Tag Archives: living seed

What Resto Druids Need to Know for 5.4

Patch 5.4 drops on Tuesday September 10th, and resto Druids have a whole lot of changes to be prepare for and look forward to. I have also updated my Restoration Druid Healing Guide to reflect the 5.4 changes. If you’re looking for a 5.4 gear guide, you won’t find it here – go visit Juvenate for his 5.4 PVE Gear Guide.

Spell changes

  • Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.

A new spell! Finally! This should help fill the gap in our healing toolkit quite well by making Rejuv a little more bursty. Start playing with the timing on this spell immediately, as I think it’s one of the things that will differentiate the great Druid from the ones who are just okay.

  • Living Seed effects can now stack, up to 50% of the casting Druid’s maximum health, and will no longer be consumed if the target is already at full health.

It is an improvement, but the change that really need to happen to make LS a decent heal is that it needs to trigger from magic damage. Until that happens, LS is unlikely to do more than a couple percent of overall healing.

Not sure why they changed the name in the first place.

And there was much rejoicing. We’ll now actually have a choice to make with our T2 talent.

  • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
    -A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
    -Wild Mushroom and Wild Mushroom: Bloom now have a shared 3-second cooldown.
    -The spell is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

HUGE quality of life change here. One mushroom to place is superior to three. We can also choose between spawning the mushroom beneath our target, or placing it manually (see new glyphs below). The best part is that the Mushroom can be moved, so you don’t waste your charge if the raid moves.

  • Innervate now restores mana equal to 50% of the Druid’s spirit.

This means you need at least 12000 spirit to get the same effect from Innervate that you did in 5.3. With better gear, this is a buff.

Talents

  • Dream of Cenarius has been completely redesigned. It now causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

This will let us be kind of like Disc Atonement healers, but much less powerful. Another change was also made that will impact this talent – Wrath now deals 10% more damage, but has its mana cost increased by 50%, so healing by doing damage may be a little expensive. This talent should excel on fights where the boss/mobs take extra damage.

  • Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.

With a 6-minute cooldown, this doesn’t strike me as that big of a deal. I think the HotW on use is still best used for adding some damage.

  • New talent: Ysera’s Gift, which replaces Nature’s Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.

Passive healing. /yawn. If you don’t want to have to worry about another spell and take Cenarion Ward, this is a good option.

  • Nature’s Vigil when activated now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.

This has gotten much stronger with the additional heals. I’d say this will be the go-to level 90 talent for most fights.

  • Soul of the Forest now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.

Glyphs

  • Glyph of Lifebloom’s effect is now baseline.

Awesome, and opens up a glyph slot for:

  • Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.

This is an amazing glyph. The 20% increase the Swiftmend is good, and the ability to have Efflorescence up all the time is great.

  • Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it’s cast on a target other than the Druid.
  • Glyph of the Sprouting Mushroom (minor): Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.

And a few random, cool things:

  • Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
  • Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.

Patch 5.4 is giving Druid some great buffs and quality of life changes. We should be in a much better place now than we have been all expansion.

Happy healing!

Living Seed, Blessing of the Grove and Gift of the Earthmother

A while back I wrote a post comparing the two optional talents Living Seed and Blessing of the Grove to see how much healing they did and which one was the better talent for me based on my own healing style. I found that over all T11 content, Living Seed was worth more than double the healing of BotG.

I always meant to re-examine these two talents in T12 and see how they measured up on the Firelands fights. I decided to expand the analysis to also look at Gift of the Earthmother, another pure HPS increasing talent, and see how it compares.

The talents in question

Blessing of the Grove – Increases the healing done by your Rejuvenation by 2/4%. This applies both to the normal heal over time effect and the instant part of the spell you get from Gift of the Earthmother. But, as I covered in my last post, this descripion is misleading. The healing bonus stacks additively not multiplicatively, so depending on what other talents you have, 2 points in BotG really only increases your Rejuvenation healing by 2.55-2.66% not 4%.

Living Seed – When you critically heal a target with Swiftmend, Regrowth, Nourish or Healing Touch spell you plant a Living Seed on the target for 10/20/30% of the amount healed. The Living Seed will bloom when the target is next attacked. Without actually taking this talent and checking your logs, it’s very hard to project how much healing this will do. It is dependant on many factors: how many direct spells you use, how often they crit, whom you are casting your direct heals on (Living Seed is most likely to bloom when put on a target who is taking constant damage). Its output can also be increased substantially by having full points in Nature’s Bounty which will make Regrowth crit most of the time.

Gift of the Earthmother – Increases the healing done when your Lifebloom expires by 5/10/15%, and causes your Rejuvenation spell to also instantly heal for 5/10/15% of the total periodic effect. The bonus to Lifebloom is generally most useful when you’re in Tree of Life and can toss LBs around the raid and let them bloom. The small instant heal on Rejuvenation can be useful at any time.

