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Phaelia Spell Haste to Affect Global Cooldown

Published on February 1, 2008 by Phaelia
Blue, Mailbag, Spells and Talents
17 Comments

There is some exciting news about Patch 2.4 from Community Manager Drysc today:

Although not terribly relevant to your discussion I thought I’d jump in and let you know about some Spell Haste changes in the upcoming patch.

In 2.4, Spell Haste will reduce the global cool down on spells, down to a minimum of 1 second. It won’t apply to melee and ranged abilities though however.

Ironically, this news comes just days after an e-mail from Sydera of Vek’nilash (US) in which she inquires:

I have been wondering about something for a while and have no other resto druids to ask. Why do you think there is so much spell haste on the Zul’Aman and T6 content items? What are we going to be doing in Hyjal and Black Temple that makes spell haste necessary? Is this bad design, or is there something to be learned here?

My healing style relies almost exclusively on instants. My guild is 1/4 TK and 3/6 SSC right now, and I tend to use regrowth about once per boss fight and healing touch pretty much never. If I use HT, it’s with nature’s swiftness every time. My general rotation is rolling lifeblooms and rejuvenation on tanks. Is something going to change this for the T6 stuff?

In responding to her question, I generated a list of spell haste items that would be appropriate to a cloth or leather-wearing healer by filtering the armor on WoWHead. Those previously scoffable eight items are now looking a lot more attractive. Because in the now immortal words of reader Zackoria:

HAHA! LIFEBLOOM! LIFEBLOOM LIFEBLOOM!!! Castable healing? BAH! ONLY THE ACCURSED GLOBAL COOLDOWN CAN RESTRAIN US FROM WORLD HEALING DOMINATION AHAHAHAHAHAAAA!!!!

(Endgame-equipped) Druids just got (up to) 33% closer to World Healing Domination.

Read about 2.4 details as they arrive at ElitistJerks.com.

Related Posts

  • Impressions Solicited: Spell Haste
  • Mailbag: Zul’Aman Healing Chests
  • Armor Values on PvP Gear
17 Comments
Categories: Blue, Mailbag, Spells and Talents

Phaelia Talent Spec: Leveling Restoration/Balance

Published on January 19, 2008 by Phaelia
Obsolete, Spells and Talents
46 Comments

This is a reference to one of my favorite Dark Legacy strips, DL's Guide to 5v5.Visitors frequently ask for recommendations or critiques on prospective talent builds. These builds range from builds for leveling to just starting out in Karazhan, to specs that allow for a mix of farming (hello, Epic Flight Form) and instance/raid healing. This is the first in a series of posts designed to address these types of questions, giving me something to which I can refer readers who write in.

While it’s possible to level purely Restoration, I don’t recommend it unless you have a constant companion for the duration of your leveling experience. Instead, I encourage players who want to level up while learning to heal to consider a talent spec that mixes Balance and Restoration. Because although many Druids opt to level with a Feral spec, if your passion is for Healing, you’re more likely to gravitate toward and derive more enjoyment from damage dealing via spells than claws. I also think that the synergy between Balance and Restoration is stronger than that between Feral and Restoration. Here is a guide of recommended talent selection from levels 10-70 with an emphasis upon Healing talents alongside a smattering of Balance talents to provide you with the firepower to get to the Outlands (where, as we all know, the real fun begins).

Talent Total Level Notes
5

Starlight Wrath
Reduces the cast time of your Wrath and Starfire spells by 0.5 sec.
5/5 10-14  
2

Improved Moonfire
Increases the damage and critical strike chance of your Moonfire spell by 10%.
2/2 15-16 Although you will eventually need Focused Starlight to unlock Vengeance, Improved Moonfire provides more “bang for your buck” at this level.
5

Improved Mark of the Wild
Increases the effects of your Mark of the Wild and Gift of the Wild spells by 35%.
5/5 17-21 While I take issue with the value of this spell at later levels, it’s nice when leveling.
5

Naturalist
Reduces the cast time of your Healing Touch spell by 0.5 sec and increases the damage you deal with physical attacks in all forms by 10%.
5/5 22-26 At around this level, you will gain access to the stronger, slower ranks of Healing Touch. Naturalist will make the use of these — both while soloing and group healing — more viable.
3

Nature’s Grasp
While active, any time an enemy strikes the caster they have a 65% chance to become afflicted by Entangling Roots. Only useable outdoors. 1 charge. Lasts 45 sec.
3/5 27-29 As Nasirah points out, “[Control of Nature and Nature's Grasp] serve very similar functions.” My preference is for Nature’s Grasp. If you prebuff with Nature’s Grasp, cast Entanging Roots to begin combat, and begin nuking, you can usually rely upon NG to reroot the mob once it gets loose, reducing the amount of time during the fight spent casting non-damage spells.
1

Insect Swarm
The enemy target is swarmed by insects, decreasing their chance to hit by 2% and causing X Nature damage over 12 sec.
1/1 30 More DoTs! More DoTs!
3

Intensity
Allows 30% of your Mana regeneration to continue while casting and causes your Enrage ability to instantly generate 10 rage.
3/3 31-33  
2

