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WotLK Druid tree (no pun intended) - Page 2 - Clan YaWA - You and Whose Army

WotLK Druid tree (no pun intended)

Druid class discussion.

Moderator: Demon Hunters

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Post#16 » Fri Jul 18, 2008 6:56 pm

Okay, having seen the new official trees, here are my proposed Balance and Restoration builds.

: Pure single-target DPS, maximum mana regeneration. An argument could be made for switching Dreamstate with Moonglow; it'll depend on how much Intellect is available in WotLK gear.

: This one is designed to make the Balance Druid an AoE god, but sacrifices mana regen and the glory that is Master Shapeshifter.

: What it says, this looks like an ideal leveling build. Blast away at everything you can see - be it one mob or 20.

: Unlike in BC, nearly every single Restoration talent looks useful, even Master Shapeshifter. This build leaves 1 talent point free, which you could profitably drop in Natural Perfection if you wanted, or put 3 in there if you still think that Improved Tranquility is useless (despite having its base CD reduced to 5 mins and down to 2 by the talent).


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Post#17 » Fri Aug 15, 2008 10:41 am

I've already discussed this in other threads, but there's a change to one particular Druid talent that makes me a very happy camper.

Omen of Clarity is no longer a self-buff with a melee-only proc, but is now a passive effect that has a chance to proc on any spellcast or autoattack. The PPM (procs per minute) rate has reportedly been increased to 3.5, meaning that on average, you will receive 3.5 free ability/spell uses per minute.

With this change, OoC has gone from being primarily a Feral talent to being one of the most effective points it's possible to spend for any build. WARNING - math follows!

To calculate the chance of OoC proccing on any given spell or hit, figure the cast time (or attack speed) of the ability, divide by 60, and multiply by 3.5. That's the chance of OoC proccing on each cast/hit. Calculating the mana/rage/energy returns from the effect are a lot harder due to rotations, but it's possible to do some approximations.

Best-case example: Healing Touch (talented 3 sec cast). Chain casting this spell will give you 20 casts per minute. 3.5 of those casts will give you OoC procs. 3.5/20 = 0.175, or a 17.5% chance of a free spellcast per HT. If you did nothing but chain-cast HT, you'd see a 17.5% mana return from OoC. (The same math applies to Starfire.

Worst-case example: Lifebloom (talented 1 sec GCD). Chain casting this spell will give you 60 casts per minute. 3.5 of those casts will give you OoC procs. 3.5/60 = 0.058, or a 5.8% chance of a free spellcast per LB. If you did nothing but chain-cast LB, you'd see a 5.8% mana return from OoC.

This is treating OoC as a passive effect only. With smart management, you'd wait for a proc to cast your most powerful spell(s), and could increase the mana savings dramatically.

Figuring the effect on Ferals is a bit trickier, because of the varying cycles and rage/energy costs, but generally one can assume that you'd deliberately try to use your highest cost abilities on an OoC proc. However, this is already how the current mechanics work, so the only major impact on Ferals is that, while the ability to proc from specials is gone, the overall proc rate is higher to compensate. Oh, and you no longer have a "buff" that you have to remember to cast and that can be dispelled.

Comparing these figures with other talents, we see that Moonglow gives a 3% discount per point on a lot of spells, and the corresponding Restoration talent gives a 2% discount per point only for Healing Touch and Tranquility. While Tree of Life is still the big winner, at a 20% discount to all HoTs, it's deeper in the tree and is situational.

In summary, every Druid build should try to include Omen of Clarity. It's just that good.



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Post#18 » Fri Aug 15, 2008 6:19 pm

Well, it looks like the fully maxed out hasn't changed much. Improved Tranquility still falls by the wayside, though. Tragic.



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Post#19 » Wed Aug 20, 2008 1:57 pm




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Post#20 » Tue Aug 26, 2008 8:37 am

I have worked up a tentative for the pre-WotLK content patch. The only thing that sucks about this build is that Nourish doesn't become available until level 80, so Tranquil Spirit is still a little gimped. However, since Healing Touch will become usable in Tree of Life form, it's worth it to spend the points in Naturalist.

For the "I don't care, HT still sucks" crowd, .



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Post#21 » Sat Aug 30, 2008 9:10 am




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Post#22 » Wed Sep 10, 2008 10:47 pm




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Post#23 » Sat Sep 20, 2008 11:01 am

Initial results from PTRs with Boomkin...

