<3 (*love*) <3
What can be said so far ...
I've created four druids, they have to be level 12 quest, it then packed into a group with my level 73 Paladin, pulled together the entire dungeon and niedergebombt by ordination. Then went to the Scarlet Monastery, where I made the same. Then we went to Zul'Farrak, then in the black rock deep, and then in the Scholomance.
By level 58, I then assigned my talent points, skills learned at the trainer's time and looked what there is all so fine. Me from the balance tree (Balance / Moonkin) pulled out the magic to make the Damage and rumgeblödelt Level 58 to Level 61st Tried, seen, been done, macros, etc. etc. posted
I am so far from being a druid but experts explain briefly some of the features which I noticed so far:
01 It is an uncommon advantage to play five equal classes because you no problems, etc., with different cast times has.
02 It is playing an uncommon advantage of five classes that everyone can heal each class fully heals quickly if AOE effect itself and then it goes on.
03 Classes with HoTs (Heal over Time) are enormously powerful stacking in large numbers because the HoTs and then one 5 x 5 x regrowth and rejuvenation can have on a target that is close to immortal can do so at that time while with all the damage and the druid HOTS ticking in the background.
04th The druid is the only tank which can be as a Caster Damage Dealer. The combination of Paladin and 4 Shamans was always very very annoying, because the Paladin has done nothing either because the shamans geballert from behind on the target or the shaman ran together with the Paladin in the Mobgruppe what in columns or other AOE effects always degenerated into spam group heals. Now you can cut down on it with 5 casters on the mob without adjacent to Pullen.
05th The Druid united in one class, the DD-Caster (Moonkin), DD Melee (cat), tank (bear) and healer (tree). By the future dual spec will thus be possible that one with 5 Moonkins questing and farming while you go for two Moonkins as dual-spec one tank and one healer for example, incorporates time to take a few instances.
06th Armor Expertise is "only" leather, but still better than just being able to wear cloth because it has at least Drops already two armor classes to choose from. Certainly no comparison with shamans, which may go on heavy armor, or even the paladins who carry everything, but one is glad we all know already about trifles.
07th The Druid now has a OOC Rezz. Thus he, like every other healing class revive naturally without cooldown, without reagents. Quite useful as I have noticed from time to time already:)
08th Shape change are instant and birds are cheap and small. As far as I know there are at level 68, the flight form almost free from the dealer. Thus, I save myself for the beginning schonmal the expensive flying mounts and enjoy the benefits of the Druids. No more long hitching but "click" and you fly.
09th Mana regeneration seems to be pretty neat. I have several things geskillt make my spells cost mana to my mana regeneration and push, but less DPS but never OOM. I would rather haue a spell on a mob more than that, I have to drink after each group. So far I have therefore not had any problems with my mana.
10th Moonfire * * brrrrr
The damage is very good. 5x Starfire actually kills everyone and everything instant. Just as anger or rage 2x + Starfire. Only thing which I deal is not yet Eclipse is (darkness). This procs times here and there and sometimes increased the beautiful Critchance of another spell. I think I'll just try to calculate a castsequence like me then, optimally, max. Damage can go without make individual determinations for each Druids what he now casts.
The first 3 levels were very, very funny and if the team still looking for level 70's so much fun, it goes with this team to Northrend and my shaman and paladin team will be cremated with the next free character migration :-)
To bring a team of 1-60 (if you have a high level Paladin in the area) need a bit longer than a weekend (if you It can be warmer and more comfortable, and not excessive play), otherwise I think you simply put it in 1-2 days. Long live the RAF (Recruit a Friend) system with its 300% experience bonus.
What can be said so far ...
I've created four druids, they have to be level 12 quest, it then packed into a group with my level 73 Paladin, pulled together the entire dungeon and niedergebombt by ordination. Then went to the Scarlet Monastery, where I made the same. Then we went to Zul'Farrak, then in the black rock deep, and then in the Scholomance.
By level 58, I then assigned my talent points, skills learned at the trainer's time and looked what there is all so fine. Me from the balance tree (Balance / Moonkin) pulled out the magic to make the Damage and rumgeblödelt Level 58 to Level 61st Tried, seen, been done, macros, etc. etc. posted
I am so far from being a druid but experts explain briefly some of the features which I noticed so far:
01 It is an uncommon advantage to play five equal classes because you no problems, etc., with different cast times has.
02 It is playing an uncommon advantage of five classes that everyone can heal each class fully heals quickly if AOE effect itself and then it goes on.
03 Classes with HoTs (Heal over Time) are enormously powerful stacking in large numbers because the HoTs and then one 5 x 5 x regrowth and rejuvenation can have on a target that is close to immortal can do so at that time while with all the damage and the druid HOTS ticking in the background.
04th The druid is the only tank which can be as a Caster Damage Dealer. The combination of Paladin and 4 Shamans was always very very annoying, because the Paladin has done nothing either because the shamans geballert from behind on the target or the shaman ran together with the Paladin in the Mobgruppe what in columns or other AOE effects always degenerated into spam group heals. Now you can cut down on it with 5 casters on the mob without adjacent to Pullen.
05th The Druid united in one class, the DD-Caster (Moonkin), DD Melee (cat), tank (bear) and healer (tree). By the future dual spec will thus be possible that one with 5 Moonkins questing and farming while you go for two Moonkins as dual-spec one tank and one healer for example, incorporates time to take a few instances.
06th Armor Expertise is "only" leather, but still better than just being able to wear cloth because it has at least Drops already two armor classes to choose from. Certainly no comparison with shamans, which may go on heavy armor, or even the paladins who carry everything, but one is glad we all know already about trifles.
07th The Druid now has a OOC Rezz. Thus he, like every other healing class revive naturally without cooldown, without reagents. Quite useful as I have noticed from time to time already:)
08th Shape change are instant and birds are cheap and small. As far as I know there are at level 68, the flight form almost free from the dealer. Thus, I save myself for the beginning schonmal the expensive flying mounts and enjoy the benefits of the Druids. No more long hitching but "click" and you fly.
09th Mana regeneration seems to be pretty neat. I have several things geskillt make my spells cost mana to my mana regeneration and push, but less DPS but never OOM. I would rather haue a spell on a mob more than that, I have to drink after each group. So far I have therefore not had any problems with my mana.
10th Moonfire * * brrrrr
The damage is very good. 5x Starfire actually kills everyone and everything instant. Just as anger or rage 2x + Starfire. Only thing which I deal is not yet Eclipse is (darkness). This procs times here and there and sometimes increased the beautiful Critchance of another spell. I think I'll just try to calculate a castsequence like me then, optimally, max. Damage can go without make individual determinations for each Druids what he now casts.
The first 3 levels were very, very funny and if the team still looking for level 70's so much fun, it goes with this team to Northrend and my shaman and paladin team will be cremated with the next free character migration :-)
To bring a team of 1-60 (if you have a high level Paladin in the area) need a bit longer than a weekend (if you It can be warmer and more comfortable, and not excessive play), otherwise I think you simply put it in 1-2 days. Long live the RAF (Recruit a Friend) system with its 300% experience bonus.