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Tree Sticky Update - Rough DraftFollow

#1 Dec 31 2009 at 12:07 PM Rating: Excellent
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As promised I spent some time looking over the Tree section of the Druid 202 sticky, and have some proposed changes. For convenience sake, the sections changed are highlighted in bold. I did this despite the fact I know you all want to look through an endless mass of text, searching in vain for a few subtle changes in wording. Wow that sounds a lot like that blizzard user agreement I keep re-accepting...

Anyway to summarize the major changes:

-I reworded some of the sections talking about spirit. Mainly the ones that appeared to have been written before the spirit nerf and innervate changes.

-I addressed the new glyph, Rapid Rejuvination.

-Took into account the changes to GotEM, and tried to address the various implications (there were several...)

-I ditched the old tank-healing build (a casualty of the GotEM change), and re-did that section to try to address the different healing strategies in 25s, 10s, 5s, and while leveling.

Anyway if anyone sees anything I missed let me know. Feel free to look it over and suggest any insights you might have, or ask any questions that come up while reading it. Comments and feedback are appreciated! :D

Note: I know all the links are broken in this version. I'm too lazy to add those in until it's in final form. :p

Or if it looks good to everyone we can just degenerate the thread into another conversation about women and beer. That's good too. ;-)

Anyways, here goes...

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V. Tree druid is for heal

• Life as the forest
Damage dealing and tanking are fun and all but you want to heal. Be the one keeping everyone else alive when they step in the fire or get hit by the big scary mobs.

Restoration is the druid's healing tree. The tree part is very apt as you do eventually gain the ability to shift into Tree form which greatly increases your healing powers and does make you look like a giant tree. You can still cast nukes but they are not really nukes more like small bombs. The spell power on your gear helps boost them enough to survive in the field. Plus if mobs attack you can simply heal through it with ease.

The tree requires similar stats to a Moonkin but different priorities. What are they you ask. Let's find out.

• Tree Stats
Spirit is the traditional tree stat. It increases mana regeneration and healing power. Several talents in the tree help with boosting spirit to be as potent for restos. However recent changes to mana regeneration and Innervate have made it less desirable then it used to be. It is still a good stat, but its value has been diminished somewhat.

Intelligence is also rather important as it help increase the size of your mana pool and gives some crit as well. Some heals can crit by the way. Spell power is the sap that makes your spells heal for so much. Its good stuff, try to pick up a lot of it while leveling.

For many levels these will be the stats you get on gear. Then when you go Outland things start to open up. Now you can acquire haste, crit and more significant amount of mp5. All of them are good for you. Mp5 is a better than spirit for mana regen. The crit rating will help increase the chance of your direct heals criting, always a good thing, but not usually a high priority. Haste lets you cast more spells faster it also can lower the GCD from 1.5s to 1s. Haste is an excellent throughput stat until the soft cap is reached.

Hit is not a tree stat. But I would recommend saving some hit pieces on hand for questing. Read up on the Moonkin leveling section for some ideas and pointers on how to nuke mobs down with a limited ********

• How to keep people alive
Healing is a cross between prophesying the future and playing whack-a-mole. You have a good amount of direct heals and HoTs to heal your allies plus some cooldowns to blow when things get rocky.

We can start with the basic HoTs, these are Rejuvenation (level 4), Regrowth (level 12), Wild Growth (talented level 60) and Lifebloom (level 64). The druid class has more HoTs than any other healing class. Two of them are instant cast and one is HoT after a direct heal.

Rolling HoTs is great way to keep people topped off and help prevent slow but steady damage. Lifebloom used to be the king but recent changes have made it too mana intensive to roll on everyone. Plus the bloom gives a nice direct heal and returns mana. Rejuv is cheaper and still decent healing. Regrowth is a great spell as it can be a direct heal that can, and will often, crit. It also puts a HoT on the target, if only it was an instant…Wild Growth is a fantastic group HoT, great for when everyone is taking damage but the tank still needs to be the focus.

