WotLK Druid tree (no pun intended)

Druid class discussion.

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WotLK Druid tree (no pun intended)

Post#1 » Thu May 29, 2008 9:26 am

Quoted from Ec's post in Warcraft General...

Ecnailla wrote:http://war-tools.darlinganime.com/index.php?i=deathknight2

Even if its not fake, it will change many times....


Screw Death Knights... I love what they've done to the Druid Balance tree. Except, of course, that it's now even harder to get Intensity and still max out your DPS talents. Damn them. On the good side, threat reduction is now built into the tree instead of requiring a 15-point Resto dip.

Some ideas...

Raid DPS with Intensity - This drops some points in Dreamstate to get Intensity without sacrificing DPS.

Maxed out non-PvP Balance tree - This build sacrifices Intensity (cry) but allows for Panzerkin-level tankage. For PvP, just drop Improved Faerie Fire and add Control of Nature.

Dreamstate healing build for level 80 - Don't like being a tree or a Boomkin? This is the HT build for you.

Oh, and FYI, the Improved Tree of Life talent is sick. +360% armor and an increase to "Bark's Blessing", whatever that is.
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Solde
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Post#2 » Thu May 29, 2008 12:27 pm

YAY ARMOR!!

Solde will be able to take a hit... and like... not die!

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Post#3 » Thu May 29, 2008 12:42 pm

Hmm, from http://urlshort.com/wotlk/site/spellsearch.php :

Spell 48547
Name: Blessing of Bark
Description:
Description2: Healing done to you increased.


Improved Tree of Life improves this effect by 3% at max rank.

The description of Typhoon in the new talent tree is as follows:

Typhoon
Rank 1/1
Requires 40 points in Balance Talents.
Requires 1 point in Moonkin Form.
Instant
You summon a violent Typhoon that does 745 Nature damage when in contact with hostile targets, slowing their movement speed by (?)%. If hit twice from the same Typhoon, the enemy will be knocked back 5 yards. Typhoon will travel 20 yards and last up to 8 sec.

This spell sounds utterly awesome. I envision some kind of travelling whirlwind of doom that slams into a crowd of mobs or players and spits them out in random directions. The description doesn't make it 100% clear if the spell is channeled or not, but if it isn't, you could combine it with Hurricane and/or Starfall for some insane pwnage. Mages and Locks will no longer have a monopoly on sustainable AoE. ^_^
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Post#4 » Sun Jun 01, 2008 6:32 pm

I found a WotLK Balance Druid talent discussion on Elitist Jerks here. There's way too much goodness to discuss in full here; if you want to know just go to that thread. But man... I'm drooling even more than when I saw the talent preview.

* Rank 8 Thorns will be 140 base damage (from 25 at level 70), making Brambles incredibly good.
* Hurricane loses its cooldown, the melee slow increases from 20% to 50%, and it also causes a 50% casting slow.
* Improved Faerie Fire adds 3% spell hit as well as melee hit at max rank. Yeah, no shit.
* Roots will be usable indoors.

More later.
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Tachion
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Post#5 » Mon Jun 02, 2008 10:00 am

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Post#6 » Mon Jun 02, 2008 11:10 am

The latest patch changes make point allocation even worse. I've been reading EJ forums and there are just too many talents...

Idea 1: Maximize direct damage and mana efficiency: http://war-tools.darlinganime.com/index ... 230203302r

Idea 2: Go for the Wrath/Starfire synergy: http://war-tools.darlinganime.com/index ... 230203302r
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Solde
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Post#7 » Mon Jun 02, 2008 12:18 pm

zomgs... wtb: http://war-tools.darlinganime.com/index.php?i=druid&b=65c32101zw32003330213150053135331351

Yay for a chain heal for druids at long last!! And premeptive HoTs.. and the continued efficiency of rolling lifeblooms while rejuv finally gets a sweet little buff... seriously.. restore 2% mana on a rejuv tick? Hawt!

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Tachion
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Post#8 » Mon Jun 02, 2008 12:37 pm

yea bliz sure wants druids to be heals. Great talents on the resto tree for sure.
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Post#9 » Mon Jun 02, 2008 1:04 pm

Let's look at this...

