swirly,Oct 29 2005, 12:12 PM Wrote:So I went to the talent calculator at the blizzard WoW page and entered your build so I could fiddle with it some. What I've come up with is that the best course of action may be to remove 1 point from Combat Endurance and 2 points from Ancestral Healing (or Totemic Focus, your choice really). This would give you 3 extra points to go with the 3 you already have available. So then you could go down the enhancement tree and get the ability to use two-handed weapons. This would give you the ability to use items like Hammer of the Grand Crusader or various other ones that might be useful to you as a healer. I'm not sure if you will end up using a two-hander or a 1-hander/offhand/shield combo, but at least you would have the choice.
Ancestral healing is a big help to Mogo's healing abilities. At least around non-magic using critters. I'd really rather not lose even 10% armor bonus by taking out two points from it. Totemic focus is a big factor in how I like to play as well. I need to be able to plop down totems and still have enough mana to be main/only healer. It's great though when I get to group with Kosch. He does the offensive totems (strength of earth, grace of air, etc) and I can do the defensive totems (stoneskin/tremor, any of the water totems and grounding if necessary, etc). In duoing with Marn, the totems basically only get dropped in those ever so wonderful "Oh crap" moments and usually they occur only when I'm at half mana or lower, so I need to be able to drop totems and heal at the same time with little mana.
Mogo did use staves for a long time, but most of the time a one-hander/shield (or offhand if I get some nice ones) is more effective. I don't have the stamina that some shaman do (or so I've been told ;) ) so that shield is a big help to me so I can stay alive and keep healing. I have debated many times allowing Mogo to use the two-handers, but then I end up seeing just how often my shields save my butt. ;)
Quote:Another option would be to take the 5 out of Ancestral Knowledge as well and then move those 11 points over to Elemental so that you can get Elemental Focus (the clearcasting talent). If you use shocks at all, then the extra 10% off of their cost could probably more than make up for the mana loss from Ancestral Knowledge being gone. This is assuming of course that you would get the two shock talents on the way to Elemental Focus instead of getting the lightning one and then some other random one. May be a bad assumption on my part.
So yeah, my opinion is that you should try for one of the 1 point 3rd tier talents in the non-restoration trees. Getting either of them may be more worthwhile than where you would otherwise be putting the points. If nothing else, its something to consider. : )
[right][snapback]93544[/snapback][/right]
They are very good suggestions (thanks btw), but that's a more offensive build than what Mogo was designed for. I don't use shocks that frequently because they are mana hogs. I'll frost shock any runners, earthshock the nasty casters and sometimes fire shock the heavily armored critters, but more often will just drop a fire totem (depending upon number of critters around) and/or use flametongue weapon. Yeah, I know. I play Mogo like a gimp. So sue me. ;) :D But man can she heal in nasty situations. :D Most of her mana is used for healing in instances and when the whole group isn't overlevelled, she'll run right down to the last drop frequently and that's with that extra mana from ancestral knowledge.
You have definitely given me something else to think about though. Thanks for making the decision even harder. :P :wub:
Edit: I really do swear that American English is my native language. Any grammar errors you see must just be figments of your imagination. ;)
Intolerant monkey.