Resto Druid Specs and Glyphs in 3.1

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For the record, Moonkins are wonderful. I love them, and I love their dance. However, I am not going to be shaking a tailfeather–at least not for a little while. I might be the only crazy tree out there, but I’m going to use both of my specs for healing, at least for the time being. I expect to be in Ulduar tonight, and quite honestly, no one really knows how difficult it’s going to be. None of us have raided with our usual setups on the PTR, and many of us, me included, never made it there at all. We quite simply don’t know how we, as individual raid groups, will confront the challenges. Thus, it’s a great time to take two healing specs–one for raid healing, and one for tank healing. The changes to mana regen and to some individual spells (ahem, Lifebloom) may make your usual healing assignment no longer the order of the day. Are two healing builds overkill? Maybe. But are they fun? Oh yes, for me anyway.

Build #1: Single tank focused

I am working on the assumption that rolling Lifebloom on multiple tanks is good and dead, so that technique is not part of my calculations. My talent build for tank healing focuses on propping up Nourish, Rejuvenation, and Regrowth. The druid tank healer will do a version of what she’s always done: load HoTs on the tank and then cast a direct heal. The only change for me is that this heal will now be Nourish instead of Regrowth. My tank-healing spec is a version of the 14/0/57 build many of us have been using throughout Naxx, so there are very few surprises. Follow this link to see the build, but I’ll mention the key talents here.

#1: Nature’s Splendor
This talent makes direct healing much easier. The longer your HoTs tick, the more casts of Nourish you can sneak in the rotation.

#2: Nature’s Grace
This talent has been updated to benefit Nourish-heavy rotations. There’s no need to worry about Nourish clipping. An extra haste proc, of course, benefits direct healing much more than HoTs.

#3: Tranquil Spirit
Once an optional talent, Tranquil spirit looks better with the new mana constraints. Druid healers who rely on Nourish for tank filler healing should pick this one up.

#4: Nature’s Bounty
This talent replaces the old Improved Regrowth. It is the one change that cements Nourish’s place in the druid’s rotation. Do not leave the trainer without it.

#5: Living Seed
This talent used to account for less than 1% of my healing, which encouraged me to drop it altogether. Now it procs from overheal in addition to effective healing, making it a better safeguard for a tank target.

Glyphs for Tank Healing

I am going to glyph for Swiftmend, Nourish, and Innervate for my tank healing needs. Your mileage may vary. The glyphs of Lifebloom and Regrowth might still be interesting for certain playstyles, but I’m keeping Innervate until I’m sure I don’t need it.

Build #2: Raid Healing with Healing Touch

What I’m going to share with you is a bit unorthodox and is NOT to be used for tank healing. This build only becomes possible if you have another healing spec to switch to for tank healing or multitasking. In this particular raid healing build, I am going to take the opportunity to try out some new techniques. The basic idea is that Ulduar is an unknown quantity. This build de-emphasizes HoT combos, which is the druid’s strength in tank healing or in normal content. This build features a glyphed Healing Touch, which I know from experience can help when 1) the druid is undergeared for the throughput needed or 2) the druid is running around like a chicken with her head cut off. Don’t worry, there’s a second build coming up later that’s a more standard build for raid healing. The basic technique with this first build is to use Wild Growth and Rejuvenation very liberally and to save that quick HT for heavy damage targeted on a small number of raid members. Mana survival in this build depends on not spamming HT, but rather using it judiciously. The reason I’ve preferred it to the similar Nourish is that it has a decent throughput with no prior HoT setup. Regrowth might work in this role too, but it tends to be a little too slow when the healer is surprised by damage. Just as a note, with this build, Nature’s Swiftness gets used with Regrowth.

Caveat: Yes, I know I’m advocating a flash heal as a raid heal. If your team has extra paladins who end up raid healing, it wouldn’t look as good. However, if you’d been reading my guild’s WWS reports for early Naxx or harder heroics back when we were undergeared, you would have seen glyphed Healing Touch kick the ass of Nourish, Regrowth, and Swiftmended Rejuvenation as a raid heal. I credit Sthirteen with putting a glyphed HT to great use (and outperforming me and my conventional build every time).

