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WOTLK builds & theorycrafting - Druid

Last post 11-26-2008 12:48 PM by Vineya. 73 replies.
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  • 08-06-2008 7:04 PM

    WOTLK builds & theorycrafting - Druid

     So I've been tinkering with the WotLK talent calculators and came up with these several builds:

    Balance:

    56/0/15

    Feral:

    0/55/16 - Cat-DPS focus - this one lacks FF:F which assumes a moonkin will be keeping up instead

    0/55/16 - Bear-Tank focus - still lacks FF:F

    Resto:

    5/0/66

  • 08-28-2008 10:25 AM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Resto - I think that for PVE full resto will be better.  They are nerfing LB but they are adding more things that we can do, so naturalist i think will be important (even if its only used like now for a NS + HT).  Although being able to root indoors will be nice, I still dont see it being used as a good CC.  Even in AQ it was worth atleast a couple of deaths.  :)  So personally I am going to start out with full resto, pick up naturalist and empowered touch and maybe lose some points in imp TOL or subtley.  It seems like bonus armor and maybe threat are some things we can do without.  Its all speculation right now until we see what nazz has in store. 

     

    Balance - ok so yeah, there are way to many good talents to get and not enough points to get them.  It also depends on how/if boomkins will be used in raids. If we are not needed (or continue to suck at) AOE, then a few talents liek typhoon and starfall can be dropped.  Eclipse looks very interesting to me, it where Blizzard has taken a lot of their classes.  Basically you have to pay attention to what your casting and what is proc'ing.  Then make a decision as to what next to cast.  It could be a nice DPS boost, my only concern is that you may actually waste DPS time while waiting/switching casts.  Or it may simply be a SF, SF, SF, SF, oh look it procced, Wrath, Wrath, Wrath, etc.  On fights that have aoe raid dmg, owlkin frenzy could actually be something worth picking up, but again what do you drop?  IS is a great talent but it really nerfs our dps, so maybe brambles x3 will be more overall DPS, if the tanks dont need the improved mitigation. 

    Conclusion:  Druids need free respecs and atleast 10 more points then other classes. 

  • 08-28-2008 10:56 AM In reply to

    Re: WOTLK builds & theorycrafting - Druid

     Yea resto is definitely good as a full tree. I just thought of roots being able to be cast indoors might be good, for loose trash maybe, or some loose adds on boss encounters for example. Also, since HT is going to be allowed to be cast while ToL form, Naturalist would be great.

    As for balance, people are saying the tree is bloated, and currently Blizzard is fixing the balance tree. Hopefully there would be less bloat.

  • 08-29-2008 1:55 AM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Just something interesting about Nourish

    Nourish - Heals a friendly target for 1883 to 2187. Heals for an additional 20% if you have a Rejuvenation, Regrowth, or Lifebloom effect active on the target.
    9% of base mana, 40 yd range, 1.5 sec cast

    Note the mana cost, compare the spell as a whole to the priest, paladin, and shaman counterparts

    Flash Heal -  Heals a friendly target for 1887 to 2193.
    18% of base mana, 40 yd range, 1.5 sec cast

    Flash of Light - Heals a friendly target for 785 to 879.
    7% of base mana, 40 yd range, 1.5 sec cast

    Lesser Healing Wave - Heals a friendly target for 1606 to 1834.
    15% of base mana, 40 yd range, 1.5 sec cast

    According to mmo-champion, these are all the max ranks of the 1.5 second cast heal spells of each healing class.  In my opinion, though the other classes have better large heals and other utilities, Nourish blows the other 1.5 second cast spells out of the water with the massive amount it heals for with such a low mana cost.  I think that it may be hit with the nerf bat before it goes live.

    Heres something that someone commented about it on wowhead.

    "The spell with a hot up has a 4.07 HpM efficiency, compared to flash of light's 1.98 druids now have more then double the effectiveness in our quick heal. This of course is taken pre healing added, but at the spell casting speed, they both benefit the same from + healing.

    Now, Healing touch has a 3.4 HpM at base, but with the talents that can improve its + healing outdoing the talents to increase nourish, and the higher Healing co-efficient, HT will far outweigh this spell in mana effectiveness.

    All in all, Nourish is a great spell to bridge the one gap in healing druids had, and that is fast heals that don't OOM you. This will be great in solidifying druids end game healing"

    And for the record, I am very unhappy about the druid trees pvp wise atm.

  • 08-30-2008 5:55 AM In reply to

    Re: WOTLK builds & theorycrafting - Druid

     From the latest beta build:

    Druid
    Balance

    • Genesis: Increases damage and healing done by 1/2/3/4/5% by your periodic spells
    • Nature's Splendor: Increases the duration of your Moonfire, Insect Sward, Rejuvenation, Regrowth, Lifebloom and Flourish spells by 10/20/30%
    • Improved Insect Swarm: Increases your damage done by your Wrath spell to targets inflicted by your Insect Swarm by 1/2/3%, and increases the critical strike chance of your Starfire spell on targets afflicted by your Moonfire spell by 1/2/3%
    • Improved Nature's Grasp removed
    • Control of Nature removed

    Feral

    • Natural Reaction: Increases your dodge while in Bear Form or Dire Bear Form by 2/4/6% and you regenerate 1/2/3 rage when you dodge while in Bear Form or Dire Bear Form.
    • Mother Bear: Increases the bonus attack power for Bear Form or Dire Bear Form by an additional 20/40/60%, and for each friendly player in your party, damage you take is reduced by 1/2/3% while in Bear Form or Dire Bear Form.

