Druids' Balance Tree
#1
Hey everyone. I've been playing a Druid since I purchased the game, and figured I'd spark some discussion over the skills, balance, etc. I also have a few gripes with some changes that've been made, but anyway, on to the meat...


Hurricane
I finally got this spell, after having never seen it ingame. I had no idea it was the same as the lightning spells the Harpies in the Charred Vale cast, and I'm glad it is. It looks spectacular. The last D&D Druid I played was all about Call Lightning, so this brought back some fond memories.

Now, the gripe about it; it's the highest skill in the Balance tree, yet nowhere near as useful as the others. A few level 20 mobs can easily whittle down the channelling bar to nothing against my level 45 Druid, meaning he gets about three seconds (approx. 150 dam) against the enemies in the storm. In party play it would work well while companions tie enemies up, but I've found more often than not it draws more aggro than it's worth. Blizzard saw fit to change this into a channelled spell rather than an instant cast, and I disagree with the change. If anything, I'd like to see it instant cast but with a longer cooldown. It would retain its usefulness while not being overpowered. Considering the damage is a pittance, I don't think that's out of line.

Granted, I'll still be using it. Often. Because it looks cool. Period.

I'm just a bit bummed that the ultimate spell in the tree has been found through experience to be a novelty at best.


Moonfire/Starfire
Staples of a Druid's arsenal. I'll often cast Starfire first, then give an immediate Moonfire for the damage over time. Spamming Moonfire is a viable strategy for dishing out heaps of damage ONLY if the fight is determined to be short and you have ample mana to spare. Otherwise it's not worth the cost in your mana pool.


Entangling Roots
Amazing crowd-control, but I'm a bit sketchy on just what causes a release from the roots. The spell description reads that "damage may interrupt". This would cause one to infer that rooting an enemy and then leaving it alone would keep it there for the full duration; not true. I can only speculate that either there's a resistance "roll" every time the spell does damage and a successful resist breaks it. OR the damage of the spell itself is considered for the purposes of possibly releasing the enemy. If the latter is the case, it smells more like a bug than a feature.

Again, time for a gripe. This spell is not useful in Instances at all, in my experience. I've come across many situations where it'd be a great tool while working through an instance, only to realize I'm no "outdoors" for the purpose of the spell. It seems even areas like courtyards in the Scarlet Monastery are considered to be inside (which makes one wonder why similar areas in Stormwind are considered outdoors). Is this the case with all instances? I've yet to try it in the troll instance near Gadgetzan, but I have a stinkin suspicion it would still be considered indoors.


Nature's Grasp
Train this. Devote the talent points to increase its effectiveness. This is a wonderful escape tool when one needs to get some distance from an enemy. Again, its usefulness seems nullified in instances, but out and about it's just too useful to ignore. I've had many situations where this spell has bought me the time I need to get a heal cast upon myself or an ally.


Omen of Clarity
As a Balance Druid, I don't spend as much time in Feral form as some others might. I've found that Omen of Clarity can make my mana pool last a much longer time, especially since I'll usually have a tank along with me. I've found it most effective with a fast weapon like a dagger, but even with a slow staff it's triggered often enough to be worth the one talent point required. In situations where I've run dry on mana, I'll charge in and give a few hits with my staff and instantly have a free casting of a heal or moonfire. Very handy.


Switchshifting
Has anyone found this particularly useful? I just can't justify the talent point cost to gain that slight amount of time between shifting and casting. I've found that the delay upon returning to NE form is barely noticeable. I'd really appreciate any thoughts you guys have on this.
See you in Town,
-Z
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Messages In This Thread
Druids' Balance Tree - by Zarathustra - 01-20-2005, 06:45 PM
Druids' Balance Tree - by Quark - 01-20-2005, 07:09 PM
Druids' Balance Tree - by Bun-Bun - 01-20-2005, 09:12 PM
Druids' Balance Tree - by DarkCrown - 01-20-2005, 10:51 PM
Druids' Balance Tree - by Bun-Bun - 01-20-2005, 11:33 PM
Druids' Balance Tree - by TheDragoon - 01-25-2005, 02:02 AM
Druids' Balance Tree - by playingtokrush - 01-25-2005, 02:42 AM
Druids' Balance Tree - by Zarathustra - 01-25-2005, 04:28 PM
Druids' Balance Tree - by Concillian - 01-26-2005, 09:56 PM
Druids' Balance Tree - by Zarathustra - 01-26-2005, 10:07 PM

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