Naturalist: Clipping be damned. Yes, your Healing Touch casts will be so fast they’ll clip. With this build, I don’t intend to use more than one at a time. It’s not set up for constant heal bombs on a tank. This is more of a run, run, heal, run, run kind of build.

Tranquil Spirit: Necessary for survival with glyphed HT. The spell is a resource hog, and you’ll need every ounce of mana efficiency.

Revitalize: With this build, the druid will be seeding the raid really heavily with Rejuvenation and Wild Growth. This little talent puts the damage buffer of those two HoTs to a secondary use. One of the things that remains to be seen is how effective Revitalize really is. I’m not counting on huge benefits, but if I’m using the affected spells anyway? Might as well.

Glyphs for HT-oriented raid healing

I’ll be using Healing Touch, Wild Growth, and Innervate for this build. I know, no Swiftmend. Believe me when I tell you that I’ll need the glyph of Innervate to sustain any amount of HT usage.

Build #3: Raid Healing Standard Build

I will likely switch to this build when I get more comfortable with Ulduar. It has more mana efficiency than the HT build, and thus it might let the raid healing druid sneak some HoTs onto the tank. My experience with the HT build is that it’s only really great when multiple healers are undergeared or don’t know WTF to do. I’d never take it as an all-purpose build, because it really reduces the druid’s rotation. With this second raid healing build, I will continue to cast Wild Growth and Rejuvenation liberally. Additionally, once I complete the 4pc T8 set bonus, raid healing with Rejuvenation will be positively delightful. I won’t need my direct heals nearly as much. However, I’ll be using Regrowth as a direct heal on targets with no existing HoT and Nourish as a direct heal on targets that already have one HoT. Swiftmend will also be extremely prominent with this build. For healing on the run, both Rejuv and Lifebloom might be cast on the target, particularly if the raid is spread out enough to make Wild Growth wasteful. The key talents are below.

Swiftmend: I can’t emphasize this enough for this build, but well, any good tree has this anyway.

Nature’s Bounty: I need to buff my two direct heals in order to deal with targeted boss effects.

Revitalize: The very heavy reliance on Wild Growth and Rejuvenation ensures the inclusion of this talent.

Glyphs for Raid Healing

My “standard” raid healing build uses the glyphs of Swiftmend, Wild Growth, and Innervate until I get the 4pc T8 bonus. With the bonus, the glyphs become Swiftmend, Wild Growth, and Rejuvenation.

As a final comment, why would I carry two healing specs when one would do? Because now I can! And also, I apparently didn’t get enough fun out of doing dailies with a Resto spec. At least that gives me a little time to look at elf-Syd instead of a tree or a bird.

When a Bonus is More than a Bonus

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Thanks to MMO Champion and it’s data-ming ways, we now have access to a preliminary version of the Tier 8 set bonuses. It’s anyone’s guess whether these bonuses will actually go live. The bonuses for Resto druid appear to be excellent, though there’s one catch: the 4-piece bonus for Tier 8 is much too good.
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Here we have a classic example of a good set bonus and a “bad” set bonus. Lest you grow angry at me for complaining about buffs as well as nerfs, I’ll explain what I mean.

What makes a set bonus good?

The two-piece Tier 8 bonus, which gives a 10% boost to the throughput of Swiftmend, will be nice to have. Swiftmend is a spell almost every healing druid talents for, and it can be used by both raid healers and tank healers alike. The bonus doesn’t conflict with or double the Glyph of Swiftmend, which is a different and even stronger throughput increase which allows Swiftmend to be applied without consuming one of the druid’s HoTs (either Rejuvenation or Regrowth). Moreover, if I had one piece of advice for most Resto druids, it would be to use Swiftmend more. Many forget all about it because it’s a two-step spell–HoT setup plus instant top-off. I find that I perform much better if I use it whenever it’s up. Still, this bonus will never be overpowered, even in combination with the glyph, because Swiftmend continues to be on a cooldown. Druids will get this bonus and enjoy it, perhaps giggling to themselves over their WWS reports. However, it will be a set bonus that the druid can bear to leave behind for whatever Tier 9 gear has in store.

