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2-25-2010 @ 4:51PM
Oh good lord. This doesn't help Boomkins much. If you play a melee class, there is a button somewhere on your keyboard which will make you immune to Nature's Grasp for 4-6 seconds, and in that length of time you can wring the average space chicken's neck. Resto druids, on the other hand, will still be alive after your Stupid Melee Trick wears off, and can then run away from you and laugh*, times three. As if resto druids weren't immortal already...* I'd say "run away and laugh while healing themselves to full", but resto druids are always at full health already. Stupid trees....
2-25-2010 @ 6:17PM
Being able to root two - three targets at the same time is certainly a step in the right direction. Nature's Grasp, and Entangling Roots for that matter, isn't perfect and it does have a lot of crippling flaws, but it isn't impossible to work with either.The change -does- help against melee. A balance druid getting stunned only to waste their single charge of Nature's Grasp happens all too often. At least this way, we have something of a chance to try and escape instead of 0 chance.
2-25-2010 @ 7:08PM
Speaking as someone who doesn't play a boomkin but frequently finds his little gnomish DK standing atop a dead one in the arena, your problem isn't that Nature's Grasp sucks. Your problem is that you are too easy to kill. Warlocks can bubble or teleport, mages have a number of ways to deal with melee beatdown, priests can shield themselves and fear and pull other tricks depending on their spec. But boomkin have no defensive moves that don't involve casting an interruptible spell. Which will of course get interrupted and then you will die while locked out of the Nature school.Natures' Grasp doesn't need a buff -- Barkskin needs a buff. Preferably as a talent high up in the Balance tree so that bear tanks and Goddamned Trees (TM) don't become more OP than they are. (Why *are* you playing a boomkin again?)
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