Moonkin/Healer builds
#3
Quote:From a PvP perspective I think there is immense value in full Nature's Grasp.

As a tauren you have 2 escapes from melee before you need to rely on infinite shifting:
1) Warstomp --> cast cyclone --> run
2) Nature's Grasp --> run

Using Nature's Grasp at 100% might be a better option than the 70% interruption resist for roots / cyclone cast? I don't know for sure, but I think a guaranteed out is critically important.

in PvP I think you can live without Naturalist in the 3v3 group if you want. The HoTs should be primary, as Krash is going to be doing the bulk of the cast healing, this frees up points for imp rejuv and maxing out shapeshifter. Dunno what other groups you are looking at.

In the case of the healy build, I would think that +2% total healing is more than +10% of your +heal only on HT (Gift of Nature vs. Empowered Healing)

+1600 healing * 0.1 = +160 heal to HT only
(4950 + 1600) * 0.02 = +130 heal to HT and +2% to all your other heals too.

So you'd lose 60 off your max rank healing touch by moving these points to Gift of nature, but you'd gain 4% on Rejv and Lifebloom (and Regrowth, but that's probably not used often).

It's 100% interruption resist for roots / cylone. No need to stomp before casting cyclone.

D


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Messages In This Thread
Moonkin/Healer builds - by Jester - 11-13-2007, 11:23 PM
Moonkin/Healer builds - by Concillian - 11-14-2007, 12:59 AM
Moonkin/Healer builds - by PapaSmurf - 11-14-2007, 04:35 AM
Moonkin/Healer builds - by Taelas - 11-14-2007, 05:22 AM
Moonkin/Healer builds - by Concillian - 11-14-2007, 09:22 AM
Moonkin/Healer builds - by Jester - 11-14-2007, 05:08 PM

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