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  1. #1
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    Default DoV - Fury AA spec

    Its what i had on beta, i will try to explain my point of view, and like SF post, i will keep it up to date :-)

    UP to date VELIOUS BETA


    STR LINE : nice line if you want melee, and you dont take AGI (nice for solo / heroic content / can be nice on bg, and not really usefull on raid cause you need to be max range most of the time)

    Nature Blade : increase attak speed of caster / inflict melee damage on target
    Wild Ferocity : caster will double attack on x% of attacks
    Natural Boon : proc heal on melee attack
    Primordial Strike : melee attack

    AGI LINE : if you raid, you ll want it for Tortoise shell, Wild regeneration need a fix, like we had on our heal stance.

    Calm animals : Mezz (animal only, pretty useless)
    Charm Animal : Charm (animal only, pretty useless too)
    Wild Regeneration : reduces duration of our HOT by 2.5 with 10 points, and increase the heal on the first tick by 30% (im back with 10 points on it cause i cant stand having 10 on charm and mezz )
    Tortoise Shell : AOE imunity on group, + chance to block increase by 100%, duration 30 sec, if buckler in secondary (no more stun / stiffle -> a must have if you raid - really nice on bg - can be usefull in group, but i wont have it on group setup only)

    STA LINE : nice line to get for raid / group / bg / solo : crit chance, serenity is nice, even if still "bug" as doesnt break stiffle with full point on it

    Serene Symbol : dispels 98 lvl (rank 4, lvl 90) of ele, nox, arcane beneficial effects on target (remove some buff / damage shield on some mobs, sometimes...)
    Serene Knowledge : proc imune stun in prevent to be interrupted on beneficial spell, seem to proc nicely now
    Serene Focus : Increase Crit Chance
    Serenity : immune stun and prevent caster from being interrupted
    bug about stiffle is fix.

    WIS LINE : (useless ftw or good for bg )

    Hierophant Grasp : melee attak + root
    Hierophant movement : Increase speed + in compat movement
    Hierophant obfuscation : as some chance to absorb a lvl 90 effects
    Rebirth : when you die, you get auto rez with 40% hp and mana

    INT LINE must have solo / group / raid, and bg

    Thunderspike : melee attak
    Stormcaller's control : increase the base damage of spells by 10% (rank 10)
    Stormvision : increase focus, disru, ordination
    Infusion : proc aoe damage on beneficial spell (group heal without pet in group = 6 proc - porcupine without pet in raid = 24 proc ), drain some mana each time it proc

    SF AA :

    Natural Instincts : hit chance with weapong % increase
    Wild Protection : Reduces damage taken by 2% (rank 8 - yeah its little, but, need to see how it goes)
    Pure Serenity Reduces the recast of serenity by 80 sec + add immune stiffle (rank 8 - made me take serenity) BUG : doesnt break stiffle, only stun (not really bug, but not really good like that :'()
    Tunare's Protection : increase hp and power restoration of rebirth + aoe imunity
    Stormscaller's Renewal : proc group heal on successful hostile spell

    Tunare's Grace : Group cure, 200 lvl with rank 2, for each successfull dispel : give a buff to the target, 3 trigger of 12K magic damage during 10 sec on spell / or CA attak. (its just awesome !!! - but bug for now, only give 1 time the buff, even if you cure more than one dot with it)

    Comment : on this MUST HAVE :
    * Tunare's Grace

    take choice between Pure Serenity (if you got serenity, it s still good to take that) / Stormscaller's Renewal (well i admit, heal when you nuke is pretty sexy ) / Wild Protection (2% is not a lot, but in raid, for solo heal, everything i can gain, i take it)



    ANIMALISM

    Armor of Nature : increase the mitigation by 30% (rank 5) --> must have
    Peerless Predator : speed in combat 35% and safefall damage reduction 35% (rank 5) --> nice to have
    Forest Spirit : increases intelligence by ..% (this buff is not cast often, sometimes when no need physical miti, and second healer in group, can replace armor of nature, HP doesnt stack - now i have it cause often i can drop one other group buff to cast it, hp is less important for my group atm)
    Fae Fire : 5sec reuse speed and 1 sec casting speed imrpove (rank 5) --> must have
    Primal Fury : increases trigger % by 5% (rank 5) --> must have
    Porcupine : Add little hot to porcupine raidwide now so even if not a lot, its good) --> nice to have
    Animal Form : target = priest or mage, increase max HP, physical mit (mage only), proc regen mana on melee attak, buff melee, decrease hate, and if target is a priest : unable to cast beneficial spells (only one point, but now that potency cap has been removed, as i almost never used it, i drop it for something else)

