1. #1

    Resto Druid Help for people

    Talents:

    Ok to start with - 2/2/2/3

    Blessing of the grove for extra rejuvination healing

    Natural Shapeshifter for increase on Tree of Life duration (and to open up Master Shapeshifter)

    Naturalist reduces cast time on nourish and healing touch which is always useful with tank healing

    Heart of the Wild for extra intellect which is a no brainer



    Followed by 0/1/3

    Perserverance is more of a PvP talent but it can be good for certain fights eg Ultraxion

    Master Shapeshifter for the extra healing

    Rejuvination for increase in healing



    Then 3/2/1/0

    Living Seed is not the best talent ever since you do not gear for crit atall but can give some extra healing which is always useful

    Revitalise gives extra mana back and does Replenishment

    Nature's Swiftness gives an instant cast heal which is good for when you need a big clutch heal (Morchok last night rings a bell)

    Fury of Stormrage is PvP talent (although I dont see how often a resto druid would be dealing damage in pvp)



    Next 0/2/2

    Nature's Bounty is the first talent that has abit of leeway with it. The increase Rewgrowth crit is not the best ever but the extra effect is reduced Nourish cast time when multiple targets have REjuvination on them. The reason I dont take this talent anymore is realising that when I have rejuvination on many targets it usually means I am raid healing and will not be casting nourish very much and I could spend those 3 talents elsewhere.

    Empowered Touch causes your heals to heal for more and renew Lifebloom which is the main benefit

    Malfurion's Gift lets you get clearcasting from Lifebloom and makes TRanquility a 3 minute cooldown which is a MUST



    Next 3/1/1/0

    Efflorescence gives extra AoE healing which is a must

    Wild GRowth is more AoE healing another must

    NAtures Cure enables you to dispell magic which is another must



    Penultimatly 3/1

    Gift of the Earthmother increases Lifebloom healing and gives REjuvination an instant heal which is one of the best talents you have

    Swift REjuvination reduces GCD of rejuvination which is great for blanket healing



    Lastly in the Resto tree 1

    Tree of Life gives you a 3 minute CD which lasts for 32 seconds I believe with extra healing and gives extra bonuses to some of your healing spells



    Now the Dilemma of where to put your last 8 talent points, this is what I find the most optimum selection.

    In the Balance Tree you want to take 3/0/2

    Nature's Grace which will give you extra haste after casting a rewgrowth which can come in handy.

    NAture's Majesty will give you increased crit (this is purely because there arent many other good talents available at this point)



    The real choice is now between;

    Furor - an extra 15% mana

    Moonlgow - 9% mana reduction

    I personally go for the extra mana as that will utimately let you heal more.



    Now I see that I have written quite alot already but think there will be alot more to come, im sorry for that but I like to go in depth.



    Glyphing:

    Prime;

    Swiftmend - Means you can keep your HoT on targets after Swiftmend, gives extra time to heal other characters instead of ahving to recast HoTs.

    Rejuvination - Will give extra healing on both Tanks and Raid.

    Lifebloom - Increased crit for your Lifebloom, this will constantly be up on the tank so the increase crit can be useful.



    Major;

    Healing Touch - For whenever you use this it reduces the CD on NAture's Swiftness which can be handy if need to clutch heal.

    Rebirth - Whoever you CR will come back to full health, will avoid alot of double deaths on boss fights.

    Innervate - Means if any other healer need the mana more than you, you will also get some mana back.

    I personally choose to take Innervate over Wild GRowth as I prefer it on a shorter CD even if it heals 1 less player.



    Minor;

    Unburdened Rebirth - Takes away the reagent cost

    Thats the only one you need, just means you never run into a point where you go 'Oh wait I have no reagents I cant CR and wipe'





    Gearing:

    Stat prio;

    Int > Haste 21.5% > Spirit > Mastery > Crit

    There isnt much else to write on gear but for Gear Optomising use Mr Robot which is very useful.







    Rotation:

    What should be going through your mind when you are healing;

    #1 Am I healing the tank or the raid? If you are healing the raid skip to #4 (if you are in dungeons you will have to do both, the tank healing will take priority there though)

    #2 Are my HoTs on the tank?

    Lifebloom x3, Rejuvination, keep both up at all times.

    You want to be casting Nourish on the tank, to give more healing and also to refresh Lifebloom.

    #3 Is there heavy incoming damage?

    Move to using healing touch instead of Nourish.

    If there is a big spike use Swiftmend and/or Regrowth and/or Nature's Swiftness and a healing touch.

    #4 Is there big damage about to happen to the raid?

    Rejuvination on the targets who are going to take damage.

    Wild growth for it to get a HoT on another 5 targets.

    Swiftmend and Nourish/Healing Touch/Regrowth until the players are full on health, the spell depends on how Little/Much/Quickly you must heal respectively.



