Over 1000 Herbs Required to Level Inscription to 350

At least, that’s according to Siha’s Inscription guide. If you’re planning on becoming a glyph maker and picking up this profession, consider this an excellent starting point. If you’re the farmer and want to know what to stock pile, according to Siha:

Shopping List

The bottom line: based on all of the above, here’s what you’ll need to level Inscription as high as possible when 3.0.2 goes live.

  • 150x Earthroot, Peacebloom, or Silverleaf
  • 60x Briarthorn, Bruiseweed, Mageroyal, Stranglekelp, or Swiftthistle
  • 150x Grave Moss, Kingsblood, Liferoot, or Wild Steelbloom
  • 140x Fadeleaf, Goldthorn, Khadgar’s Whisker, or Wintersbite
  • 210x Arthas’ Tears, Blindweed, Firebloom, Ghost Mushroom, Gromsblood, Purple Lotus, or Sungrass
  • 350x Dreamfoil, Golden Sansam, Icecap, Mountain Silversage, Plaguebloom
  • 360x Any Outland herbs

That’s a lot of grass to stockpile.

The Dreamstate Special: Hybrid Builds for 3.0.2

This article is a follow-up to my previous discussion of the most workable pure healing talent builds for druids once patch 3.0.something hits live servers. There’s been some speculation in my guild that the big day will be Tuesday, but I would personally be surprised–I don’t think the classes are in balance yet.

Today I’m going to speculate about the future of Dreamstate builds, and I’m writing particularly in response to Bonkers’s question about Dreamstate in the comments for my last article. Bonkers is actually my co-resto druid in Collateral Damage, and he’s usually right about all things druidic.

Dreamstate Basics:

The Dreamstate build takes its name from one particularly great talent in the Balance, not Restoration, talent tree, but it is nonetheless a healing build. Yet, in its BC form, the build did not include Tree of Life, which most have come to think of by now as a spec-defining talent. In the early days of Burning Crusade, Dreamstate builds had a solid advantage over Tree of Life builds. In fact, Syd’s original talent build for 5-mans in BC was a Dreamstate-plus build that dipped all the way down to Moonkin form before picking up the early talents in Restoration. Dreamstate, however, was strong early on mostly because Tree of Life Builds were weak. The reason was that Lifebloom in its original state did not stack properly–only the first application received a bonus from + heal. The Dreamstate druid did in fact use Lifebloom, generally a single stack, but most of her healing was done with Healing Touch, alternating Rank 4 and max rank.

A Dreamstate druid healed like a holy priest, constantly casting and canceling that big heal and weaving it in with hots. Besides the mana regen and the access to healing touch, the other attraction to a Dreamstate build for BC was increased mobility. The tree of life 20% snare was and is a big pain in the bark for certain fights. “Move out of the bad stuff,” in fact, is the most often-heard raid instruction for Tier 6 content. I don’t know Sunwell encounters first-hand, but from what I’ve read, being at the right place at the right time continues to be key. Tree form waddles rather than runs, and with weaker Lifebloom in early BC, this was a deadly combination. In the current state of Lifebloom–strong, and properly stacking–druids do fine moving around. My Lifebloom is strong enough so that I don’t have to worry so much about AoE–I just stack it on myself and move at my pace. I probably take a tick or so of damage from AoE effects in a fight like Illidari Council, but I survive it very well. Right now, the only fight that I do out of tree form is Archimonde, and that is mostly because I’m assigned to decurse.

For Wrath, and for the upcoming patch 3.0 Dreamstate and Tree of Life will be greatly different from what we’ve used to. Tree of Life has essentially been updated to include some of the advantages a Dreamstate healer used to have. A tree gains access to most of her useful spells, including Healing Touch and Remove Curse, and the snare will go away. The tree bonus now is all about efficiency and power–with the new, expensive Lifebloom, the reduction from Tree Form becomes quite significant, and the Master Shapeshifter talent adds to the healing power of the tree as well.

