Is Lifebloom Obsolete? Another Look at Resto Druids in 3.0

Restoration druids have been through the wringer of late, and many otherwise content stalks of broccoli, me included, have even thought of rerolling in the face of severe nerfs to Lifebloom and Flourish. However, the developers have, as it were, turned over a new leaf (yuk yuk yuk) and have modified both Wild Growth (the new Flourish) and Nourish to make them more attractive to the Restos of Wrath. This article takes a look at healing druids now, as of October 2, and speculates about our future as competitive PvE raiders.

First, the Nerfs

What was wrong with druids, you ask? After being strong early in Beta and getting one of the things we’ve always wanted, an AoE heal, Restoration druids got hit up one branch and down the other with a big, nasty nerf bat. Both Wild Growth and Lifebloom, two spells that druids had planned to put in heavy rotation for the expansion, received reductions to their healing done and had their mana cost raised. We were, however, left with a strong Regrowth, and a particularly overpowered glyph which increased the effectiveness of the initial burst heal by 50% if the Regrowth HoT effect were still on the target. The Regrowth glyph has, incidentally, been nerfed as predicted to a 20% bonus, and to add insult to injury, build 9194 also included a nerf to Nature’s Splendor, reducing the duration of a talented Lifebloom to 9 sec. instead of 10. For another perspective on the druid nerfs and buffs, take a look at Phaelia’s post on Resto4Life–as always, Phae has an interesting–and beautifully illustrated–take on things.

The nerfs brought out many high-quality posters to the Beta forums, many of whom posted hard numbers from raid encounters in Beta. I even joined in the pleas to Ghostcrawler to re-evaluate the druid class for effectiveness in end-game raiding. GC reassured forum posters time and time again that druids would be fine for 5-mans or entry level raids, but I remained worried. My focus has never been entry-level or casual content. I want to be competitive in 25-man raiding, and I want to remain strong as my guild progresses through tiers of content. I’m not the best druid healer out there (in my opinion, that’s Bonkers, CD’s other tree and my personal hero), but I do have the skills to handle a 5-man or a heroic even if my class is not optimized for it. I don’t need any new talents for 5-mans–I’d like those abilities to help me in the more difficult raid environment. As the healing lead of a raiding guild, I always want to see my team make smart choices in terms of play and rostering. I have to admit, I did think about rerolling, and I took a serious look at shamans, pallies, and priests in Beta. For what it’s worth, priest is looking very good to me at the moment, as are shamans, despite the mana issues. I would–and I still will–change mains if it turns out that taking a restoration druid or two to endgame raids handicaps the group. I do have a paladin at 70 now, and so that might be a more realistic option for me than for others.

The Light at the End of the Tunnel

However, before I could log into my 20-something baby shammy and take her for a spin in Ashenvale, Ghostcrawler made another series of posts. First, on October 1, there was hope:

We are going to “run the numbers” again on Wild Growth and Nourish. What I mean by that is we’ll do some tests and compare them to similar heals and to other druid spells.

Wild Growth was nerfed pretty hard and I have some confidence that we can bring it up, though probably not as high as it was before. We’ll have to see about Nourish.

We don’t want to mess with Regrowth much more since it is now a button that seems worth pushing. We’re standing by our Lifebloom changes for now. It just felt like the solution to every healing situation that druids encountered. I suspect druids will still use it in its current form, but we’ll see.

Sorry I can’t offer anything more concrete than that. Making promises until I actually see the changes made can be pretty dangerous and just ends up frustrating the community in those situations where we can’t deliver.

And then, yesterday, a promise:

Here are the changes we’re making next patch. See how they feel.

Wild Growth: Coefficient and healing increased. Mana cost decreased. Cost should be about the same as Circle of Healing. It doesn’t heal instantly, but will heal for about double what CoH does over its duration.

Nourish: Reduced mana cost by somewhere between 15 and 20%. This is supposed to be your Flash Heal, but we recognize that it doesn’t have the same versatility — you can’t just drop one on a wounded rogue or something since you need the hot up first. Hence the lower price.

Druids have quite an arsenal of healing spells now, and it can be tricky to find niches for all of them. 🙂

I was very happy to hear this news, and I was particularly pleased that it came from Ghostcrawler. It has long been my opinion that this particular blue poster is a class act. She’s been fairly attentive to restoration druids, even while assuring us–up until last night–that our healing was just fine, even strong, while the numbers clearly said otherwise. I don’t think the devs are out to get us, by any means–I just think that misdirection and even a little truth-obscuring is part of the jobs. “Class balance” is mysterious, and the game company naturally has different priorities from the players. In any case, here’s my reactions to the promised changes to Wild Growth and Nourish.

