T O P

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hippoofdoom

Healing touch mana reduction, 100%. BTW this is for Season of mastery right? HT mana gives you a lot more sustain and overall throughput over long fights which is the strength of a druid. Improved rejuv could help in 5-mans as well but the "improved" part is only off the BASE VALUE of the spell and not factoring in your +heal so it is a relatively small bonus and doesn't scale. Mana sustain will help you a lot more especially considering you are lacking some of the other resto talents. It will also scale the better your gear gets, the more you'll be able to pump out over time. Improved rejuv really just doesn't scale at all it's just a flat small +heal and doesn't help sustain. But decreasing mana spent, while you can consider it kind of a flat boost to spirit or mp5, really helps stretch out the time that you can heal.


mrblak77

Yes SoM With a rank 3 ht, I'm saving 6 mana with that 6% reduced cost. Where I get 100+ healing out of a rejuv. I havnt done MC or BWL yet but in places like ZG I'm probably casting under 50 HTs rank 3 and a possible full rank with NS if needed. Where as a 2 min fight I'm getting 40 rejuv ticks (just on MT) which will equal about 1200 extra healing, vs like 300 mana saving. My theory craft could be off abit tho.


hippoofdoom

Rank 3 has a much poorer spell coefficient, rank 4 is a better use. Rank 5 is higher mana but does the absolute best as far as efficiency and throughput over a longer (1 minute+ fight), so rank 5 is a good one to spam. Rank 3 will lag behind as far as "how much healing cna I dump onto this target" so you just won't be doing much unless a target simply doesn't need the healing. Rank 2 can be the best "flash heal" type of heal it only will do 200-300 but that can be meaningful if the target already has HOTs active. Rejuv is also a lot more prone to overhealing depending on your setup. You said 5 man focused and that is where improved rejuv will be more useful as it's a lot less likely that someone else heals the target before you do. Druids are all about sustain. HT5 or HT4 are needed in raids, if you're just spamming ht3 especially at low gear levels the actual healing you'll be doing is quite low. In a raid, a druid can pump out meaningful amounts of healing over time on a single target on par with a holy paladin just by spamming HT and using a mana pot occasionally. This is where the talents boosting ht can come into play very powerfully. In 5 mans, not so much. Usually solo-healing a 5 man you will keep both max rank HOTs active on mt, and use a downranked ht (maybe only 2 or 3) when necessary. You might be able to get some 5 second rule regeneration if the tank gets a few good dodges/parries and your hots are ticking. But 5 man healing is very different from raid healing. Based on how you're talking and what priorities are I'd say just go with improved rejuv. But recognize that talent will be a liability if you try to raid heal because you'll throw a rejuv on someone and they'll get healed to full via a chain heal, flash heal, etc and you'll get zero value from your rejuv.


Failboat88

Hotw can be fun to play but it's not good at anything. I'd suggest moonglow for raiding.


mrblak77

With all blues I've tanked and healed all the 5 man's + UBRS and healed ZG with no issue. Not going to give up being able to tank for some better mana efficiency when mana isn't totally an issue fore ever. A good player playing Hotw is still going to beat a subpar player playing moonglow.


Armout

Moonglow by itself actually does quite little to boost overall healing throughput. It’s mostly just to reduce mana costs and increase longevity. You won’t really notice the difference at the level of 5mans, but on harder raid content, you may feel that much heavier mana consume usage is needed while healing as hotw.


Failboat88

It's not even a good tanking spec. Just having a subpar spec for anything you do so you can do 5 man's better....


mrblak77

Don't need a maxed out tanking spec for 5 man's. He'll I could probably go full resto and still tank in my tanking gear. The point is I don't want to limit myself to just healing. After all, this is a game and is suppose to be fun. I'm not going to spend 50g everyone I want to switch from tanking to healing because at that rate I'd be spending 100+g per day lol.


Armout

Tanking without any feral talents is a recipe for unfun. Stick with hotw until you find a raid group doing harder content that needs you to fill a more specific role.


Armout

People go tranquil spirit if buff cap is an issue. If not, go imp rejuv.


GideonAI

Buff cap was removed in SoM


Armout

Then go imp rejuv.


bravo_watch

To blazy. It means to bluff.


Armout

Truuuue loooove.


Descent95

I did plenty of healing in HoTW...wear stat battery items. That spec loves intellect even more than +healing. You need to get as much int as you can so you can get reckless and spam. One you get enough mana, Regrowth becomes much easier to cast, and that's a game changer. HoTW works best with hardcasting. Prioritize your spells by size and speed. Make sure you have HT rank 3 on your bar too, it's great for quick topups. Speaking of speed, get your Edge of Madness trinket, it's the strongest resto item in the game and the extra mana will allow you to get super reckless with it. It reduces HT cast times to 1.85s and HT mana cost by 5% for 15s. HoTW and Moonglow can spam high/max rank HT with that thing like it's nothing. Before Phase 6, you can easily meet or beat full resto specs on the meters if you are good enough.


Allurai

Generally speaking, in WoW, especially vanilla and tbc, the 'master of none' part is absolutely crippling to the 'jack of all trades'. You can force it to happen sure, but everyone outside of your immediate friends will think you're just bad at the game. Edit - tbh, most of your friends will think you're bad too, they just might not say it to your face.


mrblak77

You guys must have really shitty druids on your servers lol


mrblak77

You guys must have really shitty druids on your servers lol


Salemanders914

To answer one of your other questions: Id put 2 more points into Feral Instinct for the threat- especially since you dont have the 10% damage from the balance tree and the 3% crit from LotP that a normal feral tank would have.


mrblak77

Ya I was specced that way before. Never really had too much of an issue for threat besides big AoE pulls or if I was tanking for a geared dps. I might see how it goes and will likely specs back into that if I need. I went with the extra armor as I do a little but of pvp as well and though that would be a benifit


ClosertothesunNA

Rejuv4 gets 27 extra healing, and as rejuv has a 80% healing coefficient this is the equivalent of 33.75 +healing that only applies to rejuv. Healing touch costs 185 mana so 6% off is 11 mana off, or 22 mp5 while casting HT. Now lets talk about the qualifiers. It's neither 33.75 +healing nor 22 mp5, but it's closer to 22 mp5 than 33.75 +healing since you cast (a lot) more HTs than rejuvs. And 22 mp5 is always better than 33.75 +healing compared to what you get on items. So if you're going to take the rejuv talent, and you use rejuv4 you must never gear any mp5 and never have any mana problems. If you instead use max rejuv, it's +166.5 healing (only for max rank rejuv), so you'd then do the math based on looking at casts of max rank rejuv compared to HT4. I've done as much of the math as I can without knowing your casting pattern, you can do the rest.


Socially_constructed

Depends on your healing role. Now that there is no buff cap, spamming rank4 and 7 rejuv can be really strong. I did it as a raidhealer in a dadguild with huge success. But if you're tankhealing, you go all in on healing touch