You shouldn't get yourself into a position where you need the bloom to keep a tank up past healing touch.
You shouldn't get yourself into a position where you need the bloom to keep a tank up past healing touch.
I'm just saying, shit happens especially with PuG groups. I haven't raided with my guild yet so I've only done heroics up to now but either way the mana cost to keep LB up is very low, the bloom is a 24-30k if not higher heal and it's easy to stack back up again.
Frankly, I'd rather have something extra in case it all hits the fan.
Well the upcoming changes mention Regrowth getting a buff, the Empowered Touch talent affecting Regrowth (so maybe it reduces the cooldown of something) and buffs to the glyph. I would like the glyph of Regrowth to say "refreshes at 50% health" rather than 25%. I look forward to that.
I'm pretty sure Empowered Touch will make Regrowth will also just refresh LB.
Still a useful benefit if not groundbreaking. But the glpyh will need something pretty decent to make it viable!
You can choose to let it bloom and indeed it's no bad thing for it to bloom if you see that it wouldn't be overhealing. However, i am a big fan of this talent. I know healing metres are down the drain now, but i'm going to say it anyway. You get more overall HPS from continously refreshing Lifebloom and the stacks just help to stabalise the healing on the tank. If the tank needs just a small heal to be topped up, you can use Nourish which will bring him back up as well as keeping your stack up.
Sure, it's easy to stack up again. But thats still three globals you could have used on something else.
"I'm selfish, impatient and a little insecure. I make mistakes, I am out of control and at times hard to handle. But if you can't handle me at my worst, then you sure as hell don't deserve me at my best." — Marilyn Monroe
There's no reason to let LB bloom. Wasted GCDs. The design of refreshing it with a casted heal is quite nice - promotes versatility, not just a HoT class.
I don't think Empowered Touch should be changed to include Regrowth in any form. The talent is great as it is for the current design. It would especially be lame if Regrowth refreshed lifebloom. Instead they should change Swift Rejuvenation in to a two-point talent designed to reduce the cost of Regrowth by a percentage if the target is already effected by one of your HoTs (help make our mastery useful). 7% 1/2, 15% 2/2.
To make up for the other point they should remove Nature's Cure. You shouldn't have to spend a talent point to dispel unless you can dispel all forms of damage (disease, for the love of God).
The main problem at the moment though is AoE healing. This was our primary role and now we're so far behind. You can't just roll HoTs. We're forced in to a blanket wild growth followed up by Nourish. Efflorescence needs to be buffed - not to it's former glory in Beta but to something worth standing in because I am seriously considering just removing those three points and spending them in more throughput as gear allows for greater spreading of single-target healing.
Guys i don't know if it's just me , but the haste tables don't work for me at all, i take all my gear off 4 ticks on rejuvenation , i put all on which gives 1300 haste, still 4 ticks? anyone know why?
you need to have 5% haste buff from a shammy/moonkin before you will see the extra ticks. the guide is assuming that you will have those buffs.
Sorry if this has already been put in the sticky but I couldnt find it.
Just wondering which proffessions would be best for a raiding resto druid. Right now Im thinking JC for the upgraded gems and LW for the Bracer enchants.
Are there any other proffessions which would add better stats to a resto druid?
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Searching the guide: To make it easier to search this guide, each section is proceeded by a #. If you need to get to a certain section quickly, hit [Crtl]+[f] to open your browser's "find" option, then type the section number you're looking for, preceded by the # sign. For example "#2.1" (without quotes) will take you to Reforging.
6. Professions
#6. Professions
LW-130 int instead of 65 haste
Eng-96 int BUT it's not a straight stat buff so you need to decide if you want to add another complexity to your game play for minimal increase.
Alch, JC, BS, Enchanting, and Inscription all give around the same amount- JC is 81 int while the rest are 80.
Tailoring, and the gathering profession all trail behind. Tailoring you loose mana from what you could normally enchant and receive a unimpressive healing buff.
=]
Actually, just going to merge this into the guide.
Going to have to disagree with Moonglow, did some napkin math and came to the conclusion that a larger mana pool will trump cheaper spells.
Rejuv with MG talented 3 points = a mana cost of 4408. If you have a mana pool of 70k thats 15.88 Rejuv's before going oom (ignore Mp5)
Rejuv with Furor talented 3 points = a mana pool of 80500 (going from a 70k mana pool).4844 mana per Rejuv means you will be able to cast 16.61. Not much of a difference but once you add in Mp5 itll work out more...
thats my math obviously
Thanks for the help!
http://restodruid.org/furor-vs-moonglow-spreadsheet-fun and http://elitistjerks.com/f73/t110354-...ase/#TreeCalcs
Also, anyone having trouble with the links? I had mail that they were broken for someone but I tried them on all the computers in my house and it worked fine.