    RECOVERY

    Brambles : improve the reuse speed
    Emergency healing : increase the heal amount by 50% (rank 5) of the 2 instant heal --> nice to have
    Pact of Cheetah : increse duration, grants reduction of falling damage, increse movement speed (if you got the master, and AA on the self buff, you are already cap movement speed 100%, but still nice for duration) --> well when you get point to waste, its nice to have
    Feast : reuse speed and casting speed (even after the change, i still dont like this spell )
    Feral Tenacity : reuse speed --> nice to have
    Hibernation : it will trigger early if someone in group get his hp goes below 15% --> must have
    Pact of Nature : grants a single ally a group heal with a cure component (recast 1 min, modifiable with reuse item..., appear in ability of the player if no hotbar free) (My troub like it actually )

    HINDERING :

    Intimidation : increase wis and agi reduction --> useless
    Karana's hold : reduce power cost and resistability --> BG / solo
    Snare : reduce power cost and increase movement speed reduction --> BG / solo
    Maddening Swarm : increase casting skill reduction --> useless
    Kudzu ! proc root / snare on successful hostile spell --> BG / solo

    ENERGY :

    Death Swarm : reduce duration by 5 sec, improve casting speed by 0.5 sec (rank 5 : but can change that to less, if you dont cast it all the time its up - reduce duration = less time between tick) --> must have
    Tempest : reduce duration by 4 sec, improve casting speed by 1 sec (rank 3 : im cap on casting speed on this spell, i never overwrite it as its not my priority to cast, but i like the reduce duration on it )
    Thunderbolt improve reuse speed by 5 sec, casting speed by 1 sec --> must have (test cap on reuse, i think i have to look at that closer)
    Starnova : imrpove reuse speed by 5 sec, casting speed by 1 sec --> must have (i'm almost cap reuse with 3 point, totally cap solo with 4 point)
    Ring of Fire : Improve reuse speed
    Call of Storms : Reduce casting time by 1 sec, resistability by 15% (now its a really MUST have -- and resistability is nice anyway -- with 5 point on it, i see it resist few time, so i keep the 5)

    Energy Vortex : Reduces our heal amount by 50%, increase crit bonus of all spells by 10% --> must have (really nice group buff now, and no more big power lost , doesnt appear on stat)

    Sentinel's Fate :

    Tempest of the elements : Add a debuff elemental to tempest (2000+ with 5 point on it, really nice to help wizzy AND when wizzy cast the spell to change all magic / heat spell on cold, we benefit it too, for bolt, CoS, nova, wrath of nature -- so all those spell can benefit from debuff elemental)
    Nature's swarm : improve the damage of death swarm (no more cap : really good !!! -- appear to be one of my best DPS spell now )
    Huntmaster's Vitality : improve the HP granted by master of the hunt by 100% (rank 5) --> must have
    Tunare's Touch : Reduces the casting time of back into the fray by 0.5 sec (nice to get IF you are not cap on it )
    Faydarks's Awakening : improve the healing of awakening by 15% (nice to get as hibernation should be always cast)
    Herbal Remedy : Cast a hot effect for every effect removed by cure (dont work on raid one, but on the 2 group and solo, usually crit for 2x2K for me in raid, even more sometimes) --> must have
    Natural Cleanse : Raid cure, 100lvl, every 2 sec during 16 sec --> must have (solo : nice to cure stiffle mezz etce tc, same for group, and for raid anyway , in BG its nice also to cure overtime !)



    HEROIC TREE :



    Attribute Prowess :
    Increase AGI INT WIS STR of caster by 0.7
    Ability Aptitude : Increase ability modifier of caster by 10.6
    Spirit and Body : Increase HP / Power by 0.5%

    Expertise : Increases the potency of all abilities by 1%
    Critical Genius : Increase crit bonus by 1%
    Lightning Reflexes : Increase ability reuse speed by 1%

    Enhance : Tunare's Grace : Improves the cure amount and radius by 5% + Increase the duration of fury of the storms by 1sec (final rank adds one trigger)
    Enhance : Wrath of Nature : Improves the reuse speed by 5% + Reduces the duration by 1sec (final rank add one tick)
    Natural Presence : Heal stance -> Reduce power cost of benef spells by 2%
    Spirit of Druidism : This is a passive proc which : (10 sec, 3x min)
    Increases casting speed by 10%
    Increase ability modifier by 198
    Small Ward

    Protective Instinct : monitors the damage done by the druid for 10 sec, convert portion of these into a ward for the druid's group once the spell expires.
    Faith of the Fallen : Completely Heals the target and applies a ward equal to the amount healed
    Howling with the Pack : Reduces all damage done to caster by 30% + make caster imune to root stiffle stun mezz fear daze interrupt + heal the group by 25% of the dd made by the druid.

