Friday, March 28, 2008

The forgotten few




Before I began my raiding career, I read a lot of blogs and I still do. In reading them I came to a point confident in the knowledge that everything that I need to know as a raiding feral druid to maximize my potential, be it for tanking or be it for dps. However imagine my suprise when I realize that there are things that are not often mentioned and to date I am yet to read about them at another blog.




Now there have been several blog posts on :



1) Potions/Elixirs/Flasks



2) Enchants



3) Gems



4) Armor Kits




But these permanent/temporary enhancements to our abilities are not all of them. There are 2 more that are there to help in our output.




1) Adamantite Weightstone :
Description: Increase blunt weapon damage by 12 and add 14 critical hit rating for 1 hour




Requirements: 2 x Netherweave Cloth, 1 x Adamantite Bar , 1 x Blacksmith with 350 Blacksmithing



Pros: Until Patch 2.4 the initial part of the +12 damage didn't apply to us in feral forms, even so the 14 critical hit rating did and thats a significant enough boost to not forgo. However post 2.4 the +12 damage also gets added. This extra damage results in more threat as a tank and more dps as a kitty. The crit rating coupled with Primal Fury mean extra rage while tanking (again a plus) and extra combo points while kitty-ing (more rips).



Cons: Since you aren't going to pursue Blacksmithing as a druid you are going to need a really good Blacksmith as a buddy, look at the warriors in your guild as possible targets. Chummy up and hope for a free hand me down.






2) Greater Rune of Warding:
Description: Enchant a piece of chest armor so it has a 25% chance per hit of giving you 400 points of physical damage absorption. 90 sec. cooldown. Lasts for 1 hour.



Requirements: 1 x Khorium Bar , 1 x Blacksmith with 350 Blacksmithing



Pros: It doesn't overwrite your permanent enchantment, persists through death and under ideal conditions can provide over 10k of damage absorption over the course of its effect. As a tank less damage taken can be the difference between life and death and every little bit counts towards a successful guild first or another wipe. Its requirements being low make it all the more lucrative.



Cons: 10k~ish damage absorption over 90 mins, c'mon the first boss in a 25 man hits me for about 3k damage....every couple of seconds. You also need a Blacksmith friend for this.



Now thats all I have on me for now and the second one may even be laughable, but considering that its 10-16k damage that a healer doesn't need to heal me for and can save 2-3 squishies with that makes it somewhat worthwhile....somewhat. On the whole this is meant to illustrate that we need to think outside the box and find things to maximize our potential. For example think of doing World PvP buffs in the areas you are raiding in. Say Hellfire Superiority while attempting Magetheridon. So all of you go out there and give it your best.

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