MoP: Things I’m Stoked About

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Recently, I haven’t had much to say. I haven’t been raiding ever since our raiding group retired and fact of the matter is, raiding is how I enjoy WoW. That coupled with the fact that Cataclysm hasn’t really been fantastic in my eyes led me to wonder if I would even be playing this game come Mists. With the recent press release however, I’ve come across loads of information that have me rethinking that part. Here are the things I’m stoked about in Mists…

Patch 4.1: Resto Changes Analysis

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It’s a new day and a new patch! And while the trolls are unleashing their fury on Azeroth, the restoration tree has once again had some major changes. I’m really looking forward to these changes since they hit quite a few of things on our wishlist. Let’s take a look at what to expect!

Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects.

This is a really great change. For the last couple weeks I’ve dropped Living Seed and Efflorescence from my talent build since I found their healing to be rather weak. With Efflorescence now being changed to a smart heal, I’m more inclined to spend points in it. Well that and also this other little thing they mentioned….

In addition, Living Seed is no longer a prerequisite talent for Efflorescence.

I have but one word for this change – yay! Living Seed always formed a dismally low portion of my heals and now I can finally freely invest in Efflorescence. This essentially brings Efflorescence to being a 3 point talent investment from previously being a 6 point talent investment. It’s a like a yummy discount at a shoe sale.

Malfurion’s Gift now reduces the cooldown of Tranquility by 2.5/5 minutes.

This is a really nice talent. I originally thought it was lacklustre because there are a couple raid fights where I go without using tranquility at all, let alone twice. The last few weekends however, have changed that perspective. Fights like Cho’gall have made me acutely aware of high raid damage and I think having an extra tranquility will help. I will also update my healing perspective posts on these fights seeing how tranquility can be rotated along with the Tree of Life cooldown now.

Nature’s Swiftness now also increases the healing done by the affected nature spell by 50%.

Nature’s Swiftness is another talent I passed over since it no longer had its life-saving aspect with what Healing Touch heals for now. The extra 50% healing certainly brings back that aspect and makes it a more attractive “oh crap!” spell to have around during high damage situations. It’s something I’ll be considering in my new talent build.

Druids now innately have 100% pushback protection from damage while channeling Tranquility.

I’m really happy about this one since it frees up use of my barkskin immensely. There have indeed been times where I really wanted to use Barkskin but couldn’t since I needed to save it for when I’d be unleashing Tranquility.

Lifebloom’s bloom effect has been reduced by 20%.

I don’t expect to notice this too much to be honest. The only time I deliberately let my lifebloom bloom is when one of the tanks is really low and it pretty much just buys a second or two for the tank healer. Those 40k crits were pretty cool to see but let’s be honest, a lot of blooms were plain old overhealing because I missed renewing it by a second.

In summary, this patch is bringing us a lot of changes targeted to make our healing more effective but its doing so with precision rather than a blanket healing increases. I like it better this way to be honest. I think it’s going to make for some interesting talent choices and perhaps even a change in healing style. I’ll be posting up my new talent build after the patch goes live, and once I get my feet into a couple raids I’ll also be updating my healing perspectives posts. Thanks for reading and happy patch day! =)

Change to Living Seed in 4.1 on the Horizon

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I usually like to save blogging about changes until the Patch is actually live on servers, but I was so excited about this one, I just couldn’t hold back. The latest Patch 4.1 PTR Notes included a key change to the resto talent tree and is a wish come true for many of us tree healers out there.

“In addition, Living Seed is no longer a prerequisite talent for Efflorescence.”
Woohoo! Living Seed usually forms an abysmal portion of my healing while requiring a whopping 3 talent points in it just to get to Efflorescence. It’s not a complete talent revamp by any means but it is certainly a step in the right direction and I’m a happy panda about this. =)

My New Talent Build: Goodbye Efflorescence

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It’s been a week now since patch 4.0.6 came out, and while a lot of the changes were in the right direction (hello Wild Growth buff), there are still a few loose ends about the resto druid’s talent tree that need to be addressed. Living Seed and Efflorescence in particular, deliver precious little in terms of healing for the whopping 6 points of talent investment. My healing usually reflects them being dismally low, hovering around 3% or so. I’ve been increasingly frustrated with these for various reasons and since the patch hit, I decided to experiment around a bit and pull the plug on these talents. With a little tweaking in playstyle and a few helpful Power Auras, I must say it’s beginning to grow on me. Grab a cookie and join me for details on this new build!


