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Returning from Kansas I was certainly tempted to tackle the Oz event instead of Romulo and Julianne but a promise is a promise and I told you all that I would take on the star crossed lovers next.
Based on Shakespeare’s classic tragedy Romulo and Julianne is a three phase two boss couples fight, similair to the Scarlet Monastery Armory’s, High Inquisitor Whitemane and Scarlet Commander Mograine.
For this fight you will kill one boss, then the other boss, and then both bosses together. To add to the complexity of the situation in the last phase you have to kill them within 10 seconds of each other otherwise they will respawn with full health and in all likelihood you will die.
Phase the first: Julianne
During this first phase you may want to have your off tank pick up Julianne and drag her to stage right. This is for the sake of repetition because in phase three the off tank will be on Julianne and he will, wait for it, have to pull her to the right. Read the rest of this entry »
With the addition of the Shattered Sun Dailies I find myself wanting for a little more fire power while soloing. Previously I was sporting a full Restoration 0/0/61 build, as the second Tree in the raid I often found myself with the weird healing assignments, the ones that are not conducive to all out HoT healing, so the buff to my Healing Touch and Tranquility were actually doing me some good.
Recently the guilds lead (golden boy perfect attendance) resto druid has been busy with real life stuff and a broken computer so I have had the pleasure of being the “geared” Tree and as such have spent more of my time in a LB, LB, LB, LB, etc. cast sequence. I figure that since I’m HoTing all the time may as well spread some points over on to the Balance Tab.
In the Restoration Tab I took all the Talents that would
- Increase the effectiveness of my Three Heal over Time Spells (Lifebloom, Rejuvenation, & Regrowth)
- Increase my Over all Healing Spell Effectiveness
- Add functionality to HoT healing
- Preserve my Emergency Button
45 points in Restoration leaves me with 16 Points in hand. Looking at the Balance Talents I wanted to take talents that would make soloing a bit easier in my +Damage Gear and would in some way benefit my raiding.
In the first Tier I took Starlight Wrath because I don’t like the idea of spending 5 points on an ability I can only use once per fight.
By grabbing control of Nature in the second Tier I essentially give myself the same out, and I can reapply if Roots should break early. Seeing as I shortened the cast time of Wrath and Starfire Focused Starlight was an obvious choice. Read the rest of this entry »
Yesterday I realized just how much I miss when I go away for a few days. While I was in Baltimore Mirari AKA Stephen Schmitt released an update for Lifebloomer. Since the he new version has some new features that I find very helpful I figure it is time for a revitalized write-up. .
Lifebloomer 1.5 Released
Lifebloomer the most helpful Restoration Druid Specific Add-on I have found, has been updated for 2.4.
Lifebloomer is helpful for monitoring and rolling stacks of Lifebloom on your Tanks. With bars to show the duration of the three Druid Heal Over Time (HOT) Spells and an indicator for Global Cool Down (GCD), this add-on is my primary method of healing during Multi-Tank fights.
Those of you familiar with Lifebloom will find the addition of Healing and Damage indicators on each Unit Frame. A simple color coded number shows you at a glance which of your tanks are still taking damage and how much they are taking, the numbers indicate damage to the target with and the colors show whether or not the target has aggro. Yellow numbers mean the target has aggro and blue show that the target is aggro free. During four tank trash pulls it is hard to tell if a tank is still taking damage (your heals can be so l33t) and you don’t generally have time to watch four targets that closely. With the addition of the damage/aggro indicator you can suspend unnecessary healing or add more HoTs or throw a Direct Heal if your HoTs are not keeping up. Read the rest of this entry »
This is the, long time coming, second installment of my, hopefully one day, “Complete Guide to Karazhan”. To see the first installment you can click here. This second Boss in Kara is usually the group breaker. Groups should be built around this fight because the wrong mix here will make for a wasted trip.
After completing the Attumen the Huntsman and Midnight fight the raid should clear the last trash mobs in the stables to allow for quick in instance repairs, in case of wipes later on. Turning around and heading back towards the Main Entrance the raid turns and goes left up the staircase into towards The Grand Ballroom.
The Grand Ballroom:
This space is really more of an in between point than a destination, to the left is the next boss Moroes, and across the room to the right is the doorway to the rest of the instance. Trash:
Phantom Guest– Undead <non-elite> These mobs come in packs of up to 9 and have a variety of abilities, including physical damage, curse damage, fire damage and healing. These packs are easily AOEed down have your tanks generate as much aggro as possible, because of the healing abilities of some of these mobs it is important to keep them clumped together and burn them down as quick as possible. Read the rest of this entry »
This is the first installment of what will hopefully become a complete guide to Karazhan. I am fortunate that I have so many real life friends who play WoW with me. Recently my father and two cousins completed their attunement quests and are gearing up to get into their first ten mans ever. As the most experienced player in the family it falls to me to lead them so I’m writing this guide as part research and part observation I intent to make tweaks to the guide based on our own personal strategies and group dynamics, so that I don’t have to stay a quasi-scraper for too long.
The initial area in Karazhan contains four types of mobs, two bosses, although no one ever does one of them, and a handful of NPCs.
The first trash pulls in the instance are on a 25 minute timer. You need to kill Attumen & Midnight before the timer is up because as the mobs respawn they will run in and join the fray. So if you find yourself standing at the boss pull with 24 minutes passed you may as well go back and start again.
Spectral Charger– UNDEAD <Crowd Controllable> Chargers have a short range charge that does a fair amount of damage and causes a short term stun. The charge ability can be avioded by staying at max range and by having melee stay in tight. Chargers also do an AOE fear so make sure you are working in a clear area, often times pulling into the next room. Read the rest of this entry »