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0/11/50 in Arena?Follow

#1 Apr 04 2008 at 11:41 AM Rating: Decent
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Having picked up tons of +heal gear now, I'm tempted to get into the tree business for a while and do some raiding for badges. I'm curious though about how well a build without Nature's Grasp like the one I have in mind would perform in arena.

http://www.wowhead.com/?talent=0ZVG0oZVVIxcqMest

At least in the bigger teams I'd have the abilities of my teammates available, like frost nova, scream, or whatever else, but I'm somewhat worried about my 2v2 efforts.

Any thoughts? Quor? Anyone?
#2 Apr 04 2008 at 2:48 PM Rating: Decent
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3,761 posts
Isn't the PVP resto build like 2/11/48? You're doesn't seem much different, just don't PVP in tree form.

edit- I guess it's 8/11/42 or something, for uninteruptable roots and cyclone.

Edited, Apr 4th 2008 6:49pm by mikelolol
#3 Apr 04 2008 at 5:25 PM Rating: Decent
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988 posts
Well yeah there is the root/cyclone issue too...

This is what it used to be:

http://www.wowhead.com/?talent=0zjZVG0oZVVIxcqM0st

But that was before the recent buff to Regrowth and the changes to spirit-based mana regeneration.

I feel like I need to decide between Feral Charge or Natures Grasp/Control of Nature.

I'd go with this one:

http://www.wowhead.com/?talent=0zjZZxVIxsqrest

A zero-threat Tranquility could save the raid and give me some security while I'm still learning to heal...
#4 Apr 04 2008 at 7:08 PM Rating: Excellent
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8,779 posts
control of nature is nice, and very helpful in some situations, but ive never had a huge problem utilizing root/cyclone without it. its nice when pets are on you (so vs hunter/lock) and if youre under focus fire (which happens a lot in 5's, but can be worked around) but i could probably do without it.

having said that, i havent really had the chance to arena with the recent changes. all i can say for sure is that you can definetely drop empowered touch, so snag at least 2 points in natures grasp. i dont feel personally that its a necessary talent, but even when im playing at top form there are times when i wish i had it, and it effectively gives you easy mode anti-melee, which depending on how the battle goes (how many times your mace stunned, crits, etc.) it can make the difference between getting away by the skin of your teeth or dying horribly. so, despite the fact that i dont use it very often, i get it anyway.

as for living spirit....i dont know if its worthwhile really. youll be in mostly pvp gear, which means youll likely have an unbuffed spirit of 300 unless you choose to stack more pve gear. thats a risky gamble, because youre trading survivability for more mana regen, which is something druids dont really have a problem with in 2's and 3's thanks to arena water. at 300 spr youre looking at a benefit of 45 spr from the talent. compared to what you get from control of nature, id call it in favor of CoN instead of living spirit.

personally, id stick with the 8/11/42 build. it works, and it works well. i dont think an extra 15% spr in a hybrid pvp/pve gear setup would work out very well in the smaller arenas. it might work nicely in 5's with support, but youre banking a lot on being able to get use out of tree (unlikely) and not having to deal with focus fire, which even when supported can be an issue for a druid with a pvp/pve gear split.

now, for raiding, what you have is just fine. if you dont mind the lack of CoN then you can keep living spirit and just have 2 points in natures grasp, and still probably do well in arena. you might cap out around the 1700's depending on how you and your teammates work, but with the right setup you can probably work around most of the problems. the big questions are how much pvp gear youre willing to sacrifice in lieu of pve gear, and whether or not raiding is more important than pvp. answer those two to figure out whether or not to get control of nature or stay with living spirit.

drop empowered touch regardless of what you do tho; if youre healing as tree youll only get use out of it once every 3 mins with NS, and the 2 points would be just as good not spent if thats the case. for the math on this, at 1200 +heal the talent is giving you an additional 240 healing on HT. at 1600 +heal youre getting 320 more healing on HT. i dont know what youre current +healing is, but even if its 1600 i cant justify two talent points for a once-every-three-minute increase of 320 healing to one spell. even if gift of nature modifies the value after emp touch is applied youre still looking at 352 extra healing for essentially two talent points.

oh, and you dont need imp tranq. rarely will a situation arise in a raid where a single druid using tranq can pull aggro. if it DOES end up pulling aggro, then youre tank is doing something wrong or youre on an aoe pull and the main seeding warlock just died.

