- Aug 13, 2012
- 262
Highly subjective feedback, but with all the theorycrafting out there, I figured some good ol' "Is it fun to play?"-feedback would be appropriate (I have included some links from experts).
Guardian (that's the Bear tanking spec for durids!):
- Feels viable = you tank stuff, do high damage and survive.
- Survivability is dependant on use of Savage Defense. Since that mechanic is powered by Rage, has an internal CD AND has charges, some kind of tracking tool is needed, so my eyes don't sprint around the screen to pick up needed info.
- The dps CD's (esp. Incarnation) loads you with Rage and thereby boosts your survivability. Its difficult to die with Incarnation up, as long as you spam Savage Defense. As the spell effect for Incarnation is kool, it's a real joy to use it. They could have removed it from the GCD, though
- Bears hit like a truck. There are other stories out there ("I lost ma deepeesss) - they are wrong. When the Guardian starts up, he eats face.
- The spec feels kinda half-baked, though. Maul is still there, but not used that much (Rage iz 4 Savage Defense! And Frenzied Regen). Lacerate still stacks 3 times, but no more Pulverize (and Lacerate has a CD now). The spec still doesn't have a ranged spell interrupt - unless you glyph Faire Fire, but that introduces a CD on an ability you want to use as part of your rotation.
Is it fun: hmm....
The odd part is that we should move to an active mitigation model. Guardians don't get active mitigation - we get tons of passive mitigation (by Thick Hide, Barkskin, Survival Instincts and our Mastery) and instead, we get active avoidance (Savage Defense gives extra dodge) and a really good selfheal (Frenzied Regen). The point of activating dodge is ok, i.e. viable and competitive - but the feedback is a LOT of dodges in the combat text. It just doesn't feel very awesome.
However, the talented CD's are kool. Incarnation is a solid mechanic with a cool visual feedback (Armorbear - a REAL tank!), Nature's Swiftness gives a Guardian a lot of options (heal, CC, battle res) while tanking, Typhoon is win etc.
All in all, I feel that Savage Defense should be made more entertaining and Maul could be a better ability.
Link: http://theincbear.com/forums/viewtopic.php?f=9&t=697
Feral (cat iz 4 fite!):
- It's awesum, hands down - in pve. The change to Savage Roar (WotLK model) makes for a fairly difficult rotation to master, as Blizzard has also added other mechanics to the toolbox. Some of these are not available until lvl 87/90, but cats have their paws full at lvl 85 already.
- However, in pvp...Well, the loss of basically having the bear as a full-blown tank before the patch will be felt. It raises the skill bar significantly, esp. for survivability. There are a LOT of conditions, on-use abilities, finishers (a cat has 4 ways to use combo points - with a selfbuff being highest prio dps-wise), procs etc. That's fine and fun in pve, but if you want to win in pvp, its an advantage to lower the skillcap on playing your toon, so you can concentrate on watching your opponents. Cats will have a hard time in pvp (and I will love my Naga MMO mouse even moar!).
- Did I mention that the changes to run speed really shows for Ferals? We're talking approx. 300% run speed in travel form, with pvp gear, boot enchant, Stampeding Roar and the talent Feline Swiftness.
Link: http://fluiddruid.net/feral-druid-changes-in-patch-5-0/
Unholy DK (haven't played this char that much, but still....):
- It feels a lot like pre-patch - which I think is great.
- Again, the biggest change is in the talents. I esp. like Blood Tap and Unholy Blight. Blood Tap gives you the ability to trigger a Death Rune on demand. This sounds boring - but it gives you so much more control of your rotation and its fun! Unholy Blight is a real helper in keeping the rotation up and allowing more Scourge Strikes - and the spell effect looks really kool.
- The glyphs to DK are nice - the best is probably the minor glyph that stops your Army from taunting. Expect to see that ability used a lot more in 5 man instances.
- The only real downside so far is the survivability of Timmy the Permaghoul. Timmy is now pretty squishy and should be watched often. Oh, and suddenly I am using Huddle to keep him alive (or undead, instead of really truly dead!).
