Showing posts with label Specs. Show all posts
Showing posts with label Specs. Show all posts

Sunday, 23 October 2011

New Druid Talent Trees in Mists of Pandaria (WoW 5.0)

Another Blizzcon has come and gone! I didn’t get to go in person but I watched the stream again this year. It was a lot of fun! The Q&As were pretty good as were the panels (I really enjoyed the art panel again this year), I even checked out some of the SC2 matches (hopefully I can learn something and try to get a bit better at it!). The Foo Fighters put on an awesome concert closing night! All in all a good time.
The next WoW expansion was announced, Mists of Pandaria, however I’m not going to go into that today as it would certainly take up an entire post! 
One thing that was definitely interesting was the new talent tree system! The new system sounds cool and potentially a lot more fun. One of the primary goals behind the revamp was to try to make talent trees more fun and customizable, which was the original intent behind the current format of them, however lead to the ‘cookie cutter’ builds which the devs aren’t too fond of. I’m sure even with the new system there’ll be setups that are more optimal for certain things, whether PVE, PVP, or certain encounters. It seems like  the abilities themselves will be a bit more fun though and a bit more mixed, so I think there will be some flexibility still there.
As is my understanding, the new talent trees will work as follows. You still select your specialisation (for Druids it would be Restoration, Balance, Feral (cat), and Feral (Guardian) - they officially split the bear and cat specs for 5.0). Choosing a specialisation will give you access to specific spells in addition to the core spells across all specs. They didn’t give too many examples of this sort of thing, but they did mention with the new cat and bear specs, a bear will not be able to use Shred or Rip, and a cat won’t be able to use Survival Instincts or Frenzied Regen. Based on this we can gather that certain abilities will only be available to certain specialisations. 
Talents, on the other hand, will be available to all specs. This is where you can customize now, and is potentially quite fun as it can give you access to abilities that before were only available to specific specs. You get a talent point every 15 levels, six in total, and you choose each tier from three options/abilities. If I remember right, you can’t do more than two in a row down one tree, so it encourages more mixing rather than just going straight down. 
It was suggested as well that changing talents will be easier to do than it is now and that you will be able to do so ‘out in the field’. If I’m understanding this correctly, you should be able to swap your talents while out in the world (out of combat, of course) without having to go back to your trainer, and it will be similar to the ease of swapping glyphs. It seems you still have to go back to your trainer if you want to do a full respec (to wipe your talents and specialisation if you were, say, changing from Feral to Balance). 
Enough preamble, let’s take a look at the proposed Druid talent tree! Keep in mind this may change a lot between now and 5.0 release. Thanks to MMO-Champion for the screenshots of the talents.


Tier 1: Feral Swiftness - Displacer Beast - Tireless Pursuit
This first set of talents is clearly about mobility. Displacer Beast is an interesting one, it’s kind of like a mix of Blink, Cloak of Shadows, and Vanish. The random direction aspect is a bit odd, and I wonder if that will stay in. It’s a pretty powerful ability, so the random direction may be to help downtune that a bit perhaps. My only concern would be, in a raiding context, the potential hazards of that - displacing into lava, a trap, a cleave, who knows! Tireless Pursuit sounds nice for escaping snares and roots, particularly with the speed boost to help you get farther away. Feline Swiftness is a nice straightforward speed boost, which I quite like.

Tier 2: Nature’s Swiftness - Renewal - Cenarion Ward
This tier is focussed more on healing abilities. Nature’s Swiftness is almost the same as its current implementation for Resto. In this version the spell cast is cost-free, which is nice. The most interesting change there though is popping NS makes the spell castable in any form. This could be a very nice talent for bears and cats, as using NS to battle rez someone would allow them to stay in form. This would be especially useful for bears as it can be so difficult to use a bear battle rez in PVE encounters. For cats and moonkin it will likely reduce the hit to their DPS from shifting forms to rez someone. 

Renewal is a straightforward talent, it’s exactly like the current Desperate Prayer for priests. 
Cenarion Ward is a bit odd. When I first glimpsed it I thought it was a shield of sorts, but that’s not what it is. Basically it seems a way of pre-HoTing - imagine placing this on the tank pre-pull, when he takes the first hit from the boss it will start healing as a 6 second HoT. Kind of underwhelming.

Nature’s Swiftness would probably be my pick in that set, especially for healing. CW doesn’t seem too great a healing ability. Renewal is a nice survivability talent, I’m not sure whether bears might prefer that or NS. NS would allow them to throw a Healing Touch or Regrowth on themself - Renewal would be a bigger heal but NS would let them cast BRs while tanking. 

Tier 3: Faerie Swarm - Mass Entanglement - Typhoon
Faerie Swarm is essentially an upgrade of Faerie Fire (which it appears we will still get, as this talent would replace FF if chosen). Pretty much just adds in a movement speed debuff. Mass Entanglement could be interesting for mass CC. Typhoon though I find the most fun out of the tree as it makes Typhoon available for all specs and usable in all forms.  As much as I dislike knockbacks (especially when I’m tanking), this seems like a fun thing to get. Admittedly I’m already planning on ways to annoy my tank friends by tree-phooning them while healing runs! It will be nice though for fights that require knockbacks for any druid to be able to pick it up instead of requiring they all go Moonkin.

Tier 4: Wild Charge - Incarnation - Force of Nature
Wild Charge gives a movement ability of some sort to each spec/form. Bear form is basically like current bear form, a charge which immobilizes the target and grants the bear 30% haste. Moonkin gets a sort of Disengage effect, allowing them to leap backward and gain Solar or Lunar energy. Caster form lets you fly to an ally’s position and the next healing spell cast costs no mana. 

Force of Nature seems like it could be fun - based on the tooltip, it seems you summon some treants to come help you deal damage or heal (and perhaps protect you while tanking?). I’ve always thought the idea of Resto summoning more treants to help them heal would be tremendously fun. I don’t think this talent will be feasible for Resto, though, which is sad. This is due to the last talent option:

Incarnation is both interesting and odd at the same time, and makes me wonder what their plans are for Resto. Essentially, Incarnation activates a sort of ‘super shapeshift form’. The two examples they gave were Feral, granting you use of abilities which normally require stealth, and Resto, granting the current Tree of Life cooldown abilities. This is what’s a bit odd. Based on the Wild Charge tooltip (non-shapeshifted Wild Charge giving a free healing spell), it seems as though they will continue to keep Resto as caster form rather than any return of Tree form. Basically Resto is required to take this talent, as the Tree of Life cooldown is such a significant cooldown for Resto. It certainly goes against the devs saying they want to provide more choice as, for Resto at least, there’s not much choice there. The other two talents do not seem anywhere near as valuable for healing as ToL (I’ve been working on a post that discusses all the valuable uses for the ToL cooldown). Gaining an extra Wild Growth target, being able to spread Lifebloom to multiple targets, and instant Regrowth casts are too important to bypass this talent. It’s an absolute must-have for Resto. 
Honestly I also find it a bit sad that, judging by the rest of the talent tree, a Resto druid may not get any tree form at all if, for whatever reason, they decide not to pick up that talent.