    What i had on beta :

    Spirit and Body 10 points
    Lighting Reflexes 8 points
    Expertise 10 points
    Spirit of druidism 10 points
    Nature's Aura 10 points
    Faith of the Fallen 2 points

    It was only for test, but i saw after few raids, that i was missing reuse time, so i will definitly change it, i tested howling with the pack once, and its nice, its definitly healing nicely, but the problem is, on hard figth, i dont see myself using it...
    I loved the ward, cause i could death save some mage with it, they took one hit, get to 5% hp, i healed them with, and then they can tank the mob :P

    I will keep this post up to date, as soon as i have real screenshot from my toon etc etc :-)
    I'm sorry i havent done it before :P


    For Fury tree, test your cast speed cap with this post.


    Splitpaw.Fiora

  2. #2
    Is it juicy fruit? serum321's Avatar
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    Default DoV AA spec

    Stolen from warden forums, thanks Rosvita!
    Quote Originally Posted by Rosvita View Post
    Warden AA's

    So wardens didn't get any aa revamps hopefully the promised agi line one will come later in the year, however they have obviously added new aa's, the new heroic tree is similar to the shadow tree but not quite the same.The first 2 lines are shared by all classes and the last 2 lines are shared by archtypes so we share our aa's with furies and as you will prolly see many are much better suited to furies.

    All amounts are based 10 points in that given aa (2 for line 4)

    Line 1
    Attribute Prowess
    Increases INT, AGI, WIS and STR of caster by 168

    Its line 1 we don't expect anything amazing and doubt many people will take this aa.

    Ability Aptitude
    Increases ability modifier of the caster by 336

    Since ability is only avaliable via aa's, adorns and jewellery set bonuses this is a nice little aa.

    Spirit and Body
    Increases Max Power of caster by 5%
    Increases Max Health of caster by 5%

    Standard health and power boost this will be good especially at beginning of the expansion before people get the new gear which has a fair bit more STA than SF gear (including T4 stuff).

    Line 2
    Expertise
    Increases the potency of all abilties by 10%

    Who doesnt like potency

    Critical Genius
    Increases the Crit Bonus of caster by 10%

    Well same as potency really 10% extra is a nice little bonus.

    Lightning Reflexes
    Increases the Ability Reuse Speed of caster by 10%

    Ability Reuse of course is awesome

    Line 3
    Enhance: Tunare's Grace
    Increases the duration of fury of the storm
    Increases radius and cure amount

    Ok lets be honest the mechanic behind fury of the storm didn't start to work with so what a waste adding extra duration to something that doesn't work properly to begin with. This will now cure 3 detrimentals and has a bigger range than our heals, lets be honest when was the last time you needed to cure 3 detrimental at the same time? Also if someone is out of heal range they are most likely dead anyway even if we can cure them, both furies and wardens agree that this aa unless there is stupid amounts of aoe's won't be worth the points.

    Enhance: Wrath of Nature
    Reduce duration and reuse of Wrath of Nature

    Ok so its a dps spell but with the duration and reuse this is gonna do more dps so its nice for those of us who like to dps, furies also like this one.

    Nature's Aura
    Improves the reuse of beneficial spells

    Light at the end of the tunnel this is really nice it adds 15% reuse to beneficial spells to our heal stance.

    Spirit of Druidism
    This is a passive proc which :
    Increases casting speed by 10%
    Increase ability modifier by 198
    Small Ward

    This is prolly a nice group instance/solo toy but unless they changed it and i missed the change it only procs from dpsing which makes it fine for a fury but for a warden i doubt many will use it for raids.

    Line 4
    Protective Instinct
    Monitors damage for 10 secs and then converts a portion of the druids dps into a ward

    You need to be able to do massive spike damage to make this work using plus it also caps at 30% of your health and the ward is shared by the group, I really can't see any wardens taking this one for raiding.

    Faith of the Fallen
    Completely heals the target and applies a ward equal to the amount healed

    This is ok its not great though, the reuse isn't great but tbh this is the choice that many wardens will prolly go with.