Why I did away with Living Seed and Efflorescence:

  • Raid Healing: To begin, I’m usually the floater healer who focuses on the raid and drops a couple heals on the tanks when necessary. I’m in charge of the raid and almost never solely tank heal unless one of our healers is down. In this scenario, Living Seed already looks less attractive than it would if I were a tank healer.
  • Low Healing: Incredibly low healing for an incredibly high talent point requirement. Last weekend, Living Seed made up close to  2% of my heals while Efflorescence did a little over 3%. This was on Magmaw – a fight which encourages the ranged to stack to begin with.
  • 10 man vs 25man: It should be noted that I exclusively run in a 10man raid. I can see a higher utility for Efflorescence in particular in 25 mans where the stacking of members is more likely to happen than in 10 man. However, in 10 man raids there are few fights that require stacking and in the event they do (such as Red vial phase in Maloriak), there are usually more than 6 members there anyways which kicks in the diminished healing effect for Efflorescence.
  • Ground Clutter: I mentioned this earlier in Magmaw’s stat and I’ll say it again – ground effects are cool but they sometimes obscure other things I should be watching out for – like those flame pillars.

The New Build: 

As primarily a raid healer, my healing strategy for the future is to focus on the Nature’s Bounty mechanic. This is, however, a double edged sword if you will. It gives you a powerful way to up the raid but being careless means we pay a high cost in terms of mana. The idea is to get ultra fast Nourishes from having Rejuvenation active on three or more targets. With the talent at 3/3, my Nourishes are as fast as 1.5 seconds which is awesome. Swift Rejuvenation has a new importance for me since I want to get those Rejuvenations up quickly in times of high incoming damage before I can start Nourish. It’s also useful in the “oh crap” moment where you have to quick Rejuv+Swiftmend to keep someone from death.

This approach somewhat reminds of the holy priest’s Chakra: Sanctuary – it has great throughput potential but is also mana heavy, so tread carefully. The mana intensive aspect makes Moonglow a mandatory talent to take. I did away with Nature’s Swiftness in favour of Furor because I found myself rarely using it if at all, and to be honest Healing Touch doesn’t heal for all that much anymore. With 6 talent points free from Living Seed and Efflorescence, I chose to distribute them in Blessing of the Grove and Perseverance. Perseverance is interesting since its not really a healing talent but I figured the less damage I take, the less I have to heal myself. Or better still, I might not die. Given the high amount of magic damage going around in fights, it seems a promising talent for now.

Blessing of the Grove is rather a dilemma for me, I admit. I’m not entirely sure whether to leave those points there for the extra healing, or whether even a talent like Nature’s Ward would be worth taking. In raids there a lot of times when I fall to the 50% health mark and a free Rejuvenation has two advantages: a) its free and thats good given the mana cost of rejuvenation. b) That’s one less Rejuvenation I have to cast to get my Nature’s Bounty in motion. This one is still up in the air – a 4% healing buff to Rejuvenation….or free Rejuvenations for me….hmmmm. Now if only I could take Genesis instead of Blessing of the Grove… but I guess I need a certain number of talents to get down the resto tree to begin with. Ah the dilemmas of talents.

Thanks for reading as always!

4.0: Impressions of Resto Healing

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Well what do you know, they really did take away my tree! *cough* Moving on, spells and talent trees look vastly different, some of them unrecognisable even.  To wrap my head around what’s changed (since I never kept up with the articles on it), I took a long hard look at tooltips and healed a couple heroics. This is less of a blow-by-blow analysis and more of a summary of the big things that have changed and are relevant in understanding the heal mechanic.