Tier 5: Demoralizing Roar - Ursol’s Vortex - Bear Hug
This is a new version of Demo Roar, as the current implementations of Demo Roar and Demo Shout will be gone in 5.0. Ursol’s Vortex seems fun, essentially an AE deathgrip. Bear Hug is mostly amusing for the name, should have some uses, likely more in PVP. 

Tier 6: Heart of the Wild - Master Shapeshifter - Disentanglement
The level 90 tier for the druid feels pretty lackluster. A lot of the other class level 90 talents were very interesting - Warriors could choose to get Bladestorm, Shockwave, or a new ability called Avatar. Rogues could pick up Shadowdance, Killing Spree, or Vendetta. Priests even had one called Void Shift that allows them to swap their health %age with a friendly target. Those all seem much more fun and interesting than the druid ones. 
The talents are focussed around shapeshifting and I suppose with emphasizing Hybrid roles. HotW cooldown would grant, for example, moonkins to generate Lunar or Solar power from healing spells, and would gain 50% of Intellect as Agility, etc. I suppose this may have use in PVP particularly for the druid really performing several roles (especially in, say, Arena, where they might have to off-heal, etc). I don’t see this being particularly useful in PVE though. It might be occasionally helpful perhaps in an emergency if, say, healers are down and a Boomkin needs to help heal some. It really doesn’t seem too exciting though.

Master Shapeshifter essentially gives you a stacking buff whenever you shapeshift which increases your melee or spell damage. Again, I don’t really see this being particularly useful, particularly in a PVE context. I can’t see many cats or boomkins shifting forms to throw out a random Moonfire/Rake/whatever.

Disentanglement seems a bit useful mostly for the heal. Removing roots is always nice but doesn’t seem particularly amazing (and is a bit disappointing that, not only will all specs have to talent that ability, it’s our level 90 ability). 

Overall though the 90 talents seem lackluster and, while perhaps trying to be ‘druid-y’ and ‘hybrid’, don’t really seem exciting or that useful.
There was also mention of a new druid healing spell that is basically a Resto version of Wild Mushrooms, where the Mushrooms heal instead of deal damage. Not too sure how I feel about that. I can see occasions where it might be useful, but it’s not particularly exciting, and will likely be pretty situational. Also assuming you have to plant the three mushrooms like Boomkins do, that’s another three globals spent not healing. It’s fine to plant pre-pull on a fight, but it’s just like the current Lifebloom 3stack tank-swapping issues at the moment. Three globals just to set up some healing, which obviously prevents you from doing any healing in those three globals. It seems like it will be clunky and inelegant and ultimately not too fun to use.

I’ll close with a sample talent tree which, in the above implementation of the talent tree, I would likely use for Resto. The talent tree is from Wowhead's sample MoP Talent Calculator.

Feline Swiftness for the general speed boost, which is always useful (and will likely allow a straight stat enchant to boots rather than requiring one with a speed increase). Nature’s Swiftness for the free instant spells, which I feel wins out for Resto - I’ve found NS to be way too valuable for me to really want to drop it, and Cenarion Ward seems lackluster as a simple HoT activated on damage as opposed to a normal HoT. Renewal would be nice for survivability, but I feel NS wins out for the Resto toolset.
Typhoon is mostly for the fun of grabbing it and useful for any additional fights which require knockbacks. Incarnation, as I mentioned above, is a must-have for Resto. Ursol’s Vortex I mostly grabbed for the fun of an AE deathgrip, though I don’t really see much use for any of those three talents for Resto in PVE. Lastly I grabbed Disentanglement, as the others don’t seem particularly useful for Resto (though also the tooltips shared by Blizz don’t describe much of the Resto benefits). Shapeshifting to get out of roots is useful and the heal when shapeshifting is nice for survivability.
Anyhow, I’ll wrap up there for now. Obviously this will likely undergo several changes before 5.0, hopefully it will be a lot more refined and improved by then. I look forward to playing with all of these in the Beta though! What are your impressions of the new talents? 

Tuesday, 26 April 2011

Patch 4.1 Druid Changes and Resto Specs

Happy Patch Day everyone! 4.1 finally arrives this week! Be sure to open your launcher up early to download the patch and don't forget to update all of your addons.

The Resto Guide and Feral Guide are updated for 4.1, but I wanted to get this post up first for a nice summary of the changes as well as a look at the Resto talent tree changes.

Let's start by taking a look at the official patch notes for druids, before diving into some Resto spec options with the altered talent tree! Full patch notes can be seen on MMO-Champ here: Patch 4.1 Rise of the Zandalari Features.

Lacerate bonus threat has been removed and replaced with increased initial damage done.
Efflorescence has a new spell effect.
Enrage no longer increases physical damage taken.
Lifebloom's bloom effect has been reduced by 20%.
Prowl has a new icon.
Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid's attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40% and is no longer cancelled by cancelling shapeshift form.
Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now on trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
Swipe (Cat) damage has been doubled.
Thrash bonus threat has been removed and replaced with increased damage done.
Druids now innately have 100% pushback protection from damage while channeling Tranquility.
Balance
Starsurge damage has been reduced by 20%.
Solar Beam is now more responsive when enemies move into or out of it.
Feral
Berserk is no longer on the global cooldown.
Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.
Restoration
Gift of Nature (passive) also reduces Tranquility's cooldown by 2.5/5 minutes.
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. In addition, Living Seed is no longer a prerequisite talent for Efflorescence.
Malfurion's Gift now reduces the cooldown of Tranquility by 2.5/5 minutes.
Nature's Swiftness now also increases the healing done by the affected nature spell by 50%.
Glyphs
Glyph of Rake is now Glyph of Pounce, which increases the range of Pounce by 3 yards.
Druid Bug Fixes
The troll druid models for Flight Form and Swift Flight Form has slimmed down to be more in scale with other druid flight forms.
Druids should no longer have UI issues after leaving a vehicle.


A lot of changes! I won't be going into detail on the Bear and Balance changes, though they've seen a few. Stampeding Roar has gotten a nice buff, with a longer duration and greater movement speed applied, however the range still hasn't been adjusted so that remains fairly small.

