Tag Archives: talents

Nazeebo Talent Guide

A while ago a wrote some tips for making the most of Nazeebo’s abilities. Now I’ll look into his talents.

The general build I use when playing Nazeebo is:

Nazzeebo talents

I find this a good balanced build that can do a lot of siege damage, but also great hero damage.

LEvel 1

Death Ritual is a good, stacking talent. With this you’ll be very tough by the end of the game. Make sure you get poison up on any many creeps as possible before they die.

Level 4

I find this the tier that has the most good options.

Spider Cluster is what you need for a spider build, giving you more spider spawns.

Gathering Power just got nerfed (though it also doesn’t completely go away when you die anymore) but it’s still okay. If you’re expecting to be in lots of hero fights, this can be good.

Envenom can be useful in some scenarios. If you’re trying to solo cap shrines in Dragon Shrine, it can give you an edge over an enemy hero.

Level 7

Gidbinn buffs the duration of your spiders and zombie wall. I find it more useful than the others.

Level 10

Gargantuan can do a lot of damage and doesn’t leave you vulnerable like the other talent. See my other guide for tips on how to use him.

Level 13

Thing of the Deep lets you attack from further away which makes things a bit safer. I really miss the dash talent that got removed from here though.

Level 16

Leaping Spiders is the way to go for a spider build.

However, if you took Gathering Power back at level 4, Specialized Toxin is a good choice here.

Level 20

Humongoid lets your gargantuan live until it’s killed rather than only for a certain amount of time. This will really come in handy for late game siege damage.

This is day 28 of Blaugust.

Nazeebo Tips (Heroes of the Storm)

My favourite hero to play in HotS is Nazeebo. He’s a specialist meaning he’s very good at siege damage, and his basic attack drains health and mana, making him a top choice to solo lanes. His single target damage doesn’t rival that of an assassin, but he can do lots of area damage.

Here are some tips on how to make the most of Nazeebo’s abilities.

Nazeebo - Voodoo Ritual

Voodoo Ritual is a passive ability applied with Nazeebo’s basic attack. Getting this poison up on enemies is good,and you’re be able to see when the DoT with kill a creep on their health bar, allowing you to switch and attack something else. This DoT is also good for keeping stealthy opponents out of stealth.

Nazeebo - Corpse Spiders

Corpse Spiders will do initial damage where they land, then go after whatever enemy or structure is closest. The base ability summons 3 spiders that last 4 seconds. These are pretty good at chasing retreating enemies.

Nazeebo - Zombie Wall

Zombie Wall can clinch a team fight. Or completely screw your team over. There’s a delay after casting this, so it can be hard to trap the hero you’re targeting. Keep an eye out for stunned heroes which are easier to trap, or try to anticipate the movement of your target.

If you accidentally trap a teammate (or yourself), you can press W again in order to remove the wall.

Some other uses for Zombie Wall:

  • Aiding in escapes. If you’re on the run, cast the zombie wall in your current location so it traps, or at least blocks the heroes chasing you.
  • Blocking. Most maps have choke points where dropping a zombie wall can really screw over your opponents. You can trap them in small passages, allowing your team to kill them quickly. In maps like Dragon Shire, you can drop Zombie Wall at one of the entrances to the shrines to keep enemies out (or in). You can also drop the wall over an enemy gate to keep them in or out.
  • Soaking. When you’re laning and getting close to enemy structures you can place the zombie wall next to a turret, tower, or fort. The structure will then shoot at the zombies rather than you or your team’s minions. This tactic can also be used to soak ammo.
  • Merc camps. Drop this in the middle of a merc camp so the zombies are taking damage instead of you.

Nazeebo - Plague of Toads

Plague of Toads summons 5 toads from your location, which will hop a ways and explode when they reach an enemy or structure. The toads don’t move too quickly so they can be fairly easily avoided. In a team fight, try to aim them at heroes who are stunned, trapped, or just really close and won’t have a chance to get away.

Nazeebo - Gargantuan

Gargantuan is a level 10 talent (spoiler: this is the one I’m going to recommend in my upcoming talent guide). This big guy hits hard, but you can’t specifically tell him what to attack. He does huge damage to minions and structures, making him great for laning or defending against mercs.

