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WoW: Druid Healing After Patch 3.1

Updated Tue, Jun 16, 2009 by Medawky


As a species, humans are mostly resistant to change. It is an inherent trait that exists in almost all communities and nations around the world. No community, however, is more reluctant to accept and quick to decry changes like those that congregate in MMOGs. Perhaps it's the years and years of being slowly built up then quickly torn down by seemingly erratic developers that have ingrained this in us or a deep seeded belief that every other class is jealous of us and out to get us. Whatever the root of this paranoia is one thing is certain, if your class has a major change announced come patch time, then the doom and gloom will begin.

Recent changes to the druid were met with typical outcry and predications of a “druidageddon” where all restoration druids would simply vanish come patch day. I am glad to say this didn't happen and most of us are still here.

The changes that 3.1 presented to resto druids were two fold. First, the change in the lifebloom mechanic, and second was the change in spirit in regards to mana regeneration that also affected other classes.

Lifebloom -
Lifebloom is a heal over time spell that replenishes health every second as opposed to every tick, and has a larger healing effect upon expiration. The effect stacks up to three times and is increased by spellpower. Patch 3.1 modified the way lifebloom is used by doubling its mana cost but adding a mana refund if it were allowed to run its full course and "bloom" on the target. Prior to 3.1 most druids simply kept track of the timer and refreshed it as it was set to expire to keep a three stack rolling on their targets at all times. At first glance this change in mechanic seemed like a huge disadvantage, however they added a wrinkle. Lifebloom’s final tick of healing, the "bloom" portion, is now able to have a critical effect. This addition along with the way spirit affects us has actually made lifebloom a more powerful spell than it was before but a bit trickier to use. Pre 3.1 I would time my rotations around lifebloom and use regrowth at the end of the rotation for its big heal. Now I cast regrowth in the middle of my rotation and lean on nourish to do the brunt of my big healing, with the biggest change being the amount of trust I put in the final tick of lifebloom to top the tank back off.  This change took a bit of getting used to but I find myself with more mana now as allowing lifebloom to come to fruition keeps out of the five second rule longer and allow me to achieve greater mana regeneration.

Nourish -
Nourish is a single target heal that is strengthened if you have an active HOT spell on your target. I have glyphed nourish to be increased by the number of HOTs on my target, and with my current haste rating it has a 1.35 cast time. I find nourish to be a great lifesaver for spike damage, and with the glyph I rarely need to use swiftmend anymore. Knowing that nourish will save your tank is empowering because the likelihood of swiftmend being available when you really need it will be that much higher. I have highlighted nourish here not for any direct change to it from the patch but for its default increased potential considering the changes

Sample Rotation.
This is a 30 second breakdown of a typical HOT rotation. My charts below assume two things. First is that you have the Lifebloom glyph that increases the duration by one second. Secondly that your haste rating is high enough and that you have selected gift of the earthmother to reduce your global cooldown to approx 1 second.

FSR = The "Five Second Rule"  is the name given to the mechanic that states no mana will be regenerated naturally  for five seconds after a spell is cast. While under this effect you regenerate an amount of mana displayed by the character sheet as "mana regenerated while casting", which is the total of the mana restored from MP5 items plus any passive mana regeneration from talents and abilities. This amount is always on and will regenerate its value regardless of whether or not you are casting.

GCD = "Global Cool Down" which is pretty much as it sounds - a timed window that prevents you from casting a spell immediately after another spell. Unhasted, the GCD is approx 1.5 seconds

 The difference results in 3 additional seconds per 30 second block of the rotation. While this doesn't seem like a lot of time, it can really add up over an extremely long fight. The chart does not take into account a swiftmend or nourish, however you could apply a nature's swiftness heal without affecting the GCD timer. .

 
Pre 3.1
Spell Seconds Duration FSR
Lifebloom 1 In
GCD 2 In
Lifebloom 3 In
GCD 4 In
Lifebloom 5 10 sec. In
GCD 6 In
Rejuvination 7 18 sec. In
GCD 8 In
Regrowth 9 In
Regrowth 10 27 sec In
GCD 11 In
12 . In
13 In
Lifebloom 14 10 sec. In
GCD 15 In
16 In
17 In
18 In
19 In
20 Out
21 Out
22 Out
23 Out
Lifebloom 24 10 sec. In
Rejuvination expires 25 In
Rejuvination 26 18 sec. In
GCD 27 In
28 In
29 In
30 In

Post 3.1
Spell Seconds Duration FSR
Rejuvination 1 18 sec. In
GCD 2 In
Lifebloom 3 In
GCD 4 In
Lifebloom 5 In
GCD 6 In
Lifebloom 7 10 sec. In
GCD 8 In
Regrowth 9 In
Regrowth 10 27 sec. In
GCD 11 In
12 In
13 In
14 Out
15 Out
16 Out
Lifebloom expires 17 Out
Rejuvination expires 18 Out
Rejuvination 19 18 sec. In
GCD 20 In
Lifebloom 21 In
GCD 22 In
Lifebloom 23 In
GCD 24 In
Lifebloom 25 9 sec. In
GCD 26 In
27 In
28 In
29 Out
30 Out

Spirit vs. MP5
In patch 3.1 the amount of mana regeneration provided by spirit was reduced by 40%.
Blizzard has historically telegraphed their intentions prior to making changes or releasing certain content. In TBC, Blizzard began to introduce massive amounts of spell haste on restoration mail items in the latter stages of Mt. Hyjal, Black Temple and Zul'Aman.
At first glance this stat seemed out of place as raid healing was easily managed with base cast times. Once we opened the doors of Sunwell, however, we found it to be one of the most important stats for us. Similarly, in WotLK they have started to stack Mp5 on resto leather. Spirit is still a preferred stat over Mp5 especially when improved tree of life and intensity are factored in. With the recent changes, a good mix of the two will greatly improve your total mana regeneration.

Overall, the fears of the community have thus far proven to be largely unjustified. Druid healing and mana regeneration, while having a slight modification, still have the same end result - exceptional healers with large reserves of mana for even the longest of fights.

Until next week, be safe and have fun in Azeroth

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