    Cooldown management:

    You will have the following major cooldowns;

    Tree of Life, Tranquility, Innervate, (any trinket use effect)

    Depending on the fight you want to be using Innervate early to give time for another proc later on, if the fight is shorter use when you are about at 60% mana.

    Tranquility is used for when there is alot of raid damage happening (must remember that this is not going to heal the tank for much so if he is getting a beating and you are tank healing I would advise againast using it)

    Tree of Life (and trinket use effects) are used when you need extra healing bonuses, for example Morchok's frenzy phase, it is the same as innervate as in you want to be using it early so you can use it again in a fight (if you think about it doing this will save you mana in the long run as your healing is increased you will have to cast less spells to get the same output)

  2. #2
    Its nice to see someone trying to help, but theres a reason a guide is stickied at the top of the forum. At least have other resto druids look your guide over before you post it so its more... correct :P. Botg is bad, and LS is bad. For a general resto tree, you should be 8/2/31 or 7/3/31, and never more than 31 in the resto tree. Innervate at 75% (ish), don't wait clear till 60. I suggest you read myrrar's guide, and if you really want to leave this up remodel it (especially link the talents in a calculator, how you have them set up is painful to look at) and take some of myrrar's pointers.

  3. #3
    to be honest i disagree with alot of things said and i am sure other will too ...but i am going out so no time to comment more...but yes resto guide in the forums is quite good i would also suggest for now to take a look at it like catokot said.

    but you made a try to write something meaning you care to help others and its always good to see people caring , so well done for your try.

  4. #4
    A better spec will have:

    3 Moonglow
    2 Furor
    0 Blessing of the Grove
    1 Living Seed
    2 Nature's Bounty

  5. #5
    Moonglow >>>> Furor.

    Unless all you do is heal 5 mans.

    For raids where you're casting quite a bit, the mana saved from Moonglow is far more than the 10% mana from Furor.

    BotG is a pretty worthless talent. You'd be better off taking those two points and putting them into Genesis since that affects all periodic heals (rejuv, lb, rg ticks, wg as well as swiftmend, and as a result efflo).

    33 talents in the Resto Tree is two too many and can be fixed by the above sentence.

  6. #6
    Its been talked about in about 12 different threads in this forum. Moonglow and furor are both situational. If you always blindly go 3/3 moonglow, you are gimping yourself. In fact, for 10 mans the only fights I'd say moonglow is definitely better than furor on would be heroic spine and madness, with ultraxion being a toss-up between the two (post-nerf furor is pretty much guaranteed to be better).

    http://www.mmo-champion.com/threads/...1#post14969567

    No, I didn't provide direct math in that post, and I apologize. But its hard to math something like moonglow vs. furor out because there are way too many factors (time you average between revitalize ticks (largely comes down to lifebloom uptime), regrowth out of ooc proc usage, how much you rejuv spam, do you use nourish instead, etc), and your gear level highly effects which one comes out on top.

    Again, after the 5% nerf the only fights to really consider moonglow for are heroic blackhorn, spine and madness. Every other fight will favor furor if you have a decent ilvl. This largely relates to no other fight in ds being over 6 minutes AND being mana intensive. Morchok is like a 4 minute kill, Zon'ozz/Ultrax are 5-6 each, and mana on yor'sahj is too gimmicky while theres basically no healing required on hagara.

  7. #7
    When it comes to 5-6 mins fight, the 3rd point in Moonglow and Furor are pretty much equivalent to each other. One may be slightly ahead of the other depending on your int:spi balance but they are not really significantly far off. When it comes to a 10-15 mins fight like Spine or Madness, Moonglow will blow Furor away. The other situation where Moonglow is better is if you die for some reason and get a Combat Rez with very little mana. So if Moonglow is going to be equal or better than Furor, then it should be the preferred choice.

    If you need to math out Furor vs Moonglow, you can use my spreadsheet (link in sig), set the encounter duration and your gear profile and compare the relative IEP of Furor and Moonglow.

  8. #8
    You clearly meant well, which is nice to see, but the content pales by comparison to the already stickied guide.
    Gertrude of Aurora, possibly the best 3 day raiding guild in the world!

  9. #9
    Actually spruce, things like jaws of defeat and t13 2 pc both push furor up also and aren't typically accounted for (or.. ever, that I've seen). With less than 1200 guilds working on heroic spine, and 300 working on madness, yes I consider them fairly irrelevant. Of course they are where it matters the most, but they are also the part that effect the smallest amount of people. With 20k heroic morchok kills and 1800 blackhorn kills, its pretty easy to see where most raiders are right now. Furor is also better for every fight in between except possibly yor'sahj, but mana is too gimmicky on that fight to matter (and might favor furor anyways, since you'll get back more from innervate after a blue ooze).

    Therefore, this "situational" circumstance suddenly turns into a "well, situational for most of the raiding community". We can't "just" post information for people who are 6/8 - 8/8 heroic and expect people who are 2/8 to have the same values/results.

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