So I gave Halaa a go last night so I could stock up on Halaani Whiskey. It took me almost half an hour to kill all 15 guards. I used a simple macro to help me find the last few guards to make them easier to target since you’re flying fairly fast and don’t have much time to look around.
/target alliance hala
(My only problem with this macro is that it targets the closest guard, living or dead. Next time I’m in there I’m going to try to add a [nodead] modifier to hopefully make it only target living guards. I’ll update when I test it.)
Once they were all dead, I stealthed into the city and stood behind a building. At first there was no capture meter until I realized you have to be un-stealthed, so I hid in a building. The meter got up to about 85% and then some Alliance mage had to come in and park himself in the middle of Halaa. There were no other Horde in the zone…just me and that one stinkin’ high-level mage. I tried to wait him out. I even stealthed to let the meter drop trying to make him think I logged out, but the guy was rather persistent (and must have been pretty bored). After 15 minutes the guards respawned and I gave up.
In all, it was a waste of 45 minutes; however, I do think the Whiskey is good for Gurubashi attempts in the event your opponents are actually around your level. Its most definitely not worth it for a battleground though as you can do 1-2 BGs in the same time it takes to farm the whiskey (I can barely justify farming Rumsey Rum Black Label for battlegrounds). I think I’ll stick to weeknights when the zone is fairly empty.
Looking back, I think I should have just unstealthed in the middle of Halaa to let the mage see I was a lowbie and to one-shot me a few times. I’m guessing once he realized he couldn’t get a Halaa Battle Token (which are stupidly hard to get these days because no one of appropriate level is in Nagrand) for killing me, he probably (err, hopefully) would have wandered off.
I think I could have also spammed this macro to maybe give the mage a hint that I just want to use the vendor:
So I’ve decided to change my opening moves. Up until now I’d just sneak up and open with Mangle. There’s really no benefit to doing it that way as Druids don’t get any ‘real’ openers until level 22 when they get Ravage. The big downside to my method is that I blow all my energy upfront and when I use Ferocious Bite as a Finishing Move, it doesn’t really finish off the opponent…then I’m stuck scratching face until I get more energy. Somewhere in there, I’d toss up a Thorns if I could remember. The whole process doesn’t really work (i.e. I’m not killing anyone) so I’m mixing it up.
I’ve decided to start opening at max distance if possible (unless its a Hunter) with Moonfire (which also gives pushback as it has a direct damage component…and its macroed to summon my Surveyor) and Insect Swarm, then follow them with Thorns before going Feral. My plan is to then stack combo points with Mangle (which would also trip my Lifeblood and Berserking for some decent haste and a HoT as they’re all macro’ed together), Rake, Mangle, Mangle. At this point I’m out of energy and I need to buy some time so I can toss up Rejuv and my two DoTs before going back to Feral. I could hopefully then do one more Mangle and then dump all five points with a Ferocious Bite. With 2/2 in Predatory Strikes I’d be able to cast an instant Wrath, at which point they’d theoretically be dead. Somewhere in there, I’d chug a Healing Potion or a Holy Protection Pot.
I’m also changing up my Battle Elixir. I was using either a +8 Strength Elixir or +5 Agility Scroll (I don’t have the recipe for +6 Agility), but I’m switching to an Elixir of Wisdom for +11 Intellect. Between the DoTs and the HoTs, I think I’d get more mileage out of the spellpower bonus.
Now I just have to remember to keep up my Minor Wizard Oil and get some better Stamina food than my +6 stuff (either Halaani Whiskey or Rumsey Rum Black Label).
I’d also pop a Chipped Power Core in there somewhere as well…probably before I open as they last 30 seconds (most of a fight). Popping it before I open also means I don’t need to worry about macro’ing it (and more importantly, when to use it and when not to..I like my macros to be “always or never” type of deals).
Hopefully my revamped strat will give me half a chance against 19’s at the Gurubashi chest (I decided to start checking the 6am chest).
We have a few methods in our toolkit to deal with some of the various categories of Crowd Control:
- Polymorph – All of our animal forms protect us from this. Pretty easy.
- Snares – The act of shapeshifting frees us from Snares so there’s not much to worry about here. Just to cover it, we can also make Anti-Venom and Strong Anti-Venom (which is a rare World drop) with First Aid, which removes a Rogue’s Crippling Poison and a Hunter’s Serpent Sting. Horde also have access to a Poison Extraction Totem which will do the same thing.
- Roots – As with Snares, shapeshifting frees us from all Roots.
- All movement impairing & loss of control effects – We can purchase an Inherited Insignia of the Horde for 2,725 Honor Points, or an Insignia of the Horde for 55 Honor Points. Both remove all CC effects and are on the same timer. The Inherited Insignia has Resilience, but is way more expensive. They both have a 5 minute cooldown, which is pretty darn long for PvP so its a good idea to have another trinket to swap out with when its on cooldown.
We only have one Crowd Control option available to all Druids. The others are spec, talent, prof, or race dependent:
Entangling Roots, which is a Root. Its pretty good for melee and hunter pets. It lasts 27 seconds in PvE and 10 seconds in PvP. Its subject to Diminishing Returns with other Controlled Roots and breaks if the target is damaged, so you definitely can’t count on the full 10 seconds.
Bear Hug (Guardian spec), which is a damage-dealing Stun (3 sec) that also Roots you as the caster (3 sec).
Wild Charge (Talent), which is a Root (4 sec) in Bear Form or a 50% Snare (3 sec on a 15 sec cooldown) in Cat Form. The Root would have a diminishing return, the Snare wouldn’t.
Rough Copper Bomb (requires Engineering), which is a Disorient. It’s only available to us if we have Engineering, and you kind of need Mining for the mats so it ties up both your profs. It doesn’t appear to have a Diminishing Return, but its only a 1 second stun, so even if it did have a DR, it wouldn’t change the effect much. Considering it has a 1.5 sec cast time, you can’t really use it to interrupt many opponent’s healing spells as most have cast times that are 1.5 sec or less….plus its only a 1 sec stun, many don’t consider it to be worth it.
War Stomp is an AoE Stun (2 sec).