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How to Druid: Tree 101 (Updated for 3.3.3 - 06/07/10)
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260787
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80642
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Post by
caboosefanatic
great info, thanks!
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109094
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Post by
MegaVolt
Very nice guide, we really needed this for resto ;)
One minor thing: I'd not place the filler point for the cookie cutter build in Imp. Tranquility. Even when mentioning that it is just a filler, people might think that the talent is actually remotely useful. Better not further any misconceptions like that.
Additionally I'd emphasize more how much superior the cookie cutter build is compared to all the others and that HT usage is not really valid even for tank healing (since it gets out-performed by HoTs + (glyphed) Nourish).
Post by
Teer
Wery well done guide. Where were you two weeks ago when I dinged 80? At least future droods will have it easy now :P
Post by
Kaitain
PvP Build - 14/0/57
- 0 points left over, but again, talents in restoration can be moved around as you find necessary. The main PvP talents have been picked up (Imp. Barkskin and Natural Perfection).
I'm not sure about this build.
It is
very
rare to see a high rated WotLK PvP resto take 5/5 Furor in a Deep Resto build (on account of
Bash
and
Enrage
both having 1 min CDs and the playstyle not being as bear-heavy as the old 8/11/42), nor have i seen many (/any) people skip
Subtlety
. 30% is not exactly a tactic defining amount of dispel protection, but it is still important. Until 3.2 Subtlety also pushes the dispel protection under
impBarkskin
from 60% -> 90% (usually to shield an innervate from being dispelled/purged).
However as impBarkskin is due to be nerfed in 3.2 you would want to edit any reference to this in the guide after 3.2 goes live. I suspect Subtlety will still be worth having, as will impBarkskin, but any explanations of why might change.
Points placed in HoT based talents could be put into Healing Touch based ones, and along with the glyph of Healing Touch, can become a powerful, quick, yet expensive heal
Not really. Nourish if you have to, and glyph it if you want to, but keep
all
HoT talents.
There are currently 2 basic templates for Resto PvP builds:
highly defensive builds that are more or less what you linked, but more like
13/0/58
and
24/0/47 - an offensive IS spec
(or similar)
Used most often in 2v2s but also a fair proportion of 3v3 players use this.
____________________
Another tiny point is that Tranquility can be used in PvP to heal people through LoS breaking objects. i.e. through walls or through bridges (healer below bridge, heal target on bridge, or healer outside a BG building, target inside)
____________________
other than that nice guide. Good work :-)
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Post by
pelf
Wow. This is top notch! I'll leave the casters to validate your logic but with regards to style and all those other nit-picky things (of which there were amazingly few -- brilliant job)...
(This stuff will be top down, for the purposes of finding what I'm referring to.)
Kind of a nasty point, but consistency with the way you type the abbreviation of "heal over time" would be good. I see "hot" and "HoT" also you use "heal over time" or "Heal over Time" sometimes.
You mention that Intellect and Spirit have a relationship, but only explain that more spirit = more regeneration. Without going to the math or formulas, you could probably explain how they interact a bit more.
This comes as either a straight stat on some gear, or is derived from the amount of spirit vs the amount of intellect you have accrued. Spirit works as a passive stat that increases mana regeneration, the more of it you have, the more mana you regenerate (which becomes part of the MP5 number on your character sheet).
I was under the impression that melee could also reduce the GCD via haste just like casters? Just that cats can't because their GCD is already 1.0.
but cannot be reduced by melee classes
Clearcasting is one word.
Clear Casting State
Link them!
Omen of Clarity
or the
2 Piece Tier 8 Feral Set
I think it's probably at least Heals per
Second
rather than seconds, but I've seen Healing Per Second as well, and I prefer that.
Heals per Seconds, or HPS
Again, I prefer "Healing Per Mana" rather than "heals". You might do a rephrase of that sentence to something like:
Healing per Mana, or HPM, is a term used to express the mana efficiency of a spell by a ratio of the points of healing done per point of mana. The higher the HPM of a spell, the more mana efficient it is. For example, a spell that heals 100 health for 10 mana has an efficiency of 10 HPM.
Example optional, but ratios can be hard (lol).
Heals per Mana, or HPM, is a term used to express the mana efficiency of a particular spell. The higher the HPM is, the more mana efficient it is, the lower the less.
You said you changed this, but I still see "component".
This spell uses a component, like Gift of the Wild. Different ranks use a different reagent.
Does the default UI have debuff-type-colored highlighting? I don't remember that being part of it. Also, usually they're called "unit frames".
Player panes afflicted by a curse are colored purple.
I would add a bolded paragraph or sentence to the Improved Mark of the Wild paragraph stating explicitly that the 2% bonus to all stats applies
only
to the druid who takes the talent. The two percent is passive and doesn't require the druid to even have MotW up to gain the benefit. This seems to be something that has confused some very good druids who don't have history of being confused.