My assumption, initially, was that Dreamstate had gone the way of the Dodo and that the new must-have talent in Balance was Nature’s Splendor. However, trusting Bonkers to be on the right track, I took a Dreamstate build in beta last night on Syddera, my level 70 clone on Northrend. I took her through about half a level, running around with my favorite warrior, newly fury-specced, and alternately healed and dpsed. And let me tell you, we were a leveling machine–there was no stopping, no eating, no drinking–only killing things very very fast. I’m convinced that Dreamstate is the right leveling build now.

Dreamstate at 70 (28/0/33)

This is quite different from the old Dreamstate builds, mostly because Dreamstate has moved to a lower tier of the Balance tree, and Balance has been altered to include many more resto-friendly talents at the top. Despite such a significant investment in Balance, this really is mostly a healing build. I only picked up DPS talents when I had to to get to the next tier. With this build, I’m planning on healing instances as well as questing with a buddy. For solo questing with instance possibilities, I might choose Starlight Wrath instead of Genesis in Tier 1.

As a side bonus, this build picks up Insect Swarm, which has always been quite useful, and which has now moved so far down the tree that healing trees won’t have it. I don’t use this talent much for leveling–Briolante, my afore-mentioned warrior leveling partner, kills things too fast for it to matter. However, Insect Swarm shines in raids and instances.

Notice also that in Restoration, I DID NOT pick up Natural Shapeshifter or Master Shapeshifter. This build, at 70, stays in caster form the entire time (which for me is a huge bonus). Dreamstate is meant to offset the greater efficiency of the tree for healing, and in any case, you don’t even HAVE Tree of Life form until you get to 80.

Dreamstate at 80 (28/0/43)

I also played around with a prospective Wild Growth-Nature’s Splendor build yesterday on my level 80 premade druid, a hunka hunka manly night elf I’ve named Sydd (creative, I know). After I got rid of his horrible hairstyle and shaved off his scraggly beard, I went with Briolante to the forest below Dalaran and we found an enormous elite–a big robot-looking dude, like something straight out of a Miyazaki film. We spent 5 minutes or so slowly killing him so that I could test my mana regen. It’s bad news folks. A triple-stack Lifebloom and a Rejuvenation will drain your mana bar slowly but surely. In live, I cast something every GCD and use less mana. I didn’t notice mana problems on Syd at 70 in beta either for damage or healing, but even in gear with 600 or so spirit, my premade druid has issues. In fact, we had to try the elite twice–I simply wasn’t able to stay in mana if I remained in caster form and helped dps. On live, Brio and I have taken down many elites that way, and I was disappointed at my performance in beta. To kill that elite, I had to stay in tree, use a minimal cast rotation, and use my Innervate. Guess what folks? Innervate only filled half the mana bar with that level of gear. I realize that my mana regen will be much better than the premade druid’s–at 70, Beta Syd’s regen is already higher than Premade Sydd’s. However, most people will probably start out raiding with stats equal to–or even weaker than–the premade characters.’ My guess is that druids are really, really going to have to watch their mana for Wrath raiding.

As a consequence, I think Dreamstate builds will be a viable alternative at 80. Many of the talents in the highest tiers of the Resto tree are looking comparatively underpowered, and with the more generic gear of Wrath, we’ll always have huge amounts of intellect to make Dreamstate work properly. We might see a repeat situation of early BC, where Dreamstate seems strong only because deep Resto is weak.

For my level-80 Dreamstate build, I’ve chosen to get Tree of Life. I was impressed with the mana efficiency difference at 80 between using tree and not. I figure the armor bonus is so minor as to not be worth noticing from Improved Tree of Life, so what you’re missing out on is really just a portion of the spirit-based bonus to your spellpower. Notice also that you will have to respec at level 80–you can’t just continue down the Dreamstate path you’ve started at 70. A Dreamstate druid at 80 really NEEDS Natural Shapeshifter–you will still be shifting out to caster from time to time if Insect Swarm is important for the fight. It’s ironic that at 80, the only healing druid who shifts mid-fight will be a Dreamstate build. I have also set up my Balance talents a little differently for level 80 to be more raid-friendly.