Rolling HoTs constantly doesn't always work both because sometimes people need more healing and it can be mana intensive as well. Going Out of Mana (OoM) is never a good thing. This bring us to the rest of the direct heals. We all ready know about Regrowth but that is not the end of the story. We also have Healing Touch (level 1) and Nourish (level 80). Healing Touch (HT) is not really used that much. Well it is but in conjunction with another ability we haven't discussed. Nourish is a wonderful spell that is fast and cheap. Nourish gets more effective with HoTs rolling on a target and can be made even better with glyphs.

Other nifty tricks hidden in your leaves are Cure Poison (quested level 14), Remove Curse (level 24), Abolish Poison (level 26), Tranquility (level 30), Nature's Swiftness (talented level 30) and Swiftmend (talented level 40). Plus we all ready know about Revive, B-rez, Barkskin and MotW from prior sections.

Now you are confused, overwhelmed by this mass ******* of healing ability.

Don't be it is quite simple. You have a vast amount of heals but don't need to use many of them. You can usually just HoT up people that take splash damage and roll HoTs on a tank with some direct heals to keep them alive.

The style of healing is influenced by the choice of glyphs. Otherwise it is basically hots with some direct heals. Usually Nourish or Regrowth with the emphasis between the two based on glyph selection. The tree and glyphs can support a wonky HT based healing style that basically turns you into a treeadin (Tree Paladin). It gives you an extremely fast heal, but takes a lot of talent points away from other useful abilities, leaving your other spells weaker. In most circumstances it isn’t worth it.

The nifty trick with HT is to use it injunction with Nature's Swiftness. Pop NS then HT equals a really big heal instantly. You should honestly macro this as it is a very good panic button. The other panic button is Swiftmend, when glyphed this spell becomes even more efficient.

• I don't get HoTs please explain
HoTs are very simple and efficient spells yet the mechanics are not as direct, as well, direct heals. A direct heal can be instantly measure to see how much effective versus over-healing was done. HoT are very easily healed over. You could have a few HoTs on some DPS that took damage and another healer can easily cast a heal on that person turning all of the HoT's healing into overheal. The bloom aspect of Lifebloom can easily have this issue as well.

This doesn't mean don't throw HoTs. They provide a very steady level of healing. They are great for steady consistent damage; on both the tanks and everyone else.

Also 2 of the main direct heals benefit in some way from HoTs. Nourish gains power when HoTs are on the target, even more so when glyphed . Same thing with glyphed Regrowth . As you can see Nourish, a fantastic raid heal spell do to its low cast time, greatly benefits from HoTs. Regrowth and HoTs can make for strong tank healing.

HoTs are a very strong source of healing and are what trees are know for. They are the basis of your healing ******** Knowing how many HoTs to throw around, how many if any LBs to stack and the glory of Wild Growth are all parts of what make tree druids highly valued healers.

• Gear, but Trees are naked right?

Yes, but we still wear leather. The gear used by trees tends to be heavy on Spirit and Spell Power. Other good stats to watch for are haste and crit. Intelligence is also quite nice as a large mana pool means longer sustained healing and a better benefit from replenishment effects, more on that in a bit. Mp5 will also be on some gear. The comparative value of Mp5 to Spirit is a fine line. While technically Mp5 gives more mana regen, Spirit provides the additional spell power thanks to our ToL form. Which stat is better for you will depend on whether or not you are comfortable with the size of your mana pool.

The best stats for boosting your mana pool will be: Mp5 > intellect > spirit.

The best stats for boosting your HPS will be: spellpower & haste (before the soft cap) > spirit & critical > intellect

Which stats are better for boosting HPS will depend partly on your build, and partly on which spells you use to heal with most. Spellpower tends to be a little better for HoTs, and Haste a little better for direct heals. However the difference isn’t very large; many druids will prioritize haste over spellpower until the softcap. As for critical and spirit; critical is better if most of the spells you use can crit, otherwise spirit is the better choice.


