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Thread: 5 resto druids

  1. #1

    Default 5 resto druids

    I've come to the conclusion that I'm just not very good at PvP. I'm ok with that. What I want is for a team to have ultimate survivability while slowly killing the opposition. I'm guessing that will be 5 of some sort of healer.

    Please help me think through how to use 5 resto druids in PvP.

    1.) I don't think any of them will be shapeshifted, except travel form to do quick escapes. Through the improved barkskin talent they will have +160% armor, which isn't huge, but should help a little bit.

    2.) There is a choice between wild growth and insect swarm. Having insect swarm would be nice since I could apply 10 DoTs, but right now I'm thinking I need Wild Growth for survival and the revitalize effect (15% per tick to restore 1% mana... could make for unlimited mana which means as long as I can survive then I will eventually win).

    3.) Killing is secondary, and really my only tools are wrath and moonfire. Honestly, I'm not sure that's enough damage that an opposing healing would ever run out of mana, much less two healers. While it's not a goal to make an ultimate stalemate, it's still preferable to 30 second matches where I lose immediately.

    4.) I always hear it's impossible to kill a tree 1v1. As a multiboxer, what ways can I make sure it's impossible to kill a tree with 5 focusing on 1 target at once?

    5.) After using the pally/DK team, I'm wondering if interact target is actually a preferred way of moving. Certainly after a fear it's an easier way of grouping up due to the extended range, but what ways can I avoid massive AoE with this group?

    Many more questions. I understand this will never be a highly rated team, but I'm hoping it is functional and could use some help.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  2. #2

    Default

    Are you talking arena or bg and world pvp?

  3. #3

    Default

    Arena and BG. I'd like to be able to get 1500 in arena (I'd consider that a success), and be unkillable in BGs (even if I rarely ever kill).
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  4. #4

    Default

    Arena basically unless someone can kill you in a global they will all end in stalemates. I dont see how you could burst someone down being resto before a healer gets them back up to full. If they have a mana burning class you might be in trouble.
    World BG could be fun, and hilarious to watch as I know I have faced some trees that made me want to throw my keyboard.

  5. #5

    Default

    I guess I was hoping arena would be a battle of who has enough mana, and hoping that the massive number of revitalize proccing would mean unlimited mana.

    However, if I can get insta gibbed on even one of the trees then I'm pretty screwed. The only way for me to win would either be a stalemate (which I would win since 5 others would have to continue in the battle versus just me, and I'm probably laughing the whole time) or a slow war where their healers eventually run out of mana. The problem is I'm not even sure I could do enough damage to outpace another healers mana regen.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  6. #6

    Default

    When I say "tree" I'm just referring to resto druid. I do not plan to be in tree form.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  7. #7

    Default

    Well assuming someone couldnt kill you in a global, do you really want to play arena matches that last 30 minutes long? Problem comes in when a healer gets to sit down and drink. You literally have to keep an eye on everyone since you are trying too oom the healers and stay away from the dps (while trying to kill them too.) Sounds like a lot to do =)

    Although Im sure someone will post saying thats what all MBers do =P

  8. #8

    Default

    If he manages to do all that, he might as well just win the damn thing with 4 shamans or something.

  9. #9
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    Default

    I would think it might do a lot better in battlegrounds then in arena.
    Whenever Cataclysm releases, we will have rated battlegrounds.

    In any of the larger scale BG's, you'll have the healing power to keep your side up, probably through just about anything.
    Especially if they change burst damage, as they have advertised they want to.

    Not really sure you can win in arena with 5x Resto Druids.
    But you can definitely prolong the matches by a large margin.

    1. & 2.)
    Treeform ups your heals by a large margin, and armor as well. But it precludes most of your offensive spells.

    If you're not going for Tree Form, I'd look into a Dreamstate build or something similar. Basically deep enough in Balance for Moonkin and deep enough in Resto for Swiftmend.

    Dreamstate was a healer build, but it costs you Wild Growth. Wild Growth is an amazing group heal, which when you have one healer and a party/raid, or that type of mechanic, you would not want to be without. However, with an entire team of healers, AoE healing is less necessary.

    You could play around with only one toon as a Moonkin at a time, and have your heal macro built for [nostance:x], so whichever toon is Moonkin doesn't drop the stance. Optionally, only spec with one or two toons, and use the talent point elsewhere, but possibly have a toon who is more focused by the opposition.

    3.)
    Unless you build for some form of killing, you'll likely lose every arena match, even if they are drawn out. Dreamstate gets you pretty decent single target heals (a lack of AoE heals, aside from Tranquility), but does get you decent Wrath/Starfire/Moonfire/Insect Swarms. But you miss Eclipse, Force of Nature, Typhoon, Earth & Moon. Not sure that it will be enough, but deep resto probably won't for arena; although depending on your team, it can be for BG's.

    4.)
    Having 5x Rejuvenation ticking on all toons at once, will be substantial healing vs any switch. You also have Swiftmend for burst healing, Nature's Swiftness + Healing Touch, can add Lifebloom's to the mix. The challenge will be deciding which HoTs should be kept up constantly, and then having the ability to add others relatively quickly as a toon is focused... realizing they will probably switch between your toons.

    If one toon is focused, you could always shift that toon to Bear, and just survive. You'd have the 360% armor increase, even if you did not have any feral specific gearing. PvP resto gear will likely have a lot of stamina on it, and a fair bit of armor.

    5.)
    IWT is a very good fear recovery tool and it is a decent way to group your team up, on any npc/player.
    You are not dependent on facing for your heals... However, I've found I am required to face my target for Moonfire, probably because of the DD component of the spell.
    As long as your toons are within heal range of each other (and you'll have to be wary of Death Grip to single one out), you won't need to be closely grouped up.
    You can play with spread out macros, and IWT to bring them back together.
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  10. #10

    Default

    Another alternative is grouping with a rogue who will benefit from the revitalize proc and actually deal some damage. If a single rogue constantly has 4 wild growths and 4 rejuvs on him, then I believe the math would be as follows:

    Wild Growth: 7 ticks over 7 seconds
    Rejuvination: 5 ticks over 15 seconds

    Each has a 15% chance to restore 8 energy.

    Over a 105 second duration, on average the rogue will have 140 ticks between both spells per druid (15 casts of WG for 105 ticks and 7 casts of Rejuv for 35 ticks) which means for 4 druids it's 560 chances. At 15% per proc, that means it will proc on average 84 times, which will restore 672 energy. Normalizing down to 30 seconds, that means every 30 seconds the rogue will on average get an extra 192 energy... that's quite a bit.

    Did I just rape the math? Haven't double checked it yet...
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

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