I kinda like empowered touch, and I rate it a lot above tranquil spirit. Yes, it may only affect a heal you cast every 3 minutes - but it's that exact moment where you need the boost the most. Healers aren't DPSers, and talents can't always be evaluated in "how much this helps me on the meters".
Living seed isn't at its best now because regrowth usage is sorta limited to tank healing. Once the WG nerf kicks in it will be used more often as a raid heal like it was in late TBC - by the way, those that are now clamoring RG are about 1 year late as it was awesome since 2.4, when doing end-game content anyway . I think a lot of people would like a talent like "Increases your critical strike healing bonus by 50%". Well, that's what living seed does, only it's better because it divides it into 2 smaller chunks (usually a good thing for healing). Your regrowth overhealed for 7k and you got a small shield? Care, your tank is at full HP and all is well.
Updated to include the two new restoration glyphs datamined in 3.1. Note that as of this post it is not actually possible to acquire either of these glyphs on the PTR, so their actual effects may change by the time they're available, and it's not possible to test to indicate any bugs/abnormalities with the new glyphs. Also cannot include item links to the new glyphs until they are in wowhead.
Anyway, the Glyph of Wild Growth's use is fairly obvious: On any fight where you could benefit from hitting one more target with WG, it increases the healing by 20%. The value will depend on the encounter designs on Ulduar and how stretched AoE healing is.
Glyph of Nourish is harder to get the most out of than the Glyph of Regrowth, with both serving similary purposes, but has a slightly higher topend bonus.
If Revitalize goes in as it currently stands then it seems to me that the Glyph of WG will pretty much become essential to maximise returns from the ability - it just seems that strong. I'm hoping that they don't do that because I think the Glyph of Nourish is much more interesting in terms of strenghthening our single target healing throughput.
There's a pretty good chance I'll be dropping Lifebloom and Regrowth for Nourish / WG. At least if there are any sort of 3+ tank fights, or patchwerk-esque. We have 2 paladins for MT healing, so for those fights there's a lot of opportunity with the 4pc and glyph for nourish. I never saw the point of Revitalize unless your guild rolls with a lot of rogues/fury wars, and moreso if they take damage. The mana could prove useful for longer fights.
Ive been thinking the same myself actually. With the revitalize change along with regrowth/natures grace change and lifebloom change AND anouncing of T8 setbonuses I think I might be prepared to drop one of the glyphs I took for most granted up till now. So far I´ve been using swiftmend, lifebloom and regrowth, but now I´m trying out healing touch isntead of regrowth. (Im really liking this 0,9 sec heal, super fast spot heals feel very nice to have acess too besides playing the HoT damage prediction game.) After the patch I guess I will be using swiftmend healing touch or nourish and then wild growth for third.
I have a question.. but it may be a little tough to answer. It will factor in the new glyphs added in patch 3.1-- whatever the case.
I'm trying to figure out what would be the best three glyphs for boss/MT healing.. and comparatively, what would be the best three glyphs to use for trash/raid healing.
I realize the answer to this depends on my spell rotation/useage, if I run oom, ect.. And that "best" can mean different things to different people for different reasons. But in all of your Druid's specific situations, what three glyphs would you personally use for each scenario and why?
Well, my asnwere would not only vary based on personal healing style but also a bit depending on what gear and raiding company I have available. But currently when I find that my inervate gives me a full bar even if I spam heals every GCD while its active and that all my healing buddies are handling mana with laughable ease not even flasking for regen, in this situation I reason something like this:
In general I would not consider myself the tank healer, probably cause I´m the only active tree we have but all the same I consider myself the rank and file of all battles. I usually top the healing meeters in just about every battle but despite this rarely feel that I´m the one throwing those crucial heals to people on the verge of death, im just giving the other raid and tank healers a lot more time to be reactive cause I cover such a lot of the non critical healing that needs doing.
For this genral disposition I now use Lifebloom, swiftmend and Healing touch glyph. The spec I use with these mainly tosses rejuvs and wild growths around, sometimes a lifebloom and if something needs really snappy healing I chuck a fast healing touch. In this setup Im trying to rely as little as possible on lifebloom since Im not qite sure how much I will be able to rely on it after the patch change. Im also aiming to replace the lifebloom glyph for wild growth since thats a spell I use almoust every cooldown unless its that kind of fight where there is no damage going on.
