For Druid, there're the things in the patch note that effect trees, we will go over them in depth.
Lifebloom: mana cost of all ranks doubled. When LB blooms or is dispelled, it now refunds half the base mana cost of the spell per application of LB and the heal effect is multiplied by the number of applications. If you are abusing LB this will force you to stop and play right. Plus, it was always probably intended to bloom, not kept rolling as another HoT, so now they are giving you two huge incentives to do so. First, if you let it bloom it costs the same mana as before. Second, the heal effect of the bloom is multiplied by the number stacked. This is a better system, making the spell up to 300% better if you use if like normal people.
Restoration
Living Seed now accounts for total healing including overhealing. When you combine this one with the changes to Nourish it pretty much means Living Seed will go from about 3% of your healing to around 5% or more. That's a big buff to a passive ability. Spec those points and leave them there.
Improved Mark of the Wild now increases all of your total attributes by 1/2%. Buff gets buffed.
Intensity now grants 17/33/50% of mana regeneration while casting. UP from 10/20/30% are you seriously still worried about Regeneration? So what if spirit based regeneration goes down. Not only will this make up for whatever was lost, but our casting regeneration may actually go UP.
New Talent:
Improved Barkskin increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.
Improved Regrowth is renamed Nature's Bounty, which increases the critical effect chance of your Regrowth and Nourish spells by 5/10/15/20/25%. Now nerf is the first thing you may think. These numbers are half what you had. It's just two words that make a difference and Nourish is about to be you won't see this as a nerf either. If anything it will end up being a little better.
Replenish is now re-named Revitalize and also works with Wild Growth. Now your rank 1 and rank 2 HoTs both have a chance to buff your party members. The two spells you should be tossing around like a clown slinging candy at a parade.
Tree of Life now receives 240% increased armor. You can now use Nature's Grasp and Thorns while within this form. Mana cost reduced to match the cost of Travel Form.
When it comes to glyphs for Druid, let us take the followings as example.
Glyph of Nourish heals an additional 6% for each of your heal-over-time effects present on the target. Replace Rejuvenation with this one the second you log in. Because if you are doing it right already and stacking HoTs on everyone from Rejuvenation UP, then almost anyone you will ever want to Nourish is going to have 2-3 HoTs on them anyway.
Glyph of Rebirth tempts to some degree since there are times you would like to use Rebirth but it's just not worth even trying because your target will just get instapwned anyway. The target now returns to life with full health.
Glyph of Wild Growth affects up to 6 targets. Depending on what your normal role is in your raid, this is worth serious consideration. No way has this even come close to Regrowth glyph but if you are continuously on raid healing and not tank healing it is probably better than the Nourish glyph above. It also depends on if you are perfectly happy the way you heal now.
Lifebloom: mana cost of all ranks doubled. When LB blooms or is dispelled, it now refunds half the base mana cost of the spell per application of LB and the heal effect is multiplied by the number of applications. If you are abusing LB this will force you to stop and play right. Plus, it was always probably intended to bloom, not kept rolling as another HoT, so now they are giving you two huge incentives to do so. First, if you let it bloom it costs the same mana as before. Second, the heal effect of the bloom is multiplied by the number stacked. This is a better system, making the spell up to 300% better if you use if like normal people.
Restoration
Living Seed now accounts for total healing including overhealing. When you combine this one with the changes to Nourish it pretty much means Living Seed will go from about 3% of your healing to around 5% or more. That's a big buff to a passive ability. Spec those points and leave them there.
Improved Mark of the Wild now increases all of your total attributes by 1/2%. Buff gets buffed.
Intensity now grants 17/33/50% of mana regeneration while casting. UP from 10/20/30% are you seriously still worried about Regeneration? So what if spirit based regeneration goes down. Not only will this make up for whatever was lost, but our casting regeneration may actually go UP.
New Talent:
Improved Barkskin increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.
Improved Regrowth is renamed Nature's Bounty, which increases the critical effect chance of your Regrowth and Nourish spells by 5/10/15/20/25%. Now nerf is the first thing you may think. These numbers are half what you had. It's just two words that make a difference and Nourish is about to be you won't see this as a nerf either. If anything it will end up being a little better.
Replenish is now re-named Revitalize and also works with Wild Growth. Now your rank 1 and rank 2 HoTs both have a chance to buff your party members. The two spells you should be tossing around like a clown slinging candy at a parade.
Tree of Life now receives 240% increased armor. You can now use Nature's Grasp and Thorns while within this form. Mana cost reduced to match the cost of Travel Form.
When it comes to glyphs for Druid, let us take the followings as example.
Glyph of Nourish heals an additional 6% for each of your heal-over-time effects present on the target. Replace Rejuvenation with this one the second you log in. Because if you are doing it right already and stacking HoTs on everyone from Rejuvenation UP, then almost anyone you will ever want to Nourish is going to have 2-3 HoTs on them anyway.
Glyph of Rebirth tempts to some degree since there are times you would like to use Rebirth but it's just not worth even trying because your target will just get instapwned anyway. The target now returns to life with full health.
Glyph of Wild Growth affects up to 6 targets. Depending on what your normal role is in your raid, this is worth serious consideration. No way has this even come close to Regrowth glyph but if you are continuously on raid healing and not tank healing it is probably better than the Nourish glyph above. It also depends on if you are perfectly happy the way you heal now.
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