01-20-2005, 09:12 PM
Zarathustra,Jan 20 2005, 01:45 PM Wrote: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
<snip>
I'm just a bit bummed that the ultimate spell in the tree has been found through experience to be a novelty at best.
Agreed. I have spurned Hurricane in favor of a deeper dip into Restoration.
Quote: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.
No arguments, although I tend to use Wrath for most of my direct damage needs. Until the later Balance talents come in to play, Wrath is competitive in DPS and is "quantized" a bit better for my liking.
Quote: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.
I suspect there's a resistance roll each time damage is applied. Entangling roots is nice, but it's sufficiently unreliable that I don't use it as a regular part of my arsenal. Situationally, yes; as a matter of course, no.
It's been a while since I did Zul'Farrak, but I recall Roots working there, as well as travel form, so I'm reasonably certain it's an "outside" area.
Quote: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.
I've never seen much use out of this. It seems like it would be useful only if you're being beaten upon by a single superior opponent, and I can usually escape such situations with travel form.
Quote: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.
I love Omen of Clarity. Let me say that again. I love Omen of Clarity. It has saved my bacon amazingly often.
I'm glad to find another druid who's willing to use daggers. The fast swing speed accomodates the cast-cast-whack-whack-cast-cast rhythm of the solo Balance druid better than a slower staff or mace.
Quote: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.
[right][snapback]65951[/snapback][/right]
The functionality of shapeshifting has changed recently to eliminate the delay when shifting back to caster form. instead it seems to be delaying on the other leg, shifting to feral forms. This has rendered Swiftshifting pretty darned pointless.
One other talent I've found useful is Nature's Reach. It's a lot safer to pull if you've got a point or two there, especially if you're working mobs above your level.
What do you think of the higher pre-Hurricane Balance talents like Moonfury and Vengeance? Are they boosting your Starfire and Moonfire by an appreciable margin?