What makes a set bonus bad?

We’ve all seen set bonuses that are lackluster or unusable. The Tier 6 4-pc Resto druid bonus to Healing Touch comes to mind as a particularly useless one. I passed on Tier 6 pants in favor of badge pants because this bonus simply wasn’t one. However, a bonus that goes in the other direction, becoming so good that it overshadows all other gear upgrades, is actually more harmful to the class and the game. Take, for example, the much-lamented 4pc Tier 5 mage bonus, which entirely changed the functioning of Arcane Blast, greatly upping its damage output at an increasing mana cost. I still /spit on this bonus. It caused the four raiding mages in my former guild to hold onto 4-pc Tier 5 until they were able to equip 4 pieces of Tier 6 at once. The consternation this caused them probably cost my guild several extra hours of loot debate. The mages also faced accusations of DKP hoarding as they waited to buy the early Tier 6 pieces. They had much more DKP than they could spend because of their need to hang onto T5. Moreover, the mages themselves didn’t always pay the increased mana cost. Instead, the druid healers Innervated them. We didn’t mind, exactly, because mana was plentiful for healers at that point, but I couldn’t Innervate all four of them, and I always felt bad when I didn’t have any juice left for a player who asked. However, the most pernicious aspect of the bonus had to do with play style. It pigeon-holed mages into an arcane spec and a set rotation, turning three trees into one for a tier and a half of content. I know one determined fire mage who switched to her warlock in Tier 5 because she didn’t like the arcane playstyle. In the end, the T5 bonus was judged to be too strong, nerfed, and finally taken away.

Ghostcrawler has actually said in the past that a tier bonus should be just that–a bonus. I wholeheartedly agree. However, the 4 pc T8 bonus isn’t going to just be a bonus–it’s going to radically change most druids’ rotations.

Rejuvenation has always been a good spell, but its limiting factor is that it doesn’t tick for 3 seconds after it is applied. In essence, that turns it into a HoT with a long cast. Rejuvenation is probably the druid’s most over-written spell. Thankfully it’s also our most efficient. With the bonus, I would get a tiny burst of healing–1997 in Syd’s current gear–when I cast the spell. That’s less than a Holy Shock, but it has a huge impact. With even a small initial heal, Rejuvenation would be “fixed.” It would go from being something that some druids don’t cast, preferring the faster-ticking Lifebloom and Wild Growth, into the raid healing spell. I think this is a very innovative and necessary addition to the spell; however, it doesn’t belong in a set bonus. This “fix” would get druids away from using Lifebloom for every situation, and that’s great. However, if this change is truly imagined as a “fix” to the spell, it needs to be made permanent through talents. Hell, I think it’s worth 5 of my talent points–or even the entire space in the tree occupied by Revitalize and Living Seed. This one little set bonus would give druids what they’ve always wanted–a tool to keep others from sniping their heals.

“Sniping,” for the uninitiated, is the practice of going outside one’s own healing assignment to heal someone else’s target, particularly a target that already has a ticking hot or a slower-casting incoming heal. Typically, players snipe with quick heals–Flash Heal, Flash of Light, Chain Heal, even Nourish or glyphed Healing Touch. As I’ve explained before, healers will never stop sniping–in any case, not until the default UI shows incoming heals and HoTs, mana is as scarce as roses in the Alaskan winter, and healing meters go extinct. Druids are incredibly vulnerable to heal-snipers as most of our healing takes a bit of setup before it starts to work. Ghostcrawler has said in the past that heal-sniping is a valid concern, but it’s not going to be fixed through nerfing mana. Other tools have to be used against it, and the new Rejuvenation is a perfect fit. Healers who play without any incoming heal data will be able to see that the target is covered and consequently will turn elsewhere, even (gasp!) back to their own assigned target.

The change to Rejuvenation needs to be either a talent or a glyph–and I would prefer talent, because then it would correspond to priests’ new talented Renew, which just got a similar front-ended burst. Renew has never been as good as Rejuvenation in the past, but with a small initial burst, it might just be better than Rejuv post-3.1.

