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Rock me like a hurricane....nope http://www.runeclad.com/viewtopic.php?f=2&t=2315 |
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Author: | MicMac [ Fri Jul 22, 2005 8:50 am ] |
Post subject: | Rock me like a hurricane....nope |
I just respecced heavily into balance because someone said it's faster to grind with and I'm so close to 60. I thought I'd grab hurricane while i had the points in balance to see what it was really like and to put it quite frankly...it sucks. I did a few deadmine runs last night to gather enchanting mats for a guildmate and it barely kills the lvl 19 mobs there. Although the animation is pretty cool and with barkskin the channeling isn't a problem I just expected more out of a 31 point talent. I had a 7/11/33 spec before then and I'll probably switch back soon. I'm really liking imp wrath, but i miss feral charge, natures swiftness and innervate. To all the druids out there, what talents are you using and what do you find most helpful for pvp? Also for those of you who have been wise to avoid this talent, if you would like to see the animation before I respec I can show you. The main reason I grabbed it was because I was curious at how it looked. |
Author: | dathnir [ Fri Jul 22, 2005 9:22 am ] |
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7/11/33 imp wrath reach reduced rage/energy, crit, and feral charge ns,imp rejuv,imp regrowth,innervate I thought about getting nature's grasp again but I didnt feel like spending the gold. It's not that useful in group pvp. I had hurricane before you had to channel it, it was decent for a 500 a pop aoe. |
Author: | MicMac [ Fri Jul 22, 2005 9:34 am ] |
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Author: | Thistlewind [ Fri Jul 22, 2005 10:11 am ] |
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Author: | Blackwidow [ Fri Jul 22, 2005 10:44 am ] |
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Author: | Thistlewind [ Fri Jul 22, 2005 11:09 am ] |
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Author: | Calias [ Fri Jul 22, 2005 12:14 pm ] |
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Haha. Yeah. Hurricane is god awful. Even with a ton of +damage it never even comes close to useful. If you are still leveling, let me show you my old balance build. Its the 30/21 that gives you vengance and natures swiftness. It is extremely powerful in group pvp. And when geared with +damage/spell crit, to make use of the damage talents. Particularly, vengance and imp wrath. As they increase your damage by a %, they represent scaling damage for a caster. Of course it comes at the price of innervate, feral charge and imp bash. Which can be painful. If you could get them all, you would be insanely overpowered though, wouldnt you. 30/21balance Balance Talents (30 points) Improved Wrath - 5/5 points Reduces the cast time of your Wrath spell by 0.5 seconds. 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. Level 18: Entangling Roots (Rank 2) Level 28: Entangling Roots (Rank 3) Level 38: Entangling Roots (Rank 4) Level 48: Entangling Roots (Rank 5) Level 58: Entangling Roots (Rank 6) Improved Nature's Grasp - 4/4 points Increases the chance for your Nature's Grasp to entangle an enemy by 65%. Nature's Reach - 2/2 points Increases the range of your Wrath, Entangling Roots, Faerie Fire (caster form only), Moonfire, and Starfire spells by 20%. Improved Moonfire - 5/5 points Increases the damage and critical strike chance of your Moonfire spell by 10%. Moonglow - 3/5 points Reduces the Mana cost of your Moonfire and Starfire spells by 6%. Moonfury - 4/5 points Increases the damage done by your Starfire and Moonfire spells by 8%. 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. Vengeance - 5/5 points Increases the critical strike damage of your Starfire, Moonfire, and Wrath spells by 100%. Feral Combat Talents (0 points) None Restoration Talents (21 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. Now my current build is 31 restor/20 balance to have innervate for rag/domo/bwl. It is weaker for pvp, for sure. Its a choice you will have to make. 20/31 restore Balance Talents (20 points) Improved Wrath - 5/5 points Reduces the cast time of your Wrath spell by 0.5 seconds. 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. Level 18: Entangling Roots (Rank 2) Level 28: Entangling Roots (Rank 3) Level 38: Entangling Roots (Rank 4) Level 48: Entangling Roots (Rank 5) Level 58: Entangling Roots (Rank 6) 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%. Nature's Reach - 2/2 points Increases the range of your Wrath, Entangling Roots, Faerie Fire (caster form only), Moonfire, and Starfire spells by 20%. Moonglow - 3/5 points Reduces the Mana cost of your Moonfire and Starfire spells by 6%. Feral Combat Talents (0 points) None Restoration Talents (31 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%. Reflection - 5/5 points Allows 15% of your Mana regeneration to continue while casting. 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 - 3/5 points Reduces the threat generated by your healing spells by 12%. 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. |
Author: | MicMac [ Fri Jul 22, 2005 1:00 pm ] |
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that's pretty much the build i went with except i passed on imp grasp to max moonfury/glow and i got ooc because i've always skipped it and wanted to try it out, just like hurricane. i also skipped imp rejuv to get reflection for some mana regen during casting. I play with another druid so he is my innervate bitch. I want to try playing without natures swiftness because I think i've come to rely on it too much. I'm toying with the idea of 18 feral for ferocity, imp bash, sharpened claws, charge and primal fury. With some +crit gear you'd have plenty of rage. I don't see anything else in the feral tree right now, but hopefully that will change next patch. |
Author: | MicMac [ Fri Jul 22, 2005 1:38 pm ] |
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Author: | Calias [ Fri Jul 22, 2005 4:51 pm ] |
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Author: | dathnir [ Fri Jul 22, 2005 8:15 pm ] |
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