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View Full Version : 2.3 Opinions - 11/11/39 vs 8/11/42


Willferral
11-08-2007, 01:00 AM
I wanted to get this discussion going, I'm actually leaning towards 11/11/39 myself.

I'm planning to 2v2 with my brother who is an enhancement shaman. We were doing really well on the PTR, almost undefeated... and I was 11/11/39 (<3 stormstrike) but it's the PTR. If it works, it works.. if it doesn't, oh well.

Anyways, let's get the debate thing going.

Druds
11-08-2007, 02:46 AM
1. PTR = roflcake :)
2. its all about how you play if you like to just stand there healing then 11/11/39 wont be any good but if you like to move around healing/CC/damage etc then 11/11/39 is the way to go :) Well thats what I think anyway.

Nitz
11-08-2007, 02:53 AM
I think going with more than 8 points in Balance without the improved range is utterly useless.

Willferral
11-08-2007, 02:59 AM
1. PTR = roflcake :)
2. its all about how you play if you like to just stand there healing then 11/11/39 wont be any good but if you like to move around healing/CC/damage etc then 11/11/39 is the way to go :) Well thats what I think anyway.
1. there were some good teams on the PTR I imagine trying to get the 2k rating for the shoulders. For the most part we didn't have much competition but I think it could be a 2.1k combo if we worked on it.

2. wouldn't be very successful if I just stood there, so yeah =P
an insanely mana effecient DoT that does decent damage in healing gear > 4% bonus healing to HoTs
that's how I see it. Hell if you do the math, the hit avoidance alone is enough to make IS better than 1 point in ER.

I think going with more than 8 points in Balance without the improved range is utterly useless.

Meh what I don't know won't hurt me. I'll save the 2 points, I've gotten by this long without it. No reason 8/11/42 can work and 11/11/39 can't.
Lose 1 point in ER and 2 points in Imp Regrowth. Think it's worth it.

Nitz
11-08-2007, 03:15 AM
Sorry for the short answer. The range talent actually gives you a larger buffer to CC outside of the range of all the silence/interrupts/charges effects. 13/11/37 is the way to go if you only do arenas. You don't lose that much healing, but it really is easier to CC.

Ridzik
11-08-2007, 06:16 AM
at the moment the only thing that forces me to go near the action once i'm away is the short range of cure poison and that's getting buffed. the range talent is already worth it and becomes even more valuable with 2.3.

nord
11-08-2007, 06:21 AM
After trying all kinds of builds. I finally settled for this one. I'll use it in 2.3 also (maybe slightly modified).

<-

Timoxa
11-08-2007, 06:33 AM
ya, range is very intresting addition to build, very good to stay max range, do cyclones at the same range as u heal and cleance.
Might be intresting to test it out.

Love
11-08-2007, 07:48 AM
After trying all kinds of builds. I finally settled for this one. I'll use it in 2.3 also (maybe slightly modified).

<-

the lack of feral charge makes baby Cenarius cry.

Willferral
11-08-2007, 09:02 AM
Sorry for the short answer. The range talent actually gives you a larger buffer to CC outside of the range of all the silence/interrupts/charges effects. 13/11/37 is the way to go if you only do arenas. You don't lose that much healing, but it really is easier to CC.

I had a hard enough time convincing myself to lose 4% let alone 12. I'd lose 60 HPS or more with HoTs rolling.
But like I said, i'm still leaning to 11/11/39 cause I've gone this long without it anyways and I've never really seen it as too much of a problem even though it would definitely have it's benefit.

the lack of feral charge makes baby Cenarius cry.

QFT

Unraveller
11-08-2007, 10:12 AM
I had a hard enough time convincing myself to lose 4% let alone 12. I'd lose 60 HPS or more with HoTs rolling.
But like I said, i'm still leaning to 11/11/39 cause I've gone this long without it anyways and I've never really seen it as too much of a problem even though it would definitely have it's benefit.



QFT


This is sillyness. With the +damage effect, you will now be moonfiring and Insect swarming significantly more. Which makes those extra 6 yards of range even MORE important, otherwise you will have to close to Intercept/CS/Fear range to cast IS or MF... The extra CC you will be able to do, will decrease the incoming DPS by a larger margin than the 8% on hots...

impel
11-08-2007, 10:52 AM
I would also rather go 13/11/37, and I will be trying that out at some point. But I think that I'll stay with 8/11/42 untill I get some real healing gear. My mana dont let me do much other then healing atm and my dmg would be quite a bit lower then someone with real healing gear.

1. there were some good teams on the PTR I imagine trying to get the 2k rating for the shoulders. For the most part we didn't have much competition but I think it could be a 2.1k combo if we worked on it.
I think there are a difference between the EU PTR and the US PTR. I have heard that lagg is an issue in US too, but I cant see anyone that can do any kind of near serious pvp on the EU PTR. Personaly I have never ever had less then 400 ms on the PTR (and I havent heard of anyone with much better), so arena or even duels are missleading (not to mention boring).

Insight
11-08-2007, 11:17 AM
Using 12/11/38 now and my healing power is more then satisfying, ER is a bit overrated, as range talent and extra dot you get from 13/11/37 is more game breaking. Going 13/11/37 without even considering other options.

buena
11-08-2007, 01:05 PM
I assumed I would go 13/11/37 for sure and am trying it out now to get ready for the style. Loss on healing is around 16 on a lifebloom tick, so around 50 HPS for a full stack of lifebloom. This is rather more than I was expecting and not what I would like. But the extra cyclone range is certainly noticable and while insect swarm sucks now, I think it will be quite good when I actually have some spelldamage.

Loss of treeform against mage teams could lose a game or two for me, but I think not as many as extra cyclone, root, and moonfire (to interrupt drinking) range will win.

elips
11-18-2007, 10:37 AM
I posted this in a different thread, Ill paste it here as well.

Honestly, you don't need feral charge at all to be successful. Even though 8/11/42 its the resto cookie cutter build, I feel 13/0/48 nature's reach is often underestimated, and insect swarm is an amazing addition to the build.

Charge is nice for escaping a sticky situation, and having another heal interrupt if needed, but with reach you can play much more passive. Staying max range vs rogues and shadowpriests, and even mages to an extent gives you a huge advantage and makes it a breeze avoiding silence/scream/blind. Also charging into the mix of things often provokes a chain CC or silence that you would otherwise have avoided. I find that most games i lose are due to bad positioning.

Also, as both 8/11/42 and 13/11/37, you lose vital resto talents. 5/5 sub is a must, living spirit = more mana back from innervate, no matter how small it adds ( i use a few pve peices in arena), and you keep max healing capabilities with 5/5 empowered rejuv. Also treeform is a sweet fix to annoying polymorph spam.