Conclusions:

My recommendation for level 80 is as follows. For 25-man guilds with two Restoration druids, one should take Dreamstate and the other a Nature’s Splendor/Wild Growth build. Okay Bonkers, so you can take Dreamstate and use your Innervate on me . . . kidding. From what I’ve observed in the past, diversity of skills strengthens large raid groups. For 10-man guilds, I would take the Dreamstate build for best mana management, even though it does not contain Living Seed or full points in Improved Tree of Life. I think that at the lower gear levels, Dreamstate will give you a little leeway with mana. Heck, we may all take Dreamstate builds to get a gentler adjustment to the strict mana management conditions of Wrath.

The Talented Druid, v. 3.0

When patch 3.0 hits live servers, every endgame raider is going to have to make some difficult choices. We will go from being the max-level, king of the jungle, top of the talent tree whiz kids we are right to being unfinished, not done yet, 10 levels behind. These comments are based on the current beta build, and of course all talents are subject to change at this point.

The raiding tree will have a particularly difficult set of decisions to make. Our prospective talents pull us in two directions, much as they did in early BC, as resto druid healers split into Treeform and Dreamstate varieties. This time, the choice is a bit more subtle, and it focuses on a few key talents. To read a great rundown of the new druid talents and their implications for raid and group healing, mosey on over to Resto4Life. Phaelia has your numbers amply covered! This article attempts to use those numbers to create meaningful builds not for the endgame at 80, but the soon-to-be middlegame of 70 raiding. I don’t know about you, dear readers, but my guild is not finished raiding yet! We’re going to have to learn to operate within the new framework, and quickly. We will be raiding the very day the patch comes out, and I want to be ready.

Prospective Build #1: Wild Growth (8/0/53)

The main goal of this build is to take just enough Restoration talents to reach the talent formerly known as Flourish, Wild Growth. Along the way, the build picks up a few fun new bells and whistles, which should make for an interesting night of raiding while I try them out.

Fun Features:

Wild Growth is an AoE spell that heals 5 party members for 1085 over 6 seconds at max rank, and it promises to be simply tons of fun. As you might guess, rank 2, which we’ll have at 70, is a bit less impressive. Sure, it’s been hit with the wrong side of the nerf bat, but I am hoping for a favorable re-balancing before the patch goes live. It might require learning a new healing style, but it’s animation is beautiful (shiny, pretty cascades of light-filled leaves surround the targets), and it will probably be quite useful in the current end-game content. I am going to make one of my CoH priest buddies switch with me on Bloodboil and let me heal bloodboil groups.

I’ll also be psyched to get my grubby little branches on a fully-talented Living Seed. It doesn’t quite have the wheeeeeeee! factor of a brand-new AoE heal, but I’m hoping for a zippy animation and a sound that either beats or equals the zing of of the priest’s frisbee (Prayer of Mending).

This build also includes Omen of Clarity, which has shaped up to be a neat little effect (for once!) in its current incarnation.

Passive Benefits:

While Natural Shapeshifter seems a lackluster talent now that I won’t ever be shifting out of tree mid-fight, it does lead to a lovely bonus in Master Shapeshifter.

In the Balance tree, I’m able to reach two resto-friendly talents, namely Genesis and Moonglow. That means stronger HoTs and cheaper Regrowths!

Spell Rotation:

This build relies heavily on HoTs and assumes that I will be doing tank healing for the most part. The Regrowth-related talents have excellent synergy with each other, and I am expecting to proc Living Seeds like crazy on my favorite tank. In order to get a further benefit from Regrowth, I am hoping that the Glyph of Regrowth will be available to me. Said favorite tank has promised to level up inscription ASAP, since he’s a flower picker already.