    Howling with the Pack
    Temp buff that makes druid immune to stifle, fear, daze, stun, mesmerize with 30% damage reduction

    Ok this has a 20 sec duration and 180 sec reuse (can't be modified) its like a mini deathmarch for the druid, I can see this being situationally useful if a fight has control effects or alot of stuns/stifles, also nice for 1 shot AoE's, pop it up before it hits for the 30% damage reduction. I would competely throw this out of hand, it couldbe a useful tool in the right situation.

    From a raid point of view I'm most likely to spec:

    Spirit and Body 10 points
    Lighting Reflexes 10 points
    Expertise 8 points
    Enhance: Wrath of Nature 10 points
    Nature's Aura 10 points
    Faith of the Fallen 2 points (depending on how hard aoe's hit/control effects may go howling with the pack)

    For groups I'm more likely to go

    Ability Aptitude 10 points
    Lighting Reflexes 10 points
    Expertise 8 points
    Enhance: Wrath of Nature 10 points
    Spirit of Druidism 10 points
    Howling with the Pack 10 points.(I assume she meant 2 here)
    __________________________________________
    [Sat Jun 20 15:30:20 2009] \aPC -1 Sangra:Sangra\/a tells you, "i was only allowed to touch it once, and my dad told me that wierd feeling i couldnt describe when i touched it was what evil felt like"

  3. #3
    Is it juicy fruit? serum321's Avatar
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    Default Re: DoV Druid AAs

    Some nice stuff in there, easily could spend 50 points. I've been on the fence about buying the expansion, but I'll probably buy it now because if anything else I'll log in once and awhile for bgs and Howling with the Pack will make us godly in pvp.
    __________________________________________
    [Sat Jun 20 15:30:20 2009] \aPC -1 Sangra:Sangra\/a tells you, "i was only allowed to touch it once, and my dad told me that wierd feeling i couldnt describe when i touched it was what evil felt like"

  4. #4
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    Default Re: DoV Druid AAs

    oo thanks for posting this very interesting.

    i'll be pre-ordering it once i get paid on friday

  5. #5
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    Default Re: DoV Druid AAs

    Looks like it will be:

    Ability Aptitude 10
    Expertise 10
    Critical Genius 10
    Wrath of Nature 8
    Spirit of Druidism 10
    Howling of the Pack 2

    If I'm understanding how this line actually work. Only thing I could see changing is depending on how much Druidism procs messing with that.
    Quote Originally Posted by Schlebbert View Post

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  6. #6
    Is it juicy fruit? serum321's Avatar
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    Default Re: DoV Druid AAs

    For pure dps I would go:
    Ability Aptitude: 10
    Expertise: 10
    Critical Genius: 10
    Lightning Reflexes: 8
    Spirit of Druidism: 10
    Howling with the Pack: 2

    Edited my post to reflect how points are spent in the tree.
    __________________________________________
    [Sat Jun 20 15:30:20 2009] \aPC -1 Sangra:Sangra\/a tells you, "i was only allowed to touch it once, and my dad told me that wierd feeling i couldnt describe when i touched it was what evil felt like"

  7. #7
    Is it juicy fruit? serum321's Avatar
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    Default Re: DoV Druid AAs

    So apparently you need:
    200 points spent globally for the 1st line
    225 global 10 in the 1st for 2nd
    250 global 10 in 2nd for 3rd
    48 spent in new tree for 4th (thus you can only pick 1/3)

    So I'm sticking to what I posted above. Now off to the aa calculator to see if/where I can sacrifice points.
    __________________________________________
    [Sat Jun 20 15:30:20 2009] \aPC -1 Sangra:Sangra\/a tells you, "i was only allowed to touch it once, and my dad told me that wierd feeling i couldnt describe when i touched it was what evil felt like"

  8. #8
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    Default Re: DoV Druid AAs

    Ok here are my thoughts, please feel free to add, comment or flame:

    Line 1:
    Assuming we don't need the 5% health/power bonus, the choice is between 168 Wis or 336 abil mod.
    Let's assume a base WIS of 2200 (just a guess), an increase of 168 is about 7.6%. Using the base guess that a 30% increase in WIS is a 10% increase in potency, we're talking (linear approximation) about 2,5% more potency from this. This gets more with less WIS you have, and less with more WIS you have. Bonus: you get increased resists (minimal) and increased crit mit (minimal)
    How much is 336 Ability mod? The highest "hitting" spell I have (Thunderbolt) currently has a mean display of around 12k. I'm guessing it will display probably around 18k DoV. As such a 336 ability mod increase translates to 1.9% more potency. For the lower DOTs the numbers are similar (as you have to count all the ticks). For AEs like starnova, only one third is applied, which is 112. Assuming a mean displayed base damage of 10k this is a 1.1% increase. For heals, where we mostly use AE abilities, the 1/3rd rule applies as well. But here, maybe the initial tick of AK will possibly be around 3k, so the initial tick is around 4%. Compare this to around 2-2.5% potency which increases the first tick and ALL subsequent ones.
    It's a tough call, but at the moment I'd give the WIS boost a slight edge, unless we run very high WIS values to begin with.


    Line 2:
    10% Potency.
    10% Crit Bonus.
    10% Reuse Speed.
    I'm really undecided here, especially since I heard both versions of 0.5% per point or 1% per point. At 1% it's really a bit of a no-brainer to put things in Potency and Crit Bonus, at 0.5% it's still sexy, but maybe there's better stuff further down the tree?
    Reuse Speed:
    I think this should be divided into some categories:
    1) Nukes. They don't need much reuse speed, since about everything is capped anyway
    2) Heals / Cures. AK benefits a shitload, for all others I never have the feeling that they're not up when I need them.
    3) Situational stuff: TS, Porc, Serenity, Cleanse etc. 10% reuse on them nice on everything but Serenity (since that one is capped if you have the AA in there, and personally think it's rather worthless an AA if you don't, but that's just me).
    That's more a question on how much reuse we get on gear. If it's higher than what we see in SF, I'd probably skip this.

    Line 3:
    Tunare's Grace: 10 points for an additional trigger? I'd rather say no thanks, the increased duration is worthless. If you can't put out 3 hostiles spells in the time you have now, more isn't helping.
    Wrath of Nature: 10AA brings the duration to 14 seconds, with a troub down to 11.6s or so, with 5 ticks. That's one bigass AE tick every ~2 seconds. IF (big if) DoV is highly encounter based, this could be awesome. If we're talking mainly single mobs, I'll skip that.
    Supplication of the Fallen: WTF.
    Spirit: If we're lucky, this will be up most of the time. If we have SF like cast speeds (or above), half your group will be capped anyway. It could help tremendously if your main DPSers in the group are a) not cast speed capped and b) cast speed limited at all. I think the Ability Mod increase isn't high enough to make this overly useful.
    So for me it's Sprit if the Xpac is mainly single target, and Wrath if it's mainly encounters.

    Line 4:
    This one's hard because you can only "buy" one ability.
    Faith of the Fallen: I think this mostly good for Wardens who heal tanks. Healing him for 60k and placing a 60k Ward on him is just .. insane. It'll also be fun in Cella on the Queen encounter. Big drawback is the long recast.
    Howling with the Pack: 30% damage reduction and total immunity to control effects (but apparently no interrupt immunity). Sounds pretty awesome. Pity they removed the group-cure-on-hostile effect, but that was probably way over the top. Problem is, you need to cast this preemptively to be protected, not like Serenity which you cast in oh-shit situations.
    Protective Instinct: I'm not sure about this one. It converts a 10-second recorded damage to a group ward. Only problem is that the ward seems to top out at 30% of your HP. If this is 30% of your HP for each group member, it's pretty awesome. 30% total groupward makes this utter crap. We'll have to check this out.
    If Protective Instinct is 30% per group member, I'll use that. Otherwise, Howling.

    Ardra

  9. #9
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    Default Re: DoV Druid AAs

    Quote Originally Posted by Celestar View Post
    Ok here are my thoughts, please feel free to add, comment or flame:

    Line 1:
    Assuming we don't need the 5% health/power bonus, the choice is between 168 Wis or 336 abil mod.
    Let's assume a base WIS of 2200 (just a guess), an increase of 168 is about 7.6%. Using the base guess that a 30% increase in WIS is a 10% increase in potency, we're talking (linear approximation) about 2,5% more potency from this. This gets more with less WIS you have, and less with more WIS you have. Bonus: you get increased resists (minimal) and increased crit mit (minimal)
    How much is 336 Ability mod? The highest "hitting" spell I have (Thunderbolt) currently has a mean display of around 12k. I'm guessing it will display probably around 18k DoV. As such a 336 ability mod increase translates to 1.9% more potency. For the lower DOTs the numbers are similar (as you have to count all the ticks). For AEs like starnova, only one third is applied, which is 112. Assuming a mean displayed base damage of 10k this is a 1.1% increase. For heals, where we mostly use AE abilities, the 1/3rd rule applies as well. But here, maybe the initial tick of AK will possibly be around 3k, so the initial tick is around 4%. Compare this to around 2-2.5% potency which increases the first tick and ALL subsequent ones.
    It's a tough call, but at the moment I'd give the WIS boost a slight edge, unless we run very high WIS values to begin with.