Feral cats see some nice new changes - Swipe damage has been doubled, making it much better for AoE attacks again (as opposed to tab-Raking, which had been a much more effective means of AoE for smaller add packs). Berserk is no longer on the global cooldown which is a very nice change. The talent Feral Swiftness has also been altered to allow Dash and Stampeding Roar to remove movement impairing effects, restoring some of the mobility to Ferals which was lost when shapeshifting was altered to no longer free you.

An important change for all druids too is that Tranquility now has 100% pushback protection - therefore it is no longer needed to pair Barkskin with the channel if you don't want to or can't without risking losing Tranquility ticks.
Image from Keeva's post on TreeBarkJacketEfflorescence Graphic Changed
Resto sees several big changes in this patch. Efflorescence has a new spell effect (visible above) and has been redesigned - the healing is now 4/8/12% of the amount healed by Swiftmend to the three most injured targets within every second for 7 seconds, benefits from spell haste, but cannot crit.

Nature's Swiftness is also getting a slight buff, it now increases the healing done by the affected Nature spell used by 50%. When combined with Healing Touch, then, you'll see it heal for an additional 50%. This will hopefully make the spell more attractive for those who haven't taken it as well as a nice buff for those of us already using it.

One of the big changes coming to Resto is the reduced cooldown for Tranquility. Speccing into Malfurion's Gift will reduce Tranquility's cooldown to 3 minutes, bringing it in line with other raid cooldowns such as Power Word: Barrier and Divine Guardian. This looks set to make Tranquility the Resto druid's 'raid cooldown'. While I personally think a damage mitigation cooldown (or component) would have been a bit better (and also bring us in line with the other healers), this will undoubtedly still be a strong cooldown for Resto druids. Tranquility can be excellent and lifesaving in a fight and being able to use it multiple times per fight will be extremely helpful for Resto druids. This also gives us a bit more freedom with when we decide to use our Tranquility - often in a fight there are times you want to save the Tranq for a specific time, which may discourage one from popping it earlier when the raid may need it. The reduced cooldown will give us some more flexibility now in when and how often we use it. Combining Tranq with other raid cooldowns (especially, say, a Power Word: Barrier glyphed for increased healing received while under it) will also be extremely powerful measures for raids.

Resto Specs
The biggest change for Resto in this patch is to our talent tree, as Living Seed is finally unlinked from Efflorescence. This will theoretically free up a few points for many druids and also allow druids to take a full 3 points in Efflorescence (especially with its new effect) without being required to spend another 3 points just to get it. I had hoped that Living Seed itself would see a redesign, especially as many druids look set to drop it, but we'll have to wait on that point for now.

The big question now remains: Where do I put those spare points?

Regardless of where you decide to spend the points, two of those points will have to be within the first three tiers of the tree just to get you to the higher tiers - so you will be spending points in either Blessing of the Grove, Living Seed, or Perseverance. How you decide to spend them though will depend largely on what you're healing and your role. With this in mind, below are some sample specs you could try (for convenience sake, I have kept the Balance and Feral trees as 8/2, picking up mana saving talents):


All-around healing - 2 points in Blessing of the Grove, 1 point in Living Seed.
This is a pretty solid all around spec, picking up a point in Living Seed for its contribution to tank healing, 2 points in Blessing of the Grove for its contribution to raid healing. This spec also picks up Nature's Swiftness and, for those in need of a dispel, Nature's Cure.


Tank Healing - Picking up 3 points in Living Seed.
This spec continues to pick up 3 points in Living Seed for its contribution on dedicated tank healing, as well as picking up Nature's Swiftness.

Spell Damage - Taking points in Perseverance.
In this spec I've gone with the all-around spec, but moved the point in Nature's Cure over into Perseverance for the bit of reduced spell damage. A spec like this can be particularly nice for hard modes (particularly in 25 mans when dispels may be handled by other classes) to get that extra bit of damage reduction.

This last spec also starts to venture back into the other flexible points in the tree. Despite the buff to Nature's Swiftness, I imagine many may still shift that point elsewhere in the tree (particularly dedicated raid healers). Nature's Cure is also a potential candidate to move in situations (mostly 25 mans) where magic dispels are covered by other classes.

You can also pick up points in Nature's Bounty, such as in this spec:
Here I've combined the Rejuv boost in Blessing of the Grove, Swift Rejuvenation for the reduced Rejuv GCD, Gift of the Earthmother to help frontload those Rejuvs, and Nature's Bounty to reduce the Nourish cast times for spot healing on all those targets which have been Rejuved.

These samples give you an idea of the bit of extra flexibility we now have in the tree! As ever, much of your choices will come down to how you heal and your role in raids and 5 mans. You can also adjust the Balance and Feral trees as desired, though again, I've gone with the 8/2/31 basis with mana saving talents for simplicity and for broad use.

Tangedyn over at The Inconspicuous Bear made a very useful tool to help you decide where your talent points may be best spent based on each talents worth: Living Seed Replacement Talent. Simply by going through your Recount/Skada/World of Logs/etc healing percentage breakdown and looking at your points spent and raid buffed spell crit, his tool can help you evaluate where your free points would be best placed.


As ever, don't be afraid to play around with the different specs and see which ends up working best for you! While a treant is forever, a talent tree is as flexible as you need it!


Happy speccings!



Monday, 31 January 2011

Conclave of Wind Heroic Video!

A quick post today, with my Heroic Conclave of Wind video!

A quick note before the video, I'd really appreciate additional reads on my post on druid healing, particularly the post on the WoW Healing Forums - I'm really hoping some devs as well as players will give it a read, as I do feel the issues discussed are really important for druids (and also for Shamans, who are in a similar situation at the moment). Any constructive comments on the post are appreciated, whether joining in the discussion if you agree or disagree, have a good idea of your own, or just chiming in to say if you like the ideas or not :D It will bump the post as well in a positive way and might even get some good ideas brewing!

Back to the video! I recorded our Heroic Conclave of Wind kill last night and finally got to make the video for it - I've been wanting to do this for a couple of weeks now as I had a specific set of music I really wanted to use in the video. Very different music than my other videos so far, and fits very well I think! I also managed to get this one uploaded at 1080 HD, continuing to work to improve my vid quality (though think I may hit a point where maximum quality videos may actually require a better computer).

Anyhow, without further ado, Conclave of Wind Heroic! (Watch in HD!)