And yes, Lifebloom will continue to be my bread-and-butter spell with this build, even though its effectiveness has now been nerfed all to hell. It is my hope that Genesis will cushion the reduction to Lifebloom’s coefficient, but I will reserve judgement on that point until I see it in action. I logged on the beta to drop myself off things, and the nerf looks pretty significant, but I would still like to see it in raid conditions.

As for Wild Growth, I think I will drop it on the melee area from time to time, but unless I take someone else’s habitual job, I won’t use it all the time. I’m a tank healer, after all.

Drawbacks:
One would expect this build to pick up a fully talented Gift of the Earthmother. I’m on the fence about this one. Phaelia thinks it will be useless, and she’s probably right. I certainly think with the amount of unavoidable spell haste on Wrath of the Lich King gear that it will be totally redundant in its current form, but I’m holding out the hope that it will be useful at 70, since I have practically no spell haste in my regular set.

Prospective Build #2: Nature’s Splendor (14/0/47)

Fun Features:

The capstone feature of the Nature’s Splendor build is the increased duration of Lifebloom. This build would allow a druid to maintain triple stacks of Lifebloom while also casting Healing Touch. I think we’ll still be triple-stacking Lifebloom even though we won’t get as much out of it as we did pre-3.0. The usefulness of Healing Touch, however, remains in question–it’s never been our best spell. Nature’s Splendor increases Lifebloom’s duration to an incredible 10 seconds, which gives me time to sneak in Healing Touch. If I have the Healing Touch Glyph, the spell turns into something more like a Flash Heal, which sounds like loads of fun to play around with. However, its efficiency concerns me, and a druid who uses HT often, glyph or no glyph, will be putting to the test the devs’ current complaint that druids won’t be able to run out of mana.

Passive Benefits:

The other standout feature of this build is Nature’s Grace, which has excellent synergy with the constantly-critting Regrowth. If I time it right, the Nature’s Grace proc could always be used with Healing Touch.

Spell Rotation:

Guess what, I’ll still be tank healing! Except now, a Healing Touch or glyped Healing Touch will be in the rotation for tanks. It will be a little bit like getting Nourish before the fact. Lifebloom stacks will be in effect, and Regrowth will be used for its yummy crits. Now, if it’s possible to use both the Regrowth glyph and the Healing Touch glyph, this build looks a lot more interesting.

Drawbacks:

The Nature’s Splendor build feels very unfinished at 70. The balance talents I’d need are clear, but I had a heck of a time deciding what to take in Resto beyond the basics. Without the last 10 talents, I can’t get full synergy. I contemplated taking Empowered Touch, for example, and I might have with more points. I think if druids are really going to use Healing Touch instead of having it sit on their bars a-wasting, they are going to want to go for a full complement of related talents. That’s not really possible at 70. Darnit, and I really wanted to make use of that 4 piece T6 bonus (which….I don’t have yet).

I hate spreading myself that thin in the Restoration tree to get Nature’s Splendor. I’ve been 0/0/61 for a long while now (ever since Bonkers took Insect Swarm). With fourteen points in Balance, at least one very good talent will be missing from my resto setup, and that bugs me. I like to get the full effect of a healing build!

Conclusions:

I’m going to start out with Wild Growth. And please, keep that weed killer away from me!

Regrowth 3.0: The New Hotness

It’s no secret that the nerf bat has hit restoration druids hard. Perhaps it was even a rabid nerf bat!

However, we are left with one shining ability whose awesomeness might just help fill the gap left by a formerly useful Lifebloom and the once-OP Flourish, the much-overlooked Regrowth.

This spell, once a joke, shines in 3.0 and beyond because of a perfect storm of talents that all combine to buff it into a surprisingly spammable Flash of Light equivalent. So it seems that priests are going to mix Flash Heal into their rotations now, but we healers of the leafy persuasion will be going one step farther. Regrowth will go from being an extra hot on a tank to a high-frequency spell for druids, no matter what their healing assignment.