You might be more specific WRT the distinction between the previous implementation of pushback-altering spells and the current one. Nature's Focus will not prevent you from having spell pushback. You will still be pushed back 3 times before you're immune, but instead of 1.5, 1 and 0.5 second pushbacks, you will be pushed back 1.05, 0.7 and 0.35 seconds. (I'm not sure if 1.5, 1, 0.5 is correct, but either way, I think that's the pushback pattern if not the right numbers.)
Under Furor, "it's" -> "its".
It's main focus is balance
Under Intensity, if I'm not mistaken the regen number listed on the character sheet combines Spirit/Intellect-based regeneration with MP5-based regeneration. I'm not sure how you would split that without adding up stuff or some kind of inspection mod to do the math for you, but MP5 is constant without regard to combat, whereas spirit-based is penalized so it's a valid distinction to make (which you
did
make, but the previous part quoted below is why I said this.).
mana regeneration that it's talking about is your Out of Combat Mp5 found on your character sheet
Under Master Shapeshifter, I'd rephrase to "healing the druid pumps out -- direct or over time." I'm not sure it's necessary to distinguish between spells by cast time.
healing the druid pumps out, direct or over time, instant or casted.
Under Tranquil Spirit, forgot-your-sentence-structure-while-writing-it syndrome. Rephrase to either remove "While" or remove "but".
While at first glance this seems like a nice talent, but you have to consider something before going into it.
Under Improved Rejuvenation, use present tense, "I use frequently".
spell that I used frequently
Under Improved Tranquility, funny typo, but "treat" -> "threat".
Eliminates the treat generated by Tranquility
(cont'd)
Post by
pelf
(cont'd)
Under Empowered Touch, WRT the 3.2 note: does this change how the build goes? Will this be sought-after and taken? If so, where do the points come from to be able to put the two points in here?
In patch 3.2 this talent is being changed to include Nourish at 10/20% bonus healing.
Under Swiftmend, even though I know you have a glyph section, you might just mention it in passing here.
Under Nature's Splendor, since you've already called out the HPS acronym, you might as well use it here :).
It also makes your spells that much more mana efficient as it's directly increasing the amount healed compared to the amount of mana spent.
LOL, no pun intended.
in some way shape or form.
Under Spell Power, "be one" -> "be on".
Spell power will (and should) be one all your pieces of gear
Under Haste Rating, "(at a maximum of 1 second)" -> "(to a minimum of 1 second)".
and reduces the global cooldown of all spells and abilities (at a maximum of 1 second)
Under gem basics, you might (though this is just something that, once I understood it, helped gems make more sense to me) introduce the colors of gems more like this: "There are also 7 different colors of gems of 3 different types to choose from: primary-color gems, secondary-color gems and prismatic gems. The primary-color gems are Red, Blue and Yellow. The secondary color gems are Orange (which counts as one Red and one Yellow gem), Purple (which counts as one Red and one Blue gem) and Green (which counts and one Blue and one Yellow gem). Prismatic gems match any socket and satisfy any socket's bonus requirement while also counting as one Red, one Blue and one Yellow gem. The value of what each gem "counts as" is important when satisfying the requirements of Meta gems." And then on to the meta paragraph. Just a suggestion :).
In the "must have more red gems than blue gems" example, you might also note that having
zero
blue gems and one red gem will satisfy this requirement.
In the ideal gems section, you might mention that a single prismatic gem can be used to both gain a desirable socket bonus
and
to satisfy 3 colors worth of a meta requirement. Reinforce the fact that generally, one shouldn't go out of one's way to satisfy socket bonuses unless they are valuable. (I remember at the start of BC I would put all sorts of random gems into my gear just to see that bonus go green. I know.) You might also mention that if, for example, a socket bonus is +6 spell power on a yellow socket, you can use a +9SP/+8INT yellow gem and gain almost the same (-1SP) spell power benefit as you would've using a +16SP gem but
also
gain a bonus of +8INT. Gemming strategies have a lot more possible finesse than some people consider.
Jewelcrafter is all one word.
Jewel Crafter only gems
Set bonus spell links:
2PT7
,
4PT7
,
2PT8
,
4PT8
Under manabloom, clearcasting is one word.
Under Flash Growth, de-capitalize "Procs".
Whew. I think that's it for now. Again, amazing job. Hopefully the time I spent combing it is sufficiently indicative of my gratitude for the time you have spent on this.
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80642
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Post by
Kaitain
Very nice guide for beginners. *applauds*
Just a small addition:
Enchant Boots - Tuskarr's Vitality
is a safe bet for many raiding trees and BiS for PvP.
Indeed when raiding you should aim to get your entire raid with speed enchant on their boots, which includes healers.
Post by
ArgentSun
Added to the list of Helpful Threads.
Post by
pelf
Added to the list of Helpful Threads.
Thanks. When we get all this sticky stuff straight, I or someone else from the Druid forums will compile our wishes for the big change.
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