For those interested, I actually run a different spec for this fight, 8/2/31, picking up 3/3 in Perseverance for the 6% reduced spell damage. I also still max out Gift of the Earthmother to help keep my Rejuvs frontloaded and as I tend to let my Lifeblooms bloom a fair bit more on this fight, since I'm mostly jumping around a lot healing many targets and myself as needed (rather than being on a set tank target the whole fight, as there's no tank on the East platform and I'm only briefly on the North platform). I drop Nature's Cure (as no dispels are needed in this fight), Swift Rejuv (simply as it's not a crucial point in here so I feel I can spare it), and only take 2 points in Efflorescence to get the 3 for Perseverance. That last point feels a bit difficult to drop, but, given how mobile people are on East, most will not be standing for long in Efflorescence, let alone stacked up in it, and the stacked healing for the North platform specials are boosted by many of the other healers being there with their AE heals plus Power Word: Barrier, glyphed for 10% extra healing while in the barrier as well as the damage reduction.

The video also shows nicely just how crazy that East platform with Rohash can get with Tornadoes (and how much they can affect visibility, seen towards the end of the video) and Wind Blast. Timing and awareness really has to be sharp on the East platform, and I always have an eye watching that Wind Blast timer, as well as keep Rohash focussed to see what he's casting.

I also save Tree of Life for the East specials for the instant Regrowths and multiple LB stacks during the special - I pop it when Rohash is at about 80 energy or so in order to maximize how much use I get out of ToL, as I always shift into cat form for the fall. On normal mode you may survive dropping while not in cat form, but it's an excellent habit to get into, as it is highly unlikely you'll survive full fall damage and are consequently targeted for a Slicing Gale attack (especially if your debuff stacks are high). If I can as well I'll use ToL as a DPS cooldown at the end (as I do at the end of the video).

Enjoy!

Tuesday, 19 October 2010

Druid Healing at Level 80 in 4.0.1 - Full Guide Complete!

I've completed the Restoration Druid Healing Guide for level 80 in 4.0.1, which you can find here: Full Guide: How to be a Tree! Resto Guide for 4.0.1 and Beyond!

The guide will again be updated when Cata hits to reflect changes for level 85, a full 85 spec, new gems and enchants, etc!

The old 3.3.5 Guide was removed, as was the placeholder in progress guide for 4.0.1, so be sure to update any bookmarks or links you may have.

The new Kitty DPS guide will be up soon!


Wednesday, 6 October 2010

Kitty DPS at level 80 in 4.0.1

ETA: Additional post with some updates here!

Some quick news first, Cataclysm finally has an official release date of 7 December, 2010! Post here.

Also, as the game world (or at least specs et al) did not blow up this past Tuesday, Patch 4.0.1 is not yet live. It is most likely coming next Tuesday (12th), but I'm not promising anything! As ever, dates can change and nothing has been officially announced (as of this writing, at any rate).

Following my post on Druid healing in 4.0.1, I thought I'd spend some time on Feral DPS in 4.0.1.

Cats are getting a bit of a mixed bag in the upcoming patch and in Cataclysm. We have some nice new talents (even if 'NomNomNom' was retitled 'Blood in the Water', which makes it sound like it should boost our Seal-form dps I think!) which, while not really game changing, are still nice boosts. Those who have struggled with kitty dps in the past will find the buffs and debuffs a bit easier to maintain, while those who enjoy the complexities of kitty dps will be pleased to know that you still have to be sharp as ever to maintain them all. We have a new, reliable interrupt off the GCD for both cat and bear form (and new Brutal Impact which can reduce its cooldown, making it on par with other classes' interrupts). With the new armour specialisations, we shouldn't have other classes yoinking our BiS pieces (oh, the raging I've seen over Tossk's Maximized Wristguards when warriors have rolled on them in pugs....).

In fact, the only real downside for cats right now seems to be in terms of actual damage numbers. As is my understanding (and correct me if I'm wrong), warriors are in a similar position right now on Beta and PTR, and a lot of the issues seem to stem from the disappearance of armour penetration a a stat (as arpen was a massive boost to all physical damage classes). I could have sworn I saw a blue post mention in passing that the developers were aware that both warrior and feral damage was low and hadn't finished being tuned, but I can't for the life of me find that post again (if anyone has seen it and can source it for me, I would appreciate it). Because of that, do not quote me on it! But I'm hoping I did actually read it and didn't just imagine it in my hopes for a fix.

Just doing a straight comparison of simple DPS self-buffed on a dummy on live and on Beta, it seems like I've lost about 2k in straight DPS. (This is with the same gear BUT, some different stats due to the arpen gem change, and missing some talents because of the new level cap). That all being said, don't panic! Simple numbers aren't the end of the world and, especially with more testing on the PTR, Beta, and when patches and more go live, hopefully the numbers will be tuned up. Cat gameplay itself is not facing any drastic changes (and have some really nice alterations in my opinion), and changes in simple numbers (rather than entire abilities) are a lot easier to come about.

Also, do keep in mind, Blizzard is NOT trying to balance all the classes around level 80 at this patch - this is all in preparation for Cataclysm, and for ultimate balance at level 85. EVERY class is going to be out of sorts for a while, and damage roles in particular will have very prominent and easy-to-see changes just from watching the damage meters in fights. The change in level cap will also affect which points we can get - you will be 83 before you can get Master Shapeshifter, which means at minimum 4% less crit than you have currently.

On to how to prepare for patch 4.0.1!
For one, if you haven't already, stock up on some gems. You may want to check the currency converter on MMO-Champ to see just how many Justice Points your current Emblem stock will get you, but I might suggest to play it safe and pick up gems now with Emblems rather than waiting (as gem prices will be changing too). It's looking like the Honour Gem quartermasters are removed as well, so if you have spare honour lying around (gems are 10k each) you may like to pick up some with that too. I suggest picking these up before the patch day as I expect many people will be taking advantage of high demand following the patch, so AH prices will likely be high.
All Armour Penetration gems will be converting to Crit Rating gems in 4.0.1. They will also all become yellow. For cats, the best bet for gemming seems to be replacing those crit gems with Agility (Delicate Cardinal Ruby). While you theoretically could keep the crit gems, remember - Agility contributes both to your attack power in Cat Form and to your crit rating, and Agility will scale with Kings and Gift. Also - Hit gems are becoming blue gems in 4.0.1 (from yellow). Most cats need to gem for hit with ICC gear and you may find yourself losing some socket bonuses where you've placed Hit gems into yellow sockets. Socket bonuses are arguable but you may find you still wish to take them, in which case you may have to shuffle your hit gems around as well as your new Agility gems.
You may also need some new enchants, the first which springs to my mind is the Executioner enchant (which increases arpen on proc). Likely your best bets for a replacement enchant will be Mongoose or Massacre
As with Resto and Balance, I recommend stocking up on some glyphs pre-patch, as they will likely shoot up in price on the AH as well.

