by Arlos » Tue Jan 04, 2005 6:21 am
I found in playing a druid in Beta that there was really never any reason for me to go to bear or cat form, unless I needed to sneak somewhere. With the proper talent spec, I could put out just as much damage in caster form as I could in Cat form. Bear form is more useful now that it actually has a real armor value, so that might be something to look at. So, anyway, I never put any points into feral at all, because I was never shifting, so my druid advice is going to be based on not going feral. (I am sure someone else can give you feral advice)
I found that the 2 most important talents to me were the one that gave me a 60% chance to avoid interrupts when casting heals, and Nature's Swiftness. Obviously, getting Nature's Swiftness means skipping Hurricane, so if you REALLY want an AOE spell, you can probably somewhat get by with the weaker version of NS in the balance line. Still, the ability to, once every 3 minutes, make your big 3.5s cast heal insta-cast was insanely nice. Also near tops in utility was Omen of Clarity, which lets you put a proc on your weapon that lets you cast your next damage or healing spell for free. I don't think I need to give reasons for how niec that is.
Anyway, here's the build I used:
Balance Talents (26 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.
Improved Nature's Grasp - 4/4 points
Increases the chance for your Nature's Grasp to entangle an enemy by 65%.
Improved Moonfire - 5/5 points
Increases the damage and critical strike chance of your Moonfire spell by 10%.
Omen of Clarity - 1/1 point
Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes.
Improved Starfire - 5/5 points
Gives your Starfire spell a 15% chance to stun the target for 3 seconds.
Moonglow - 4/5 points
Reduces the Mana cost of your Moonfire and Starfire spells by 8%.
Weapon Balance - 5/5 points
Increases the damage you deal with melee weapons by 10%.
Nature's Grace - 1/1 point
Your critical strikes with the Wrath, Starfire, and Moonfire spells grace you with a blessing of nature, reducing the casting time of your next Regrowth or Healing Touch spell by 1 second.
Feral Combat Talents (0 points)
None
Restoration Talents (25 points)
Improved Mark of the Wild - 5/5 points
Increases the effects of your Mark of the Wild spell by 35%.
Nature's Focus - 5/5 points
Gives you a 60% chance to avoid interruption caused by damage while casting the Healing Touch or Regrowth spells.
Improved Healing Touch - 4/5 points
Reduces the mana cost of your Healing Touch spell by 12%.
Gift of Nature - 1/1 point
Increases the effect of your Healing Touch, Rejuvenation, Regrowth, and Tranquility spells by 5%.
Improved Rejuvenation - 5/5 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.
Subtlety - 4/5 points
Reduces the threat generated by your healing spells by 16%.
This build will up your damage output a fair bit, and at the same time set you up to be a reasonably effective primary healer for instances and groups. I'd suggest sticking with using a staff, to get the most out of the melee enhancer talent.
If I was dead set on getting hurricane, for the AOE goodness, and wanted to do nearly as much damage as possible, I'd probably do something like this:
Balance Talents (37 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.
Improved Nature's Grasp - 4/4 points
Increases the chance for your Nature's Grasp to entangle an enemy by 65%.
Improved Moonfire - 5/5 points
Increases the damage and critical strike chance of your Moonfire spell by 10%.
Omen of Clarity - 1/1 point
Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes.
Improved Starfire - 5/5 points
Gives your Starfire spell a 15% chance to stun the target for 3 seconds.
Moonglow - 4/5 points
Reduces the Mana cost of your Moonfire and Starfire spells by 8%.
Weapon Balance - 5/5 points
Increases the damage you deal with melee weapons by 10%.
Nature's Grace - 1/1 point
Your critical strikes with the Wrath, Starfire, and Moonfire spells grace you with a blessing of nature, reducing the casting time of your next Regrowth or Healing Touch spell by 1 second.
Moonfury - 5/5 points
Increases the damage done by your Starfire and Moonfire spells by 10%.
Vengeance - 5/5 points
Increases the critical strike damage of your Starfire, Moonfire, and Wrath spells by 100%.
Hurricane - 1/1 point
Creates a violent storm in the area surrounding the caster, causing 53 Nature damage to all nearby enemies every 1 second, and reducing the attack speed of all nearby enemies by 20%. Lasts 10 seconds.
Feral Combat Talents (0 points)
None
Restoration Talents (14 points)
Improved Mark of the Wild - 5/5 points
Increases the effects of your Mark of the Wild spell by 35%.
Nature's Focus - 5/5 points
Gives you a 60% chance to avoid interruption caused by damage while casting the Healing Touch or Regrowth spells.
Improved Healing Touch - 3/5 points
Reduces the mana cost of your Healing Touch spell by 9%.
Gift of Nature - 1/1 point
Increases the effect of your Healing Touch, Rejuvenation, Regrowth, and Tranquility spells by 5%.
With this build, you may not be able to be a primary healer in the tougher instances, because you lack any flash healing capability, which the first build gives you with Nature's Swiftness. However, you'll do quite a bit more damage, especially when you crit with spells, and you may be better at soloing.
If you want a build to be best at healing, try this:
Balance Talents (16 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.
Improved Nature's Grasp - 4/4 points
Increases the chance for your Nature's Grasp to entangle an enemy by 65%.
Improved Moonfire - 5/5 points
Increases the damage and critical strike chance of your Moonfire spell by 10%.
Omen of Clarity - 1/1 point
Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes.
Improved Starfire - 5/5 points
Gives your Starfire spell a 15% chance to stun the target for 3 seconds.
Feral Combat Talents (0 points)
None
Restoration Talents (35 points)
Improved Mark of the Wild - 5/5 points
Increases the effects of your Mark of the Wild spell by 35%.
Nature's Focus - 5/5 points
Gives you a 60% chance to avoid interruption caused by damage while casting the Healing Touch or Regrowth spells.
Improved Healing Touch - 5/5 points
Reduces the mana cost of your Healing Touch spell by 15%.
Gift of Nature - 1/1 point
Increases the effect of your Healing Touch, Rejuvenation, Regrowth, and Tranquility spells by 5%.
Improved Rejuvenation - 5/5 points
Increases the effect of your Rejuvenation spell by 15%.
Reflection - 5/5 points
Allows 15% of your Mana regeneration to continue while casting.
Nature's Swiftness - 1/1 point
When activated, your next Nature spell becomes an instant cast spell.
Subtlety - 5/5 points
Reduces the threat generated by your healing spells by 20%.
Improved Tranquility - 2/2 points
Gives you a 80% chance to avoid interruption caused by damage while casting your Tranquility spell.
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.
-Arlos