If I were to be mainly responsible of the tank in some battle I think I´d simply replace the healing touch glyph with nourish to pack a more powerfull tool. Right now I so rarely think its the right moment to use cast time direct heals that I much much prefer the faster healing touch and while potentially powerfull the nourish glyph seems to situational to me. Like I said being main tank healer in a raid is a very theoretical situation for me. If its a really dificult battle that places high demands on the tank healers and you have nothing but druids available... well it just feels like the wrong way to go about facing such an encounter in the first place. My strength is healing many people and buffering.
Tank healing: Nourish, Regrowth/Wild Growth (or innervate if needed), Swiftmend
Raid healing: Wild Growth, Rejuv (HOT with the t8 4pc! 5k instant crits potentially!), Swiftmend. The swiftmend glyph I have to count as a vital raid healing glyph because a lot of the time on spikey damage incoming requires the pre-hotting and swiftmending as deemed fit. So, mend eating the hot defeats the purpose of giving them the health the need NOW and the health that will top them off before they take damage again.
Lifebloom glyph is basically dead unless they change it. The extra second is almost meaningless with the new changes, definitely not worth a major glyph slot.
I've always seen our roll as a backup/in-between-pally-heals tank hotter, raid healing as much as necessary, and emergency healing whomever. Its our strength in being versatile, so I recommend using Nourish, Swiftmend, and Wild Growth glyphs until the 4pc t8 is available to you, then switching to rejuv.
Err, the lifebloom glyph gives you 40mp5 per tank you roll LB on. The innervate glyph is worth about 40mp5, only it doesn't scale up with more targets. The LB glyph also gives you more flexability, an extra tick when used as a raid heal, etc.
I plan on going WG, LB and SM as the main glyphs. 4t8 might change that, but it's not like we'll have it day 1 of the patch. I do agree with the general notion of choosing glyphs based on your healing role - the nourish glyph might be strong if everything goes in its favor, but you're not casting nourish in the first place it's pretty useless.
If you are smart druid and you have 1000 spirit (self buffed), Innervate glyph won't matter much. I use Innervate with 1200 spirit (raid buffed) and regenerate full mana. Keep in mind this is all pre 3.1 patch!
And spirit benefits druids (resto) wayyy more than mp5. Spirit not only increases our mana regen with talents but also increases spell power. BUT in 3.1 I hear they nerf spirit by 40% so no idea what will work best....need to see and try different options
I personally use Glyph of Swiftmend, Glyph of Regrowth, and Glyph of Innervate. The first 2 choices are very obvious for most, but the Innervate v. Lifebloom discussion comes down to testing your skills and gear with each glyph in a fight that puts said glyph through its paces. Patchwerk is a great fight to test both of them on, and it's the one that decided for me that Innervate was the route to go. I casted through my mana bar 3 times, popping Innervate only once. The 2nd time through the mana pool wasn't visible, but the numbers added up to equal my mana pool. Having the equivalent of 50k mana for a boss fight versus an extra second on your Lifebloom is really no comparison for me. Others may see it differently, however.
Ok lets toss some figures around:
Innervate in 3.0* is 120% of your mana bar. In 3.1 this drops to 72%. Glyph gives 20% of that or 14.4%. With a 20K mana pool and casting on CD you get 40mp5.
3.1 LB costs 780 mana. Glyph lets you cast it every 10 seconds and not 9 (in the worst-case scenraio for it - that is closer to 9 vs 8). So unglyphed LB costs 433mp5 while glyphed one is 390mp5.
So the LB glyph is better from a regen POV if you roll on just 1 tank and if you use that extra second doing nothing. Of course, it's more flexible than the innervate glyph since you can use that time to cast more heals.
Naturally with more than 1 target it gets even better.
I can see an argument for using both glyphs - although I don't think the mana savings worth it. But picking innervate over LB glyph is just odd.
Ok lets toss some figures around:
Innervate in 3.0* is 120% of your mana bar. In 3.1 this drops to 72%. Glyph gives 20% of that or 14.4%. With a 20K mana pool and casting on CD you get 40mp5.
