There is a guide we will talk about to you, which covers the talent trees for the 2.0.3 live build. You should note that earlier comments on this thread may reference earlier versions of both the live talents and this document and may not be relevant to the current talents or guide.
One thing Druids are missing that most if not all the other classes have is a full-on talent document. Everything in here is subjective. We'll admit up front that we've had limited experience with Moonkin, so we're largely biased by what others say there tempered with personal speculation. We did play a full-on Restoration build into 40s, as well as the full-feral, tank-bear, and Hybrid Healer spec, so we have some basis for personal opinion there.
It is important to reduce the cast time of your Wrath and Starfire spells by 0.1 seconds per rank. Changed to include Starfire, this talent now is the core first step for Balance builds. Even if you detour to take Nature's Grasp for one point, four here is probably a better use than the other option if you want to go farther in Balance.
While active, at any time an enemy strikes the caster, they have a 35% chance to become afflicted by Entangling Roots. A great escape ability at low levels and very useful for PVP purposes, Nature's Grasp gives you a buff that has a chance to cast the appropriate rank of Entangling Roots on whoever's hitting you. This ends the buff. This is sometimes the first point taken, as druid escape measures before Travel Form (level 30) can be limited. Now that this ability is usable in feral forms, it's worth considering dropping a point here, even if it's your only point in Balance.
In part, Nature's Grasp Increases the chance for your Nature's Grasp to entangle an enemy by 15% per rank (20% for the final rank). Four points (and you'll either take all four or none) raises your Nature's Grasp chance from 35% to 100%. If someone's hitting you, plain NG will go off on average after three hits. With this talent, it's after one. Is that worth 4 points?
It may give you a 40% chance to avoid interruption caused by damage while casting Entangling Roots or Cyclone. Rank 2 increases that to 70%, and rank 3 increases the chance to 100%. With base ability, for Roots is probably not worth your point investment. It's possible that the added functionality for Cyclone will make it worthwhile, but we'll withhold judgment on that until Cyclone's in the game.
You can increases the critical strike chance of your Wrath and Starfire spells by 2%. A new and badly needed core talent for Balance builds. Likewise, you are able to increases the damage and critical strike chance of your Moonfire spell by 5% per rank. An obvious and strong choice for Balance builds. It more or less slimmed from 5 points to 2 for the same total effect in 2.0.3.
As above you can increases damage caused by your Thorns and Entangling Roots spells by 25% per rank. It's really not an awful talent there just may be a better place to spend 3 points. It does now affect Entangling Roots too, which could be worthwhile if you use roots a lot.
You all know the enemy target is swarmed by insects, decreasing his chance to hit by 2% and dealing nature damage over 12 sec. This is a moderately useful ability -- a mana-efficient DoT combined with a small but useful debuff. All in all, if you're taking 20+ points in Balance, it's worthwhile to spend one of them here, but it's not an ability you'd base a build around.
In general range is a good use of talent points in caster builds, and this is no exception. It's far from exciting though, so depending on how you play, it's a potential skip candidate.
One thing Druids are missing that most if not all the other classes have is a full-on talent document. Everything in here is subjective. We'll admit up front that we've had limited experience with Moonkin, so we're largely biased by what others say there tempered with personal speculation. We did play a full-on Restoration build into 40s, as well as the full-feral, tank-bear, and Hybrid Healer spec, so we have some basis for personal opinion there.
It is important to reduce the cast time of your Wrath and Starfire spells by 0.1 seconds per rank. Changed to include Starfire, this talent now is the core first step for Balance builds. Even if you detour to take Nature's Grasp for one point, four here is probably a better use than the other option if you want to go farther in Balance.
While active, at any time an enemy strikes the caster, they have a 35% chance to become afflicted by Entangling Roots. A great escape ability at low levels and very useful for PVP purposes, Nature's Grasp gives you a buff that has a chance to cast the appropriate rank of Entangling Roots on whoever's hitting you. This ends the buff. This is sometimes the first point taken, as druid escape measures before Travel Form (level 30) can be limited. Now that this ability is usable in feral forms, it's worth considering dropping a point here, even if it's your only point in Balance.
In part, Nature's Grasp Increases the chance for your Nature's Grasp to entangle an enemy by 15% per rank (20% for the final rank). Four points (and you'll either take all four or none) raises your Nature's Grasp chance from 35% to 100%. If someone's hitting you, plain NG will go off on average after three hits. With this talent, it's after one. Is that worth 4 points?
It may give you a 40% chance to avoid interruption caused by damage while casting Entangling Roots or Cyclone. Rank 2 increases that to 70%, and rank 3 increases the chance to 100%. With base ability, for Roots is probably not worth your point investment. It's possible that the added functionality for Cyclone will make it worthwhile, but we'll withhold judgment on that until Cyclone's in the game.
You can increases the critical strike chance of your Wrath and Starfire spells by 2%. A new and badly needed core talent for Balance builds. Likewise, you are able to increases the damage and critical strike chance of your Moonfire spell by 5% per rank. An obvious and strong choice for Balance builds. It more or less slimmed from 5 points to 2 for the same total effect in 2.0.3.
As above you can increases damage caused by your Thorns and Entangling Roots spells by 25% per rank. It's really not an awful talent there just may be a better place to spend 3 points. It does now affect Entangling Roots too, which could be worthwhile if you use roots a lot.
You all know the enemy target is swarmed by insects, decreasing his chance to hit by 2% and dealing nature damage over 12 sec. This is a moderately useful ability -- a mana-efficient DoT combined with a small but useful debuff. All in all, if you're taking 20+ points in Balance, it's worthwhile to spend one of them here, but it's not an ability you'd base a build around.
In general range is a good use of talent points in caster builds, and this is no exception. It's far from exciting though, so depending on how you play, it's a potential skip candidate.
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