Tuesday, January 20, 2015

I have no idea what to do with my talents

While PvPing the other day I realized I need to take a closer look at my talents. Some of them are pretty obvious, while some are tough to figure out! Without further ado, here are the ones I'm debating:

Level 15:
Feline Swiftness - Increases movement speed by 15%.
Thoughts: Move speed is always important while chasing pesky DPSers. Pretty straightforward benefit.

Wild Charge - In caster form, fly to an ally's location. In bear form, charge to an enemy, immobilizing them for 4 seconds. In cast form, leap behind an enemy, dazing them for 3 seconds. In travel form, leap forward 20 yards. 15 second cooldown.
Thoughts: This one seems like it has potentially way more uses than just a flat move speed bonus. The question is whether a 15 sec cooldown is low enough that it would allow for more maneuverability than 15% move speed all the time.

I am probably leaning toward Wild Charge.


Level 30:
Ysera's Gift - Heals you for 4% of your maximum health every 5 seconds. If you are at full health, a random nearby injured ally will be healed instead.
Thoughts: I have roughly 340k health in PvP gear at the moment, which translates to 13,600 health every 5 seconds or 81,600 health over 30 seconds.

Cenarion Ward - Protects a friendly target for 30 seconds. Any damage taken will consume the ward and heal the target for ~880% of spell power over 6 seconds. Instant cast, 30 second cooldown.
Thoughts: In-game, this translates to a roughly 55k heal. Ysera's gift sounds better from a straight math point, though CW would be a bigger burst heal which I'm guessing might be better in Arenas. Then again, it has a 30 second cooldown and requires me to remember to cast it.

I am leaning toward Ysera's Gift for now because it will outheal CW over time and is "easier" to use.

Level 45:
Faerie Swarm - Grants an improved version of Faerie Fire that also reduces the target's speed by 50% for 15 seconds. This talent replaces Faerie Fire.
Thoughts: Free snare!

Mass Entanglement - Roots your target in place for 20 seconds and spreads to additional nearby enemies. Damage caused may interrupt the effect. Usable in all forms. Instant cast, 30 second cooldown.
Thoughts: I currently have this. It's basically just an instant cast Root that can spread to other players. Certainly useful in BGs that are objective oriented like WSG/AB.

Typhoon - Summons a violent Typhoon that strikes targets in front of the caster within 15 yards, knocking them back and dazing them for 6 seconds. Usable in all forms. Instant cast, 30 second cooldown.
Thoughts: Knockback sounds more useful for casters who want people away from them most of the time. As a melee who wants to stay in melee range to do damage, I imagine this would end up just being a "oh crap I need to heal" spell.

This is one that I'm not sure what to do with. A free snare would be incredibly useful in terms of single target fighting, but the Root might be more useful in WSG when trying to cap flags. I guess I might be leaning toward Faerie Swarm because it would be useful more often, but I'm not sure. And Typhoon as an emergency Cyclone/Heal could be useful, too.

Level 60:
Soul of the Forest - Your finishing moves grant 4 energy per combo point

Thoughts: I picked this to use while leveling up and it's fairly straightforward. 20 extra energy after using a finishing move. That is roughly half of what it takes to use a combo point generating ability.

Incarnation: King of the Jungle - An improved Cat Form that allows the use of Prowl while in combat and causes Shred and Rake to function as if stealth were active. Lasts 30 seconds. 3 minute cooldown.
Thoughts: Prowl (stealth) in combat sounds awesome as does allowing Shred/Rake to function as if stealth were active. Shred has a higher chance of crit and Rake stuns when used from stealth; they both active Savage Roar (increases damage by 50% I think?) when used from stealth. The latter part of that might be the biggest benefit from this - if I get knocked out of stealth without using an opener then I am significantly behind in terms of DPS, because my first 5 point combo needs to be Savage Roar instead of getting it for free. Not to mention the ability to stealth while in combat if need be!

I am definitely leaning toward KotJ. It just sounds so much more useful.

Level 75:
Incapacitating Roar - Invokes the spirit of Ursol to roar, incapacitating all enemies within 10 yards for 3 seconds. Any damage caused will remove the effect. Usable in all forms. 30 second cooldown.
Thoughts: An AoE stun is pretty sweet on a 30 second cd. Any dmg caused removing the effect kind of stinks though because any dot already on the target will remove it. This sounds really powerful but at the same time kind of very situational.

Ursol's Vortex - Conjures a vortex of wind for 10 seconds at the desired location that reduces movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all forms. 1 minute cooldown.
Thoughts: Sounds like it could be useful both when running away and trying to catch up, especially with the first person getting pulled back. Is this as useful as a stun though?

Mighty Bash - Invokes the spirit of Ursol to stun the target for 5 seconds. Usable in all forms. 50 second cooldown.
Thoughts: Single target stun in all forms. Cooldown is pretty close to the Vortex.

This is a tough one. I'm not sure!

Level 90:
Heart of the Wild - When activated, dramatically improves the Druid's ability to tank, cast spells, and heal for 45 seconds. 3 minute cooldown.

Thoughts: This is what I have right now. I don't actually know what it does, outside of the description.

Dream of Cenarius - Passive; Increases healing from Healing Touch and Rejuvenation by 20%. Your Healing Touch and Rejuvenation also heal you when used to heal someone else.
Thoughts: This actually sounds really good, but I wonder if the "heal you when healing someone else" part is 100% of the heal or not. If so, that might make it a no-brainer. It would more than double the healing I'm about to put out in situations when multiple people are taking damage and increase healing done to myself by 20% in all situations. It would remove the "oh crap, both of us are taking dmg, who do I heal?!" decision. It's also passive so there's no CD and is always active.

Nature's Vigil - While active, all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells. 1.5 minute cooldown.
Thoughts: this sounds similar to Dream of Cenarius except that the heal amount is less but you also gain healing from DPSing.

Since Nature's Vigil is an activatable skill that is on a 1.5 minute cooldown, it sounds to me like DoC would be the better choice. If I take DoC and am healing someone else, they and I will both get 100% of those heals at all times; compare this to NV, where they are only getting 20% of the healing done to another target. In that regard, DoC seems way better than NV. So then you'd have to factor in how much damage you do.

Thoughts on which talents to choose?

1 comment:

  1. Are there still sites that talk about talents and pvp? There used to be a slew of them. Other than that... I was always terrible at PvP so who knows? But I always thought more speed was better and useful in more situations, whether chasing down an opponent, running away from an enemy, or trying to cap the flag. Sounds fun though!

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