Talents

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Talents

Focused Starlight (2/2 Increases the critical strike chance of your Wrath and Starfire spells by 2/4%)
Improved Moonfire (2/2 Increases the damage and critical strike chance of your Moonfire spell by 5/10%)
Vengeance (5/5 Increases the critical strike damage bonus of your Starfire, Moonfire, and Wrath spells by 20/40/60/80/100%)
Natures Grace (1/1 All spell criticals grace you with a blessing of nature, reducing the casting time of your next spell by 0.5 sec.)

I see balance druids appeal in the possibility of big crits and getting them regularly, this is what these 10 talent points are about. With the advent of resilience in PvP these talents have become extremely unviable in a PvP based build as you are rarely going to be critting enough to take advantage of Vengeance and Natures Grace. Then Focused Starlight and Improved Moonfire get 100% mitigated by a character with a respectable amount of resilience (which is easily attainable with welfare epics).

Such a core part of being a balance druid should not be mitigated by one stat. The biggest looser to resilience is Vengeance. I have no solution to this problem, some may not believe it is a problem, I look forward to your opinions and solutions.

Brambles (3/3 Increases the damage caused by your Thorns and Entangling Roots by 75%)

Make this part of Control of Nature and remove the increased Entangling Roots damage.

This would remove some of the bloat from the lower end of the tree and well, get rid of a useless talent.

Celestial Focus (3/3 Gives your Starfire spell a 5/1015% chance to stun the target for 3 sec and increases the chance you¡¯ll resist spell interruption when casting your Wrath spell by 25/50/70%)

Change it to 10/20/30% stun chance for Starfire and 33/66/100% resist to spell interruption for Wrath.

This talent needs to be a lot more appealing, especially this deep in balance. With the rarity of getting off a Starfire in PvP I do not imagine this would be game breaking. The Wrath aspect of it could be left the same, but I believe the change is needed to make it a desirable talent.

In PvE endgame it will make no difference due to stun immune, in 5 mans I cannot imagine it making a huge difference.

Moonkin Form (Transforms the Druid into Moonkin Form. While in this form the armor contribution from items is increased by 400%, attack power is increased by 150% of your level and all party members within 30 yards have their spell critical chance increased by 5%. Melee attacks in this form have a chance on hit to regenerate mana based on attack power. The Moonkin can only cast Balance and Remove Curse spells while shapshifted)

Forget all the AP crap.

Chance to ¡°Melee attacks in the form have a chance on hit to regenerate mana based on Spell Damage¡±

It is already a joke enough that Moonkins have to melee to get mana, but at least let them do it without forcing them to carry a earthwarden or some such on them.

Then there is the aura, which could be slotted into the above comment on resilience, that aside, it brings a nice, but negligible change to a party. People talk of changing it to mana regen, spell hit, giving it a ¡°Improved Moonkin¡± talent to add one of these onto what it is currently. Like the Vengeance problem, I have no direct solution for this one. Look forward to yours.

Improved Faerie Fire (3/3 Your Faerie Fire spell also increases the chance the target will be hit by melee and ranged attacks by 1/2/3%)

Move it to a lower tier in the tree (move brambles to second tier, move ImpFF to brambles spot)

In the current place that imp FF resides, it is very difficult for a moonkin to justify taking it over any of the other very tasty talents in the same area. Moving it down the tree to a more accessible area would allow more druids to happily pick it up to help out their melee brothers.

Force of Nature (1/1Summons 3 treants to attack the enemy target for 30 sec)

Give them a pet bar.

They need utility beyond ¡°summon and hope they will attack the correct player/mob¡±. They need to be comparable to a mage¡¯s Water Elemental in utility (both being 41 point talents on 3 min cooldowns and all)

Other General Issues

Lack of Silences/Spell Interupts and Burst Damage in PVP.

That said, while these are issue, they are beyond the aims of this post. Giving these 2 things to druids would Heavily change class mechanics and would require brand new spells/talents.

Maybe they are things that we can hope for in WotLK but for the moment, they are just to much.

It's a valid complaint, but yeah, it kinda goes beyond the point of this post which is to fix what we have. Not give us more as a fix. next


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