3.1 LB costs 780 mana. Glyph lets you cast it every 10 seconds and not 9 (in the worst-case scenraio for it - that is closer to 9 vs 8). So unglyphed LB costs 433mp5 while glyphed one is 390mp5.
So the LB glyph is better from a regen POV if you roll on just 1 tank and if you use that extra second doing nothing. Of course, it's more flexible than the innervate glyph since you can use that time to cast more heals.
Naturally with more than 1 target it gets even better.
I can see an argument for using both glyphs - although I don't think the mana savings worth it. But picking innervate over LB glyph is just odd.
The innervate glyph can be used to innervate someone else whilst you use an On Use: +spirit trinket or change to a huge spirit weapon for the duration to get the most out of the extra 100% regen we get whilst casting and innervating someone else (if we don't cast, we gain nothing). So technically you undervalued it in that sense - but then again you over-valued it using the assumption that we can use such a thing on cooldown. You get to use it once a fight max, really - you're going to be consistently using the +1sec on lifebloom unless for some odd reason you're not casting it.
Tank healing: Nourish, Regrowth/Wild Growth (or innervate if needed), Swiftmend
Raid healing: Wild Growth, Rejuv (HOT with the t8 4pc! 5k instant crits potentially!), Swiftmend.
Heal over time spells cannot crit. Nonetheless, it's a smart idea on Glyph of Rejuv, although I think replacing it with Glyph of Nourish is probably more universally useful. I estimate the 4 pc bonus to give between 10-15% more healing to a heavy Rejuv user. The problem is, most of this healing is done when the target is above 50% (currently empirical measurements of returns of the Rejuv Glyph confirm this). It is unlikely the initial instant tick will improve matters much as far as making the Rejuv Glyph usable.
Assume you have X mp5 regen while casting (lets simplify and assume it's all spirit regen). If you cast a glyphed innervate on you it goes to 12X mp5 (or 11.6X mp5, not sure how the innervate glyph works). Unglyphed would put you at 10X mp5. So the glyph netted you a total of 8X mana (6.4X).
If you cast innervate on someone else with you having the glyph you go from X regen to 2X for 20 seconds, or a gain of 4X mana.
Conclusion: trading innervates with another glyphed resto druid is a bad move in 3.1. It's only viable in 3.0 because innervate returns more than 100% of your mana even without the glyph's boost.
The innervate glyph can be used to innervate someone else whilst you use an On Use: +spirit trinket or change to a huge spirit weapon for the duration to get the most out of the extra 100% regen we get whilst casting and innervating someone else (if we don't cast, we gain nothing). So technically you undervalued it in that sense - but then again you over-valued it using the assumption that we can use such a thing on cooldown. You get to use it once a fight max, really - you're going to be consistently using the +1sec on lifebloom unless for some odd reason you're not casting it.
I'm not clear why we are going to be casting Lifebloom with any frequency to be honest. So maybe that's the "odd reason". It is flat out too expensive to roll on multiple targets. And even if it weren't, it just doesn't heal for that much against a 40-50k health pool anyway. You are going to possibly be lifeblooming a single tank. With the general nerfs to mana availability and likely longer fight durations, that's flat out it.
If it turns out that damage is generally spiky, you are probably not lifeblooming the target at all. It's still expensive to roll it and it's causing you to ~1/5 of your casts renewing it (depending on how many regrowths you are still throwing). I mean there are people using glyphed HT in a game that has Nourish probably because they find HT somehow familiar, even if casting oddly fast with the glyph. But generally speaking, it's hard to take them all that seriously.
Lifebloom rollers feel like they are headed for the same spot. They roll the Lifebloom because they have for 2+ years, not because doing so makes a lot of sense. It won't in many cases. And given the mana costs, it's flat out not viable to multi-roll anymore, so let's stop pretending otherwise. You can't double the spell cost and expect to keep using the spell. Not while mana is being intentionally constrained (weaker innervate, fewer regrowth crits, much less regen on any fight with interruption, greater fight length with a 1-mana-pot limit remaining, etc.)