At level 80, I'm planning on using the following spec at level 80:


As mentioned earlier, we do not have enough points at level 80 to pick up Master Shapeshifter, so we will have a crit loss until at least level 83. A number of the new talents are boosting our buffs, debuffs and energy. Blood in the Water will be excellent towards the ends of fights - you won't have to worry as much about whether throwing in some Ferocious Bites will result in your Rip falling off. Endless Carnage is increasing Rake and Savage Roar durations. Predatory Strikes is increasing our Ravage damage and Stampede makes it easier to actually use Ravage in our rotations, particularly on movement fights. ETA: Playing around on Beta, I've also realised another great boost to Stampede - because we get 10 seconds to use Ravage, you can Feral Charge a target while stealthed, get off a Pounce while still stealthed to get that bleed up, and be able to pop Berserk and still have time to get that Ravage in before launching into your full rotation. With Predatory Strikes increasing Ravage crit chance on targets above 80% health, it's great to throw that into our opening attacks.

Primal Madness is a nice boost as well - increases our maximum energy by 20 during Savage Roar and Berserk. On top of that, haste will now feed our energy regen. I will say this - despite my actual numbers being lower, it was definitely a lot easier to keep all my buffs and debuffs up, and I found myself both having the time and the energy to work in Ferocious Bites a lot more frequently. The difference in energy does feel noticeable (to me at least!).

You can see as well; there are enough points for me to pick up Thick Hide (a Bear/tanking talent which makes me uncrittable) and Survival Instincts, a useful survivability tool. There are enough points remaining for me to pick up Master Shapeshifter and Brutal Impact at 85. 

Glyphs:

Prime: RipSavage RoarShred. These three glyphs are still as crucial as ever.

Major: I'm still undecided on Major glyphs. It seems like we have the potential to be flexible here (and even be able to pick up some Bear glyphs). Feral Charge seems like a potentially good glyph, particularly as it would allow us to work in more Ravages in a fight. Rebirth might be a nice utility glyph to have in raids, particularly to assist healers when you need to Battle Rez someone. The Major glyphs still feel quite open to me. I'd be interested in doing more detailed research on the Ferocious Bite glyph and in seeing some theorycrafting on it. Preventing it from converting extra energy into damage seems like a waste of extra dps, although perhaps it would have some use in keeping energy levels up. However, as I was not feeling energy starved on Beta, I don't really see an advantage to this glyph in a PVE context.

Minor: The only crucial Minor glyph is, as ever, Unburdened Rebirth. Glyph of Dash is still very useful. Challening Roar may be a nice glyph to have as feral (particularly if you pick up those Bear talents in your spec) for emergency tanking situations to keep adds off of healers. Your minors are pretty flexible though.


In terms of our actual rotation: Really, not much is changing in 4.0.1 and in Cataclysm (so far). The main difference will really be working in Ravage more into fights and likely using Ferocious Bite much more than we do currently (especially towards the ends of fights). (For more information on the actual rotation and maintaining our buffs and debuffs, check out my Kitty DPS guide).

Movement fights will offer the best use for Stampede/Ravage. Some examples in ICC when you can use Feral Charge (Cat) and throw in a Ravage!
- Marrowgar: Jumping to Bone Spikes or back to Marrowgar after a bonestorm.
- Lady Deathwhisper: Leaping to LDW between waves of adds, leaping to adds themselves, or leaping back to LDW after running away from ghosts.
- Gunship: Leaping onto the Battle Mage .
- Putricide: Leaping onto the green or orange goo or Professor Putricide.
- Rotface: Leaping back onto Rotface after Ooze Explosion.
- Princes: Leaping between the Princes on each target change.
- Blood Queen Lanathel: Leaping back to BQL after fear/BloodBolt Whirl.
- Dreamwalker: Leaping onto adds.
- Sindragosa: Leaping onto Frost Tombs or Sindragosa (though be careful of Tail Smash).
- Lich King: Leaping onto Raging Spirits; onto the Lich King when running back from dropping off a Necrotic Plague, back in after transitions or after dpsing valks.

You can also use Feral Charge to open fights - if you're running in and unable to start stealthed, you can cast a Faerie Fire on the run in then Feral Charge, hit a Ravage, then launch into your normal rotation. You also have 10 seconds to use Ravage in before you lose the proc, so you don't need to use it right away - you can refresh another debuff beforehand if needed or, as mentioned earlier, if you start and Charge stealthed, you can get your Pounce in beforehand.

In summation; mostly good changes in terms of talents for Cats. The patch will be a little trickier for dps in terms of rebalancing stats around, as the removal of arpen is very significant for us, affecting both our dps and our gear stats as they shift to accommodate the change. It's seeming like cat dps will be taking a hit in this patch (though we will see when it actually goes live), but hopefully this will be taken care of soon if it is a problem. Though also, do keep in mind, Blizzard is NOT trying to balance all the classes around level 80 at this patch - this is all in preparation for Cataclysm, and for ultimate balance at level 85. EVERY class is going to be out of sorts for a while, and damage roles in particular will have very prominent and easy-to-see changes just from watching the damage meters in fights. Again, don't panic! Have fun, check out the new talents, and play around with your gear and stats (reforge if you need to!) to see what works for you. With a quick glance at Toskk's DPS Gear Method, it does not yet seem to be updated for 4.0.1 (and I'm not positive if it will be - if anyone knows for sure, let me know). I'll be keeping an eye on that and similar sites, as they are all extremely helpful for balancing stats on gear for dps.

ETA: There is a successor to Tossk's DPS Gear Method called Mew. There's a nice write-up of the programme over at the Fluid Druid, which includes some screenshots as well as how it works. There's an online version of Mew here (requires java), a downloadable binary here, and a code developers can download here. Yawning of No Chicks Allowed developed it and also wrote up a very detailed guide to kitty dps which is up on the WoW forums here, definitely worth a look!

As with my Resto guide, I'll begin preparing a full Feral dps guide for 4.0 and Cataclysm. Again, it will be a work in progress, as changes are still coming in and will continue to do so at least until Cata's release, if not for some time after as well.


RAWR!

Sunday, 3 October 2010

Druid healing at level 80 in Patch 4.0.1



UPDATE: I've completed the Restoration Druid Healing Guide for level 80 in 4.0.1, which you can find here: Full Guide: How to be a Tree! Resto Guide for 4.0.1 and Beyond!

The guide will again be updated when Cata hits to reflect changes for level 85, a full 85 spec, new gems and enchants, etc!

The old 3.3.5 Guide was removed, as was the placeholder in progress guide for 4.0.1, so be sure to update any bookmarks or links you may have.