The numbers

Before I get into the analysis, I want to state that these numbers are based on my healing style and my spec preferences. Your mileage may vary if you don’t cast as many direct heals or don’t take the same supporting talents. I do not have Blessing of the Grove in my spec, but the numbers are very easy to project if you know how much healing Rejuvenation did. This is the spec I used for all the fights tested.

Let’s take a closer look at Heroic Beth since I think my healing on that fight is very well-rounded – during phase one I intercept Broodlings and spend most of the the time single-target healing myself, while phase 2 is 90% raid healing.

Breakdown of healing spells on heroic Beth'tilac

Breakdown of healing spells on heroic Beth'tilac

Living Seed

Total Living Seed Healing Done = 145,286
Healing per point (LS healing/3) = 48,429

Blessing of the Grove

Rejuvenation healing done (the normal HoT portion) = 1,480,305
Instant Rejuv healing done (from the GotEM bonus) = 153,250
Total Rejuvenation healing done = 1,633,555
Extra healing from BotG (2.55%) = 41,655
Healing per point (BotG healing/2) = 20,827

Gift of the Earthmother

Lifebloom ‘bloom’ healing = 202,250
Extra ‘bloom’ healing from GotEM (202,250/1.15 x .15) = 26,380
Instant Rejuv healing done = 153,250
Extra healing from GotEM = 179,630
Healing per point (GotEM healing/3) = 59,877

On heroic Beth’tilac, Gift of the Earthmother nets me the biggest increase in HPS/talent point at 59,877. Living Seed is close by at 48,429, while Blessing of the Grove is lagging behind at only 20,827.

I did this for every Firelands fight I’ve completed: 6 Heroic fights and 7 pre-nerf normals. Here’s a summary of the results:

Comparison of Living Seed, Gift of the Earthmother and Blessing of the Grove based on healing done

From this chart it’s clear that, for me:

  • Living Seed gives me the most bang for my buck in Firelands. The fights with the most tank damage (H. Shannox, H. Majordomo, H. Baleroc) get the most benefit from LS.
  • Gift of the Earthmother gets stronger on the fights that are heaviest on raid damage.
  • Blessing of the Grove lags behind, providing a fraction of the healing of the other talents.

If you’re interested in seeing the full numbers and formulas (including links to the WoL reports I used), the spreadsheet is available here.

BotG vs. LS – Correction

The math I used to compare Living Seed and Blessing of the Grove the other day was faulty. It turns out that Blessing of the Grove is even weaker than I gave it credit for. As explained by Tangedyn at The Inconspicuous Bear:

“Just about all the talents and glyphs that increase our healing have been found to stack additively instead of multiplicatively… With 25% from Gift of Nature, 15% from Improved Rejuvenation and 10% from Glyph of Rejuvenation (and for some people, 4% from Genesis), 2/2 Blessing of the Grove only really increases your healing by 0.04/1.5 = 2.666% (repeating of course), or 0.04/1.54 = 2.60% (with 2/2 Genesis), instead of the expected 4%.”

I tested this myself to be sure. I have an extra 6% healing from Genesis and had the following results:

  • With 0 points in BotG my Rejuv ticked for 3804
  • With 2 points in BotG my Rejuv ticked for 3901

3901/3804 = 1.0255 or 2.55%.

I have updated the post with the correct value for Blessing of the Grove, which changed the results considerably. Living Seed provided more healing per point than Blessing of the Grove on all 12 Tier 11 bosses. Overall, Living Seed would account for 132% more healing than Blessing of the Grove.

The original post has been updated.

Blessing of the Grove vs. Living Seed

I often get questioned on my lack of appreciation for Blessing of the Grove. When Living Seed was unlinked from Efflorescence resto druids everywhere rejoiced that they no longer had to spend 3 points on a talent that usually made up no more than 2-3% of their overall healing. Instead, many put points in Blessing of the Grove, which increases the healing done by Rejuvenation by 4%. I, however, have stuck with Living Seed.

Rejuvenation is generally a druid’s first or second spell in terms of healing done, so why wouldn’t I want to increase its output by 4%?

First of all, it doesn’t really increase Rejuv by 4%. The bonus stacks additively instead of multiplicatively, meaning that BotG actually only buffs Rejuv by 2.55-2.66% (depending on your other talents). For my particular spec, with 3 points in Genesis, BotG increases the healing of Rejuv by 2.55%. This really isn’t a lot.

Let’s take a look at my spell breakdown for my last boss kill (heroic Maloriak):

Resto Druid healing breakdown for heroic Maloriak
Rejuvenation did a total 1,458,152 healing (including both the ticks and the instant portion from Gift of the Earthmother). If I had 2 points in Blessing of the Grove, Rejuvenation would have done 2.55% more, which is 37,182 healing.

