Originally Posted by Copernicus
For a 33/28 Healing Touch spec (Moonglow, Nature's Grace, Dreamstate, and Lunar Guidance from Balance. Imp MotW, Naturalist, Intensity, Tranquil Spirit, Nature's Swiftness, Gift of Nature, and Empowered Touch from Restoration)
1. How are druids spending the other 23 points in the Balance tree and the 2 extra points in Restoration?
2. Is it worth it to add Moonkin, and if so which talent point do I lose?
3. For druids who have tried this spec, how does it actually play?
4. What would be a good base gear goal (stam, mana regen, and +heal) for Karazhan/Gruul's Lair/Magtheridon.
|
I've just recently gone back to a healing role as one of our more casual druids has gotten his tanking set up to par and our resto shaman declared he was either respeccing enhancement or leaving the game (grumble grumble). As our guild is small enough that a loss of one healer = no more Kara, I picked up the slack.
1. It depends on what you're hoping to do. If you're primarily raiding, I'd go for
this build.
Extra damage on thorns adds up (particularly if you have the 3pc t1 set sitting in the bank. Also very nice for the duration bonus).
If you want a bit more solo/pvp capability,
something like this would probably do better. 70% anti-pushback on wrath does wonders--the starfire stun is just icing. NG for the ohshitrunaway moments.
The basic trade offs in the balance tree are early in the tree.
Nature's Grasp is nice if you remember to use it. Beyond the first point the returns aren't worthwhile really. In heroics+ you won't survive long enough for control of nature to matter, but farming and in pvp it can be very handy to get out of melee. Improved Moonfire is actually a pretty bad talent for the dpm on moonfire. I don't use it unless I have mage water and am farming air elementals. Nice to finish off an opponent in pvp though.
Celestial focus is awesome for farming/pvp. The stuns and more importantly anti-pushback are spectacular. Not so important if you're just adding dps on trash during a raid though.
Brambles is ok for a bit of extra damage on root rotting, and tanks like the extra threat. solid, but not critical.
+4 hit from BoP is great for reducing recasts of IS on bosses, particularly in heal gear that won't have much if any spell hit. Moonfury is nice too, but if you're on heal duty most of the time, I'd rate it lower than most other talents.
2. I think the gain in utility from the extra point in Moonkin is worth it. The extra 5 crit makes mages and shaman happy, and for farming/ pvp the extra durability is quite a boon. Depending on your heal style, the point comes from GoN or Emp. HT. I dropped it from HT, many will drop it from GoN.
3. I'm quite happy with how it plays. I heal very well, and can put out reasonable damage as well. I've out-damaged the tank on some (non-heroic) bosses in fact. Being able to tailor your gear between all-out heal and damage without destroying the other completely is nice too. For the occasions when there's another healer in the group I can go all damage gear and hold my own too.
4. My guild has only just passed curator, and my heal gear hasn't been the biggest priority (being a bear tank until mid- last week), so my numbers a re low in this regard, but I'm sitting at 8khp, 160/~300 mp5 (in/out of 5sr) and roughly 1200 +heal. I still need to get a number of enchants though.
For the record,
this 34/0/27 is my spec. It makes a few compromises: I found that while I was able to do disgustingly good HT... that I wasn't on most fights. The tanks love the moonglade bonus, so I figured I'd help that out. With the 2.1 lifebloom changes it looks even more powerful. HT is not seriously reduced in its output, just a bit more expensive to cast. Not something I've had issues with yet, anyhow.