I hadn't heard back from Galenmoon about where I might plop this information down for review, so I'll stick it here. :)
I've covered glyphs and talent builds for the most part so far, haven't gotten to the other stuff yet. I tried to put in more of the community consensus on the healing rather then my own opinion, but I can't promise an 'IHMO' didn't sneak in from time to time ;-)
It's missing a good PvP healing build. I don't PvP heal much, so didn't feel I could approach that subject with enough credibility. Other then that I thought it was relatively complete. Let me know if anyone sees any changes they like made.
P.S. It looks like some of my links broke on the copy-paste, I'll get on that when I have a chance!
Stuffz: Core talents Linky
There’s a lot of room for customization in the Resto Druid Tree depending on if you are raid healing, tank healing, 5-man healing, PvP healing, etc. The link is a basic build covering the core talents, with 16 points left for customization. Raid Heals
Most trees end up finding a job raid healing. We have a good assortment of tools for this, we can cast on the run, and can put up some amazing numbers on meters when given the chance. In general a simple rotation is Rejuvenation x 5 then Wild Growth, and repeat; with Swiftmend used for the emergency top off. Most 25s will run with 2 druids, who can effectively cover the entire raid with HoTs. In general deviating from a RJ x 5 + WG rotation will cause your HPS to drop, but may be necessary to save a raid member. This is an important consideration in 25-mans; if you react too often to damage spikes your HoTs will fall off, and other raid members may enter the danger zone, compounding your problems. In 10-mans you will have extra time in a rotation to weave in other spells, and may be OT healing as well, so it is less of an issue. In general though, other healers have spells more suited to handling damage spikes; but, of course, your raid configuration may vary. Think of a druid’s job as giving the other healers extra time to react to changing circumstances, by cushioning the damage with your HoTs. This can go for the tanks as well, druids will often be asked to stack HoTs on the tank in addition to handling the general raid healing.
As for a raid healing build here’s a nice starting point: Linky
Glyph wise, Wild Growth is the closest thing to a ‘must have’ glyph, and even then it’s not useful in all situations, especially any case where the raid needs to spread out to avoid chain-damage. Rejuvination and Swiftmend two more good choices if you are a pure raid healer. Innverate is nice if you need mana, and Nourish can be helpful if you get called on to OT heal from time to time.
Some places for the remaining talents:
Naturalist = For use with a Glyphed Healing Touch build as it has good synergy with the glyph. Will give you a very fast heal for dealing with spike damage. However most will argue it is not worth the points at level 80.
Improved Tranquility = Tranquility is awesome in 5-mans, useful in 10-mans, and almost worthless in 25-mans. If you find yourself healing a lot of 5s and 10s it can be worth the 2 points, if not then it’s best to skip it.
Empowered Touch = Good use of talent points if you find yourself using Nourish to some degree, as OT heals, in 10 mans, etc. Not a ‘must have’ but certainly high on the list.
Living Seed = If you are in the market for Empowered Touch, grab this too. Good return on investment, will often account for 3-6% of your heals in 10-mans.
Improved Barkskin = Not a traditional healing talent, but it is still found in many end-game builds due to its damage mitigation. However, if you aren’t doing hard modes you probably won’t be taking this.
Gift of the Earthmother = This will usually be fully talented (5/5) initially, at least until you are over the haste soft cap on your HoTs. At that point it can be scaled back to 4/5 or 3/5 as you build up haste on your gear.
Nature’s Grace = Depending on how often you use Nourish this can be either a nice HPS boost, or nearly worthless. One of the more used raid-healing talents, especially if you are interested in getting Celestial Focus.
Celestial Focus = If you are short of the haste soft-cap this can be worth points to acquire. But it is quite deep into the Balance Tree, and will likely be dropped once you get some Ulduar gear with haste on it.
Revitalize = The above mentioned raid healing build puts 3 points here. This is mainly because as a pure raid healer 95% + of your healing will likely be due to RJ and WG. The mana restoration numbers due to Revitalize can’t compare to Replenishment, but Revitalize also restores energy, runic power, and rage. This makes it a very attractive talent if you are keeping RJ rolling on every raid member.