Living Seed did 120,159 healing.

Now, it’s obviously not fair to compare a 2-point skill to a 3-point skill, but even if I had only 2 points in Living Seed, reducing the healing by 1/3, that would still be 79,305 healing, meaning LS would provide 113% more healing than BotG.

Since one fight isn’t much of a sample, I looked at my last 25man kill of every Tier 11 boss to see how the two talents stacked up, comparing 2 points in BotG to 2 points in LS.

Blessing of the Grove vs. Living Seed healing breakdown
While neither talent provides an outstanding amount of healing, Living Seed is still clearly the winner here. It has provided me with an average of 132% more healing than Blessing of the Grove would have across all Tier 11 fights.

Take a good look at your own healing style to figure out if Living Seed is better than Blessing of the Grove for you. If you:

  • Have points in Nature’s Bounty, increasing the crit chance of your Regrowth;
  • Use your direct spells liberally (Regrowths on OoC procs, direct heals to refresh your Lifeblooms, Swiftmend often);

then there’s a very good chance Living Seed will provide you with more healing than Blessing of the Grove.

Resto Druid Changes and Specs for 4.1

Patch 4.1 brings a few changes for resto druids:

  • 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.
  • Efflorescence has a new spell effect.

This redesign changes the Efflorescence from healing a small amount for everyone in it, to a smart heal that will heal the most injured for more. If there’s anyone out there who still believes the change is a nerf, here’s some napkin math. Assuming that Swiftmend heals for 15,000:

Old Efflorescence:
Six people stand in the Efflorescence and receive 30% of the Swiftmend’s healing over 7 seconds. That’s 4500 healing for each person giving a total of 27000 healing done. Not a bad amount, but the ticks will only be healing for 642 per tick. If more than 6 people are standing in the Effloresence, the healing per tick will be even less.

New Efflorescence:
Any number of people stand in the Efflorescence. The three people with the lowest health will receive 12% of the Swiftmend’s healing every second for 7 seconds. Each tick will heal for 1800. That’s 12600 healing for each person giving a total of 37800 healing done. And that’s not all – since Efflorescence is now effected by haste, it will likely be ticking 8 or 9 times rather than 7. Each extra tick adds 5400 healing to the total amount of healing done.

This is a very nice buff.

  • Living Seed is no longer a prerequisite talent for Efflorescence.

Resto druids have been asking for this change for a while, and Blizzard has listened. At first I was very excited about this change, but after weighing the options it opens up – I don’t think it’s going to make an ounce of difference in my spec or healing. I’ll talk more about this when I give spec options below.

I’ve already voiced my concerns about this change. It’s disappointing that we aren’t getting a new, damage-reducing cooldown but forgetting that for a second, this is a nice change. Being able to use Tranquility 2 or even 3 times a fight will increase our healing output considerably and give us more options during times of heavy raid damage.

While this is a buff, it’s not very impressive. It’s not enough of a boost to convince me to pick up NS in my spec, but it is a nice little bonus for those who already spec into NS and use it regularly.

  • Druids now innately have 100% pushback protection from damage while channeling Tranquility.

A small buff, but a useful one. Now we no longer have to save Barkskin for our Tranquility channel and can use it during more damage-heavy times instead.

  • Lifebloom‘s bloom effect has been reduced by 20%.

With all the buffs we’re getting, we had to take a hit somewhere. This isn’t a terrible change. The biggest impact from this will be casting LBs on multiple people during ToL.

Specs

I have two basic spec suggestions – one for output and one for mana conservation and longevity.

Output spec:

4.1 Resto Druid output spec

Link

This spec has zero points in Moonglow or Furor, so you really need to have the appropriate gear, raid buffs and consumables to use this spec. This spec will put out the most HPS but will be hard to sustain. Why have I put 3 points into Living Seed even though it’s been unlinked from Efflorescence? Why not put those points in Blessing of the Grove instead? Based on my Regrowth usage (I use it for almost all OoC procs) and crit chance, LS will provide ~50% more HPS per point than Blessing of the Grove. BotG is a really underwhelming talent.

Mana spec:

4.1 Resto Druid mana specLink

This is a much safer spec. You get all three points in Moonglow and 2 in Furor – you’ll be able to sustain casting for much longer. In addition, there are two points in Perseverance, which will help keep you alive. If you like the look of the improved Nature’s Swiftness you can take a point away from Perseverance or Nature’s Bounty to get it.

If you want something in-between, play around with the optional talent points. For example, you could take the two points out of Furor and put them in Genesis.

As always, these changes are reflected in my Restoration Druid Guide.