Tuesday, February 15, 2011

My New Talent Build: Goodbye Efflorescence

It's been a week now since patch 4.0.6 came out, and while a lot of the changes were in the right direction (hello Wild Growth buff), there are still a few loose ends about the resto druid's talent tree that need to be addressed. Living Seed and Efflorescence in particular, deliver precious little in terms of healing for the whopping 6 points of talent investment. My healing usually reflects them being dismally low, hovering around 3% or so. I've been increasingly frustrated with these for various reasons and since the patch hit, I decided to experiment around a bit and pull the plug on these talents. With a little tweaking in playstyle and a few helpful Power Auras, I must say it's beginning to grow on me. Grab a cookie and join me for details on this new build!



Why I did away with Living Seed and Efflorescence:
  • Raid Healing: To begin, I'm usually the floater healer who focuses on the raid and drops a couple heals on the tanks when necessary. I'm in charge of the raid and almost never solely tank heal unless one of our healers is down. In this scenario, Living Seed already looks less attractive than it would if I were a tank healer.
  • Low Healing: Incredibly low healing for an incredibly high talent point requirement. Last weekend, Living Seed made up close to  2% of my heals while Efflorescence did a little over 3%. This was on Magmaw - a fight which encourages the ranged to stack to begin with.
  • 10 man vs 25man: It should be noted that I exclusively run in a 10man raid. I can see a higher utility for Efflorescence in particular in 25 mans where the stacking of members is more likely to happen than in 10 man. However, in 10 man raids there are few fights that require stacking and in the event they do (such as Red vial phase in Maloriak), there are usually more than 6 members there anyways which kicks in the diminished healing effect for Efflorescence.
  • Ground Clutter: I mentioned this earlier in Magmaw's stat and I'll say it again - ground effects are cool but they sometimes obscure other things I should be watching out for - like those flame pillars.
The New Build: 

As primarily a raid healer, my healing strategy for the future is to focus on the Nature's Bounty mechanic. This is, however, a double edged sword if you will. It gives you a powerful way to up the raid but being careless means we pay a high cost in terms of mana. The idea is to get ultra fast Nourishes from having Rejuvenation active on three or more targets. With the talent at 3/3, my Nourishes are as fast as 1.5 seconds which is awesome. Swift Rejuvenation has a new importance for me since I want to get those Rejuvenations up quickly in times of high incoming damage before I can start Nourish. It's also useful in the "oh crap" moment where you have to quick Rejuv+Swiftmend to keep someone from death.

This approach somewhat reminds of the holy priest's Chakra: Sanctuary - it has great throughput potential but is also mana heavy, so tread carefully. The mana intensive aspect makes Moonglow a mandatory talent to take. I did away with Nature's Swiftness in favour of Furor because I found myself rarely using it if at all, and to be honest Healing Touch doesn't heal for all that much anymore. With 6 talent points free from Living Seed and Efflorescence, I chose to distribute them in Blessing of the Grove and Perseverance. Perseverance is interesting since its not really a healing talent but I figured the less damage I take, the less I have to heal myself. Or better still, I might not die. Given the high amount of magic damage going around in fights, it seems a promising talent for now.

Blessing of the Grove is rather a dilemma for me, I admit. I'm not entirely sure whether to leave those points there for the extra healing, or whether even a talent like Nature's Ward would be worth taking. In raids there a lot of times when I fall to the 50% health mark and a free Rejuvenation has two advantages: a) its free and thats good given the mana cost of rejuvenation. b) That's one less Rejuvenation I have to cast to get my Nature's Bounty in motion. This one is still up in the air - a 4% healing buff to Rejuvenation....or free Rejuvenations for me....hmmmm. Now if only I could take Genesis instead of Blessing of the Grove... but I guess I need a certain number of talents to get down the resto tree to begin with. Ah the dilemmas of talents.

Thanks for reading as always!

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