There are 76 points in the Balance tree, of which 72 (I exclude Imp NG) have specific application to the Balance role. 12-13 of those could be considered PvP-oriented/optional for raid DPS. There are also 15 points in the Restoration tree that are needed to maximize overall effectiveness of a Balance build. Blizzard is forcing us to choose between mana efficiency, AoE power, and PvP utility.

There are 71 points in the Feral tree, although I'm not experienced enough with it to know for sure which talents are PvP vs. PvE oriented. There are 16 Restoration talent points that can benefit a Feral build. I put together a pure tanking build with 70 points (FYI, they doubled the crit reduction of SotF, meaning that a tank druid will no longer need any Defense or Resilience). A good DPS build is harder, because many of the bear talents are synergistic, but here's my best shot at it.

There are 78 points in the Restoration tree. I was able to max a raid healing build with 62 points, although you'd need 72 to get absolutely everything relevant. Here's the most important thing: No dips in any other trees are required for Restoration.
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Tachion
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Post#10 » Mon Jun 02, 2008 1:58 pm

Heres what I would do for tanking build:

http://war-tools.darlinganime.com/index ... 1c5503012r

I would absolutely have points in king of the jungle. That will/would be a major agro boost for feral tanking IMO

Primal precision = meh for tanking for me
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Post#11 » Mon Jun 02, 2008 2:15 pm

+15% damage while Enraged - yeah, I guess that's okay, but the talent is confusingly worded. Expertise on the other hand is absolutely essential for a tank - those 10 points give 2.5% parry and dodge reduction each, for a net 5% boost in damage/threat output. KotJ is only 15% for 10 sec every minute, or 2.5% overall.

FYI, you forgot to click "Link to this build" before copying and pasting your link.
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Tachion
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Post#12 » Mon Jun 02, 2008 3:09 pm

heh. must have been ADD
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Post#13 » Mon Jun 02, 2008 6:53 pm

Thievery is not what other's make of it, but what you get from it.
-Ryeku

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Post#14 » Wed Jun 25, 2008 10:58 pm

http://war-tools.darlinganime.com/index ... 1251z002y0

Should be a good base spec for leveling at 70.
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Post#15 » Wed Jul 09, 2008 5:31 pm

More WotLK Druid info, as shown on MMO Champion. (Note that page links to all the rest of the talents and spells.)

The highlights that I notice:

* As promised, Hurricane will improve to a 50% melee/ranged/casting slow.
* Druids will now finally have an OOC rez: Revive. This skill will be available starting at level 12.
* Nourish: Heals a friendly target for 1746 to 2028. Heals for an additional 12% for each Rejuvenation, Regrowth, or Lifebloom effect cast by you active on the target. 1.5 sec cast, 600 Mana, 40 yd range. This ability looks like it's designed as a Flash Heal/Flash of Light-type spell that can occupy GCDs while healing 1 or 2 tanks. In other words, our MT healing will become even more powerful.
* Mark/Gift of the Wild's effect at level 80 is more than double the effect at level 70 (wow).

I see no new official spells for Feral or Balance, and some of the Balance spells seem to be missing their 71-80 ranks, like Entangling Roots.

Balance talents:
* Owlkin Frenzy changed: its proc now increases damage done by 10% and makes the Druid immune to pushback for 10 sec (instead of causing a haste effect). Still a PvP talent.

Feral talents:
I don't know that much about Feral, but it looks like the deep tree is intended to massively buff their DPS, with a Bestial Wrath type ability as well as a huge buff to Ferocious Bite damage.

Restoration talents:
* Living Seed: basically every time you land a critical heal you put a 1 charge PoM on the target for 30% of the original heal.
* Tree of Life: Instead of basing the healing increase on your Spirit, it's now a flat 5%.
* Improved Tree of Life: The armor bonus looks nice for PvP; its PvE application seems questionable.
* Replenish: Healers seem to be getting mana restore abilities in their high talents; this one looks juicy.
* Flourish: Look, it's a Druid CoH. Priests may become entirely obsolete...
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