebloom stacks. It’s a pretty big feature of the spell, so worth mentioning. Also discuss the dynamics of dispelling a stacked lifebloom: Dispelling a 3-stack down to a 2-stack will not cause it to ‘bloom’ early, for instance.
You seem to misunderstand what swiftmend’s cost of 16% base mana means. Base mana is how much mana you have with no gear and no buffs. It isn’t much for a druid! Swiftmend is actually quite efficient. Swiftmend also has a remarkably short cooldown (15 seconds) for such a powerful instant heal.
Barkskin does not stop the druid being interrupted by kick/pummel/counterspell/whatever. It just prevents spell pushback. Again, 12% of base mana isn’t much at all. Barkskin is very cheap for the amount of damage it can prevent if used wisely, let alone the convenience of casting without pushback for the duration of the buff. Barkskin has a 60 second cooldown, which is worth mentioning. “Cannot be CC'd”? You certainly can be CC’d whilst barkskin is in effect, it’s just that you can cast it whilst under the effects of most CC (scatter shot is a notable exception).
Nature’s grasp can be improved up to a 100% chance to proc on being hit, not 65%. It can also be cast whilst in cat or bear form, which is worth mentioning. Being a bear that roots people can be very powerful.
Faerie Fire (rank 1) is just as good as top rank for preventing stealth/invisibility (don’t forget mages and maybe even succubi) and saves you some mana.
(edit for a couple of typos)
I think you could have went a little more into:
-their ability to outlast other healers due to efficiency
-their very high mana regen compared to other healers
-the ability to drink with ease with their mobility and lack of reliance on casted spells
-important forgotten spells like innervate and decurse
-weakness to dispels, as well as well-played priests can be nightmares for druids
And I'm sure a few others I'm missing.
As for the posts above. Yes seal of justice is strong against druids, but a ret paladin damage alone is not going to get the job done mainly because of no healing debuff. It's going to take both a warrior and the paladin on the druid with justice up, and even then with a good druid and some peels you can live.
Also like Anatta said, roots/hibernate/ff are most effective using rank1 as it can save quite a bit of mana over a fight. The extra duraction and damage done don't matter in PvP.
Consider having Anatta write the article since he appears to actually be able to read and has possibly played the class unlike "midway".
Sounds kinky.
This is a Druid, telling you to not take the article too seriously (Basic knowledge, many errors). And telling you that even though something like 99% of Druids in high end arenas are rest0wh0res, there ARE other specs, lol.
And Balance, for instance, takes a helluva lot more skill to play well than whatever class you happen to be does :D
It's glaringly obvious that you've never actually leveled a Druid to level cap, only faced off against them in Arenas, and probably only in 2v2 where they're most represented. Your CS reputation isn't enough to save you on this one.
Just wanted to say that this is a cool idea, but it was implemented poorly. The information provided is in most cases found on the main website for wow, and in others is inaccurate. This would be a lot more interesting if it included interviews with some top-ranked resto-druids in the 2v2 brackets, as well as talking to some other classes that often face them and asking about how they handle the abilities, what the druids do that really hurts them most often, and things of that nature.
For instance, it would be useful to express how important it is for a holy pally paired with a dps in 2v2 to judge seal of justice on a resto druid at all times, and how druid partners will often choose to hit a warrior or ret pally or rogue, or any other class that can keep up with and slow a druid in travel form... in order to keep the druid mobile.
Honestly judgement of justice is the ability that helped this holy pally to "get better fast" against druids.
Overall it was a nice read, but not very helpful for an "average" arena player hoping to improve his/her game.
Peace,
Brian
I agree with #16 and #19. This article should be removed right now. And where are the icons from all these spells and abilities ? big lack of important details and "basic" information.
5/10 for you "Midway"
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