Talents that Affect Regrowth

Improved Regrowth
Living Seed
Moonglow
Nature’s Splendor

With Improved Regrowth, and with Natural Perfection for extra credit, Regrowth simply crits all the time. Add that to the crit on level 80 gear, and a crit on Regrowth will be practically guaranteed. Living Seed will almost always be active for us, which is an exciting prospect.

In addition the Glyph of Regrowth makes the spell even more spammable. I suspect that we’d spam it anyway, but the Glyph sweetens the deal by upping the effectiveness of the spell when the hot is still active. When I use the spell now in live, I’m likely to reapply it on my tank just before the old one drops. This isn’t exactly spamming, but I’d still be getting the effect from the glyph even with my current playstyle. And guess what! If we’re not spamming Regrowth, the extra duration of the hot portion that we’ll gain from Nature’s Splendor will make it easy to reapply before the effect wears off.

It does leave the future of Nourish, druids’ new level 80 heal, in doubt. The devs don’t seem to realize they’ve created a lackluster competitor for Regrowth.

Yes, Ghostcrawler. If values stay the same, Nourish won’t make it onto my spell bar.

Regrowth is simply going to be awesome post 3.0, at 70 or 80, with or without the Glyph of Regrowth. However, most of the druid community believes that a nerf to Regrowth or its Glyph is upcoming–I sure hope not, because we need at least one spell to cheer about!

Will Flash Heal Become Mainstream? 4 Points

school-thought I woke up this morning to a crisp chill and a great question posted on Twitter by @Knurd (of Raid Hunter).

@patyomatt What makes you think we are headed back to flash heal spamming?

Granted he answered his own question after doing a bit more reading, but I’m still going to explore the topic in a little more detail (because Twitter is EXCELLENT post fodder).

In my previous post, I mentioned that I’ve started to Flash Heal more often than Greater Heal. Until I’m proven otherwise, I firmly believe that Priests will be trending towards Flash Heal and here’s why:

Down ranking gone: The current technique right now is that we use down ranked heals to minimize spell impact on our mana pool and to reduce over healing. We’ll use a rank 3 Greater Heal to restore the same amount of health as a near max rank Flash Heal. We save a couple of hundred mana at the cost of 1 extra second of cast time.

With down ranking removed, we can no longer utilize this technique. A Greater Heal costs 1000~ mana with the appropriate talents in place. A Flash Heal costs 600~ mana. It’s no longer a question of efficieny or bang for buck. It’s a question of what’s cheaper, which is Flash Heal.

High health tanks: Tank buffer has increased by a ridiculous amount. Their health has increased by 50% which turns them into pseudo-raid bosses. At the same time, they won’t be taking massive hits on some encounters. There’s no reason to bust out the massive 10000~ Greater Heal to restore 5000~ health unless they drop dangerously low. But by then, you’re going to be praying to the RNG gods that the mobs miss or they parry or something so that your bomb heal lasts. Might be better off getting the heals off quickly instead of going for the bomb heal. Leave the bomb healing to the Paladins.

Overhealing: It sort of ties into my last point, but 80% of the Greater Heals you cast will result in massive over healing because that crafty Resto Shaman next to you blew his Nature’s Swiftness Chain Heal, or the Paladin manages to Holy Shock crit, or the Druid happens to… do his Druid thing.

Mana Management more important than ever: If you have a hard time handling your mana resource now as a player, you’re going to be in for it in the expansion. During my forays into Naxxramus, I was hitting the floor with my mana pool. It was getting dangerously low while the bosses were in the single digit percents. I had to learn really fast when to burst heal and when to ease off the pedal to restore my mana.

Obviously, we do have access to our specialized heals. This is just a comparison between our direct heals based on my beta experience. I have no doubt another Priest will come along and come up with new ideas for Wrath.

Keep the mind open and let the healologists do their work. Now is not the time to shoot down ideas. It’s time to generate them.

Image credits: ckgd2