With Patch 4.0.1 just around the corner, I thought I’d touch upon preparations for the patch and raiding at 80 with the new specs.
I recommend stocking up on some gems and glyphs if you can, especially as I imagine many may have their prices gouged on the AH. The changeover from Emblems to Justice Points may not work out favourably as well - I’ve been preempting the change buy purchasing gems with emblems rather than waiting. 
Resto and Balance gems will likely not need too much changing, if any. All gems with Spellpower (Runed, Reckless, etc) will have the spellpower change to intellect. Feral gems will see more of a change - all of your Armour Pen gems will be changing to Crit (likely due to going to either Agility or Strength would be a problem for some classes). I’ve been stocking up on Rubies to resocket all of the Crit gems to Agility.
The new glyph system will be excellent, particularly if you are often respeccing your trees, as you will now learn glyphs once and they will remain in your spellbook. Many glyphs are simply changing in function and so it appears that you will be able to buy the current glyph now, and it will change along with the patch. I’ve been picking up as many glyphs as possible to have them on hand and ready for the patch.
Raiding as Resto in 4.0.1
I am planning on healing with the following spec at level 80 until Cataclysm hits:

I have opted for 3 points in Heart of the Wild for the Intellect (and consequent Spellpower) boost and have not placed any points into Nature’s Grace, as the additional haste will likely not be necessary if already haste-capped at level 80. Depending on the speed of damage incoming with the increased healthpools in the patch, I may consider moving points into Nature’s Torment to reduce the cast times on Nourish and Healing Touch. 
What will be most key is finding which spec works best for you, your gear, and the content you are working on. For raiding at level 80, I prefer the spec above to maximize spellpower and heals and also to provide some raid utility (by taking Revitalize to provide replenishment).
If you have been using the 18/0/53 Resto spec to pick up the haste from Celestial Focus, you may find you need to regem for Haste (or take Nature’s Grace) in order to help lift you back closer to the cap. Keep in mind the Nature’s Grace effect is a proc with a one-minute cooldown.
A note on haste: At level 80, you'll need 1015 haste to have enough in order to gain an extra Rejuv tick with the new hasted HoTs. Reforging will likely be very helpful in this. With mana pools increasing so much due to all our spellpower gems turning to intellect, regen will likely not be a huge issue, so Spirit is a potentially good stat to reforge into Haste and into Crit (especially as HoTs will also be able to crit). With the change to Tree of Life, spirit will no longer be feeding into our spellpower, so it's not as large a loss as it may have been in 3.3.5.


I will be using the following glyphs:

Prime: Lifebloom (increased crit chance); Swiftmend (unchanged); Rejuvenation (increases the healing of your Rejuvenation by 10%).
Major: Wild Growth (unchanged); Rebirth (unchanged); Healing Touch (when HT is used, the cooldown of Nature’s Swiftness is reduced by 5 sec).
Minor: Wild (unchanged); Unburdened Rebirth (unchanged); Dash (unchanged).
I’m very keen on the new setup as it gives room for some of the crucial glyphs (Swiftmend, Unburdened Rebirth) as well as glyphs which are useful but wasted glyph spots in 3.5 (Rebirth, for example).
As far as healing goes: You will definitely find yourself using all of your spells, and I highly recommend trying it out on live currently if you are not used to using them. 
Rejuvenation and Wild Growth will both be important in 4.0, but will be changing and will be best mixed in with all of your other spells. Preemptively blanketing a raid with Rejuvs simply will not work in 4.0. The duration of Rejuvenation is decreased, as well as the duration of the Regrowth HoT, so you will likely simply spam yourself OoM very quickly if you attempt to just cover the entire raid with Rejuvs. The cooldown on Wild Growth has also been increased to 10 seconds. You will still be doing some preemptive hotting, but it will need to be much more strategic and careful rather than mindless spamming. Wild Growth as well will still be a crucial heal, but with a greater cooldown and increased mana cost, you will not be able to do the 5 rejuvs/WG method in 4.0. 
Lifebloom will play an interesting new role. It will likely only be up on your tank, and its interaction with Nourish refreshing the stacks makes for a strong tank healing tool. Our new mastery where the presence of a HoT on a target boosts your heals on the target (similar to how Nourish works) will be really excellent both on tanks and on the raid. Lifebloom NO LONGER returns some of the mana cost, and Omen of Clarity has been changed so that it only removes the mana cost from cast-time spells. If you’ve been like me in Wrath where you’ve tossed out LBs on OoC procs for the free mana return, you’ll have to retrain yourself out of that habit.
Swiftmend and Efflorescence is another interesting, fun and very useful new tool. Swiftmend has always been an excellent heal, especially in emergencies. The new mechanic of Efflorescence proccing off of Swiftmend makes SM even more useful and interesting to use. Ideally, your Swiftmends will be targeted either on groups (ie someone in Melee or in ranged, or perhaps the tank if he’s stacked up with melee) to provide that additional HoT on the group. It can also be a nice additional HoT if you need to SM the tank so he keeps getting some healing on top of everything else. I still recommend using SM in emergencies, even if the target isn’t stacked up in a group. This is for several reasons: Swiftmend is still a good emergency tool if you need that instant heal (though so far it does seem to be healing for less than on life). If the target doesn’t need to move drastically far, he can also remain in the Efflorescence zone for additional healing. The area of the Efflorescence zone was increased to 8 yards, which gives a lot of space for people to move into. Others who need healing can also move into the zone, or perhaps it’s a place that the rest of the raid will be moving into.
Tree of Life cooldown has been reduced to 3 minutes, and it has a 30 second duration. Particularly in longer raid fights, you would be able to use this more than once in a fight. Regrowth is now our quickest cast heal, and in ToL form, it becomes an instant-cast spell. This can be useful for getting out lots of quick/instant heals out with little HoTs on them if you have a bunch of people that need to be topped up very quickly. Do keep in mind that Regrowth is now fairly costly in terms of mana, so don’t let yourself spam it til you go OoM. Wild Growth will also hit an additional target while in ToL form, so be sure to target those strategically to make most use of the additional HoT. A recent change to ToL saw it enabling LB to be cast on more than one target, so keep that in mind for use as well.
You will be using Nourish and Healing Touch while healing. Nourish will likely be one of your main spells for bigger cast heals, particularly on tanks as it will refresh your LB stack. Nourish is still boosted by other HoTs (though it appears you can no longer boost Nourish additionally through glyphs). Nature’s Swiftness is still a crucial talent to be used with Healing Touch in emergencies for a massive instant heal. Despite the long cast times on both Healing Touch and Nourish, they are still crucial, and HT can give you some nice big heals. On Beta, at least, tanks are NOT dying in one GCD. Gear will be updated with the 4.0.1 patch to have a lot more stamina, so healthpools will increase with the patch. Hopefully, then, tanks not dying in a GCD will be active in 4.0.1, and you will have time to use Nourish and HT. It is disappointing to no longer have 1-second or sub-1-second cast Nourishes as we do on Live, but the change should not matter with the change in healthpools. You WILL still have to time your spells well and make good decisions, as tanks and raid members WILL still die. Hopefully what we will not have is the tank deaths from two massive hits in 0.6 seconds despite constant incoming heals.


