Woot 1/9 BT
Woot 4/5 MH.This is my blog, there are many like it, but this one is mine.
Woot 1/9 BT
Woot 4/5 MH.



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 :
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.
Vexallus:
The second boss is in a room full of mana worms, its truly a beautiful sight for the first time. Its also in this room that you find the body of the guy whos the quest objective for the Magister's terrace quest to unlock its Heroic mode. By full I mean like 30+ mana worms, luckily for us they are non-elites. A tanks needs to pull em, and the dps AoE's them down. The plus side is they give the magic dps a buff which increases their damage output. When you pull about 10-15 or so will come at a time, so don't be alarmed. There are basically just 2 of these big pulls but nothing hard at all. Your clothies may die, but well who told them to wear cloth armor. This brings us to the second boss, he's basically like Curator if you have ever done him. I used my Violet badge to resist some of the arcane damage he dishes out. Every couple of seconds he lets loose an orb of electricity or something which needs to be dps-ed down, while the tank tanks the boss. At 10% he goes into some sort of overload and spams an arcane explosion kinda ability, except that it does 1k damage, has infinite range and adds a debuff which increases damage taken by 10%. So well kill him and fast. Also make sure you come into this stage with high or full HP.
Priestess Delrissa:
The third boss is in a large courtyard kinda room with 4 adds. You need to clear the front half of the courtyard before pulling her. If like us you try to kill the mobs on her side of the courtyard you risk pulling her, in our first attempt we decided to clear the entire courtyard but the moment we attack the mobs on the left side of her, she got pulled as well. It may be possible to pull them without pulling her, but its avoidable. Anyway this boss is a mayhem fight, the 4 adds with the boss are random and can sometimes be resistant to CC. Treating this like a 5v5 PvP match I hear works best and some tanks may consider donning their PvP gear. I remained in my tanking gear for the majority of this fight and made sure that there was no aggro on the clothies as best as I could. The boss is ridiculously easy to kill if you focus fire her, but its the adds that can kill your clothies really fast. I suggest that a tank handles the melee guys while the priestess and the casters get killed by the casters. There was a lot of mayhem during our attempt and I have nothing of use to share. We got a shaman, a fury warrior, a warlock and a rogue. The shaman heals and removes buffs. The warrior pummels and occasionally fears. The warlock has an imp pet and fears, the rogue uses vanish, cheap shot the usual. Keeping the rogue away from the clothies was key.
After this you come up to the dreaded 6 pack. 1 blood knight, 1 blood mage, 1 warlock, 1 naga witch, 1 ethereal smuggler and 1 sister of torment. We died to them thrice....thrice. So our winning strat, we pulled them down the narrow hallway at the end of which they stand, and I tanked the blood knight and the blood mage for the most part. The sister of torment was banished. The naga witch was sheeped and the ethereal was feared. The lock I believe my dps dispatched fast, so he was basically not a concern. My god the mayhem.
Kael'thas Sunstrider:
This brings us to Kael'thas, a shadow of his former self. For the most part he is a tank and spank fight until you hit the second phase. In the first phase he spawns a phoenix hatchling which does AoE fire damage and explodes when killed. Umm.....NO MELEE AT ALL. We had the warlock kite him while he and the mage burnt him down. Me and the fury warrior beat upon Kael the whole while. Now at 50% I believe he goes into Phase 2. No more phoenix. Instead there is a gravity lapse, making it very melee unfriendly, not to mention orbs, huge orbs that you need to avoid at all costs. He also seemed to be doing a constant damage to the party which resulted in a dead healer. Thankfully no longer needed for tanking, I rezzed the healer and threw a tranquility on the party. The healer died, the warrior died, I died, the warlock died, Kael died, the mage died....wait what...yup both the mage and Kael exchanged killing blows to help with finishing Magister's Terrace. Kael dropped the cloak of blade turning...yipee.....NOT. Drop something useful next time n00b.
For the rest of the instance remember:
1)Stay out of the purple bubbles
2)Locks cannot be feared
3)Isn't too hard except for trash and Kael
Best of luck in your endeavors and happy hunting.
Another poster in the same thread makes a remark that made me laugh, "I had a boar pet but then I got hungry.....Ummm Bacon."
(Click image to see original post at MMO-Champion)
Basically it says that swipe will no longer hit targets under crowd control. So if there are sheeped mobs, sapped mobs etc.....swipe away to hold threat on multiple mobs.
(Thanks to MMO-Champion for this information)