SP increases the efficiency and throughput of heals. Efficiency and throughput? WTF is that? Well I'm glad you asked. Efficiency is the measure of how much bang you get for your mana. Generally is calculated by taking the average heal done and dividing by mana cost to get HpM. That is your efficiency metric. Throughput is about pumping out heals as fast as possible without any care for sustained healing, ie going OoM is not an issue. Throughput is determined by taking average heal and dividing by cast time or in the case of HoTs the duration of the heal + cast time, this give HpS. That is the general overview we can talk a bit more about this and how the other stats effect it after we cover some other basics.

• Raid vs Tank healing & balancing healing for different situations.

As a tree you can heal both the tank or the raid. Either way throwing HoTs on the tank(s) to help smooth out periodic damage is always helpful.

Tank healing involves just rolling HoTs, timing the blooms of LB and casting direct heals, typically Nourish and Regrowth. A typical strategy is to keep up Rejuvination, Regrowth, and Lifebloom on the MT, while casting Nourish anytime you aren’t refreshing a HoT. The NS+HS macro will still be use to combat spike damage as will Swiftmend. Timing the LB bloom heal can be used to great effect as well, plus letting it bloom will make you not oom, lawl I made a funny. Seriously though, LB can be allowed to bloom for a big heal and mana return, or rolled constantly (never blooming) to maximize your HPS.


Raid healing is where trees really shine. Raid healing is all about keeping people topped off and HoTs do that job wonderfully. Rolling HoTS on numerous people, numerous instant cast spells, hitting WG to AoE heal and the quickness of Nourish make for efficient and fast raid healing. The bulk of your tree spells being instant cast doesn't hurt either. LB can be used strategically with great effectiveness if you know where the hurt is going to land a few seconds in advance. Pretty sweet, I know. Don’t hesitate to cast it if you have extra time and see bad things coming on the horizon. It can very costly to stack but the bloom refunds a good chunk of mana as long as you let it bloom the mana issue doesn't get that nasty. Rejuvenation starts to get real sexy when some of the tier bonuses get involved. I'm talkin instant heals, crits, jumps and other insanity.

In 25 man raids, the high HPS rotation is Rejuvenation x 5 then Wild Growth, and repeat; with Swiftmend used for the emergency top off. Most 25s will run with 2 druids, who can effectively cover the entire raid with HoTs. In general, deviating from a RJ x 5 + WG rotation will cause your HPS to drop, but may be necessary to save a raid member. This is an important consideration in 25-mans; if you react too often to damage spikes your HoTs will fall off, and other raid members may enter the danger zone, compounding your problems. Think of a druid’s job as giving the other healers extra time to react to changing circumstances, by cushioning the damage with your HoTs. This can go for the tanks as well, druids may be asked to stack HoTs on the tank in addition to handling the general raid healing.

If you are lacking a set bonus for Rejuvenation, you may very well find Regrowth more beneficial to maximizing your HPS then RJ. However mana problems may come from using Regrowth as your main heal, so caution is advised when using a RG heavy rotation. Wild Growth, Rejuvination, and Swiftmend are usually the glyphs of choice in 25s; though Rapid Rejuvenation may be substituted occasionally depending on the encounter. As you may have guessed, you’d substitute the Regrowth glyph for the Rejuvenation one if you choose to use RG over RJ.

In 10-mans you will often find yourself using more of your healing spells. In general other healers have spells more suited to handling damage spikes; however in a 10-man, unlike in most 25s, you may have to address these damage spikes yourself. Especially if you are only running with 2 healers, and/or find yourself OT healing. You can still get a lot of output from a RJ x 5 + WG rotation, however you may rarely find yourself using it.