Last edited by Myrrar; 2010-12-29 at 06:01 PM.
If you arent using all of your spells at one time or another during an encounter, you are not using your character properly to heal. All of your spells have a proper place, time, usefulness depending on what you are doing.
---------- Post added 2010-12-29 at 12:34 PM ----------
Oh, and i forgot to mention in that gear set list that was posted earlier, whoever made that post might want to go through all of those links to make sure that they take you to the proper piece of gear you are mentioning. I clicked on a few of them the other day and was surprised to find myself looking at a grey trash item
Does anyone else have an issue with Resto Druid mastery? It looks like it's designed for us to be amazing tank healers and not get any legitimate benefit for raid healing.
I had a though last night while doing some dungeons. There are times where more than one person takes damage and nourish spam cannot fix the issue. Back in the day (apparently when the 'pros' were blanket rejuving) I really got a kick (ie - had amazing fun) out of being able to just blast someone with some heals. Like LBx3, Rejuv, Regrowth, HT and Swiftmend. Now, that used to be pretty much overkill on the lower health pools, but I think we have potential to be really powerful without feeling restricted by the insane mana costs.
Obviously you shouldn't be able to just unload on someone without any consequences, but darn it - I like unloading occasionally and I hate how when I do that I'm pretty much drained of mana and of no further benefit to the fight. My idea for a mastery change is similar to the Resto Shaman mastery, in that it has an inverse relation. What if the lower someone's health, percentage-wise, the cheaper the cost of the spells. Obviously there would have to be some serious details to attend to, but giving some margin for error does anyone else see that as viable? The main problem being unloading heals on someone who is about to die (say the tank perhaps) drains mana. It's not an issue of using the appropriate spells, and I don't buy that everyone can always avoid damage. At the very least it would function better for a raid-healer than our current mastery, imo, which requires setup time that might not be available.
I'll also admit that my gear isn't great at the moment. Maybe a few resto Druids who have good gear for the current content could respond and give me some input on how their mana pools and regen are faring with better gear?
Thanks
I have 3 piece t11 and mostly 259 epics and have 110k+ mana and over 2k in combat mp5 unbuffed. You'll find heroics SO much easier to heal with some gear, even just heroic gear. Also, don't blame it all on yourself. A lot of times, especially on heroic bosses, if your group is taking massive dmg they are doing something wrong.
Last edited by Myrrar; 2010-12-29 at 07:01 PM. Reason: Can't spell
you mean 359 epics?
Ive got an average ilvl of 345 atm, with JC i was up above 110k mana and currently have about 95k with 2k combat mp5 and 1200-1500 haste depending on my trinkets.
You shouldnt be topping up the raid/dps in a 5 man with nourish for the most part if they are above 80% hp ya i can understand that, but for the most part WG will do the same for those targets, effect more ppl per use, and top them up at a lesser mana cost per target then nourish. I typically only use nourish on myself or the tank and let the dps just hover with aoe healing unless they really really need a heal. It promotes the whole "dont stand in things" when they die in less then 2 seconds. Use triage healing man.
This means:
IF the tank isnt going to be taking huge hits, just top up the dps with HT and let LB bloom top of the tank and reapply.
IF the tank is getting beat down, and the dps isnt and wont for a bit, throw rejuv's/wg on them while beating the tanks HP bar with HT/SM/NS+HT
IF the tank is taking consistent damage, and the raid is as well, pick the person with lowest hp and hit them with a HT/hots/SM/tranquility and generally lose your mind
Triage healing man, it'll save you every time and if you actually USE the 5 second rule for mana you can take that burst HPS and have it on EVERYBODY instead of just on one person. I can usually hold about 8-10k hps consistently while managing innervate, 5 second rules when no or little damage is inc, using treeform when needed, and just conserving mana on a whole.
Also keep in mind that most tanks have their own health CD's and mit CD's to help out the healer. Some of these CD's will heal them to full, others will mitigate enough incoming damage to get them to full with one healer on them, etc. There are also some fights where blizzard is TRYING to run you oom, and will, by having enough damage that the encounter is MEANT to have just about everyone at half health. I did a throne of winds last night and found that keeping ppl around 50-80% hp was MUCH easier on my mana, wouldnt kill them immediately, and made the encounter fairly successful while giving me enough mana to omg heal the tank and keep everyone alive. while trying to heal them to full every time they were in range would leave me oom about halfway through the fight.
Tho i do agree with you about our mastery, its not game breaking or essential for our class. If they buff mastery in and of itself or give us better benifits it would be worth it to pick up, but as it stands i try avoid it over haste/crit as those stats are more of an increase in my healing, and a better way to conserve mana(more/faster hots and more crits = me casting less spells)