f13.net

f13.net General Forums => World of Warcraft => Topic started by: Nevermore on September 23, 2005, 11:31:41 AM



Title: New Druid talent tree
Post by: Nevermore on September 23, 2005, 11:31:41 AM
Here you go. (http://worldofwarcraft.com/info/classes/druids2/talents.html)


Title: Re: New Druid talent tree
Post by: Shockeye on September 23, 2005, 11:55:18 AM
I need two Druids now. One Balance and one Feral.

Roar.


Title: Re: New Druid talent tree
Post by: kaid on September 23, 2005, 02:27:08 PM
The balance tree is alot more interesting than it was before. The thought of moonkin form with barkskin on blasting off hurricanes at a range and blasting away could be a hoot. You may not do the shock damage of a mage or warlock but jesus you are a nuker with freaking plate armor.

Feral also looks tasty frankly if I went anything it probably would wind up being feral because I am addicted to rapid shifting of shapes to fit whatever roll I need to be in.

Kaid


Title: Re: New Druid talent tree
Post by: Pococurante on September 23, 2005, 05:59:19 PM
Same.  I like hybrids.  More challenge.

Drives my P&P DM crazy.


Title: Re: New Druid talent tree
Post by: Jobu on September 23, 2005, 07:15:50 PM
Every class that has had talent revamps has become harder to kill, I've found. I cannot fricking wait until they work their way down to the classes I play, which also seem to be the most balanced (priest, mage, rogue). They certainly seem to be doing a good job of things so far. Props to them for not fucking things up like they're supposed to with class balancing.

Moonkin form seems fun to my non-druid self. I *stll* have my Furbolg wand from Ashenvale at level 60.


Title: Re: New Druid talent tree
Post by: Righ on September 24, 2005, 03:38:18 AM
Same.  I like hybrids.  More challenge.

Drives my P&P DM crazy.


Mmmm. Pickle and Pimento Doc Martens. That's hybrid. And tasty!


Title: Re: New Druid talent tree
Post by: El Gallo on September 24, 2005, 07:33:04 AM
I don't know, nothing they have there compares to innervate PvE wise.  So long as there is one 31-point talent widely viewed as mandatory, I view the druid trees as a failure.  Innervate shoudl be made into a universal class skill.


Title: Re: New Druid talent tree
Post by: Tebonas on September 24, 2005, 09:38:12 AM
Thats right! First thing you look is what points are left after getting Innervate. And then there is not much left to play around with.


Title: Re: New Druid talent tree
Post by: Shockeye on September 24, 2005, 10:18:41 AM
Innverate isn't really worth getting, from my point of view. I'd rather have the damage boost from balance for killing people and with moonkin form, getting a higher crit rate plus 360% armor will certainly help smack a few people around.

PVE doesn't appeal to me except as a means to an end. Excuse me if I avoid anything in the restoration tree except for improved mark of the wild.


Title: Re: New Druid talent tree
Post by: MrHat on September 24, 2005, 11:16:40 AM
Innverate isn't really worth getting, from my point of view. I'd rather have the damage boost from balance for killing people and with moonkin form, getting a higher crit rate plus 360% armor will certainly help smack a few people around.

PVE doesn't appeal to me except as a means to an end. Excuse me if I avoid anything in the restoration tree except for improved mark of the wild.

Don't throw out innervate till you try it out Shock.  That thing makes you a killing machine.


Title: Re: New Druid talent tree
Post by: Shockeye on September 24, 2005, 11:28:52 AM
Innverate isn't really worth getting, from my point of view. I'd rather have the damage boost from balance for killing people and with moonkin form, getting a higher crit rate plus 360% armor will certainly help smack a few people around.

PVE doesn't appeal to me except as a means to an end. Excuse me if I avoid anything in the restoration tree except for improved mark of the wild.

Don't throw out innervate till you try it out Shock.  That thing makes you a killing machine.

