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New Resto Druid Talent

Author: inwowgold Source: http://www.inwowgold.com

 In Burning Crusade, PvE Resto talent builds were pretty easy: take just about everything in the Resto tree. There are 68 possible talent points in Resto. With 61 points to spend, you'd think you'd have some choice, but not so. Nine of those points are found in Furor, Natural Shape-shifter, and Omen of Clarity, which have almost no relevance to healing. So you could take 59 points in Resto, have all the healing-related talents, and have two points left over to spend wherever. Natural Shape-shifter was the usual best bet, in case you had to shift out of tree form to cast a Healing Touch.
  Sometimes we would take 11 points in Balance to get Insect Swarm, to help mitigate incoming tank damage. But the other 10 points in Balance had zero relevance to healing, so really a 61-point resto build was the only worthy option.
That's going to change in Wrath of the Lich King. Above all, it is the basic math. You have 71 points to spend, with 78 points in the tree. Similar to BC, except there are a few more options now. The new talent Master Shape-shifter has benefits for healing: with two points, it adds 4% to your healing power in Tree form. Not shabby, but you'll have to invest 3 points into Natural Shape-shifter as a prerequisite. We think that most pure PvE builds will skip this, but it's at least viable; 4% additional healing isn't too horrible for 5 talent points.
Genesis adds up to 5% to your periodic abilities - in other words, your HoTs. A 9% reduction in the mana cost of several spells, including Healing Touch, Rejuvenation, and Re-growth. That's a reasonable mana cost reduction.
Nature's Majesty Adds 4% to the crit chance of Nourish and Healing Touch. That's mediocre, but at least it adds to healing. But this gets you to 10 points in Balance, which opens up.
Formerly Nature's Grace 21-point talent is accessible as an 11,12,13 point talent, ultimately giving you a 100% chance on spell crit to cut your next cast time by half a second. Doesn't help your staple Life-blooms or Rejuvs, but it helps with HT and especially Re-growth. When you factor in the added 50% crit chance for a fully-talented Re-growth, you're looking at a lot of Nature's Grace procs. That can make for some interesting Re-growth-focused builds. And there's one other useful talent in early Balance.
Nature's Splendor adds duration to your HoTs - Rejuv gets 3 seconds, Life-bloom gets 2, and Re-growth gets 6. That's one extra tick for Rejuv and two for Life-bloom and Re-growth. You can count this into two ways. If you figure a fire-and-forget HoT, like you might drop on a damaged DPS, you'll get a simple increase in healing done of 20% for Rejuv, and 28% on the HoT portion of Life-bloom and Re-growth. Or if you're keeping the spells active on a tank - casting a new one when the old expires - you'll instead get a comparable mana cost reduction because you cast the spell less often. It's not a simple percentage increase; you don't get the benefit if your HoTs are over-healing, if you swift them away, or if you overwrite them before they're done. But this talent has the potential to really add to your healing power in a subtle and interesting way.
So that's the Balance tree. With those talents, there will be some Resto builds that take up to 14 points in Balance, which means more choice on the Resto side. But what do those choices entail? There are some of the new or changed talents that are worth considering. If you are interest in those talents, you can visit our wow gold site at that moment because of we update this part by leaps and bounds.

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