When addressing damage spikes Swiftmend is still the preferred option. However Regrowth and Nourish will likely be used more in 10 mans. Which one is better is circumstantial. Regrowth won’t cause your raid-wide output to drop as much as Nourish, if the HoT portion of the spell is reasonably well utilized. Also the RG HoT is swiftmendable and has a lengthy duration, which is great if the target’s health drops again in the future. However Nourish will have the better single-target HPS, meaning more healing on the target right now. It also has a shorter cast time. A reasonable strategy would be to use Nourish in more critical circumstances and Regrowth when the individual isn’t in danger of dying. You may also find yourself using Tranquility more often in 10s, as healing half the raid for a large amount is just pure win.

Quite a large number of different glyphs are used in 10 man raid healing. Swiftmend, Wild Growth, and Rejuvenation are still strong choices. Nourish is recommended if you find yourself OT healing or running with 2 healers a lot. Rapid Rejuvination shines much brighter in 10 mans then in 25s, and is fast becoming one of the most popular choices. The Regrowth glyph is also good for the reasons listed in the 25 man section.
In 5 man encounters, your healing strategy can change a little bit. Rejuvenation isn’t really the great healing spell it is when raiding, because the number of targets is limited (it’s called 5 man for a reason ya?) and keeping the tank alive can make you feel like more of a MT-only healer at times. Regrowth and Nourish will often make up a lot more of the effective healing. Also Tranquility is golden here. In general, HoTs to cushion, direct heals for damage spikes.

While leveling, however, you don’t have access to Nourish, so it changes the strategy a little. Healing Touch actually has a slightly higher HPET/HPSC then a no-HoT Nourish. However it’s lengthy cast time can be a problem. One strategy is to take the Regrowth and Healing Touch glyphs, as well as the points in Naturalist. This makes Healing Touch a fast/small heal, and Regrowth a stronger ‘big’ heal. However it’s tempting to take Rapid Rejuvination as well, as the faster RJ ticks help a lot. Also don’t forget about the Rebirth glyph because, let’s face it, you’re leveling and learning. This makes it easier to recover from your mistakes. Only 2 major glyph slots and so many choices…


Regardless of your healing assignment there is one more very important detail. You should be decursing and abolishing poison. Don't question it just do it as quite often it is more important than actually healing.

• Trees are Talented people
Raiding healing is a druid's strong suit. Trees can tank heal but they shine at raid healing. A strong base spec skips all the HT talents and focuses on HoTs. Being mobile while healing is one of the reasons why druids excel.

The remaining talents are more of a personal choice. Let's discuss them now and learn a bit about how druids heal at the same time.

Naturalist is probably the worst choice unless you glyph HT and do a lot of tank healing, even then it's still kind of meh.

Improved Tranquility is awesome in 5-mans, useful in 10-mans, and almost worthless in 25-mans. If you find yourself healing a lot of 5s and 10s it can be worth the 2 points, if not then it’s best to skip it. Mainly due to people being more spread out and the likely hood of 4 group members being near is lower.

Empowered Touch can be a good use of talent points if you find yourself using Nourish often mainly as tank healing in 10 mans, etc. Not a ‘must have’ but certainly high on the list.

Living Seed has good synergy with Empowered Touch, when MT/OT healing. The stronger hits from Nourish will leave bigger seeds. Good return on investment, the bloom will often account for 3-6% of your heals in 10-mans. If you get all nutty with Regrowth spam the talent can also be fairly sexy.

Improved Barkskin is in general more for folks that PvP. Not a traditional healing talent, but it is still found in many end-game builds due to its damage mitigation. However, if you aren’t doing hard modes you probably won’t be taking this.

Gift of the Earthmother is a great talent, you’ll likely want 5 talent points here to start. However, as you build haste up on your gear it becomes less effective. Once you go over the soft cap on your HoTs and Nourish you can consider taking points out of it, and putting them elsewhere. At that point it can be scaled back to 4/5 or 3/5 depending on the amount of haste on your gear and spell rotation.