In my case its a very concious choise actually. I went druid main in WotLK simply cause my guild needed that more than another mage, so for me there is no model that Im having a hard time abandoning. My reasoning for HT glyph over Nourish goes something like this: Nourish has very impressive theoretical numbers and its a nice fast heal. However for its full potential it requires me to allready have lots of HoTs on the target meaning that this only ever applies to people tanking AND taking heavy damage. Offcourse Im affected by my raiding situation but in my case I simply am not the main tank healer most of the time even tho I always roll some suport on tanks. That means I view nourish mainly as a spot heal and a spot heal I use when I want someone to get some health now and not over 18 sec. So by this train of thought I glance at HT wich is simply much much faster and not balanced around allready having HoTs on the target you want to heal. (If I had that I´d just swiftmend) When shit is about to hit the fan 0.5 sec can really matter.
The only minor glyph I see getting much actual use out of in a raid situation is glyph of the wild. And even then, only for giving someone mark of the wild after I battle res them.
I guess theoretically lower cooldown dash and faster aquatic form could help in raids, but I don't see much use for them in current content.
Yeah, I agree with this.
Dash seems like a silly glyph to take. I only use that when I'm running back from a wipe.
Aquatic Form is at least always useful without a cooldown.
Thorns is great if you are someone who solos a fair bit. For example 60 min. Thorns is nice for Baron clears, etc etc.
But for raid purposes, I think the only two actually useful minor glyphs are Glyph of the Wild and Unburdened Rebirth. I always rebuff people who we battle rez. Especially as we head into Ulduar and a patch where mana conservation is even more important, I think glyph of the wild is a no-brainer. I seriously doubt any Druid will ever run into a raid situation where the general opinion of the raid is, "I bet we could get a kill if our Druids had glyphed for Dash."
Raid healing: Wild Growth, Rejuv (HOT with the t8 4pc! 5k instant crits potentially!), Swiftmend.
IIRC, the Rejuv glyph is not a % modifier to the spell itself, it's actually a separate proc called glyph of rejuvenation, so in other words, it will not affect the t8 4pc bonus.
IIRC, the Rejuv glyph is not a % modifier to the spell itself, it's actually a separate proc called glyph of rejuvenation, so in other words, it will not affect the t8 4pc bonus.
It will tick whenever Rejuv does and the target is below 50%. Since 4t8 makes rejuv tick on the instant that it's cast, if the target is below 50%, they will proc the Rejuv glyph.
It will tick whenever Rejuv does and the target is below 50%. Since 4t8 makes rejuv tick on the instant that it's cast, if the target is below 50%, they will proc the Rejuv glyph.
Has this been confirmed? I was thinking they'd likely add an effect like that of the glyph itself through the set bonus and not actually proc a tick. It sounds kind of overpowered if the set bonus could double-dip with the glyph, which makes me suspicious. However, that's all speculation.
The Glyph produces an additional HoT, it doubled not the Reju HoT. The Instantheal should be thereby with 2k.
Yes, but we don't know what the 4t8 bonus will do. Will it just create an extra tick (that ticks at 0 sec, aka instant)? If so, it could work with the Rejuvenation glyph, meaning, as soon as you cast Rejuvenation on someone below 50% hp, it will not "tick" for 2k, but for 3k.
Or will it work just like the glyph does and will show in the combat log "Imba tier8 bonus heals Ridley for 2000"? In that case it's likely that the glyph will not work with the 4-set bonus.
I don't think Blizzard has said anything about the bonus and since nobody on the PTR could even get a hold of 1, let alone 4, pieces of t8 gear I don't think there are any facts about how this will work exactly.
It will tick whenever Rejuv does and the target is below 50%. Since 4t8 makes rejuv tick on the instant that it's cast, if the target is below 50%, they will proc the Rejuv glyph.
Right, that's what I'm getting at. I thought in the post I quoted previously, the poster was implying that the rejuv glyph and the 4t8 bonus would combine into one instant heal.
You can cast rejuv with 4t8 when someone is below 50%, but the it will be the same amount it always was. The synergy of 4t8 and rejuv glyph only exists at time of casting so no one's really debating what happens beyond that. If the instant tick even procs the glyph, it will not be a % modifier to the instant tick, but rather a separate proc. So I guess there are a few questions to be answered here.
Will the 4t8 instant tick proc the rejuv glyph?
If so, will this proc be able to crit?
If so, will it be a separate crit roll? (probably)