Tranquility will also be a lot more useful in 4.0.1 and beyond. The only change to Tranquility is that it now operates similar to Divine Hymn, in that it will affect members of your party OR raid - it is no longer restricted to party-only. This is a really excellent and useful change.

As we get into 4.0.1 and approach 4.0.3 and Cataclysm itself, I’ll keep updating on specs and healing. Though talent trees have been fairly consistent of late, there’s still always the potential for change as we approach the xpac. Specs and talent choices may need to shift slightly as well for when we get to level 85 end-game heroics and raiding. I’ll start updating the Healing Guide in preparation for Cata, which will likely undergo some changes between now, xpac release, and for the first few weeks after release as people hit 85, specs and spells are fine-tuned, and full theorycrafting gets underway.
Healing is looking like it will be fun, especially as a druid, so don’t panic about the new changes! They’re all a lot of fun so far and I think people will really find them enjoyable.

Monday, 27 September 2010

Beta! Wee! (13066, Resto, Stonecore, and Throne of the Tides!)

News from the Beta!

I'm really excited that I got the invite and have been bouncing around on the beta since! After an initial worrisome period (I think I basically just cannot run the game while it is still downloading, or at least not on beta, as I was having tons of graphics/fps issues), the game is now running smoothly and I've been going around exploring and trying things out.

I'd like to check out the starting zones some but that may have to wait as A) the Worgen starting zone keeps crashing (and seems to be happening to other players too), and B) there may be a new bug? as last I checked it wasn't letting me create new characters, though I should check that again.

I did transfer my druid over though as well as get a premade 85 druid too. It's been pretty fun so far. I've done the starting quests in Vash'jir and, upon realising I needed to discover the Throne of the Tides entrance in order to queue for it, did some exploring around the area. Vashj'ir is a really cool zone - a lot of odd and fun stuff around, some interesting quests so far, and some beautiful areas (the ruins beneath the water are really cool). The Abyssal Depths (which I warily went down to and was immensely relieved to find myself down by an instance entrance after getting sucked down) is quite creepy and beautiful all at the same time. There's a lot more still to explore; I'm undecided just how much questing I'll do in beta, as I really enjoy questing to level so I'd like to leave some surprises for when Cata comes out, though I'll be balancing that with leveling fairly quickly to get to 85. I suppose on one hand being somewhat familiar with the quests will let me get going more quickly so I don't wander around too aimlessly. I think I'm going to hop over to Hyjal next to check out some of the opening quests there. Also, seahorse mounts are amazing (and you get one for free in one of the opening quest chains in Vashj'ir). Only real issue I've found in Vashj'ir so far is how to get back - I hearthed out to Northrend, then had to fly back from Stormwind and didn't quite beat the fatigue timer (fortunately my corpse wasn't far off). Not sure if I just missed a key point or didn't do enough quests to get the flypoint initially, or if there's just something missing.


The ruins in Vashj'ir are really beautiful. I need to double-check the name of this one. Really fun to explore, and not too difficult I found actually... the sea horse gives you 450% swim speed - not certain if that will change or not. There were a few big elites around, though some were neutral, but I wasn't too concerned swimming around.



I've been questing as feral, which has been fine. My feral set is a mix of 264 and 277 gear (to give you an idea of what I'm entering in). I've been using the following spec (at level 80):


At 85 I'll be putting points into Natural and Master Shapeshifter, as well as possibly two points into Brutal Impact (for more frequent stuns to increase utility). As you can see I've picked up Thick Hide (as there are enough points to do a pure cat DPS spec and still pick up that and Survival Instincts) which makes me uncrittable. This spec does not have all the tanking points (Natural Reaction and Pulverize and, possibly, Infected Wounds) so is usable as an emergency tanking set but not a proper tank. I hope it stays in this area, as I really like being able to pick up Surv Inst and Thick Hide for utility.

My impressions questing so far, at least for these early zones; I'm not having any big trouble handling mobs of pretty decent size (I've dealt with 3-5 level 80 mobs with no problem in cat form). I'm not certain if this is just undertuning, or just entry-level mobs, but either way it's been fine. My damage has dropped a lot so cat dps is still an issue, and I also haven't been able to replace my crit gems with agility ones as my jewelcrafting is broken (all of my armour pen went to crit). I lost around 4k attack power from live as well. Hopefully cat dps will be tuned up. That being said, I haven't had any issues killing mobs though.

I've also been playing around with the Resto tree and have been able to heal a couple of dungeons.

First, the specs I've been using:

On my main copied over, level 80:

After a brief chat with a druid I decided to take out the two points in Swift Rejuvenation and put them into Heart of the Wild for the intellect increase. With appropriate levels of haste getting our spells to the 1sec GCD, it may not be necessary to take the two points in Swift Rejuv (I'd like to see some proper theorycrafting on all this before I say anything definite though), so the Int gain (and resulting mana and spellpower gain) is likely worth it. I can't see sparing more than 2 points for it though as I still need points to make it to tier2 in Balance and I like providing Replenishment (for both myself and the group) with Revitalize.

This is the full spec I've put on for my 85 premade:


I'd still like to see Genesis swapped with Nature's Grace to get it into tier 1. With this change you could use this spec and pick up Moonglow, or forego Moonglow and max out Heart of the Wild and possibly Swift Rejuv. That being said, though, Nature's Grace seems like it might not be as much of a waste of points as I had originally though. I'm really just undecided at this point on it, and really need a lot more experience trying it out in both easier and harder dungeons. The haste boost is really nice, but I'm torn mostly about the cooldown on the proc (especially as Resto druids can't reset it as we don't have Eclipse). I have been able to use it by tossing out a Moonfire and using the haste on my Nourishes and Healing Touches, which has been nice. I'm still wary of how much it will actually be able to be used in an end-game environment, mainly whether the GCD and mana will be able to be spared. We shall see!

I will say this: I absolutely LOVE the new Efflorescence mechanic where it procs off of Swiftmend! It's been great both in terms of fun and of utility. Whether I want to target it to a specific group, in which case I might Swiftmend say the tank or a melee, providing the Effl. HoT for that group, or if I need to pop it on the fly, the additional HoT will tick on the target while I heal other people. The increased range (8 yards, up from 6) is also great, it gives a lot more room to move into it and remain in it. I am really pleased with it!