But it doesn't for quick skirmishes. I want to hit hard and hit fast, that does not make me better at either. Innverate also does more to harm Druids overall because the "raidtards" refuse Druids that don't have it. I'd rather they removed it completely from the game or give it to all Druids.


Title: Re: New Druid talent tree
Post by: kaid on September 26, 2005, 08:01:13 AM
For raiding druids they likely will still be restoration after the revamp. Is it because the other talent pools are weak no its just that in general raids limiting factor tends to be healers. Druids are damn good healers and in raiding guilds most will expect you to play to your strenghts.

It does not mean the other talent line revamps are a failure however but its like those shadowform priests generally if you are a priest and you are a raider people will expect you to train up your holy and disc talent lines. Does that mean shadowform sucks hell no but it does mean that its currently way easier to find mages to nuke than it is for priests to heal and any priest on a raid will likely be expected to heal.

In one or two group pve innervate is good but it is not that neccessary as the fights just don't last that long. Also in 1 or 2 group situations druids will more often find themselves being able to excercise their tanking and dps capabilities far more often which makes feral and balance a lot nicer.

For big raiders I don't see them making any changes other than enjoying some of the new buffs that restoration got and they did get some nice lesser enhancments. That tree did not need a lot of work and they did get some nice cookies. For pvp'ers and more normal group people I think balance and feral will be alot more common. I can really see moonkin form romping around in arathi basin being able to root and nuke while having plate like ac would be freaking awsome for defense of capped points.


kaid
kaid


Title: Re: New Druid talent tree
Post by: Kitsune on September 26, 2005, 11:02:53 PM
Every class that has had talent revamps has become harder to kill, I've found. I cannot fricking wait until they work their way down to the classes I play, which also seem to be the most balanced (priest, mage, rogue). They certainly seem to be doing a good job of things so far. Props to them for not fucking things up like they're supposed to with class balancing.

Moonkin form seems fun to my non-druid self. I *stll* have my Furbolg wand from Ashenvale at level 60.

I've looked long and hard at Moonkin form, and decided to pass.  You burn a hunk of mana to shapeshift, whereupon you can't drink potions or heal.  Your AC shoots up, so you can take a punch, but you don't get the bonus HP of the bear form, and no particular resistance to magic.  So you aren't backstab-bait like the mages, but nukes will still put a dent in you pretty fast, and if you get hurt your only option is to drop out of the form for healing, at which point the armor vanishes.  And dropping Moonkin would be bad; when you leave bear or cat, your mana's been recharging so you usually have a full tank to cast on, but if you've been nuking in Moonkin you're liable to be low on mana on top of missing the armor.  On top of which, Druid nukes are somewhat lackluster in the grand scheme of things, and putting talent points into them makes them decent, but not great.

So, while I definitely wouldn't turn down the Moonkin form if it was free, and would probably spend 10ish points for it, I don't mean to pop 31 points into it.  Gonna stick with Feral tree now that it's finally giving decent bonuses.

If I was gonna go Moonkin, I'd try to get my resists and AC as high as possible, dump on Int to get the biggest mana pool imaginable, and eat the food with +mana regen before shifting into it.  Then I'd hang out with a party of mages, get drunk, laugh maniacally whenever one crits, and play bodyguard/fire support for them.  Root incoming tanks, Faerie Fire the rogues, drop nukes and Hurricanes when the opportunity presents.  It'd work pretty well, I think, but not really my style.  Moonkin's gonna require that you stay in that form as long as possible, just like shadow priests, and I prefer being able to shift at will.


Title: Re: New Druid talent tree
Post by: gimpyone on September 27, 2005, 12:29:53 AM
I wil most likely stay at 4/11/36.  I might try the balance tree but Kitsune's post sounds really convincing.