  • Stomp. Once he’s been summoned, Gargantuan has an AoE Stomp attack that can be triggered every few seconds by pressing R.
  • Merc camps. Nazeebo excels at taking merc camps to start out with but with this guy, they are a breeze. Stomp, stomp, stomp.
  • He will avenge you. Gargantuan doesn’t die when Nazeebo does. So keep your eye on him as you’re waiting to respawn and continue making use of Stomp.

This is day 17 of Blaugust.

Button Bloat – Hunters

I talked about what abilities I thought could be eliminated from the Resto Druid kit last week, and now it’s time to talk hunters.

As I looked through my spellbook for all three specs last night, it struck me that I was fine with the hunter’s basic rotational abilities. I wouldn’t get rid of any of the basic 7-8 shots used by each spec. There are not too many. If anything, some new shot or mechanic could be added to spice things up a little bit. Where hunters feel bloated is in our cooldowns and situational abilities.

There are a whole bunch of abilities that could be removed or streamlined to make hunters feel more fluid, and possibly make room for other, more interesting abilities.

These used to be a lot more interesting back when we had Aspect of Nature and Aspect of the Viper. We needed to make a meaningful choice for what aspect we were in and would often switch a few times during fights. Now there really is no choice and these abilities seem unnecessary.

Aspect of the Hawk/Ironhawk should be passive, or just removed. There’s really no reason we should ever have to reapply it. Right now it only serves as an annoyance to have to make sure to put it back on after switching specs. 

Aspect of the Cheetah/Pack we could probably live without. Having a whole aspect bar just for these two things seems silly, if AotH is removed. Perhaps we could get an ability like Stampeding Roar as a replacement. That would actually be really nice, even without a root/snare break.

Trap use has gone down a lot since previous expansions and they’re clunky to use compared to other abilities. The only real positive traps have is being able to place them before a pull, but even that only gives a marginal increase in damage.

As far as a I know, Survival is really the only spec that gets any use out of Explosive Trap. In order to be worthwhile, there needs to be a certain number of enemies and they need to stay still within the area of effect. I’d be more than happy to have this taken away.

Likewise, Snake Trap has very little use in PVE. I remember there used to be some cool uses for it, when snakes could be targeted by boss abilities and save your raid some damage, but I don’t think that’s the case anymore.

The PVP implications of this might be too big, but I’d also love to see Freezing Trap and Ice Trap combined into a single ability. The first hostile mob to hit the trap would be frozen. If the trap gets broken, or the mob is immune, the Ice Trap effect would show up.

Trap Launcher should be removed and made baseline.

Rapid Fire and Focus Fire are very similar abilities which increase haste and I see no reason for both to exist. One could be removed, or they could be combined into one. The pet haste effect from Rabid could also be combined into this.

Other Spells
This one may be a bit more controversial, but I’d love to never be asked to Misdirect again. With all the changes to tank threat and ranged taunts, it really shouldn’t be necessary (and whatever happened to “wait 3 seconds before you attack the boss?”). Of course, MD is most useful in directing stray/spawning mobs to the tank, but our ability to do this marginal at best. As BM especially, my misdirect can’t out-threat much of anything. 

Hunter’s Mark seems unnecessary at this point. We don’t really even need to cast it anymore since its application is baked into basic shots. The tracking component is useful for PVP, but I’d rather it become a situational spell used for the tracking and have the damage buff component removed.

These spells don’t impact much and the only reason to keep them would be nostalgia.

I can’t remember the last time I used Beast Lore. Since pets have been normalized, and don’t need to be fed, there’s not much point.

I didn’t even remember hunters had Eagle Eye until I was browsing through my spell book. I wouldn’t miss it.

Well, that’s 13 abilities I think could safely be removed from Hunters. That’s a lot. It seems that there are a lot of opportunities to streamline our toolkit. 

What do you think? What Hunter abilities would you like to see removed? Are there any you wouldn’t want to lose?

Ashunera has written another well-thought out piece about ability bloat, and wants to know what 5 abilities you’d prune from your class. You should check it out.

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.

Why I dropped Nature’s Cure

All through Cataclysm I’ve been a big advocate of all resto druids speccing into Nature’s Cure. Utility is a great thing. I liked to be as useful as possible and help dispel nasty magic effects.

Until I dropped the talent.