Nature’s Focus
Gives you a 14% chance to avoid interruption caused by damage while casting the Healing Touch, Regrowth and Tranquility spells.
2/5 34-35 Investing 2 points here will unlock the next tier of Restoration talents. We’ll come back to Nature’s Focus later on to continue fleshing it out.
2

Focused Starlight
Increases the critical strike chance of your Wrath and Starfire spells by 4%.
2/2 36-37  
2

Nature’s Reach
Increases the range of your Balance spells and Faerie Fire (Feral) ability by 20%.
2/2 38-39 Nature’s Reach will allow you to initiate attacks from 20% further away (6 yards on Wrath). That’s more time to cast damage spells before the mob reaches you.
5

Vengeance
Increases the critical strike damage bonus of your Starfire, Moonfire, and Wrath spells by 100%.
5/5 40-44  
5

Nature’s Grace
All spell criticals grace you with a blessing of nature, reducing the casting time of your next spell by 0.5 sec.
1/1 45  
3

Moonglow
Reduces the Mana cost of your Moonfire, Starfire, Wrath, Healing Touch, Regrowth and Rejuvenation spells by 9%.
3/3 46-48 You may be surprised to find that we stop here without picking up Lunar Guidance. Because your Intellect won’t be particularly high at this level, you’re better off moving back over to Restoration to augment your healing and to pick up Lunar Guidance once you’re seeing the high Intellect totals afforded by Outlands gear.
3

Improved Rejuvenation
Increases the effect of your Rejuvenation spell by 15%.
3/3 49-51  
2

Nature’s Focus
Gives you a 42% chance to avoid interruption caused by damage while casting the Healing Touch, Regrowth and Tranquility spells.
4/5 52-53  
1

Nature’s Swiftness
When activated, your next Nature spell becomes an instant cast spell.
1/1 54 Druids don’t get Vanish or Feign Death. The second you’ve picked up this talent, it’s time to create a macro that ties it directly to your highest available rank of Healing Touch. It’s a great survival tool.
5

Gift of Nature
Increases the effect of all healing spells by 10%.
5/5 55-59  
4

Subtlety
Reduces the threat generated by your spells by 16% and reduces the chance your spells will be dispelled by 24%.
4/5 60-63 You’re in the Outlands now and should be running instances to help you level, collect gear, and learn to heal in a group environment (an opportunity which may not have been available until now).
1

Swiftmend
Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 12 sec. of Rejuvenation or 18 sec. of Regrowth.
1/1 64 Druids gain access to Lifebloom this level and many opt to switch to a more HoT-oriented build that includes the Tree of Life form. This type of build will be discussed in a later article.
3

Lunar Guidance
Increases your spell damage and healing by 25% of your total Intellect.
3/3 65-67 Outlands gear is rich in Intellect, making this an attractive option now.
2

Empowered Touch
Your Healing Touch spell gains an additional 20% of your bonus healing effects.
3/3 68-69 Again, your +Healing is probably beginning to flesh itself out, making this talent a better value than it might have been before.
1

Subtlety
Reduces the threat generated by your spells by 20% and reduces the chance your spells will be dispelled by 30%.
5/5 70 You may instead opt for another point in Nature’s Focus according to your preference.

Assuming you chose a fifth point of Subtlety at level 70, this build looks like this. This build emphasizes the use of Healing Touch over HoTs which generally fare better at higher levels of gear than you will have first starting out. It’s more or less a variation on the popular Dreamstate build which dips deeper into the Balance tree at the expense of Swiftmend. I’ve gone back to this build several times, and it remains one of my favorites, being especially useful in Heroic instances since you will rely heavily upon the high HPS of your Healing Touch — at least at first — whether specced for Tree of Life or not.

There are, of course, several other possible viable talent builds at level 70, but I’ll save those for a later time.


If you are looking for a build that more heavily emphasizes the firepower of the Balance tree and are comfortable with learning the in’s and out’s of Druid healing later, check out the great guide Beneficial Balance Builds from Nasirah’s “A Tale of Two Druids”! And for Big Bear Butt’s perspective on a Feral leveling build, check out his recent article over on WoWInsider.com! Note that you are only permitted to use one of these two specs if you promise to spec back to healing once you hit 70. /shakes finger

Related Posts

  • Balance Tree … Uprooted and Transplanted
  • Build 8885 and 8905 Changes
  • Talent Updates from Alpha
46 Comments
Categories: Obsolete, Spells and Talents

Phaelia Natural Perfection No Longer Triggers from Crits while Sitting

Published on January 9, 2008 by Phaelia
Blue, PvP, Spells and Talents
5 Comments

Eek!Community Manager Hortus points out:

Abilities should not trigger from crits on sitting players; this is in the 2.3.2 patch notes but doesn’t seem to be very clearly explained.

Technically, it isn’t explained at all as the patch notes read:

Effects triggered from being critically hit: Many abilities and talents were changed in 2.3.0 to allow them to trigger from critical strikes that occurred while the player benefitting from them was sitting.