1. Relief

I do think druids will be more effective now. If the change is significant, a Wild Growth build will become more attractive than a Dreamstate build at 80. This is a good thing, because I really didn’t want to have to dip that far into Balance. I like keeping the feel of my character consistent, and I’ve been 61 resto for several months. As for Nourish, well, I can see a use for an improved Nourish as a tank heal. If I am maintaining a now cripplingly expensive Lifebloom stack on the tank, I may choose Nourish over Regrowth in a situation where I need the extra half second in order to be able to refresh Lifebloom on time.

2. Puzzlement

Ghostcrawler stated that Blizzard stands by the nerf to Lifebloom, although her language leaves the possibility of future revision open. The post seems to recognize that the nerf was severe. “I suspect that druids will still use [Lifebloom] in its current form” is a very different statement from “You will need to use Lifebloom” or even “You will still cast Lifebloom.” Nuance is very key here. For myself, I am waiting for theorycrafters–and my own experience in raids–to tell me whether Lifebloom is now worth the cost. Most Beta forum posters agree that even triple-stacked, it heals for paltry amounts compared to max-level tanks’ health pools. And this is early in the raiding game–I’m waiting to see how the numbers work out when we get beyond entry-level raids.

Does Lifebloom Have a Future?

This is the question on my mind as I ponder my post 3.0 spell rotation. Lifebloom has defined the life of a druid in BC. At lower levels of +heal it was quite weak, and I know I certainly relied on Healing Touch back when I was in blues and running Heroic Mech almost every night so Briolante could get his Sun-Eater (it took 14 runs, by the way). However, in Karazhan and beyond, I’ve had to tune my whole playstyle around casting and recasting this one spell. Because of the nature of the stacks, I have learned to time seven seconds in my head with stunning accuracy. I can feel the seven-second interval as it passes, just as I can feel the 1.5 second GCD (and yes, haste messes with my internal timing and as such, gets on my left nerve). No other healer is on quite this strict a clock.

The numbers from Beta testers indicate that for Lifebloom to retain any value, we will need to stack it on less players (perhaps just the main tank) and refresh it with precision timing, i.e. after it has gone through its maximum number of ticks. This spell is much easier to use with a little slop permitted in the timing. Right now, there are no severe mana penalties for refreshing a stack early, and even post 3.0, early will still be better than late. However, druid healers are going to have to get much, much better at timing their refreshes. Right now, we’ve got bigger fish to fry, and little things like moving out of the way of AoE’s deserve more of our attention than precise timing on Lifebloom refreshes. So yes, if druids persist in using Lifebloom, a little L2P will be in effect. We will have a particularly difficult time at 70 if we choose Wild Growth over Nature’s Splendor. That’s not bad in itself, but it’s not exactly “fun” either. In fact, Blizzard is designing away from precision timing for tanks, who have had it pretty bad in BC where that’s concerned (Shear, anyone?). I am puzzled, then, as to why they would want to restrict their healers’ spell choices more? I’m not sure that it’s all healers though–somehow I think it’s just the Vegetables.

So, Are They Going to Buff Lifebloom?

I’m going to disagree with Phaelia here and say no. I think they’re pretty determined to marginalize Lifebloom, or else, to make a Lifebloom stack the balancing point for a druid’s mana. Regardless of what’s said by Ghostcrawler and others, Lifebloom has only been problematic in PvP. In PvE, it was our bread-and-butter spell only because it had to be recast so often. That seems to have been an intentional part of the design. Now, I’m guessing that Blizzard regrets putting in the stacking mechanism. If I were the devs, I might strengthen Lifebloom considerably and stop it from stacking or blooming–I would make it an instant-tick Rejuvenation and nothing more. No shenanigans when you dispel it either! If you want to free your trees to cast other things while still using Lifebloom, this is the way to do it. Take us off the dreaded seven-second timer! (Hear, hear)

If a Tree Falls in the Forest . . .

I will say that I am glad that Resto is getting a little attention from Ghostcrawler. I believe that Blizzard has the best intentions as far as game balance is concerned, except that they might be overly stubborn about keeping mechanics for PvE and PvP the same. However, my experience from BC tells me that sometimes broken specs stay broken for months and years. Up until the Wrath Alpha, for instance, blue posters insisted that druids did not need an out of combat rez, even though it would certainly not factor into game balance. The only thing an out of combat rez does is make it easier for players to find groups and for healers to care for those groups. Boss fights are not affected at all, and the effects on pvp are marginal at best. The devs defended an aspect of design that was, in fact, just a punishment for hybrids. Moreover, as someone who’s played both Moonkin and Retribution Paladin, I know what it’s like to play an underdog character. There’s a very good reason I raised my warlock to max level–it’s nice to have a character in the lineup that gets a lot of development love. She’s my backup plan, just in case both Resto druids and Holy pallies become unplayable. I had, up until this point, though that Blizzard rather liked Resto druids. At least now, even with the nerfs, we are receiving some attention. However, I urge the Beta community to post, post, post, and to back up their complaints and suggestions with numbers when they can. Of course, that suggestion comes with the caveat that posters should always be respectful to the blue posters whose attention they covet and avoid out and out panicking or QQ. There is evidence that we have Ghostcrawler’s ear–so keep that constructive feedback rolling in.