Edited, Apr 4th 2008 8:09pm by Quor
#5 Apr 04 2008 at 8:22 PM Rating: Decent
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I'm not completely unprepared as a PvP healer. I have been playing as boomkin, and full Wyrmhide with 2 Veteran's Kodohide pieces puts me at 1200 healing as it is. I've picked up G's Salvation a while ago and I'm planning on using it for PvE healing together with the Cenarion Orb until something better comes along. I'd have to pick up the matching off-hand for PvP though. Switching enchants and gems, I'll probably end up with somewhere around +1400 healing while still maintaining 350+ resilience and all the other Gladiator's goodness.

For PvE I only need to replace the current +spell hit gems in my Windhawk set with something more suitable for healing. I'm currently grinding up the mats to have Gloves of the Living Touch and Hood of Primal Life made, which should be just fine for now. I'll probably end up with somewhere around +1600 healing and 400 spirit.

Focus will be on PvE healing, and I'm really not sure how much use I'd be getting out of Feral Charge, especially since I'm without it right now. NOT having it might even make things easier on both myself my partner since there wouldn't really be too much of a change to our current playstyle - with the difference of having much bigger heals available.
#6 Apr 04 2008 at 11:50 PM Rating: Good
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8,779 posts
feral charge is nice because its combat mobility. its quite possibly the only talent i cant live without. an interrupt and a root every 15s for 5 rage? definetely worth its weight in talents.
#7 Apr 05 2008 at 7:26 AM Rating: Decent
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988 posts
Last time I had FC, the stun part didn't work out so well. I don't remember though whether it was resists or dodges. What's awesome about it is that it's an excellent way to get out of trouble, by charging someone else when you have somebody beating on you. Well, guess I'd have to say it used to be since the last time I used it was before 2.3. Now that pretty much everybody has the reduced Intercept CD from the warrior set bonus and Shadowstep works while unstealthed, a charge that has a maximum range of 25 yards might not work so great anymore. At the same time though, the new Cyclone gets me straight into the same range, completely eliminating the range advantage I'd otherwise have with 40 yard heals.

What about trinket choice? I was thinking "Talisman of the Breaker" even though heroic BF is probably a place I should go while still being moonkin, at least for now :)

#8 Apr 05 2008 at 1:22 PM Rating: Good
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8,779 posts
feral charge is actually nice because its NOT a stun. its a root effect, with an interrupt added to it. if the root is resisted, the interrupt is resisted. whats nice about this is that root resist is MUCH rarer than stun resist, and the classes who usually have talented root resist dont have anything thats worth interrupting.

its also nice say, vs mages, because its 4s of the mage having to stand there, which is longer than an intercept stun. this sometimes forces a mage to blink, which if youre paired with a warrior, can follow into a nice un-DR'ed intercept stun.

as for the talisman, its decent, but use your judgement. if youre worried about getting interrupted a lot, then its a good investment. if not, then go with the pvp neck or a pve healing piece as needed.
#9 Apr 06 2008 at 7:27 AM Rating: Decent
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988 posts
So I went ahead 8/11/42 and ran into 2 issues I completely overlooked: The loss of Dreamstate and Lunar Guidance taking some major chunks out of my bonus healing and mana regeneration.

In my current PvE set I ended up with

8675 mana
1335 +heal
318/140 mp/5

I should be ready for at least regular 5-mans and the better part of Karazhan, where the major upgrades drop in the first half anyway.

But I dropped to just under 1200 +heal in PvP Gear with only 120 mp/5. Good enough to continue our 2v2 I'd think, but anything bigger would most likely require some help.


EDIT:

Things work rather well in battlegrounds. No drinking, no potions, but still on top of the list...

http://img150.imageshack.us/img150/9053/happytreemr6.jpg

Edited, Apr 7th 2008 5:21am by Kanngarnix
#10 Apr 11 2008 at 10:25 AM Rating: Good
You can get all of the healing talents you need to be a great raid healer for 42 points in Resto. I raid with 19/0/42. If you want focus on raiding, take a pve build like I have and get into a casual 3v3 or 5v5. If you want to pvp mainly with occasional raiding, take the 8/11/42 and you will do just as fine while raiding. Only question is to take Living Spirit for a marginal boost to pve or Natural Perfection to boost pvp. Neither will break you, but only Living Spirit applies to both situations. Natural Perfection is useless for raiding. My raiding heals last week were 48% lifebloom, 32% regrowth (thanks to the mana change), and 19% rejuv. The other 1% was HT and Tranquility. I used them each once in 6-hour clear of Kara. Talents used to boost those two heals are wasted I'm my opinion.
#11 Apr 12 2008 at 11:37 AM Rating: Decent
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988 posts
Yeah I decided against Living Spirit since the boost would be pretty much neglectible with my current recycled gear thats high in plain mp5 but low on spirit. I'll reconsider once I got to replace the PvP pieces with PvE ones.

I'm a very happy tree right now. Things have come together nicely.
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