    Resto

    • Furor now also increases your total intellect while in Moonkin form by 2/4/6/8/10%

    Additional Changes

    Nature's Grasp removed from the talent trees, it is a trainable ability

     

    Looks like they are rolling Control of Nature together with Nature's Focus, and those are nice bear tank talents. "Defensive Stance" for bears, mmm.

     

  • 08-30-2008 2:59 PM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Guthewalfe:

    Looks like they are rolling Control of Nature together with Nature's Focus

     

     

     Yea, but now its only 70% chance to avoid interruption rather than 100%, which is stupid

  • 08-30-2008 5:12 PM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Earthshaker:

    Guthewalfe:

    Looks like they are rolling Control of Nature together with Nature's Focus

     

     

     Yea, but now its only 70% chance to avoid interruption rather than 100%, which is stupid

     

    But interruption has changed to have limits now.  Can't remember exactly but you can no longer be interrupt after like 3 times or something.

  • 08-30-2008 5:37 PM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Gurruk:

    But interruption has changed to have limits now.  Can't remember exactly but you can no longer be interrupt after like 3 times or something.

     

    Yes but going from 100% to 70% will be a very noticable difference.  Before, I could always cast a 1.5 second and I could never be pushed back, only interrupted.  Now, when I do a fake cast and cancel it to make a warrior or rogue use their interrupt, when I recast there is a 30% chance each time they hit me to push back the spell a little, which translates into more damage for melee throughout the course of a fight.  Hunter pets are going to be annoying about this as well.  All in all, though its not a huge change, it opens my cc up to RNG more.  And the more RNG, the lower the skill cap in pvp.

  • 09-01-2008 1:36 PM In reply to

    • Vineya
    • Top 10 Contributor
    • Joined on 10-13-2007
    • SF Bay Area, California, USA
    • Posts 991

    Re: WOTLK builds & theorycrafting - Druid

    Assuming dps for moonkin can be comparable, I would think that 5% crit chance combined with the Imp Moonkin talent that provides 100% chance to increase spell haste by 20% for 8 seconds every 30 seconds would be a welcome addition to any dps caster party in raids especially given the nerf to Drums of Battle.

     

     

  • 09-01-2008 9:04 PM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Vineya:

    Assuming dps for moonkin can be comparable, I would think that 5% crit chance combined with the Imp Moonkin talent that provides 100% chance to increase spell haste by 20% for 8 seconds every 30 seconds would be a welcome addition to any dps caster party in raids especially given the nerf to Drums of Battle.

     

     

     

    In a more recent beta build they removed that effect and replaced it with just a passive 3% spell haste for the party of the moonkin.  Its still probably a similar dps increase because its up all the time.  Also, they made it so the talent Earth and Moon increases all spell damage, aside from holy, done to the target by 13% when the moonkin hits with wrath or starfire

  • 09-14-2008 2:19 AM In reply to

    • Grell
    • Top 150 Contributor
      Male
    • Joined on 08-08-2008
    • Shawnee, KS (KCK)
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    Re: WOTLK builds & theorycrafting - Druid

     

    Feral Tank build: 60/11

    Feral DPS build: 56/15

    My likely build: 57/14 a little bit more well rounded and high threat generation, but lacking mitigation for a pure tank role.

     And my PvP build: 57/14

     

    My thoughts are that the feral tree is a little bloated and the way you're required to throw certain points around in some tiers is ridiculous. For example Tiers 3, 4 & 6 have too many talents, while 5, 7 & 9 have too few. It somewhat balances itself out up until about T9 where you end up with an odd number of points spent and have to get one or more partially filled talents. Which is fine assuming Infected Wounds works in PvE and stacks with other effects.

     Current PTR has infected wounds at 0/3 talent points. 100%   8/17/25% movement speed reduc + 3/7/10% attack speed reduc. and only stacks 2 times. Which is different from the talent calculator, and would change my spec slightly.

  • 09-14-2008 3:08 AM In reply to

    Re: WOTLK builds & theorycrafting - Druid

    Yea the official talent calculator is not updated to the latest build. Try checking out Wowhead's talent calculator, its updated.

    Regarding Infected Wounds, its either 0 or 3 points. Its a rather optional talent depending on other class' specs because it won't stack with Thunderclap (warrior), Icy Touch (DK), Judgments of the Just (paladin).

  • 09-14-2008 12:08 PM In reply to

    • Vineya
    • Top 10 Contributor
    • Joined on 10-13-2007
    • SF Bay Area, California, USA
    • Posts 991

    Re: WOTLK builds & theorycrafting - Druid

    This is the latest talent calculator on Wowhead (9/10/08) with a build I am thinking about 8/0/63

    This is a possible level 70 build. So many options and it will take some raid time to see how things actually play. 5/0/56 (should be fixed, thanks Guthe)

    Of course you comments and suggestions are welcome.

  • 09-14-2008 12:55 PM In reply to

    Re: WOTLK builds & theorycrafting - Druid

     I think you've linked the same lv80 build Vin :O

  • 09-14-2008 2:07 PM In reply to

    • Vineya
    • Top 10 Contributor
    • Joined on 10-13-2007
    • SF Bay Area, California, USA
    • Posts 991

    Re: WOTLK builds & theorycrafting - Druid

    This is from EJ a few days ago and discusses the itemization changes. Of particular note is the role haste will play (or not) on HoTs. 

    Elitist Jerks Resto Druid discussion #279

     

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