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gzyzwc
11-18-2005, 01:29 PM
Hello,

I have a 60 druid on Deathwing (horde) and am having a few problems, with the new spec I should use.

I want to be able to provide what a group needs for pve, as well as enjoy pvp.

I currently need to finish the Onxyia key quest (2 more runs of UBRS and the 4 dragons) And am going to be joining a rather large guild on our server for MC/Onxyia/ZG raids. (I am very tired of doing ubrs/lbrs/scholo - My druid is my 3rd 60 - and the one the large guild wants me to play. I also have a priest and a mage.)

I like playing the healer so have no problem with a resto druid. I am just curious if this is the ideal setup for what I want to do.

A little about it, I am a Herbalist/Aclhemist - FA/Cooking/Fishing
I like having Stealth, also like it knocked up their. helps farm wpl/epl/ungoro for herbage to make nice pots. Plus having the added stealth means I can stealth near a flag, make it look solo defended and come outta stealth to throw a big heal on the defender.


Here is the spec I am considering.

Balance Talents (5 points)

# Nature's Grasp - 1/1 point
While active, any time an enemy strikes the caster, they have a 35% chance to become afflicted by Entangling Roots (Rank 1). Only usable outdoors. 1 charge. Lasts 45 seconds.

Level 18: Entangling Roots (Rank 2)
Level 28: Entangling Roots (Rank 3)
Level 38: Entangling Roots (Rank 4)
Level 48: Entangling Roots (Rank 5)
Level 58: Entangling Roots (Rank 6)

# Improved Nature's Grasp - 4/4 points
Increases the chance for your Nature's Grasp to entangle an enemy by 65%.



Feral Combat Talents (15 points)

# Ferocity - 5/5 points
Reduces the cost of your Maul, Swipe, Claw, and Rake abilities by 5 Rage or Energy.

# Brutal Impact - 2/2 points
Increases the stun duration of your Bash and Pounce abilities by 1 sec.

# Feral Instinct - 5/5 points
Increases threat caused in Bear and Dire Bear Form by 15% and reduces the chance enemies have to detect you while Prowling.

# Feline Swiftness - 2/2 points
Increases your movement speed by 30% while outdoors in Cat Form and increases your chance to dodge while in Cat Form by 4%.

# Feral Charge - 1/1 point
Causes you to charge an enemy, stopping its movement and interrupting any spell being cast for 4 seconds.



Restoration Talents (31 points)

# Furor - 5/5 points
Gives you a 100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form or 40 Energy when you shapeshift into Cat Form.

# Improved Healing Touch - 5/5 points
Reduces the cast time of your Healing Touch spell by 0.5 sec.

# Nature's Focus - 5/5 points
Gives you a 70% chance to avoid interruption caused by damage while casting the Healing Touch, Regrowth and Tranquility spells.

# Insect Swarm - 1/1 point
The enemy target is swarmed by insects, decreasing their chance to hit by 2% and causing 66 Nature damage over 12 sec.

# Tranquil Spirit - 5/5 points
Reduces the mana cost of your Healing Touch and Tranquility spells by 10%.

# Improved Rejuvenation - 3/3 points
Increases the effect of your Rejuvenation spell by 15%.

# Nature's Swiftness - 1/1 point
When activated, your next Nature spell becomes an instant cast spell.

# Improved Regrowth - 5/5 points
Increases the critical effect chance of your Regrowth spell by 50%.

# Innervate - 1/1 point
Increases the target's Mana regeneration by 400% and allows 100% of the target's Mana regeneration to continue while casting. Lasts 20 seconds.


So tell me I am really torn between Natures Grasp and Improved MOTW. I just don't think that 35% is worth the investment, how much will it be frowned on upon doyou think for my motw to be 35% less effective? I am a fan of furor, Since I am so heavily into the Fearl line, for stealth may as well get charge, and furor to charge is nice addition.

Please somebody let me know y0ur thoughts.

Belgar Horde Druid.

Scorch
11-20-2005, 12:36 PM
For a 31 Restoration/Charge build I'd take iMotW, honestly, that 35% does help in raids and such. To replace Furor, I'd drop 1 or 2 points somewhere in Restoration and put it into Improved Enrage.

gzyzwc
11-21-2005, 02:02 PM
Thanks scorch.

So Natures grasp is a must?

do you find yourself viable in pvp at all under a resto build? do you just essenstialy just buff and heal warriors in AB/AV?

Am I just effectivly a heal bot, that casts innervate on a priest?

Thanks

Scorch
11-23-2005, 01:27 PM
I haven't played a build without Nature's Grasp for over a year...

For Restoration Druids, it's pretty much consensus that they're the mostly annoying difficult class to take down this side of a Paladin. As for healing, you have to realize the most powerful spell in the game isn't Pyroblast or Mortal Strike or whatever, it's healing. There's nothing more demoralizing than to spend 10, 20 seconds DPSing a guy down to a sliver of his health, then suddenly he catches a full heal. That's just sooo frustrating. Don't think of yourself as a healbot, think of it as fucking people up indirectly. I'm full feral specced and I still spend 2/3rds of the time in PvP healing, because that's way more important. When you're not healing, you can basically permanently lock down feral Druids, Warriors, Rogues, Hunter pets, and Mages. Since you're Horde, add Priests to that list (Feral Charge, hit once, Bash, hit PvP trinket, run back and Warstomp).

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