Nature’s Grace in the Balance tree can be useful depending on how often you use Nourish it can be either a nice HPS boost, or nearly worthless. It is a common talent, especially if you are interested in getting Celestial Focus.

Celestial Focus is usually worth it if you are short of the haste soft-cap. But it is quite deep into the Balance Tree, and will likely be dropped once you get some better gear with more haste on it.

Revitalize is a nifty talent. The above mentioned raid healing build puts 3 points here. This is mainly because as a pure raid healer 95% or more of your healing will likely be due to Rejuv and WG. The mana restoration numbers due to Revitalize can’t compare to Replenishment, but Revitalize also restores energy, runic power, and rage. This makes it a very attractive talent if you are keeping Rejuv rolling on every raid member.

Tranquil Spirit again another talent which is very useful if you find yourself using Nourish a lot. More useful for 10 mans and heroics. If Nourish is a large percentage of your heals, and you are running out of mana, maxing out the talent points here can help a bit.


• Mana Management 102
Mana regeneration is very important. No mana equals dead people. That is not the desired outcome for a healer. So trees need some measure of incoming mana while they heal. This comes from a few sources, Replenishment effects, Intensity and Mp5. You will have Intensity in your spec so that is some regen right there. The gear you wear will also either have Spirit to boost Intensity or Mp5 on it. Replenishment is just about guaranteed in a 25 man raid but 10 mans and 5 mans it is not a sure thing.

As far as which stat will give you the most mana, Mp5 is generally considered better then Intellect, which is slightly better than Spirit, inside of the 5-second rule. Outside of 5 seconds the mana regen from Spirit is much more attractive. However in most PvE healing situations you’ll be casting nearly every GCD and will spend little time outside of 5-seconds; unless you out-gear the content.

But Druidsock, isn't Spirit an awesome druid stat?

The short answer: yes and no.

The long answer: before the changes to Innervate, spirit was a great mana-regen stat. But once the spell was changed to work off your mana pool instead of your mana regeneration rate outside of 5-seconds, intellect suddenly became a more attractive option.

These days (patch 3.2ish) the amount of mana-regen you get from spirit isn’t equal to what you’d see if you stacked Mp5 and/or Intellect. The big benefit of Spirit comes once you get these 2 talents in the Restoration Tree: Living Spirit and Improved Tree of Life. These talents give Spirit a throughput component. It isn’t that large, but it adds up. For every 100 spirit you have you’ll get about 17-18 spellpower in addition to the mana-regen. Because Spirit increases both your mana regen and the power of your heals; it is a better stat for resto druids then for most other classes. Many resto druids at end-game will weigh intellect and spirit about equally; gearing slightly more spirit if they want to increase their healing power, or slightly more intellect if they want more mana-regen.

Innervate is the Druid’s click-on-demand mana regeneration talent. The spell is on a 3 minute cooldown, and a typical tree can expect to get about half of their total mana restored if they cast it on themselves. The thing that makes this spell different from other classes mana-regen spells is that the druid can also choose to cast Innervate on other party or raid members. If Innervate is Glyphed the spell will a small amount of mana to you if you cast it on another person, and will increase the amount it restores to you if you cast it on yourself.

So who should get my Innervate, me or my friend?

In most circumstances you should use your own innervate. Other classes have their own tools available to help with their mana. They should use those tools and not rely on yours. Think of it this way, that mana-hungry mage might want to use your innervate to increase his DPS, but that DPS will drop way down if he dies after you go OOM. Other druid classes can sometimes be more generous with their Innervate. Kitties can give it away much more freely, boomkins technically can give it away, but may rely on the mana-regen. Bears don’t really need innervate themselves, but will be lucky if they can cast it on another person without a raid boss turning them into something with the consistency of applesauce.

As a healer you have a critical role in keeping the group alive. If you are comfortable with your mana-pool, or find your group desperately racing an enrage timer, feel free to toss someone else your Innervate; but in most circumstances it’s safer for everyone if you keep it for yourself.


