best legs/rings/glyphs for balance druid?

I'm twinking 49 on my druid, gonna be balance and duelspec resto. I was wondering what the best legs were? I have seen the wildfeather leggings and I might get them eventually, but are there any better or just as good legs as those that are a little easier to get?



Also i was wondering if it would be a good idea to be using 2 freezing band's at the same time when balance, or resto for that matter? The bonus spellpower is good and a 1 out of 50 chance when I get hit by any enemy that they get frozen. Can anyone recommend the best 2 rings to have equipped for each spec?



On a third note, I am wondering what glphs to use.

When balance I am planning on using glyph of insect swarm but I don't know what I should use for my second major glyph. I'm looking at using glyph of healing touch incase I need any quick heals, but I would also like to hear about other peoples experiences with it.

When resto im tossing up between 3 major glyphs, all of which i believe would be equally useful. Glyph of innervate, glyph of healing touch, and glyph of barkskin. I need some ideas on which of those would be best for healing and surviving.



From looking at some posts I can see that 'Are you pugging more or going premades more?' is a fequently asked question when deciding gear/glyphs so I thought I would try and answer it before anyone asked. :D

I will almost always be doing bg's with atleast 1 or 2 people from the guild, but not usually more than that. If premade groups are formed then I would probably be going with 5 other people.



Sorry for the long post, just wanted to get as much info/questions in as possible. :p
 
ok best legs for balance are off avatar of hakkar in ST and are called Windscale Sarong. best for resto too imo.

for balance rings for mindseye/gem studded and cyclopean band. for resto i use WSG ring and gem studded, could also use the balance rings (you dont need the +hit from cyclopean, but it still has baller stats)

for balance my major glyphs are healing touch and insect swarm, for resto healing touch and innervate.



the only thing pugging vs premade is for is if you are trying to go glass cannon. i like a balanced mix of stats b/c im solo or 1-2 friends, so i cant afford to go glass cannon with no dedicated healer, but i dont wanna sacrifice everything for survivability either.







look @ my druids armory for what i would consider a good balance setup. Stevecolbear - Kargath [A] US. i can still get some UGs but im very happy with what i can do. near 400 SP with MotW and almost 3k hp with 3600ish mp too. i still go OOM fast, but with its not too bad with rejuv huts and quick drinking. you might wanna give up HT for innervate glyph as balance if you have a healer and you dont mind losing the speed on HT, just to drink less.
 
hmm for resto id go with wsg ring. for one its free and easy to get. for 2 you only lose 4 sta, but 4mp5 is better than 6 measly spirit for a resto druid. and both have 12 sp so thats moot.
 
for balance it has a slight edge if you wanna trade the sta for spell power.

for resto keep soothsayers or nab a soulcatcher halo
 
Hotpockets said:
Wouldn't Wildfeather Leggings technically be the better choice? You get more Stamina, Intellect, and Spirit at the price of one Spell power.



I have a Boomkin Guide that I've been working on and off for quite awhile now; I'm always updating it and adding more and more.



The Complete 49 Boomkin Guide



This this helps.



loL eff lvling LW for that. i can sleep at night easily with 2nd BiS, its pretty close anyways. plus 2 gathering profs is win.
 
Imo, Mining/Herbalism are the two best professions for the 49 bracket. Much better than a few stats and 1 spellpower :).
 
What bout engineering.

[ITEM]16040[/ITEM]

[ITEM]4390[/ITEM]

[ITEM]10720[/ITEM]

[ITEM]18637[/ITEM]

[ITEM]10645[/ITEM]



are all biiiig lifesavers.



5 sec Silence (also ~450 damage) for that Starfire, 3 sec stun needed to get that Healin Touch on you, Net to root melee or running FC, Recombobulator restores enough HP and Mana, Death Ray to get that 1500 damage on enemy, etc :) and many other things.
 
Engineering all depends on how much mileage you get out of using all of that stuff. Chucking Arcane bombs every CD gets really damn expensive. All of the trinkets give you a nice rotation, but it's very situational that you have the right trinket up for the current situation. But if you use all of that stuff on every CD, then yea it does rank up there as a great profession.
 
Rapt0R said:
What bout engineering.

[ITEM]16040[/ITEM]

[ITEM]4390[/ITEM]

[ITEM]10720[/ITEM]

[ITEM]18637[/ITEM]

[ITEM]10645[/ITEM]



are all biiiig lifesavers.



5 sec Silence (also ~450 damage) for that Starfire, 3 sec stun needed to get that Healin Touch on you, Net to root melee or running FC, Recombobulator restores enough HP and Mana, Death Ray to get that 1500 damage on enemy, etc :) and many other things.



Engineering is a great profession if you're willing to spend the cash. Here's what I've learned about Engineering.





at 300 Engineering, you can make Fel Iron Bombs. Relatively cheap, they are a serious damage booster. They do around 500-600 damage and crit for 800. They get the benefit of berserker buff. Moderately useful for casters, but amazing for Melee. I use them on my rogue and I use the incapacitate as an emergency form off CC that does significant damage. Also a great way to stop deadzoning and to get back in stealth.



Net Machine: It's a 10 second snare that can't be dispelled. It's got a 30ish yard range, amazing for stopping FC's or separating healers from the flag. when it backfires, it drags you to your enemy and nets you both. Great for rogues, it's like a charge, and I can vanish out of the snare. The backfire can be much more punishing for casters. (druids can shapeshift it)



Shrink Ray: Mostly useless, it's cool to get the AP buff when it backfires and makes your whole team grow, but it's not that great.



Death Ray: More of a gimmick for a caster, really no need to have it. Good for Melee though, especially in conjuncture with lifeblood. It's got maybe a 26 yard range tops so if someone out ranges it when you start it just does nothing. It can hit from anywhere between 700 to 4300. A paladin in our battlegroup one shotted an FC like that. It's pure physical damage, unmitagitable, ungroundable, etc.



Mithril Mechanical Dragonling/Mechanical Chicken: These things are cool because you use them and then you can instantly swap to another trinket. Their damage isn't really that great but the last a really long time, which makes them pretty cool. Sometimes people even turn to kill them,which obviously leaves you free to do whatever. The Mechanical Chicken can get rogues out of stealth if they are not careful.



Gnomish Cloaking Device: AMAZING. My favorite trinket it's always at the top of my queue. Great for every class except a rogue, but even a rogue could use it to get OOC and stealth. It's just great, I can charge alone into a full team and make it out alive. Super fun.





So yea that's what I think of all the engineering trinkets. If you use them correctly and often in conjuncture with grenades I think you'll see the value in engineering.
 

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