What’s the significance? Prior to patch 2.3.2, a Restoration Druid with the Natural Perfection talents could go behind a pillar and sit three times while a low melee DPS assailant (such as a Warlock’s Felhunter) was beating on them to guarantee a 3-stacked proc and 15% damage reduction for 8 seconds. I’m not surprised that this was changed as it definitely does seem exploitive. Keep in mind that this does not mean that you will not be critted while sitting (for instance, when you drink); it just means that these crits will not activate abilities that normally activate upon being crit.

Among the known issues with Patch 2.3.2 is that:

Shapeshifting does not remove the movement impairing debuff Frost Breath.

Since I don’t recognize this ability from the Mage retinue, I’m guessing this is an effect from one or more NPCs.

Related Posts

  • Hortus: Lifebloom Cannot Trigger Nature’s Grace
  • Guest Post: Leveraging Shadowmeld
  • Natural Imperfection vs. Blessed Resilience
5 Comments
Categories: Blue, PvP, Spells and Talents

Phaelia Hibernating via Focus Target

Published on January 4, 2008 by Phaelia
Macros, Spells and Talents
3 Comments

Hibernating PandaMatticus posted a great article on the Priest spell, Shackle, today. Shackle is very similar to the Druid crowd control spell, Hibernate:

  • Both are limited target. While Hibernate can be used against Beasts and Dragonkin, Shackle Undead can be used against … well … Undead.
  • Both have three ranks, cost 150 mana, and have a 1.5 second cast time.
  • Both can be refreshed before their durations have elapsed.
  • Both have a chance to break early that can be reduced by wearing items with spell hit.
  • Both break on damage. Yes, even yours, Mr. Swipe-Happy-Druid-Tank!
  • Neither can be cast at the same time as a heal spell.

Due to their similarities, I recommend going over there, reading his article, and mentally substituting the word “Hibernate” everywhere you see “Shackle” for a stellar set of tips on how to leverage this limited-use crowd control spell effectively. And so as not to be a complete slacker, I’ll throw in a tip of my own for using Hibernate in instances. You can use a focus target macro to easily associate your crowd control target with your Hibernate ability for the duration of the fight:

#showtooltip Hibernate
/clearfocus [button:2]
/stopcasting
/cast [target=focus,exists,nodead] Hibernate
/stopmacro [target=focus,exists,nodead]
/clearfocus [target=focus,exists,nodead]
/focus [harm,exists,nodead]

Assuming you do not already have a focus target, this macro will store your current target as your focus target. From that point on, you can click or press the button to automatically cast Hibernate on that mob without switching targets. If your focus target dies and you click the button, your focus target will automatically be cleared (or reset to your new target if you have one selected). Alternatively, you can right click on the button to clear it manually. In a hectic fight, this macro can be a lifesaver since it’s not always easy to target your assigned Beast or Dragonkin while keeping everyone alive. It also makes refreshing your Hibernate before its duration elapses a lot easier.

Related Posts

  • Cyclone Your Enemies, Heal Your Friends
  • Forum Watch: Druids Don’t Lack Crowd Control
  • Debuffing Your Focus Target
3 Comments
Categories: Macros, Spells and Talents

Phaelia Eyonix: MotW Possibly Updated for WotLK

Published on December 14, 2007 by Phaelia
Blue, Patches, Spells and Talents
4 Comments

In response to a question regarding Mark of the Wild posed on a thread about Power Word: Fortitude, Community Manager Eyonix indicated that it’s possible that the Druid class buff may be re-evaluated in the upcoming Wrath of the Lich King expansion:

We recognize the concerns expressed in regards to Mark of the Wild and it may very well see improvement for Wrath of the Lich King. I do strongly disagree that it’s anywhere as useless as you claim, however.

Also keep in mind, because it affects all stats, some class/specs benefit from it more than others.

Related Posts

  • Salthem: Mark Buff "Relatively Small"
  • Indoor Roots Possible in WotLK
  • Forum Watch: Class Feedback for WotLK Solicited
4 Comments
Categories: Blue, Patches, Spells and Talents
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Phaelia
Hey, Stormwalker! Great to hear from you! Our little sprout is growing fast, but don’t call him “little” when he’s around or he’s sure to tell you “I a little bit big!” :-)

Stormwalker
I…I…kinda miss you and your Druidic writings of old. Good to see you’re still around, busy with RL. The little sproutling looks a little bigger now! Regards, Stormwalker, of old.
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Triadx
Gratz on the mini sprout!

Keybinding
Oh my gosh! You look beautiful. Is that a new druid in training? Maybe he will rebel and spec feral or oomkin? /cheer!

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Beautiful! Congratulations! (I know this is just a tad late) .-= Bolink´s last blog ..Druid Defense in Warsong Gulch =-.

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15 short years till he wants to borrow the car! Cheers!
Druids (Not) to Pick Locks in Cat Form (17)

Claire Swazey
I have a cat who has learned to open the pet door lock. I’d never have thought…
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Alahnna (Mama Druid)
Over two years later and this is still relevant and so very helpful. I hope you are having a blast with your little sprout, who’s probably running all over the place now. =D

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.
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