In any case, if this tier bonus remains unaltered, druids will wear their Tier 8 until they have 4 pc of Tier 9–and maybe even beyond. This set bonus is more powerful than any one gear upgrade–and I would say, probably more powerful than four. It steps beyond what a bonus is supposed to do. At maximum, I’d say the set bonus for a previous tier should maybe give a player pause about equipping just two pieces of the new tier or item level, as it may be. Not all the best pieces are part of a set. However, when it gets to three upgrades over the stats on the old tier, players should be happy about making a change.

I’m concerned, Blizzard–very concerned. Thinking as both a raiding druids and a guild officer, I’d rather not wrestle with this particular angel, as good as that set bonus may seem when we’re sitting at the beginning, not the end, of Tier 8.

Further Thoughts on Lifebloom Changes

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Here I am, drowning my sorrows in a glass of Miracle-Gro at my favorite Dalaran tavern. Why all the tragic tree tears?

For those of you who have been under a rock for the last week, the news from the developers is that Lifebloom is about to get a heavy nerf to its healing per mana (HPM). In 3.1, Lifebloom will cost twice what it does at current and return 50% of its cost when it blooms, adjusted for the number of stacks on the target.

What does this mean, you might ask?

Ghostcrawler tells us that the intent is to end the practice of rolling Lifebloom–efficiently–on two or more tanks. Unfortunately, the nerf hits a “good” practice just as hard–rolling Lifebloom on just one tank.

I’ve been following Elitist Jerks and the official Healing Class Role forums, and amid the insane drivel and endless whining, I’ve been able to discern a few things.

What Druids Want

#1: Overwhelmingly, druids want a Lifebloom we can use.

Lifebloom has come to be a spec-defining ability, and its rolling mechanism makes it unique. My own worry, and that of many raiding druids, is that the practice of using Lifebloom as a rolling buffer on one tank will be over. We want reassurance from the developers that Lifebloom will continue to work for us.

#2: Druids want consistency in the way we time the spell.

Most druids agree on one thing: the new bloom mechanism is awkward. A reward for blooming and a punishment for refreshing contradict the mechanics we’ve grown up with. In this topsy-turvy Lifebloom world, what’s good now will soon be bad–you’ll want your Lifebloom to fall off whenever you can afford it.

#3: Druids want a raid role, and we want it to be consistent with what it has been in the past.

Every player, of course, wants to be useful. After all, we want to play the game, and rerolling isn’t a realistic option for most of us. I’ve seen priest and shaman and paladin threads about their raid role as well, and now druids are feeling that anxiety. I’ve also seen the devs reply to these anxieties in dismissive and condescending ways. They always say that they conceive of raid roles differently than the community does. To that, I’ll reply that perceptions matter. Raid invites are based on them, after all.

Druids overwhelmingly believe that their raid role is to add a buffer, a bit of insurance against disaster. Our HoTs are like the priest’s Power Word Shield or the Shaman’s Earth Shield: useless when the content is easy, but essential when the content is hard. If cushioning the MT goes the way of the dodo, many druids may start to feel like the poor man’s paladin. I think Blizzard needs to pay attention to the druid’s historical raid role and make sure it remains intact. In order for a buffer to work, it needs to stay up. Rolling LB will always be the best thing–for the tank. And that’s what we want to think about, right?

#4: Druids want to be less dependent on timers

Druid healing is already very rigid. Unlike other healers, we have a true rotation, and it’s every bit as ugly as an Affliction warlock’s. We have four different HoTs, each of which has a different duration, and one of which stacks. We’re already tied to 3rd-party mods to manage these spells, particularly Lifebloom. Right now, though, all we have to do is roll, and the penalty for refreshing early is slight. However, in a mana-constrained environment, with Lifebloom being our most expensive HoT, we absolutely will not be able to refresh early. The penalty will be huge. In addition, we’ll be having to make a decision about whether to let Lifebloom bloom every 9 seconds or so. That’s a lot of mental bandwidth dedicated to timing one spell. Many druids would rather drop Lifebloom altogether than micromanage the bloom. As it stands now, it looks like we will be more dependent on timers post 3.1 than we are now, and that’s a scary thought.