Link: http://elitistjerks.com/f72/t130584-unholy_dps_welcome_jungle_5_0_4_a/
Guardian (that's the Bear tanking spec for durids!):
- Feels viable = you tank stuff, do high damage and survive.
- Survivability is dependant on use of Savage Defense. Since that mechanic is powered by Rage, has an internal CD AND has charges, some kind of tracking tool is needed, so my eyes don't sprint around the screen to pick up needed info.
- The dps CD's (esp. Incarnation) loads you with Rage and thereby boosts your survivability. Its difficult to die with Incarnation up, as long as you spam Savage Defense. As the spell effect for Incarnation is kool, it's a real joy to use it. They could have removed it from the GCD, though

- Bears hit like a truck. There are other stories out there ("I lost ma deepeesss) - they are wrong. When the Guardian starts up, he eats face.
- The spec feels kinda half-baked, though. Maul is still there, but not used that much (Rage iz 4 Savage Defense! And Frenzied Regen). Lacerate still stacks 3 times, but no more Pulverize (and Lacerate has a CD now). The spec still doesn't have a ranged spell interrupt - unless you glyph Faire Fire, but that introduces a CD on an ability you want to use as part of your rotation.
Is it fun: hmm....
The odd part is that we should move to an active mitigation model. Guardians don't get active mitigation - we get tons of passive mitigation (by Thick Hide, Barkskin, Survival Instincts and our Mastery) and instead, we get active avoidance (Savage Defense gives extra dodge) and a really good selfheal (Frenzied Regen). The point of activating dodge is ok, i.e. viable and competitive - but the feedback is a LOT of dodges in the combat text. It just doesn't feel very awesome.
However, the talented CD's are kool. Incarnation is a solid mechanic with a cool visual feedback (Armorbear - a REAL tank!), Nature's Swiftness gives a Guardian a lot of options (heal, CC, battle res) while tanking, Typhoon is win etc.
All in all, I feel that Savage Defense should be made more entertaining and Maul could be a better ability.
Link: http://theincbear.com/forums/viewtopic.php?f=9&t=697
Feral (cat iz 4 fite!):
- It's awesum, hands down - in pve. The change to Savage Roar (WotLK model) makes for a fairly difficult rotation to master, as Blizzard has also added other mechanics to the toolbox. Some of these are not available until lvl 87/90, but cats have their paws full at lvl 85 already.
- However, in pvp...Well, the loss of basically having the bear as a full-blown tank before the patch will be felt. It raises the skill bar significantly, esp. for survivability. There are a LOT of conditions, on-use abilities, finishers (a cat has 4 ways to use combo points - with a selfbuff being highest prio dps-wise), procs etc. That's fine and fun in pve, but if you want to win in pvp, its an advantage to lower the skillcap on playing your toon, so you can concentrate on watching your opponents. Cats will have a hard time in pvp (and I will love my Naga MMO mouse even moar!).
- Did I mention that the changes to run speed really shows for Ferals? We're talking approx. 300% run speed in travel form, with pvp gear, boot enchant, Stampeding Roar and the talent Feline Swiftness.
Link: http://fluiddruid.net/feral-druid-changes-in-patch-5-0/
Unholy DK (haven't played this char that much, but still....):
- It feels a lot like pre-patch - which I think is great.
- Again, the biggest change is in the talents. I esp. like Blood Tap and Unholy Blight. Blood Tap gives you the ability to trigger a Death Rune on demand. This sounds boring - but it gives you so much more control of your rotation and its fun! Unholy Blight is a real helper in keeping the rotation up and allowing more Scourge Strikes - and the spell effect looks really kool.
- The glyphs to DK are nice - the best is probably the minor glyph that stops your Army from taunting. Expect to see that ability used a lot more in 5 man instances.
- The only real downside so far is the survivability of Timmy the Permaghoul. Timmy is now pretty squishy and should be watched often. Oh, and suddenly I am using Huddle to keep him alive (or undead, instead of really truly dead!).
Link: http://elitistjerks.com/f72/t130584-unholy_dps_welcome_jungle_5_0_4_a/