Title: Re: New Druid talent tree
Post by: Kitsune on October 05, 2005, 10:11:26 PM
My previous misgivings about moonkin form are now void; the latest patch on the test server has changed them to allow the use of items and trinkets, upping their usefulness considerably.  Mages would still out-DPS them, but their heavier armor and ability to shift into a healer form at will is compensation enough, I think.  I'm going to have to give serious thought to 31 balance/20 feral, now.


Title: Re: New Druid talent tree
Post by: Tale on October 07, 2005, 06:35:53 AM
I've come up with a 12-7-32 spec (http://www.worldofwarcraft.com/info/classes/druids2/talents.html?01400230020000005002000000000000500503155205001).


Title: Re: New Druid talent tree
Post by: SurfD on October 07, 2005, 07:57:04 AM
lack of natures swiftness and extra long heals rather hurt that build i think.


Title: Re: New Druid talent tree
Post by: Tale on October 11, 2005, 07:05:59 AM
lack of natures swiftness and extra long heals rather hurt that build i think.
This better you think? (http://www.worldofwarcraft.com/info/classes/druids2/talents.html?01400230020000005002000000000000505503055010021)

Trying to come up with a way to retain Nature's Reach and Brutal Impact (for some PvP and solo PvE), while remaining specced for raid healing. They've deliberately made it more difficult.


Title: Re: New Druid talent tree
Post by: Sogrinaugh on October 11, 2005, 08:05:25 AM
I'm hoping at least 1 druid in my guild experiements with moonkin.  I'd like +3% crit to my spells, im sure we could find at least 3 other mages/locks who feel the same.


Title: Re: New Druid talent tree
Post by: kaid on October 13, 2005, 08:33:59 AM
I grouped a bit with a moonie last night. They seem pretty decent one thing they can do that is very nice in groups a very durable aoer. In an aoe situation the moonie can hit barkskin and then start to hurricane which does some very good damage and also slows the attackrate of everything hit by it which enhances the surviablity of all the other aoers.

Also if they go balance/feral there is some good synergy there. In balance there are a lot of good feral ehnahcning talents such as master shape shifter and natural weapons as well as enhanced thorns. So once your moonkin gets low enough mana you can switch to bear or cat form.

kaid


Title: Re: New Druid talent tree
Post by: Triforcer on October 14, 2005, 12:17:37 PM
I grouped a bit with a moonie last night. They seem pretty decent one thing they can do that is very nice in groups a very durable aoer. In an aoe situation the moonie can hit barkskin and then start to hurricane which does some very good damage and also slows the attackrate of everything hit by it which enhances the surviablity of all the other aoers.

Also if they go balance/feral there is some good synergy there. In balance there are a lot of good feral ehnahcning talents such as master shape shifter and natural weapons as well as enhanced thorns. So once your moonkin gets low enough mana you can switch to bear or cat form.

kaid

So mages' last useful function is gone?  Wonderful :(


Title: Re: New Druid talent tree
Post by: Righ on October 14, 2005, 12:44:32 PM
So mages' last useful function is gone?  Wonderful :(

AFAIK no other class can summon water, so shut up and get on it.


Title: Re: New Druid talent tree
Post by: El Gallo on October 14, 2005, 01:04:04 PM

So mages' last useful function is gone?  Wonderful :(

I don't think a 10-second channel/1 minute cooldown AE that does 1300 damage is going to put IAErs out of work :)


Title: Re: New Druid talent tree
Post by: Calantus on October 16, 2005, 04:20:34 AM
Ya, hurricane just helps the real AoEers get the job done.


Title: Re: New Druid talent tree
Post by: kaid on October 17, 2005, 06:43:41 AM
Hurricane is a mages best friend. If the moonie does it first they not only pull agro onto somebody better able to survive it but hurricane also debuffs mobs attack speeds by a noticable ammount. This allows mages to not only nuke harder but also to aoe safer. Hurricane does not do anywhere near the damage of mages aoes nor can it be used as quickly. The combination though is deadly.


kaid