Alternate Solutions

Everyone has their pet fix for the Lifebloom problem or their favorite way to mitigate the impact of the nerf. I’m going to repeat here a couple of my favorites. I’ve seen each of these ideas posted several times by different posters in slightly different iterations, but here’s my take.

#1. Buff Lifebloom’s HoT slightly and reduce the bloom. A gain in HPS on the part of the spell that’s most useful in PvE would cushion the impact of the nerf somewhat.

#2. Limit the number of active Lifeblooms to 6 per druid. I personally love this solution, and I’d even like it if the limit were three. This would keep multiple stacks of Lifebloom from dominating the healing meters, and even though a raid could ostensibly stack druids, most probably wouldn’t. After all, Lifebloom works best as a sort of damage cushion on the main tank. This is the use of rolling Lifebloom that I’d like to protect.

#3. Remove the stacking mechanism. I’m also in favor of this solution for simplicity’s sake. Lifebloom causes a ton of problems because of its stacks. Why not buff the value for a single Lifebloom and remove the stacking capability? It’s the stacking that causes such rigidity in a druid’s rotation. I doubt many druids will be brave enough to single stack it in 3.1, but that’s looking like a mana efficient way to go. Why not make the decision for us?

I’m interested in knowing what readers think about this problem. As for me, I think I understand why Lifebloom is a target right now, and it’s not a pretty thought. I think that–correctly or no–the developers believe that the 40% nerf to OOFSR regen won’t hurt the druid enough. Right or wrong, it’s seen as a nerf that will hurt the priest more. As such, they’ve changed both the cost and the mechanics of druids’ signature spell in order to force us to run empty. My feeling from reading the comments of PTR testers is that the change is too dramatic. Combined with the new, underwhelming Innervate, the expensive rolled Lifebloom may just not be sustainable even on one target. I’m not looking forward to standing idly by mid-fight with an empty mana bar. Far better than that would be to do without Lifebloom, but I sure would miss it.

Lifebloom nerf for 3.1: WTF?

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I thought I was having a nice Friday afternoon, and so I said to myself, “Self, why don’t we read a little Elitist Jerks forums before we leave work?” Good idea, right? Not so much. Here’s a little jewel, quoted from the European forums of all places, for your reading pleasure:

• Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.

Fortunately, my leafy friends have already been at work, and GC has made some responses. Here is the discussion–it’s actually quite instructive and I feel like I learned a little bit after reading the whole thing. The surprise, actually, is how constructive the community is being–sucking up, I guess, versus Ghostcrawler’s uncharacteristically snarky attitude. GC seems to think we have all been triumphing over an OP Lifebloom and just waiting on a nerf. In my experience, that’s just not the case.

Why Oh Why Did this Happen to Us?

The stated reason for the efficiency nerf to Lifebloom is, quite simply, to de-incentivize stacking the spell on multiple tanks. Unfortunately, the nerf targets single tank stacking as well. From the math, it becomes horribly inefficient to refresh Lifebloom after the initial triple stack. In the future–especially in a mana-scarce environment–we will need to manage both the bloom and the roll, instead of now just worrying about the roll.

Most posters believe that the bloom of Lifebloom will be mostly overheal. I concur. There are many situations where my Lifebloom blooms. Sometimes I refresh too early, but sometimes, well, I’m too late. The “too late” problem is exponentially more likely to occur in busy fights with lots of movement or sources of damage. Yes, I know, I’m a bad druid. I use Grid to display my current Hots, but I’m not running a big splashy HoT timer like I used to in BC. I can tell you that the bloom of my Lifeblooms tends to wash out at around 1% of my effective heal in any given fight.

Who’s Facerolling Lifebloom Now?

This nerf really puzzles me. Are any of you, dear readers, topping healing meters by rolling on multiple tanks? That used to be me–back in Hyjal. Most of the current fights are either one-tank only, see me raid healing, or require so much movement (Sarth 3D) that facerolling LB gets to be impossible. I used to love stacking LB on 4 tanks–it felt dynamic, and the contribution of the heals was large enough in proportion to the tanks’ health that I felt like I was doing something. Now, not so much. The proportion of the tank’s total health that a triple-stacked LB is able to heal has decreased, such that Lifebloom looks like it’s not doing anything. I’ve spent some time looking at my WWS v. my guildies, especially when another druid outperforms me on the same assignment. It looks like right now Lifebloom is doing a decent job raid healing, but it’s usually not triple-stacked or rolled. It’s doing a lot of healing on tanks, but Regrowth is doing even more.