Talents: These stood out to me talent-wise.

Efflorescence (3/3): An AoE heal effect that heals nearby allies within 15 yards for 20/40/60% of what your Swiftmend healed for.
Revitalise (3/3): In addition to giving us some mana regen,  this proc also grants Replenishment.
Nature’s Bounty (3/3): Apart from the massive crit addition to Regrowth, critical heals from Nourish and Swiftmend have to reduce the cooldown on Swiftmend by 0.5 sec.
Empowered Touch (2/2): Healing Touch buffed by 10%, and more interestingly Nourish has a 100% chance to refresh Lifebloom.

Spell Changes: Our spells remain more or less recognisable with a few changes here and there. However, they certainly serve new roles in healing.

Rejuvenation is more mana expensive and of shorter duration (12 secs).
Wild Growth now has a 10 sec cooldown.
Lifebloom is now a great cheap HoT to cast but only castable on one target at a time.
Swiftmend now procs Efflorescence
Regrowth has a reduced cast time which makes it a quick but expensive heal.
Nourish has a longer cast time but now refreshes Lifebloom on the target.
Rebirth now has a 30 min cooldown, and this cooldown is shared with all druids in the party/raid. Battle-rez with caution!

Buffs and Debuffs:


Mark of the Wild now has 1hr duration and buffs all raid/party members. No more Gift of the Wild.
Remove Corruption is a one-sweep spell that removes 1 poison, 1 curse and 1 magic effect if talented into.

Tree of Life Changes:


Tree of Life is now a cooldown that lasts for 30 seconds. When used, it enhances healing and certain spells discussed below. Usable every 3 minutes.

-Tree of Life spell changes:

What does this mean for healing? And glyphs?

One of the first things I noticed was that the changes in Rejuvenation  no longer allow us to pre-emptively hit up ALL raid members with it all the time. Doing so, as we did before, would have us go oom very quickly. So while Rejuvenation  is still a staple healing spell for us, being more selective about who you pre-emptively hit up is key. Rejuvenation  still plays a significant part in healing, so Glyph of Rejuvenation is a good choice.
– Lifebloom  has an interesting role now. It is limited to one target for most of the time — thus it makes sense to leave Lifebloom   as far as possible on the Main tank/Off-tank. Nourish  while not quite the quick heal we’re used to anymore, refreshes Lifebloom   for us and thus the mechanic between the two makes tank healing much more viable than it used to be. Using Nourish  to refresh Lifebloom  instead of recasting it has the added bonus of proccing Living Seed and other good stuff. Don’t leave home without Glyph of Lifebloom.
– Swiftmend now has the added bonus of Efflorescence attached to it which makes it a flexible spell for both tank and raid healing. I considered Glyph of Swiftmend good pre4.0, and it’s only got better since. Leaving Rejuvenation/Regrowth up there saves you a GCD and considering the passive and talented buffs to them, increases our healing as well.
– Regrowth  is a quick heal spell but use it wisely and resist any urge to spam it. It’s powerful and quick but overusing it will result in ooming. The one time I did spam it was in ToL form as an instant cast to keep a tank up in Pit of Saron…it’s a strange story, yes I know. Apparently I just had bad luck or the Blood spec has some issues…either way I wouldn’t know! Glyph of Regrowth seemed weak to me as targets being 25% shouldn’t be happening too often – but that might change in Cataclysm. For the time being, I passed.
– A final point regarding the Major Glyphs: I chose to go with Glyph of Wild Growth, Glyph of Rebirth, and Glyph of Innervate. At this point really, I simply looked for glyphs that would help restoration in any way. I did, however, choose to skip Glyph of Healing Touch for the time-being since I rarely cast Healing Touch, if at all.
As I mentioned earlier, this post summarises the significant changes to healing I found this patch. I will probably hold off on analysing healing, gems and other aspects until Cataclysm simply because these mechanics were made for Cataclysm and not Wrath and it seems a bit premature to delve too deeply into them. Hope you enjoyed this post and have fun healing =)