Over the course of this blog I plan on making
writeups on different aspects of a
Resto Druid. Today I'll delve into the world of the
Resto Druid's abilities and give some of my insight as to their usefulness for keeping people alive. So here we go!
Healing Touch -
Talents directly related to the spell:
Moonglow (Balance)
Nature's Majesty (Balance)
Nature's Focus (Restoration)
Naturalist (Restoration)
Tranquil Spirit (Restoration)
Empowered Touch (Restoration)
Living Seed (Restoration)
Glyph:
Glyph of Healing Touch
This is our slow cast big heal. In days of old
downranking this spell and selecting which one to use was the primary way to heal as a druid, but those days are no more. Due to being an extremely long cast and having relatively few talents which enhance the spell Healing Touch has taken a backseat to most other Restoration spells we have. Currently, I do not even have Healing Touch on my
hotbar except as
macroed with Nature's swiftness.
Note: there are those who have a hard time giving up this once staple spell for
resto druids and go out of their way to spec specifically for Healing Touch and equip the glyph in order to make a viable healing spec. But spamming 1-1.5sec Healing Touches until your eyes bleed looks an awful lot like paladin healing and I don't think it utilizes a druid's greater healing potential.
Rejuvenation -
Talents directly related to the spell:
Genesis (Balance)
Moonglow (Balance)
Nature's Splendor (Balance)
Improved Rejuvenation (Restoration)
Empowered Rejuvenation (Restoration)
Swiftmend (Restoration)
Revitalize (Restoration)
Tree of Life (Restoration)
Gift of the Earthmother (Restoration)
Glyph:
Glyph of RejuvenationThis is our primary Heal over Time (
HoT) spell and in many raids can be the
Resto Druid's #1 effective healing spell. The low cost and no cast time of this spell make it a wonderful heal to throw on as many raid members as possible when incoming raid damage is expected. Although the glyph is a bit lack luster, the spell truly shines on its own and should be extremely liberally.
Regrowth -
Talents directly related to the spell:
Genesis (Balance)
Moonglow (Balance)
Nature's Splendor (Balance)
Nature's Focus (Restoration)
Nature's Bounty (Restoration)
Swiftmend (Restoration)
Living Seed (Restoration)
Empowered Rejuvenation (Restoration)
Glyph:
Glyph of RegrowthThis is a decent direct heal spell with an extremely long
HoT attached after the direct heal. the
HoT is nice to have on raid members in case an emergency
Swiftmend is necessary to heal them up quickly. The
HoT is also something you can toss onto a Tank to provide some extra healing buffer for the other healers if your assignment is something else like raid healing. Since 3.1 this spell has taken a backseat to nourish as my direct healing spell of choice mostly due to the slower cast time and the change Blizzard did in 3.1 that gave Nourish the same critical chance from
Nature's Bounty as Regrowth. I generally keep this
HoT up on tanks and use it on certain encounters like
Mimron phase 2/4 and
XT-002 in preparation of tantrum.
Swiftmend -
Talents directly related to the spell:
Swiftmend (Restoration, duh)
Glyph:
Glyph of SwiftmendThis is a handy little heal that will consume a rejuvenation or regrowth
HoT (but not if
glyphed) and heal for a healthy chunk of life. I don't use the spell as much as I probably should but even still I use it very liberally in order to get a quick heal off.
Lifebloom -
Talents directly related to the spell:
Genesis (Balance)
Nature's Splendor (Balance)
Empowered Rejuvenation (Restoration)
Tree of Life (Restoration)
Gift of the Earthmother (Restoration)
Glyph:
Glyph of LifebloomAn interesting spell that has been called the "reverse regrowth" with it's
HoT component at the beginning followed by a large direct heal at the end. Blizzard has had a heck of a time trying to tweak this spell to how they want players to use it. In Burning Crusade
resto druids used one spell and one spell only,
Lifebloom, and they had it 3 stacked on as many tanks as they possibly could. With Wrath and especially the 3.1 patch, allowing the spell to "bloom" at the end has become a necessity due to the
mana return and the high initial cost of the spell. While there are a multitude of ways to use
lifebloom in its current state I use it on the tanks whenever I have a free Global
Cooldown and my decision to let it bloom or not depends on my current
mana situation and whether I think the bloom can be timed to occur when the tank takes a large amount of damage.
Nourish -
Talents directly related to the spell:
Moonglow (Balance)
Nature's Majesty (Balance)
Nature's Focus (Restoration)
Tranquil Spirit (Restoration)
Empowered Touch (Restoration,
tentative change proposed on the 3.2 patch notes)
Nature's Bounty (Restoration)
Living Seed (Restoration)
Glyph:
Glyph of NourishNourish and Wild Growth are the two latest additions to a
Resto Druid's arsenal of healing spells. While Nourish was a bit lack luster with the release of Wrath, periodic buffs to the spell through talent changes and things like set bonuses and the glyph has turned it into quite a powerful direct heal. While some druids out there cry foul that a Druid is a
HoT healer and that using nourish will make us into 1 button paladin healers, I think that those
qq'ing druids should take a look at the mechanics of nourish and then they will hopefully realize that in order to make this spell as effective as it possibly can that lots of spells will have to be cast beforehand. I like this spell and am liking it more and more with each patch.
Wild Growth -
Talents directly related to the spell:
Wild Growth (Restoration, duh)
Genesis (Balance)
Empowered Rejuvenation (Restoration)
Tree of Life (Restoration)
Revitalize (Restoration)
Gift of the Earthmother (Restoration)
Glyph:
Glyph of Wild GrowthAwesome spell, end of story.
Tranquility -
Talents directly related to the spell:
Nature's Focus (Restoration)
Tranquil Spirit (Restoration)
Improved Tranquility (Restoration)
Empowered Rejuvenation (Restoration)
Tree of Life (Restoration)
Glyph: None
Unfortunately this is just a bad spell in its current state. Long
cooldown, only affects party (not raid) members, has a 30 instead of 40 yard range, and needs to be channeled are the reasons why this spell is rarely if ever used. In the world of speculation I would make the spell
targetable on other raid parties, increase the range, and significantly lower the
cooldown. The fact that it is channeled is unique but at least the other suggested changes would make me at least put the spell back on my
hotbar.
P.S. This is my first attempt at using wowhead mouseover links so any input/advice as to whether they work and how to make using them easier (took about 45mins to link everything in) would be greatly appreciated.