Priests: Matt Needs Your Help!

My bosses at WoW Insider have commissioned me to write a piece on how Priests will change in Wrath. Specifically, how we can adapt to all the changes that are going on. But, I need your help. I’ve played Naxx and Obsidian Sanctum extensively. I’ve done a few 5 mans. Things have become second nature to me now.

Ask me questions. I’m giving myself 72 hours so I can have this piece for your Sunday morning consumption. 24 hours right now to gather as many questions as possible, another 24 to pick out the ones that I think are the most important, and another 24 to go in game, get the shots, get the techniques, and get the evidence I need to share with you what I’m doing and why.

Paladins, Druids, Shammies sorry, I can’t help you here. But feel free to ask anyway! Maybe you have some questions about synergy between other healing classes. It doesn’t have to be just Priests.

I’ve dedicated myself to helping this community. But I can’t do it alone. There’s no such thing as a stupid question.

I’ll be pulling questions from this Plusheal thread that Doug started and from any comments that I garner from here as well.

Matticus Interviewed

It all started with a PM from Blog Azeroth which exploded into a full fledge interview. Had lots of fun answering this one from the WoW Blogger. Go read it!

Most important question asked?

Will the blog still be going? For that matter do you foresee WoW itself still alive in a decade?

The blog itself will be up. I chose this name so that it wouldn’t exactly be limited to just World of Warcraft. It’s World of Matticus and whatever happens to be contained in that world will be up to me. Blizzard’s stories have been compelling in every game they’ve produced. If they keep up story telling and designing the games the way they are now there is no reason to see WoW even remotely slowing down at all.

Wrath Priest Tailoring Set

Is there going to be a Primal Mooncloth equivalent in the expansion?

In a word, yes there will be. The next layer of cloth is called Moonshroud. Here’s the two tailoring items we can make from them in order to bootstrap ourselves into Naxx:

Moonshroud Gloves
Moonshroud Robe

Gloves requirements:

4 Moonshroud
4 Bolt of Imbued Frostweave
1 Eternium Thread
1 Frozen Orb (Primal Nether equivalent)

Robe requirements:

8 Moonshroud
6 Bolt of Imbued Frostweave
1 Eternium Thread
1 Frozen Orb

A Bolt of Imbued Frostweave takes 3 Bolt of Frostweave. A Bolt of Frostweave takes 5 Frostweave Cloth

A Bolt of Imbued Frostweave takes 15 Frostweave. The Robe takes 90 Frostweave and the Gloves take 60.

I think.

Assuming I carried the 1 right.

You can learn these from the Grand Master Tailoring Trainers in Dalaran or Howling Fjord.

There’s some great discussion going on right now in Plusheal about Priest professions. Others are discussing the future of Priestly trades. Why not jump in and join them?

Build Your Own Guild Part 5: Membership

Once you decide what kind of organization your guild is going to be, sketch out rules and policies, and design a leadership structure, you are ready to build up your membership. Ideally, if you have an ambition to start a brand-new guild, you already have a stalwart band of friends and associates to sign your charter. I would go so far as to say that it’s essential to start any new organization with at least a couple of members–it will be extremely hard for just one person to follow the recommendations I’m going to make in this.

1. Get the Word Out

I hate to break it to you, but a guild of one–or even ten–isn’t going to be able to accomplish much. Ideally, you need to bring in a lot of people quickly. How can you do this with a new organization? If I were starting from scratch, I would do the following four things. This set of tips assumes that you want to muster your troops right now, ahead of the expansion.

a. Go through your entire friends list and send everyone a note about your new guild.
b. Advertise on your realm forum and bump it once per day.
c. Start pugging instances obsessively and talking about your guild to everyone you meet.
d. Sponsor and lead open events, like a pug Karazhan, or for the ambitious or more experienced, ZA bear runs, Magtheridon or even Hyjal. The events you lead depend on your level of experience in the current content and the number of members you have at startup.