• Gearing at end game

Gearing at end-game is complicated. How to gear yourself best is going to come down to what mix of spells you find yourself casting and your role in the group. Norfair of Elitist Jerks summed it up quite nicely:

“People often come here and ask what is best in slot for resto druids. For druids this isn't always very clear since every player has different preferences.”

Using a Sim or spreadsheet program is highly recommended to get the most out of your healing.

But I don’t have time to figure out a complicated spreadsheet Druidsock! Can you at least point me in the right direction?

Yes most certainly!

As mentioned earlier druid healing is about balancing efficiency and throughput. In other words: you need enough mana to last the fight, and do enough healing to keep everyone alive during that time. Most of the caster leather out there, and much of the cloth as well, will be reasonably well itemized for resto druids; though it’s usually best to pass on items with hit rating. Once you’ve healed some you should be able to get a feel for where you are lacking:

If you find yourself needing more mana: Mp5 > Intellect > Spirit, for solely increasing your mana pool.

If you are finding your healing isn’t strong enough to keep people alive you should ask yourself: which spells am I using most?

If you are mainly using direct healing (more common for tank healing and 5-man content):

Haste (before soft cap) > Spellpower > Crit > Spirit

If most of your healing is coming from HoT spells (more typical for 25 man raid healing):

Spellpower > Haste (before soft cap) > Spirit > Critical (unless you have 4t9)


Gemming is pretty straight forward. In most cases you’ll gem for spell power, unless you need the socket bonus or to want to meet the requirements for a meta gem. In that case Spell power/Intellect is preferred for yellow sockets and Spell power/Spirit for blue sockets. The exception is prior to the haste soft cap where many druids will use spellpower/haste gems in both red and yellow sockets. The Ember Skyflare Diamond (+25 spellpower, +2% intellect) is considered a good meta for most PvE situations. The Insightful Earthsiege diamond also offers a large amount of mana regen (+21 intellect + chance to restore mana on spell cast) and should taken in place of the Ember Skyflare Diamond, unless you find yourself comfortable with your mana pool without using mana-regen trinkets.

Here is a link explaining the haste soft cap and other useful stat conversions. Enjoy.
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Glyph summary:


Major Glyph overview (credit - http://elitistjerks.com/f73/t37038-restoration_glyphs/ used some links and updated outdated information)

[Glyph of Lifebloom]- 'Increases the duration of Lifebloom by 1 second.' Used mostly in a tank-healing build to help with the mana burden, not very useful otherwise.

[Glyph of Swiftmend]- 'Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.' A great glyph for raid healing or tank healing. If you are casting every GCD you’ll see a solid boost in your HPS with this glyph, if you aren’t you’ll be saving yourself valuable mana.

[Glyph of Rebirth]- ‘Players resurrected by Rebirth are returned to life with 100% health.' Not a glyph that finds its way into most end-game builds. However a macro’d Glyphed-Rebirth with Nature’s Swiftness is a very powerful tool for saving your group if the tank dies, but one that will likely not be used much.

[Glyph of Regrowth]- 'Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target. This glyph is still a solid boost to a good healing spell. Regrowth is competitive with Rejuvenation for raid healing if you lack one of the RJ set bonuses. If you find yourself using Regrowth frequently, it will be worth the slot. Also prior to getting Nourish at level 80, this will give you a better ‘big heal,’ especially if you’ve also chosen the Glyph of Healing Touch.

[Glyph of Healing Touch]- 'Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by 25%, and the amount healed by 50%.' This glyph sees the most use while leveling, as it turns Healing Touch into something akin to the Paladin’s Flash of Light. However once you get Nourish at level 80 most people will drop this glyph. There are builds around that utilize it, mostly because a Glyphed and Talented Healing Touch is the fastest heal available to you. However most will argue you have to give up too much from your build to make it worthwhile, except in special circumstances.