Tranquil Spirit = Again another talent which is very useful if you find yourself using Nourish a lot. More useful for 10 mans and heriocs. If Nourish is a large percentage of your heals, and you are running out of mana, maxing out the talent points here can help a bit. Tank Heals
Yes, druids can MT/OT heal, and do it well. Our theoretical output is only slightly below Holy Paladins and Discipline Priests, however in practice few Druids become tank healers. Why you might ask? Because our Maximum HPS rotation involves keeping 3 different HoTs rolling on the tank, which can lead to dips in our healing output, and all kinds of related problems. This is especially true with druids who are still learning the ropes. Also, we lose our trademark mobility as we have to sit still and cast Nourish. Finally were just awesome raid healers, plain and simple. Holy Pallies and Disc. Priests can do the MT healing job with far less attention put into timers, and have better emergency heals for when things go wrong.
A typical rotation will involve keeping RJ + RG HoT + LB rolling on the tank while casting Nourish. There are many different ways to use LB. A 3-stack roll has the highest HPS, but is very mana-intensive to keep up for any length of time. Because of this many healers will slow-stack it, or let it fall off to avoid going OOM.
A pure tank healer will be interested in taking talents that increase the healing power of Nourish. Critical is a reasonable stat for MT healing, and should be taken in place of haste especially once you are soft-capped with Nature’s Grace. A good sample build with 5 points to spare is here: Linky
A far as glyphs are concerned Nourish is the ‘must have’ for MT healing. Regrowth and Rejuvination can increase your healing output, and Swiftmend is a solid choice. If you are having mana problems consider swapping in Innverate and Lifebloom as well. Major Glyph overview
(credit - http://elitistjerks.com/f73/t37038-restoration_glyphs/
used some links and updated outdated information)
[Glyph of Lifebloom]- 'Increases the duration of Lifebloom by 1 second.'
Used mostly in a tank-healing build to help with the mana burden, not very useful otherwise.
[Glyph of Swiftmend]- 'Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.'
A great glyph for raid healing or tank healing. If you are casting every GCD you’ll see a solid boost in your HPS with this glyph, if you aren’t you’ll be saving yourself valuable mana.
[Glyph of Rebirth]- ‘Players resurrected by Rebirth are returned to life with 100% health.'
Not a glyph that finds its way into most end-game builds. However a macro’d Glyphed-Rebirth with Nature’s Swiftness is a very powerful tool for saving your group if the tank dies, but one that will likely not be used much.
[Glyph of Regrowth]- 'Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target.'
Once Nourish got buffed in 3.1 the use of Regrowth, and its glyph, have faded from most end-game builds. This is because Regrowth can’t match the single target HPS that Nourish can put out. However the glyph is still a solid boost to a reasonable healing spell. If you find yourself using Regrowth frequently, it may be worth the slot. Also prior to getting Nourish at level 80, this will give you a better ‘big heal,’ especially if you’ve also chosen the Glyph of Healing Touch.
[Glyph of Healing Touch]- 'Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by 25%, and the amount healed by 50%.'
This glyph sees the most use while leveling, as it turns Healing Touch into something akin to the Paladin’s Flash of Light. However once you get Nourish at level 80 most people will drop this glyph. There are builds around that utilize it, mostly because a Glyphed and Talented Healing Touch is the fastest heal available to you. However most will argue you have to give up too much from your build to make it worthwhile, except in special circumstances.
[Glyph of Rejuvenation]- 'While your Rejuvenation targets are below 50% health, you will heal them for an additional 50% health.'
One of the more common glyphs for both tank and raid healing; it automatically gives a good boost to a frequently used druid healing spell right when you need it most.
[Glyph of Innervate]- ‘Innervate now grants the caster 45% of <his/her> base mana pool over 10 sec in addition to the normal effects of Innervate.’
Short on mana? This glyph is one of the best ways to increase your mana pool if you are going OOM before the end of fights.
[Glyph of Nourish] 'Your Nourish heals an additional 6% for each of your heal over time effects present on the target.'
If you ever have to do any direct healing, such as MT or OT, this glyph is great, and needed to reach your maximum single target HPS. It’s not as useful if you are strictly raid-heals.
[Glyph of Wild Growth]- 'Your Wild Growth now affects 1 additional target.’
This is a good choice for any raid healer. WG will likely be used every time it comes off of cool down, and healing more people = good! However it is useless in fights where the raid has to spread out, so take it with caution. Edited, Sep 2nd 2009 9:22am by someproteinguy