At this early stage, you may choose not to have an application process and may invite all who are interested. This is not a bad idea when you’re getting off the ground, but it could make raiding difficult later. It’s hard to get people to apply to an organization that doesn’t have a track record, but some people will take a chance if they’re offered a spot in a more informal manner. I advise you to find a middle way and only invite players you or another officer have had a conversation with. You want them to know ahead of time what kind of organization they are joining.

It bears mentioning, also, that prospective members will judge your guild by your behavior and the behavior of your officers. Now is the time to watch everything you say and do on your server–make sure that you reflect your guild’s values in how you treat other players. Now is NOT the time to spam trade channel.

2. Get Friendly With Other Guilds

Alliances between guilds can be formed on the basis of just a few friendly words passed back and forth. My current, very successful guild began when one of our tanks saved one of our healers from certain death in Blade’s Edge Mountains. They got to talking and found that they were both officers in Karazhan guilds with the ambition of moving on to 25-mans. At that moment, the seeds of an alliance were sown.

Alliances and cross-guild friendships have many different uses. You may want to partner up with another small guild at some point and run instances together, even if you keep your two guilds separate. Friends in other–ideally more progressed–guilds can be a source of help and information. For example, many members of Collateral Damage have friends in Cohors Praetoria, a more progressed guild on our server. The lovely people of CP have sold us Hearts of Darkness for cheap and have advised us on many boss fights as we’ve gone through T6 a few months later than they did. Some of their players have even offered to fill spaces in our runs if we need them. In return, CP has used our raid ID at least once to get an Illidan kill without farming the whole instance. These kinds of cross-guild arrangements are golden–they are mutually beneficial, and they tend to leave everyone with a good feeling about the virtual community. In addition, at times we’ve shared information about recruits, particularly about certain bad apples. Ideally, if one raiding guild on your server recruits and later /gkicks a whiny, greedy player, their recruiting officer will inform other guilds about it. Sometimes it’s difficult to tell what a player will be like from an application alone.

I urge you, as a prospective GM, to open a line of dialogue to the recruiting officers of other guilds on your sever. It’s a recruiting officer’s job to talk to people–if this person is halfway competent, he or she will be happy to have a conversation with you. Something I’ve done in the past, whether or not I knew much about the guilds in question, was to refer good applicants that were not right for my guild, either because they were not prepared for T6 or because we didn’t have space, to other guilds on the server that happened to be recruiting. I judged these guilds based on their ads and on the players that I knew, and have referred people to the ones that seem like class acts. Especially with the changes leading up to the expansion, there are enough players to go around for everyone. If you get to know some recruiting officers, they will probably be glad to help a new guild out. Established guilds can’t take anyone and everyone who comes their way. I know CD can’t even take all of the good applications. I always try to help anyone who applies to find a new guild home, when I can. If I knew of an enthusiastic new guild that was trying to build itself up, I would certainly point people that way. In turn, I know that many of Collateral Damage’s players have filled spots in other guilds’ T4 and T5 runs when particular classes are needed. If you reach out to others–particularly players that you know are classy, friendly individuals–people will most likely support you.

3. Recruit Creatively

Once you get a few members on the roster, you can fine-tune your recruiting a bit. In order to find players to fill specific roles, follow the 10-step guide I wrote on this type of recruiting. The guide assumes that you already have an existing player base, so you may have to adjust some of the advice to suit the needs of your brand-new guild.

What Do I Do if I Want to Start Once the Expansion Comes Out?

It may have occurred to you that most of the advice in this article applies to those who want to get their guild off the ground ahead of the expansion. It is true that the time is running short, and that you may prefer to start building a membership base during the leveling phase of Wrath. That approach has a set of advantages.

1. Many players may return to the game at that time, and some of those will be free agents.
2. It’s easier to leave a guild during a leveling phase than during a raiding phase, so some raiders will suddenly be free once Wrath hits.
3. Expansions in general are a time of change–some old guilds will implode when it hits, leaving their raiders homeless.
4. Some guilds will downsize to 10-man content, and some of their players will leave.

It sounds great, right? The only drawback to starting your recruiting drive when Wrath hits is that with everyone leveling at the same time, you may not be able to distinguish the kind of player that you want from the herd. If you pick up lots of players as they level, it will be hard to tell who will be able to make a commitment to raiding. This is in some sense an unavoidable problem for a new guild. My advice is to plan for continuous recruiting. Bring in more people than you think you will need, and sort out the difference between raiders and non-raiders once you actually start tackling 10 or 25 man content in the expansion. And yes, if you do general recruiting early in the expansion you may have to draw some distinctions in your guild roster between raiders and non-raiders, but that, dear readers, is a topic for a different entry in the series.

Happy recruiting!