Tag Archives: innervate

Button Bloat – Resto Druids

Everybody’s talking about button bloat. Lissanna’s doing it. Vidyala’s doing it. Celestalon was the one who started it.

So I’m going to talk about it too. First, to answer the question – there’s no ability I love that I fear will be cut. I am fearless in that regard. Would I want something like Rejuvenation to go away? Obviously not, but I’m also quite positive it’s not on the chopping block.

Second, I think removing some abilities is an excellent idea. How many abilities is too many? More than I can comfortably bind. On my Druid I use VuhDo bindings and bind all my common heals to a combination of SHIFT, CTRL, ALT (or no modifier) plus one of 4 buttons on my mouse. That gives me 16 possible bindings. Actually, 15, since unmodified left click is used to target.

Currently, my breakdown of resto Druid spells in PVE looks like this:

  • Spells I want the fastest access to that need to be bound: Healing Touch, Lifebloom, Nature’s Cure, Nature’s Swiftness, Regrowth, Rejuvenation, Swiftmend, Wild Growth, Wild Mushroom, WM: Bloom, Innervate, Ironbark, Barkskin (13 spells)
  • Spells which I feel  should be bound, but in reality almost never get used: Nourish, Genesis (2 spells)
  • Spells which are used regularly but have a long enough cooldown that I don’t mind not having them bound: Rebirth, Tranquility, Incarnation, Nature’s Vigil/HotW, whatever I get from Symbiosis (5 spells)
  • Utility spells that I use frequently: Dash, Displacer Beast, Stampeding Roar (3 spells)
  • Situational utility spells: Typhoon, Soothe, Ursol’s Vortex, Cat form, Bear form, Might of Ursoc, Growl (7 spells, give or take)
  • DPS spells that I like to use when I’m bored or the boss is at 1% and is berserking: Moonfire, Wrath (2 spells)

Adding those up, I have a total of 32 abilities which I will want access to at some point or another in raids. If I take away the highly situational spells that I don’t use on most encounters, I’m still left with 23. 

I think 23 abilities is too many to use on a regular basis. So what can we cut? Looking at my breakdown of spells, two things stick out. Nourish and Genesis.

Nourish is a spell I haven’t had bound since about a week into Mists. With all the other healing spells available to us, it just doesn’t pack enough of a punch. It’s cheap mana-wise, but it’s also slow and barely puts a dent in health bars. It seems like an obvious choice for removal.

Genesis is a spell I was excited about when it was first announced, thinking that it would give Druid healing some much-needed extra burst. However, it didn’t really work out that way. Rejuvenation just has too short a duration to make Genesis really work. At most you’re going to have 5 up that you can speed up, and the first couple applied will barely benefit from the Genesis cast. Plus, using Genesis mean you lose all your applied Rejuvs very quickly when most of the time it’s more beneficial to leave them up, ticking slowly. The only real use people have gotten out of Genesis is quickly charging Wild Mushrooms, but I don’t think giving us a faster way to overheal was what the devs had in mind when they made this spell. Cut it.

These two were obvious ones, but now it gets a little murkier. Healing Touch or Regrowth could also be candidates for removal, depending on how/if the healing model changes in Warlords. If we continue down the road of AoE/smartheal/cooldown all the things, we really don’t need 2 cast-time direct heals in our kit. I think that Healing Touch could be removed without too much impact. For most of this expansion I only used it in combination with Nature’s Swiftness (or if there was not enough to heal and I could just chain cast it on a tank to refresh LB/Harmony/give me something to do). The 4T16 bonus means people are using it more now, but unless this effect gets baked in as a passive ability, this will change in Tier 17. I find that Regrowth and Healing Touch are in the same niche, but Regrowth fills it better. If the healing model gets changed so that single target heals are something we actually want to be casting, I think there is room for both of these spells. However, I think they would need to be changed a little to differentiate them. I’d like to see the HoT portion of Regrowth be more substantial, as it once was. Alternatively, Healing Touch could be cheaper and bigger to compensate for the slow cast time.

The last spell that I think could be removed is Innervate. Of course it’s nice to have a mana return, but I think it would be just as easy to balance healers around not having an ability like this instead. Druids’ mana return is a little more interesting than something like Divine Plea or Mana Tea in that we can choose to cast it on someone else but, really, how often does that happen? Generally Innervate just amounts to another 3-minute cooldown to watch and use as soon as it’s available. It’s not really adding anything.

I’m trying to find more candidates for removal, but everything else has a real purpose, even if it doesn’t get used on every fight. I really like having so many utility spells and I can’t think of one I’d want to remove to reduce button bloat.

What do you think? Are there any abilities you wouldn’t miss if they were removed?

Speaking of Resto Druids (since I don’t speak about them all that much any more), if you’re an avid tree lover, you should check out Team Waffle’s most recent Resto Roundtable and Final Boss’s podcast on Restos for some great discussion. I’m kind of sad that not maining a Druid means I don’t get invited to these things anymore 🙁 But they’re both great things to listen to.

Resto Druid Tier 13 Sneak Peaks

A lot of Tier 13 information has been released in the past few weeks, including the appearance of the Druid Tier 13 armor and its set bonuses.

The Druid set is called Deep Earth Vestments and here’s what it looks like:
Druid Tier 13 - Deep Earth VestmentsImage from MMO-Champion

I don’t hate them. That might not sound like high praise, but considering the negative reactions I had to Tiers 10-12 when they were first released, this is a step in the right direction. I tend to dislike the armor sets at first, and then grow to like them over time. This one I actually kind of liked right away. I’m happy we’re making a return to robes instead of pants. Slightly less happy about the return to WWE sized belts though. The mushrooms give the set a nice, earthy feel and phosphorescence is fun!

