Scare beast is also annoying for Ferals. But a lot of Hunters don't use it. They can pretty much own you if they do - you can't even trinket out of it since you're in form.
Abolish poison is hell for Rogues since poison is their main way to maintain range.
It is always worth cycloning someone who is not getting diminished effect. 1.5 seconds of your time against 6 seconds of their time. If you can cyclone 4 (all except your team's focus target), then repeat they are in trouble. I don't know if it's possible to macro that, eg Focus #1, Focus #2 etc. Possibly you could do it by name if you keep getting drawn against the same team. Would be incredibly good. Effectively it's one vs four for 9 seconds, he's toast.
Entangling Roots is wierd. Sometimes it breaks quite quickly sometimes it lasts for ages. If your root breaks fast put a new one on and hope you get one of those lucky roots that just doesn't seem to break. For both root and fear it doesn't help to have damage ticking on your target so train your teammates not to dot everyone up. Just get one guy down fast. Even if their dispellers are on the case matching your 1.5s cast against their instant is acceptable since an instant has 1.5s global cooldown and they can't heal if chain dispelling your chain roots (especially if you cyclone them then re-root).
Mages function best quite close up. Root makes them Blink and they really don't have time to do anything much after blinking before your next Root lands. If you root them 30 yards away they've lost all their instants and are pretty ineffective. (And of course they might Blink so far that your second Root keeps them out of the fight till it wears off. Roots is suprisingly good against mages. They always Blink when Rooted so you can "aim" your mage, placing them somewhere they will be useless when re-rooted.
Root damage is kinda nice. If you have spare points take the Druid talent that buffs Root and Thorns damage, it all helps. Talented it's just over 600 if the full duration runs, not boosted by your spell damage and resisted by their Nature Resist, but still nice little extra bit of attrition.
If you still have 2 pieces of Cenarion equip it to buff Thorns on people before the fight. 43-44 damage with both Cenarion and talent.
It's absolutely wonderful being so tanky. Most teams win games when they get a kill before the other guys. On a personal note it's kinda humiliating to always be the one picked on and killed so a) be glad it's not you andB)be nice to whoever gets picked on :)
Most 5v5 matches I've played have the following set up
- 2 healers
- 2 nukers
- either a third nuker or someone disrupting the healer
The second set up is way better to my mind. Did some with my pally and we kept getting the same team. We won the first after that one Mage was assigned to me and another Pally. Poly, Poly, Counterspell, Dragon's Breath, Poly, Poly, dead team mate, much whining about sucky healers, me and other Pally didn't play for them again. Effectively that Mage hit us so hard he killed our team forever :(
Abolish poison is hell for Rogues since poison is their main way to maintain range.
It is always worth cycloning someone who is not getting diminished effect. 1.5 seconds of your time against 6 seconds of their time. If you can cyclone 4 (all except your team's focus target), then repeat they are in trouble. I don't know if it's possible to macro that, eg Focus #1, Focus #2 etc. Possibly you could do it by name if you keep getting drawn against the same team. Would be incredibly good. Effectively it's one vs four for 9 seconds, he's toast.
Entangling Roots is wierd. Sometimes it breaks quite quickly sometimes it lasts for ages. If your root breaks fast put a new one on and hope you get one of those lucky roots that just doesn't seem to break. For both root and fear it doesn't help to have damage ticking on your target so train your teammates not to dot everyone up. Just get one guy down fast. Even if their dispellers are on the case matching your 1.5s cast against their instant is acceptable since an instant has 1.5s global cooldown and they can't heal if chain dispelling your chain roots (especially if you cyclone them then re-root).
Mages function best quite close up. Root makes them Blink and they really don't have time to do anything much after blinking before your next Root lands. If you root them 30 yards away they've lost all their instants and are pretty ineffective. (And of course they might Blink so far that your second Root keeps them out of the fight till it wears off. Roots is suprisingly good against mages. They always Blink when Rooted so you can "aim" your mage, placing them somewhere they will be useless when re-rooted.
Root damage is kinda nice. If you have spare points take the Druid talent that buffs Root and Thorns damage, it all helps. Talented it's just over 600 if the full duration runs, not boosted by your spell damage and resisted by their Nature Resist, but still nice little extra bit of attrition.
If you still have 2 pieces of Cenarion equip it to buff Thorns on people before the fight. 43-44 damage with both Cenarion and talent.
It's absolutely wonderful being so tanky. Most teams win games when they get a kill before the other guys. On a personal note it's kinda humiliating to always be the one picked on and killed so a) be glad it's not you andB)be nice to whoever gets picked on :)
Most 5v5 matches I've played have the following set up
- 2 healers
- 2 nukers
- either a third nuker or someone disrupting the healer
The second set up is way better to my mind. Did some with my pally and we kept getting the same team. We won the first after that one Mage was assigned to me and another Pally. Poly, Poly, Counterspell, Dragon's Breath, Poly, Poly, dead team mate, much whining about sucky healers, me and other Pally didn't play for them again. Effectively that Mage hit us so hard he killed our team forever :(