I was having an email discussion about druid specs with my friend, the GM of my Horde guild and tank of my 10-man raid, and he asked why I insisted on taking Nature’s Cure instead of Nature’s Swiftness. What magic effects needed to be dispelled in raid? As I prepared to write what would inevitably be a stubborn response overflowing with sass, I actually thought about the question. What had I dispelled in raids in Tier 11?

  • V&T – Blackout. I actually rarely dispelled this on my druid, a priest was usually assigned this job, but I liked having the ability to.
  • Ascendant Council – Heart of Ice and Burning Blood.
  • Cho’gall – The occasional Psychic Scream when someone was broken out of Worship. Corruption of the Old God, which is more easily handled by Mass Dispel in phase 2.
  • Atramedes – Roaring Flame after someone ran through a fire on the ground.

So not much. No effects that were incredibly dire or not better handled by a Mass Dispel, a priest’s normal Dispel (which also does some healing with Glyph of Dispel), or a Shaman with Cleansing Waters.

And in Tier 12? Of the 3 bosses I’ve defeated so far I’ve seen 0 magic effects that need to be dispelled.

So I dropped Nature’s Cure and picked up Nature’s Swiftness.

I still instinctively try to dispel magic effects on Firelands trash and feel a little disappointed when I can’t. I still need to work on using Nature’s Swiftness more. But every time I do use Nature’s Swiftness and I see Healing Touch crit someone for 65k I feel a little bit better about the decision.

Back when Blizzard gave all healers the ability to dispel magics effects (or at least the option to be able to) I was sure that meant dispel mechanics would be important in raids, but it really hasn’t turned out that way. If I ever run into a boss where dispels are important I’ll certainly spec back into it but until then, no more Nature’s Cure for this druid.

*I updated the spec section of my Resto Druid Guide to reflect that I now consider Nature’s Cure an optional talent.*

Resto Druid changes and specs for 4.2

Druids are undergoing a few changes in 4.2! Are you prepared?


Our Mastery has been completely revamped. Symbiosis has been replaced by Harmony. Harmony increases direct healing by an additional 15% and casting your direct healing spells grants you an additional 15% bonus to periodic healing for 10 sec. Each point of Mastery increases each bonus by an additional 1.25%.

What does mean for you? Cast a direct heal (Swiftmend, Nourish, Healing Touch, Regrowth) every 10 seconds, get an increase to all your HoTs. Direct heals will be increased automatically. Drop the awful ‘heal chasing’ habit if you currently do that. Hopefully, this doesn’t require too much of a playstyle change for most druids. Between consistent Swiftmend use and using OoC procs for Regrowth or HT you’re likely (I hope) casting a direct heal close to every 10 seconds already.

If you cast Swiftmend on cooldown, you’ll only need to cast a single direct spell in between SM casts to ensure that Harmony is in effect all the time. Making a Power Aura to track this is a very good idea.


All healing critical strikes will now heal for 2x a normal heal (rather than 1.5x).

This is a nice little bonus, but it won’t really effect our playstyle in any way. It will however, make talents like Nature’s Bounty and Living Seed a little bit better. If these aren’t talents you normally take, they might be worth a second look.


Innervate now causes the target to regenerate 5% of maximum mana over 10 sec. Still regenerates 20% of maximum mana on self cast.

This change kills the idea of Innervate swapping. You can now keep all your Innervates for yourself. Because of this, you may want to replace Glyph of Innervate with something else.

Stat Priority

Despite the Mastery and Crit changes, our secondary stat priority will remain the same:

Haste to 2005 > Mastery > Crit


There haven’t been any changes to talents (besides the fact that Nature’s Bounty and Living Seed may perform a bit better due to the crit change), so my spec suggestions have not changed since 4.1.

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

Output spec:

4.2 Resto Druid output specLink

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.

Mana spec:

4.2 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 Nature’s Swiftness you can take a point away from Perseverance 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.

See my updated Resto Druid Guide for more information.


There is a ton of new gear to get, not only from raiding but also from Valor points, the new Avengers of Hyjal rep vendor, leatherworking and daily quests.

Take a look at my 4.2 gear list for all the gear available.

Restoration Druid Guide updated for 4.2

Updates include:

  • How to use our new Mastery – Harmony
  • Updates to glyphs, stat priorites, talents and How to Heal sections
  • Added new sections on gear, gems, enchants and consumables

For everything you ever wanted to know about resto druids but were afraid to ask, please check out the updated Restoration Druid Guide.

Questions and comments welcome!