[Glyph of Rejuvenation]- 'While your Rejuvenation targets are below 50% health, you will heal them for an additional 50% health.' One of the more common glyphs for both tank and raid healing; it automatically gives a good boost to a frequently used druid healing spell right when you need it most.

[Glyph of Innervate]- ‘Innervate now grants the caster 45% of <his/her> base mana pool over 10 sec in addition to the normal effects of Innervate.’ Short on mana? This glyph is one of the best ways to increase your mana pool if you are going OOM before the end of fights.

[Glyph of Nourish] 'Your Nourish heals an additional 6% for each of your heal over time effects present on the target.' If you ever have to do any direct healing, such as MT or OT, this glyph is great, and needed to reach your maximum single target HPS. It’s not as useful if you are strictly raid-heals.

[Glyph of Wild Growth]- 'Your Wild Growth now affects 1 additional target.’ This is a good choice for any raid healer. WG will likely be used every time it comes off of cool down, and healing more people = good! However it is useless in fights where the raid has to spread out, so take it with caution.

[Glyph of Rapid Rejuvenation]- ‘Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell.’ This glyph is new as of patch 3.3. It’s proving very useful in increasing healing in 5-mans and 10-mans. Here the more rapid healing doesn’t adversely affect the number of people you can keep the HoT on. However it is often passed over for 25-mans, and it’s use is more situational. It should be noted the glyph doesn't cause Rejuvenation to heal for more, just heal the same amount faster.

Edited, Jan 2nd 2010 10:38am by someproteinguy
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#2 Dec 31 2009 at 12:08 PM Rating: Excellent
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-Reworded the Living Seed entry - Jan 2
-Added the base spec link from the old sticky - Jan 2

Reserved for further Updates :D

Edited, Jan 2nd 2010 10:39am by someproteinguy
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#3 Jan 02 2010 at 5:04 AM Rating: Decent
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looking good bro! I so appreciate all you guy/gals that put the time and effort into making these stickies. Thanks!
#4 Jan 02 2010 at 11:22 AM Rating: Excellent
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I had a question about the part regarding Living Seed:
Quote:
Living Seed has great synergy with Empowered Touch, if you take one, take the other. Good return on investment, the bloom will often account for 3-6% of your heals in 10-mans. If you get all nutty with Regrowth spam the talent can also be fairly sexy.
Is this correct? I would think the synergy would lie with Nature's Bounty instead due to the crit involved.
#5 Jan 02 2010 at 12:06 PM Rating: Excellent
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Quote:
Is this correct? I would think the synergy would lie with Nature's Bounty instead due to the crit involved.


There is some synergy with Empowered Touch; for Nourish and Healing Touch. Since the amount healed increases the size of the planted seed (seed = 30% of amount healed). But the synergy with Nature's Bounty is certainly much stronger.

Tank healing is where the affects of Living Seed are usually felt strongest. Since that involves lots of Nourish there is a benefit to taking both talents. Hence the reason I probably worded it like I did.

However it certainly doesn't affect the other spells (Regrowth/Swiftmend), so I'll reword that a little to make it more clear.

Thanks for the catch! :-)

Edit: Also, Nature's Bounty is in the core set of talents, which isn't linked in the update above. So it wasn't addressed in the walk-through of the optional talents. I'll add the link here and in the text above to help out a little.

Linky

Edited, Jan 2nd 2010 10:36am by someproteinguy
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#6 Jan 02 2010 at 12:48 PM Rating: Excellent
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Ahh, I think I see it now. Taking Nature's Bounty would almost be a given, filling out Emp Touch would further the boost of the Living Seed.

I am still learning druid healing... I learn more each time I read here. =)
#7 Jan 02 2010 at 3:36 PM Rating: Good
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Tell me when you're done and I'll edit it in.
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#8 Jan 04 2010 at 12:07 PM Rating: Excellent
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I believe she's good to go whenever you have time Horse :-)
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