Maybe Ulduar is Hyjal 2.0 with four tanks in play. That’s the only setup I can imagine where this change would be absolutely necessary in order to keep resto druids from having a distinct advantage over other healers. That’s bad–a lot of guilds choose their number of tanks based on content, and right now you need a maximum of three. I wonder where everyone’s going to find their fourth?

Goodbye, Lifebloom?

The saddest thing about this change is that it adds yet another thing for druids to time perfectly. I’m in the fair category at perfect timing–I’m more into using my HoTs as a set-it-and-forget-it type heal. As such, Rejuvenation is my favorite spell, and if there’s a silver lining here, it’s that I’m about to actually be rewarded for casting it instead of kicking for using it. Right now, Rejuvenation is a poor bet–it’s going to get overhealed, and in the current environment, the numbers show a single Lifebloom to be more effective as a raid heal due to its faster tick. Presumably, the change to mana regen will be enough to tone down the endless sniping and spamming that goes on now. Right now, it’s very easy to pad the meters by ignoring your healing assignment in favor of whoever’s lowest or taking damage, but in the future I look for tighter assignments to be the norm.

However, my head already hurts contemplating what I believe will be the new use of Lifebloom: stacking on the MT to three and letting it bloom, and then immediately stacking again. It could be all-Loatheb, all the time–we’ll have to refresh our 3-stack selectively in order to time the bloom of Lifebloom to a point where the burst will be needed, or at least we’ll feel compelled to try.

Sure, the best restos will do that. Others will simply start to play sloppy. My healing, worst case scenario, could go something like this: I’ll cast whatever number of Lifeblooms from 1-3 that I feel like on the MT and then go do other stuff. Sometime later, I’ll get back to my target and say hey! Why don’t I stack on you again, using up a lot of GCDs in the process? Because I didn’t pay attention to timing, my blooms will be 100% overheal, and because the tank didn’t always have 3X Lifebloom as a buffer, he came close to dying a couple of times. And at the end of the fight, there I’ll be, hanging down at the bottom of the meters, standing alone, like the cheese in the Farmer in the Dell song. I’ll end fights wondering if I did anything worthwhile at all, besides, of course, the obligatory Wild Growth cast every time it’s up. Man, I wish I had started working on my shaman like I intended to six weeks ago!

It might be easiest just to take Lifebloom off the bar. After all, there are druids who stopped using it after the last round of nerfs. It might take down my potential effective healing, but it might be worth it just to have a little more breathing room. After all, I decided not to play my Affliction warlock at all in the expansion because her expanded DoT rotation got to be too much to handle. They’ve just made her easier to play by eliminating Siphon Life–now why would they do something to a HoT class that has an opposite effect? However, if I, as a tank healer, take Lifebloom out of my rotation, I miss out on the full bonus to glyphed Nourish, which is shaping up to be 3.1’s prize pig. What’s a poor weepy willow to do?

On Change

I usually like change, but this time it’s a little different. I had to relearn my class for Wrath, and I have to say, I preferred the TBC Lifebloom-heavy healing model. I felt important, and what I did for the tanks seemed dynamic and useful. I learned to work with the limitations on my rotation and my movement–I was good at that. Now that I can do anything, I’m less likely to know what to do! I’m overburdened by choice already. Adding one more thing to manage–and at that, a burst heal that happens 8 to 10 seconds after the original cast and requires three more GCDs to be spent after it–in an already full rotation–just seems daunting.

3.1 PTR Notes: New Druid Glyphs

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I haven’t found time quite yet to log onto the PTR, but I have been anxiously following all the updates and changes on MMOchampion.com. If you’ve had your head in the sand somehow, go check out the new stuff here.