Earth & Moon: teh sex. Massively increases soloing DPS, especially on elites.
Typhoon: currently broken, says Invalid Target whenever you attempt to cast it no matter what.
Eclipse: Meh. I never notice the proc enough to make proper use of it. Will have to experiment some more.
Hurricane: It can crit now? Holy jeebus!
Starfall: Very sexy. Fire and forget spell, so it's basically an AoE DoT that can also crit.
Nature's Splendor: Messes up the rotation I've trained myself to use. Other than that, it's very nice.
Improved Moonkin Form: The haste is awesome; the Spirit conversion is somewhat blah considering the lack of it on my gear. Throw in the nerf to Lunar Guidance and my spell power is lower in 3.0 than on live.

Mana regeneration is so-so. Losing Intensity costs me about 100 mp5 self-buffed, if I'm reading the numbers properly. This hurts, to say the least. The proc from Moonkin Form does give me some of that back, but it's hard to tell if it'll compensate without further testing, especially in a raid environment.

Initial conclusion: Very significant DPS buffs in this build, especially for soloing, but at level 70 it seems like we might reclaim our oomkin moniker in raids.



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Post#24 » Thu Sep 25, 2008 9:03 am




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Post#25 » Tue Sep 30, 2008 10:24 am

I'm going to do a full 3.0 Resto review soon, based on the latest patch changes, but I wanted to take a few moments to mention the major recent updates.

The biggest skill change is that Lifebloom has had its healing reduced and mana cost increased. This sucks, but we saw it coming. Blizzard maintained that, in BC, Lifebloom was dramatically stronger than intended; it wasn't supposed to have become our primary heal, but just another tool in our arsenal. The fact that we can roll LBs all day and never go OOM while delivering ~4000 HPS across 4 targets was just a wee bit OP.

In the Balance tree, Nature's Grace got bumped up to a 3 point talent (33/66/100% chance on crit for the next spell's cast time to be reduced by 0.5 sec), making it less attractive for full Restoration builds - although crits are being made more useful by Living Seed, they are still not a reliable HPS booster. However, Nature's Splendor got bumped down to a single talent point (duration of all DoT and HoT spells increased by 3 sec), hugely increasing its value. All PvE Resto builds should seriously consider investing in this talent now - it buffs Lifebloom and Wild Growth by a whopping 43% while freeing up a minimum of 2 GCDs per spell.

On the Restoration side, Gift of the Earthmother keeps getting toyed with; its latest incarnation doubles the base GCD reduction from 10% to 20%, so now Lifebloom and Rejuvenation will be 1.2 sec with this talent rather than 1.35. It's still damn nice. (Math: 10 sec duration / 1.2 sec GCD = 8 rolling LBs; or you could hold Rejuvenation on 12 targets, etc.) In other news, Flourish was renamed Wild Growth, and its net healing was reduced by around 75%. No, that's not a typo: Blizzard said that it was way too good in its original incarnation, healing as much as CoH in its first tick. It's intended to heal about 50% more than CoH, but over time instead of all at once.

In response to questions about Wild Growth's nerf, Blizzard said that Druids needed an AoE healing tool, but they are not intended to replace Priests or Shamans as the best in that role. Apparently, encounter design in WotLK will feature plenty of places where AoE healing is useful. It remains to be seen how valuable Wild Growth will be in raid healing, given the strength of CoH and Chain Heal.

(Note: Paladins are getting Beacon of Light as their quasi-AoE healing tool; the value of this is that they can continue to heal the tank while also healing the other members of their group. No Paladin HoTs for you - unless you count Sheath of Light, that is.)

Another item that is worth mentioning is that Lifebloom's final bloom - along with Prayer of Mending and Earth Shield - should now credit their heals to the caster rather than the recipient. This will make healing meters more accurate, but its principal in-game effect will be that the caster will now also be credited with the threat generated by these effects. Thus, you can no longer use PoM or ES as a cheap initial threat generation technique for tanks; in fact, precasting PoM in a large pull could well get the healer smashed. To help avoid this problem, all tanks are getting better AoE threat generation tools.

The final value of this change applies particularly to Paladins, as they should now properly regenerate mana from Spiritual Attunement when they get healed via these spells.



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Post#26 » Tue Sep 30, 2008 11:29 pm




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Post#27 » Fri Oct 03, 2008 10:40 am




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Post#28 » Tue Oct 07, 2008 9:44 am




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Post#29 » Sat Oct 11, 2008 10:25 am

Here are some updated Druid specs, based on beta build 9061.

- Unfortunately you can't get Nature's Splendor and Wild Growth at 70 (boo). At Level 80, I'd probably take it .
- With HT castable in ToL form, this build gives you a chance to use it effectively. It lacks mana efficiency talents though. Its logical Level 80 conclusion is .

Up later, more Boomkin fun.



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Post#30 » Sat Oct 11, 2008 11:23 am



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