Also, glyphs! I've been using the following glyphs on both toons:
Prime:
Lifebloom (increases crit chance)
Swiftmend (unchanged)
Rejuvenation (Increases the healing of your Rejuvenation by 10%)

Major:
Wild Growth (unchanged)
Rebirth (unchanged)
Healing Touch (when you use HT, the cooldown of Nature's Swiftness is reduced by 5 sec (want to check if this stacks or not))

Minor:
Mark of the Wild (unchanged)
Unburdened Rebirth (unchanged)
Dash (unchanged)

I actually really like the selection for resto (the feral selection is a little limited feels like, but a discussion for another day). I like the choices I have both for Prime and Major, I feel like I was able to pick up both crucial straightforward ones (like Swiftmend, WG and Rejuv) and more utility ones. I like that I was able to pick up the Rebirth glyph - I'm not fond of this glyph on live mainly because it steals a glyph spot from more useful ones, but I do like the effect - it can be really helpful for a person to be battle rezzed with full health, particularly in the new environment where mana and healing is so different from Wrath. So I'm really happy I'm able to pick that up without sacrificing any other glyphs. My Minor glyph choices are mostly for convenience, apart from Unburdened Rebirth still being crucial there's still flexibility there.

I was able to try out two dungeons so far, one on my premade and one on my main who I transferred. I did Throne of the Tides on my main and Stonecore on my premade.

An interesting thing of note - I guess because my main's gear is good enough (almost all 277 gear), I had ZERO (and I do mean ZERO) mana problems while healing Throne of the Tides. I was throwing my innervate out to the shadowpriest every time I could because he was going OoM a ton. I'll be interested to see how far my raid gear goes both in Beta and on Live when Cata is released. Solace of the Defeated is still amazing, along with all of the spirit on my current gear really helps. I found this really surprising just because I healed Stonecore on the premade before TotT and had some mana issues ; went OoM at least once and was definitely running down to at least half mana or less pretty consistently, whereas on my main my mana bar barely moved. While Stonecore is a higher level dungeon than TotT, it was still on regular (NOT heroic) and I was 85.

I'll try to get some proper posts in on the instances themselves (I think this is already getting dangerously long without even going into the boss fights). They were pretty interesting though and I enjoyed going through them. Damage is interesting... there were points where there were some massive hits on the tank, but fortunately the next shot wouldn't kill them, so you had more than a single GCD to recover (which you don't really get in Wrath at the moment). After healing Stonecore on the premade and having mana issues, I was being fairly conservative with my heals at first on my main; I think I'll have to try both again a number of times more and see how that balances out. We didn't use a huge amount of CC though we did use a bit. Spatial awareness is definitely important - a feral druid in the Tides group got himself killed twice on the same boss due to a 'shadow fissure' I believe it was called, he must have been stood in a voidzone. It was essentially a one-shot (or very close to it). I think the tank may have stood in it once as he took quite a substantial hit in the beginning of the fight (it was against the faceless one in Tides - will double check names for proper write-ups) but didn't take another as big as that for the rest of the fight. The fight against the drake in Stonecore involves falling rocks and lava spots, so you definitely need to watch where you're standing! The rocks will also Line of Sight you, so I had to keep maneuovering around to ensure I didn't lose sight of the group.


Also, if you can spot in that screenshot, you can see my druid's name was taken! So I've gone with Derwentt for my premade and Derwentree for my main. Close at least! Sort of.

Overall, though, I'm feeling pretty positive about healing so far. I had fun while healing and going through the new dungeons. I was definitely using all of my different spells. It will take some adapting to find out the best strategies for different fights and, of course, learning the fights themselves, but good signs on the horizons. I feel like our actual heals were reduced a bit - I feel like I'm healing for less than I do on live at times in terms for actual number output of single spells. That may be numbers tuning, I'm not certain. The heals themselves felt good though and seemed to all work well with each other. I'd still like a lower cast time on Nourish but it wasn't awful. I found myself even using Healing Touch when I needed to. I feel like the longer Nourish cast time almost helps HT seem more valid as a spell because they're the same cast time - they each have their different uses both for size of heal and size of the mana cost. Lifebloom is nice on the tank, though I'm still adapting to how often I both need or want to keep it up for - it's a good strong heal to keep on the tank, but I found myself tossing out the occasional unnecessary LBs or Nourishes to keep the stack up. I think one of my favourite things for shifting to tree (and it is on a 3 minute cooldown now, down from 5) is being able to toss out the instant Regrowths for the larger instant heals. The longer cooldown on Wild Growth feels just fine - my innate sense of it is slightly off so I found myself trying to use it sometimes a little bit early, but the longer cooldown definitely isn't limiting. As I mentioned earlier too, I absolutely love Efflorescence proccing off of Swiftmend - I think that's a brilliant change.

The biggest change does seem to be that people (and your tanks), at least so far, do not seem to be dying in just two hits or one GCD, so the longer cast times on big heals like Nourish and HT haven't felt deadly. I still have a lot of testing to go, and I'll be really interested to try all these out when 4.0 hits the live servers so I can try them in fights I know really well in ICC to see how things will adapt and shift. That will be particularly useful as well as I'll be able to compare it to what I do currently so I can really see the changes. I could try doing some Wrath heroics on Beta, but that seems a bit pointless since I overgear the instances so much, I won't have to actually make decisions about which heals to use.

Anyhow, I imagine that's enough for one post! Perhaps even enough for two. I'll try to get more testing in and look more at the heals used and things. I'll also be interested in seeing both for this build and for future ones how slightly different specs work. I hadn't been that keen on Heart of the Wild for Resto, but it does add a decent amount of spellpower it seems like. It's hard deciding which points to drop for that. I had someone suggest dropping Blessing of the Grove, but the decrease in Rejuv power from doing that is substantial (and that is NOT made up for with the spellpower increase from HotW). I think with enough haste, Swift Rejuv will be the one we can drop points from (as we may not need the increased Rejuv cooldown). That still only frees up 2 points. If Genesis is moved to tier1, we'll have some more points freed up to place into HotW I think. Theorycrafting will be interesting on all of that.

Also, Archaeology seems really fun! I think it might be a bit bugged at the moment (I seem to be able to dig at one site, then not be able to dig anywhere else, at least on that continent... need to look into that), but I also haven't had too much time to investigate that. I really like the concept and am looking forward to leveling it, though I imagine it may have to wait until I hit level cap to really get into it.

Alright, stopping before I ramble on too much! I'll leave you with a screenshot of me in my Mim head over Stormwind.