The new set does give me a bit of a recycled vibe though.

Druid Tier 9 and Tier 13

I see a lot of similarities between this new set and the Alliance Tier 9 set. The helms are the same size and shape and both cover the eyes (no bird beak on 13 though, thankfully). The robes have the same cut and style, similar patterns and the colours are almost identical (except one has glowy purple accents and one has glowy blue accents).

Anyway, I think it’s attractive enough. Not the best tier set I’ve ever seen, but definitely not the worst.

The set bonuses were also released recently. Here’s what resto Druids have to look forward to:

2P — After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.

I think this is a neat bonus. Depending on the spells you use while this is active you could be saving around 10-12k mana over that 15 seconds. This isn’t too bad, but I don’t think it’s quite as strong as our current 2T12 bonus. Heartfire currently gives me about 5200 mana per minute. Since we can only benefit from the 2T13 bonus every 3 minutes, I suspect it will be slightly weaker.

However, one thing I really like about this bonus is that it will make us look at one of our spells differently. Giving Innervate that extra bonus will add a bit of complexity to the spell which I think is great.

4P — Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.

I’m not too thrilled about this bonus. It could be useful in certain situations – a 24 second Rejuvenation on a fight with constant AoE damage would be great – but on fights without that I think this bonus will generate more overhealing than effective healing. How useful this will be will really depend on the nature of the fights in Tier 13. If people are often below full health it could be handy but if everyone is getting topped up quickly or not taking damage often it won’t be great.

So how about them tanks?

There is something else non-druid I’d like to talk about for a second. That is the tank 4-piece bonuses. Here they are if you haven’t seen them yet:

DK – Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
– Frenzied Regeneration also affects all raid and party members.

Paladin – Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.
Warrior – Your Shield Wall ability now grants 50% of its effect to all party and raid members.

What the what? Raid wall for warriors? Extra healing bonuses from the tanks?

These bonuses sound awesome, but overpowered. They also seem completely out of whack when compared to anyone else’s set bonuses. What’s a little extra damage or healing output compared to a new raid-wide cooldown? If the bonuses stay as-is I would feel like a completely selfish jerk if I ever rolled against a tank on a piece of tier loot. And considering that all of the tier gear will now only be obtainable in raids, that’s a lot of passing I’m going to be doing. It’s not all about gear, but making the bonuses for one specific role so much more powerful than everyone elses seems a little odd.

What do you think of the Tier 13 previews?

Jasyla’s Resto Druid Power Auras

Here are the Power Auras I use on my resto druid to help me keep track of buffs and cooldowns:

Restoration Druid Power Auras

Spell Cooldowns

I don’t show my healing spells on my bars, so I use power auras to tell me when they are off cooldown. These only show up while I am in combat.

Power Auras - Nature's Swiftness, Swiftmend, Wild Growth spell cooldowns
Swiftmend (green leaf):

Version:4.22; b:0.5686; icon:INV_Relics_IdolofRejuvenation; buffname:Swiftmend; r:0.1843; x:82; bufftype:15; texture:23; alpha:1; wowtex:true; combat:true; size:0.3; texmode:1

Wild Growth (pink leaf):

Version:4.22; g:0.3843; icon:Ability_Druid_Flourish; buffname:Wild Growth; r:0.9647; x:138; bufftype:15; texture:23; symetrie:1; wowtex:true; combat:true; size:0.3; texmode:1

Nature’s Swiftness:

Version:4.22; b:0.7882; icon:Spell_Nature_RavenForm; buffname:Nature’s Swiftness; r:0.1216; x:110; bufftype:15; texture:32; alpha:1; aurastext:NAture’s; owntex:true; sound:3; aurastextfont:2; combat:true; size:0.2; y:-86; texmode:1

Nature’s Grace

This shows me when Nature’s Grace procs and counts down the time left. Only appears in combat.

Power Aura - Nature's Grace

Version:4.22; b:0.1843; g:0.5176; icon:Spell_Nature_NaturesBlessing; buffname:Nature’s Grace; r:0.9765; x:-90; texture:233; aurastext:NAture’s; combat:true; size:0.3; y:-87; texmode:1; timer.enabled:true; timer.cents:false; timer.y:-105; timer.x:-71


To make the most of my Innervate, I try to use it when Power Torrent procs. These auras show me when Innervate is off cooldown and when Power Torrent has procced. Only appears in combat.

Power Auras - Innervate and Power Torrent proc


Version:4.22; icon:Spell_Nature_Lightning; buffname:Innervate; x:112; bufftype:15; owntex:true; combat:true; size:0.2; y:139; texmode:1

Power Torrent:

Version:4.22; b:0.651; g:0.8863; icon:Ability_Paladin_SacredCleansing; buffname:Power Torrent; x:189; texture:231; combat:true; size:0.42; y:141; texmode:1


I have two auras for Harmony. First, a green graphic will appear when Harmony is active and a timer will count down the time left on it. When Harmony falls off the large, yellow exclamation point will display along with a sonar ‘ping’ noise. The second aura will only display while in combat.

Power Auras - Harmony auras
Harmony active (green icon with timer):

Version:4.21; b:0.5569; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.3059; x:-87; texture:181; alpha:1; size:0.43; torsion:0.95; y:-9; timer.HideLeadingZeros:true; timer.h:2.1; timer.enabled:true; timer.cents:false; timer.y:44; timer.x:-110

Harmony not active (yellow):

Version:4.21; b:0.2745; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.9804; texture:15; alpha:0.81; sound:23; combat:true; y:135; inverse:true