    Line 2:
    10% Potency.
    10% Crit Bonus.
    10% Reuse Speed.
    I'm really undecided here, especially since I heard both versions of 0.5% per point or 1% per point. At 1% it's really a bit of a no-brainer to put things in Potency and Crit Bonus, at 0.5% it's still sexy, but maybe there's better stuff further down the tree?
    Reuse Speed:
    I think this should be divided into some categories:
    1) Nukes. They don't need much reuse speed, since about everything is capped anyway
    2) Heals / Cures. AK benefits a shitload, for all others I never have the feeling that they're not up when I need them.
    3) Situational stuff: TS, Porc, Serenity, Cleanse etc. 10% reuse on them nice on everything but Serenity (since that one is capped if you have the AA in there, and personally think it's rather worthless an AA if you don't, but that's just me).
    That's more a question on how much reuse we get on gear. If it's higher than what we see in SF, I'd probably skip this.

    Line 3:
    Tunare's Grace: 10 points for an additional trigger? I'd rather say no thanks, the increased duration is worthless. If you can't put out 3 hostiles spells in the time you have now, more isn't helping.
    Wrath of Nature: 10AA brings the duration to 14 seconds, with a troub down to 11.6s or so, with 5 ticks. That's one bigass AE tick every ~2 seconds. IF (big if) DoV is highly encounter based, this could be awesome. If we're talking mainly single mobs, I'll skip that.
    Supplication of the Fallen: WTF.
    Spirit: If we're lucky, this will be up most of the time. If we have SF like cast speeds (or above), half your group will be capped anyway. It could help tremendously if your main DPSers in the group are a) not cast speed capped and b) cast speed limited at all. I think the Ability Mod increase isn't high enough to make this overly useful.
    So for me it's Sprit if the Xpac is mainly single target, and Wrath if it's mainly encounters.

    Line 4:
    This one's hard because you can only "buy" one ability.
    Faith of the Fallen: I think this mostly good for Wardens who heal tanks. Healing him for 60k and placing a 60k Ward on him is just .. insane. It'll also be fun in Cella on the Queen encounter. Big drawback is the long recast.
    Howling with the Pack: 30% damage reduction and total immunity to control effects (but apparently no interrupt immunity). Sounds pretty awesome. Pity they removed the group-cure-on-hostile effect, but that was probably way over the top. Problem is, you need to cast this preemptively to be protected, not like Serenity which you cast in oh-shit situations.
    Protective Instinct: I'm not sure about this one. It converts a 10-second recorded damage to a group ward. Only problem is that the ward seems to top out at 30% of your HP. If this is 30% of your HP for each group member, it's pretty awesome. 30% total groupward makes this utter crap. We'll have to check this out.
    If Protective Instinct is 30% per group member, I'll use that. Otherwise, Howling.

    Ardra
    howling...period...after playing with the others. theyre good in theory, but not really practical. the 30% dmg reduction alone (along with the self-sanct r enough of a reason to take it. alternate with shell or porc for when an ae's inc to keep urself alive so u can keep them alive...win. i played with the others but they didnt work as well as ud think they would against dov mobs (LOTS of big burst aoes even on trash from what ive seen). ill post more later on my thoughts on them.
    http://img.photobucket.com/albums/v689/RogueSpideyChick/arica-1.jpg

  10. #10
    -=-=-=-=-=- boli's Avatar
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    Default Re: DoV Druid AAs

    Quote Originally Posted by Celestar View Post
    Line 2:
    10% Potency.
    10% Crit Bonus.
    10% Reuse Speed.
    I'm really undecided here, especially since I heard both versions of 0.5% per point or 1% per point. At 1% it's really a bit of a no-brainer to put things in Potency and Crit Bonus, at 0.5% it's still sexy, but maybe there's better stuff further down the tree?
    It was initially 0.5% per point but was raised halfway into beta to 1% per point where it remains as 10% potency 10% crit bonus or 10% reuse.

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