View Full Version : Druid talent build
koleen
02-08-2005, 12:28 PM
I am going to play a druid in Retail and am going for a moon/starfire spamming build with healing backup. I was thinking of this talent build, but because I didn't get my druid to that high level in the final beta, I am yet unsure if this is a a smart build to go. So please post some constructive feedback:
Balance Talents (34 points)
# 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.
# 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%.
# Improved Starfire - 5/5 points
Gives your Starfire spell a 15% chance to stun the target for 3 seconds.
# Omen of Clarity - 1/1 point
Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes.
# Moonglow - 5/5 points
Reduces the Mana cost of your Moonfire and Starfire spells by 10%.
# Moonfury - 5/5 points
Increases the damage done by your Starfire and Moonfire spells by 10%.
# 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 (17 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%.
# Combat Endurance - 1/5 point
Allows 2% of your Health regeneration to work while in combat.
koleen
02-09-2005, 01:48 PM
*bump*
You guys don't play druid or so, cause i really love to have some help with them.
Kleezs
02-09-2005, 01:51 PM
*bump*
You guys don't play druid or so, cause i really love to have some help with them.
I'd love to help you, but I haven't played or seen anything about a druid so far :(
ShuflY
02-22-2005, 12:19 PM
It is hard for me to recommend using a Balance build, you can make the Druid quite a better nuker, but no matter how many points you spend you still wont be coming close to doing the damage of a mage. If you really want to nuke, roll a mage, I think if this is your primary goal, you will be dissapointed by level 40 or so...
Druids, even with talents, never become good damage dealers. I would not doubt that they are the lowest DPS in the game. However, they are very good at everything else. They can get out of almost any situation, are usful in any and every situation, and in my opinion are just plain fun.
Unless they work on the talent lines and give Balance and Feral a buff, I would strongly suggest going deep into restoration, and finding a rogue or mage buddy to do the killing while you keep everything else under control.
I really wanted to do damage with the Druid, but once I realized that there is just no way to compare to any of the other classes DPS, I worked around that weakness and now find Druid to be one of the very strongest classes in the game.
The_Teleporter
02-22-2005, 06:14 PM
It is hard for me to recommend using a Balance build, you can make the Druid quite a better nuker, but no matter how many points you spend you still wont be coming close to doing the damage of a mage. If you really want to nuke, roll a mage, I think if this is your primary goal, you will be dissapointed by level 40 or so...
Druids, even with talents, never become good damage dealers. I would not doubt that they are the lowest DPS in the game. However, they are very good at everything else. They can get out of almost any situation, are usful in any and every situation, and in my opinion are just plain fun.
Unless they work on the talent lines and give Balance and Feral a buff, I would strongly suggest going deep into restoration, and finding a rogue or mage buddy to do the killing while you keep everything else under control.
I really wanted to do damage with the Druid, but once I realized that there is just no way to compare to any of the other classes DPS, I worked around that weakness and now find Druid to be one of the very strongest classes in the game.Plus entangle is just totally gay.
Allied
02-24-2005, 12:46 AM
Plus entangle is just totally gay.
well isnt that helpful...
no talents to improve the effect of regrowth and rejuv? those 2 skills are pretty cool. putting both of them on the tank in a tough fight can help ALOT!
koleen
02-24-2005, 07:46 AM
In the time that the game came out etc. i have already began addepting to another talent line. Feral i think sucks ass so still no talents i put in there, while i shifted some of the talents from an all out spamming fest(which the useless improvedstarfire(15% on a 3.5 sec casting is a very low chance to actually be usefull as a stun, i would rather have a reduced cooldown)) to also a bit more healing. So i can from a 34/0/17 build to a 27/0/24 build. Still no improved regrow although i like the spell, i still want to keep my damage skills up(although no were near that of a mage, but that is not what i expected, ever) as a restoration druid is all about outlasting an enemy with healing spells, and i hate that way of combat. So i came to this build, a bit different but i think it will work the best with the experiences i have had with my druid so far:
Balance Talents (27 points)
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.
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%.
Improved Entangling Roots - 2/3 points
Gives you a 70% chance to avoid interruption caused by damage while casting Entangling Roots.
Omen of Clarity - 1/1 point
Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes.
Moonglow - 5/5 points
Reduces the Mana cost of your Moonfire and Starfire spells by 10%.
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.
Moonfury - 4/5 points
Increases the damage done by your Starfire and Moonfire spells by 8%.
Vengeance - 2/5 points
Increases the critical strike damage of your Starfire, Moonfire, and Wrath spells by 40%.
Feral Combat Talents (0 points)
None
Restoration Talents (24 points)
Improved Mark of the Wild - 5/5 points
Increases the effects of your Mark of the Wild spell by 35%.
Improved Healing Touch - 4/5 points
Reduces the mana cost of your Healing Touch spell by 12%.
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.
Gift of Nature - 1/1 point
Increases the effect of your Healing Touch, Rejuvenation, Regrowth, and Tranquility spells by 5%.
Improved Rejuvenation - 4/5 points
Increases the effect of your Rejuvenation spell by 12%.
Reflection - 4/5 points
Allows 12% of your Mana regeneration to continue while casting.
Nature's Swiftness - 1/1 point
When activated, your next Nature spell becomes an instant cast spell.
vD.Gummy
03-02-2005, 03:16 AM
Druids have decent DPS, my friend plays one
Lowest DPS=warriors and pallys (You might be all suprised but a Holy priest can still get some good DPS)
The_Teleporter
03-02-2005, 07:14 AM
Druids have decent DPS, my friend plays one
Lowest DPS=warriors and pallys (You might be all suprised but a Holy priest can still get some good DPS)
I dont call it low DPS when a warrior crits for 1500+ with a execute >_<
vD.Gummy
03-02-2005, 08:05 AM
I dont call it low DPS when a warrior crits for 1500+ with a execute >_<
That only happens when the warrior crits you and execute can only be used when the opponent in down to 20% (correct me if im wrong). If it doesnt crit it roughs does 600 ish damge
A shamen for example, his/her Earth shock does 572 damge can be used over and over.
EDIT: 572 damge with out crit
The_Teleporter
03-02-2005, 08:33 AM
It costs 450 mana wooohooo!
vD.Gummy
03-03-2005, 02:54 AM
DPS, not being mana conserving
Zythius
03-03-2005, 02:34 PM
I use staff on mye lvl 20 druid now, should I go daggers or maces instead?
vD.Gummy
03-04-2005, 08:42 AM
Staves are good for druids, if you want to go more psysical get a good 2H weapon ie maces etc
koleen
03-04-2005, 03:22 PM
Druids can't even use axes >_<. Staves are good if you go a caster druid, get a mace when you go on the feral tree, as you need more + str to boost the damage.
Sapphire
03-05-2005, 04:15 AM
I see a lot of high-level druids with 2h maces.
vBulletin® v3.7.0, Copyright ©2000-2009, Jelsoft Enterprises Ltd.