This morning’s post will be a short one, but I wanted to bring to all of your attention the awesomeness of the new Druid glyphs, particularly for resto.

Here’s what we’ve got:

Druid (Skills List / Talent + Glyph Calc.)
Glyph of Rebirth — Players resurrected by Rebirth are returned to life with 100% health. (Old: Increases the amount of health on a character brought back to life via Rebirth by 100%.)
Glyph of Starfall — Reduces the cooldown of Starfall by 90 sec. (Old: Increases the duration of Starfall by 2 sec.)
Glyph of Berserk *new* — Increases the duration of Berserk by 5 sec.
Glyph of Wild Growth *new* — Wild Growth now affects up to 6 targets.
Glyph of Nourish *new* — Your Nourish heals an additional 6% for each of your heal over time effects present on the target.
Glyph of Savage Roar *new* — Your Savage Roar ability grants an additional 6% bonus damage done.
Glyph of Typhoon *new* — Reduces the cooldown of your Typhoon spell by 3 sec.
Glyph of Barkskin *new* — Reduces the chance you’ll be critically hit by melee attacks by 1 to 0% while Barkskin is active.

Too Many Choices?

Up until now, there have been accepted “right” and “wrong” ways to glyph the restoration druid. With the current glyphs, most top-of-the-line restos use one of two combinations.

1. Swiftmend, Regrowth, Lifebloom
2. Swiftmend, Regrowth, Innervate

I am personally using Combo #2, though I would have replaced it by now if I hadn’t wanted to keep Innervate at least until my character copied to the PTR. Hopefully once there I can exploit the dual spec system with two Resto specs and test many of the Resto glyphs in raid situations.

However, based purely on guesswork, I give you the hot combos of the future:

1. Swiftmend, Wild Growth, Innervate.
This one says “raid healer” to me. However, people’s individual use of Swiftmend varies. It’s a combo type spell and it gets used directly in proportion, I’d think, to people’s ability to identify their own Rejuvenations on their UI. I am a very heavy user now, mostly because of the glyph.

2. Swiftmend, Regrowth, Lifebloom.
This combo is for the classic tank healer, usually assigned to Main Tanks.

3. Swiftmend, Regrowth, Innervate.
For the tank healer who sometimes runs short on mana.

4. Swiftmend, Nourish, Lifebloom.
Also for the tank healer, but for those who like either combos or shorter heals. This lets the druid use all her spells and depending on spec, could be a fairly mana-efficient combo.

5. Swiftmend, Nourish, Innervate.
For the efficiency expert. This druid will have mana left when everyone else is doing the twist and wishing they had their old OOFSR mana return values.

6. Swiftmend, Wild Growth, Lifebloom.
This combo is for the generalist who never knows what she’ll be doing in a given fight. However, she’s mana-confident.

7. Wild Growth, Lifebloom, Regrowth.
The WWS-obsessed. This druid has looked at what spells get used the most and has glyphed entirely based on the percentages. Substitute Nourish for Regrowth based on personal preference.

8. Wild Growth, Lifebloom, Innervate.
This combination is for the raid-healing druid who doesn’t use Swiftmend. She gets a scolding from me, but well, she’s probably in the majority. Swiftmend is currently our hardest-to-use spell, though its one of our most rewarding.

9. Regrowth, Lifebloom, Innervate
For the tank healer who does not use Swiftmend. Regrowth could substitute for Nourish based on preference. However, I can’t imagine this druid. Swiftmend is easiest to use on tanks and is our best save. Nature’s Swiftness + Healing Touch is nice, but it’s infrequent.

For me personally, #6 looks likely. As much as I love tank healing, the balance of healers in the guild has shifted and I’m usually needed on the raid. I am also going to try #5 and #1 if mana starts running low. I may also try out #7, but boy, would I miss Swiftmend.

Wow, we have a lot of choices. The only thing you won’t be doing is glyphing for both Regrowth and Nourish–the conditions of the glyphs contradict each other. The Nourish glyph wants you to use all your hots, including Regrowth, and finish with Nourish, while the Regrowth one encourages you to rely heavily on…guess what…Regrowth.

What are the rest of you going to glyph for in 3.1?