Talk:Druid Project Healer
As a primary healer, I'd take the talent tree slightly differently:
Restoration: 31 points
Improved MOW 5 points
Nature's Focus 5 points
Improved Healing Touch 5 points
Gift of nature 1 point
Reflection 5 points
Nature's Swiftness 1 point
Subtlety 5 points
Improved Tranquility 2 points
Improved Regrowth 1 point (not worth casting generally, but need the point for Innervate)
Innervate 1 point
Balance: 20 points
Nature's Grasp 1 point (Required to get the higher talents)
Improved Nature's Grasp 4 points (Required to get the higher talents)
Improved Moonfire 5 points
Nature's Reach 2 points
Omen of Clarity 1 point (The besto!)
Remaining 7 points distributed in Improved Starfire, Improved Thorns, and Moonglow... haven't figured out the best distribution for that (probably whatever it takes to get Moonglow...). The heal over time spells, such as Rejuvination and Regrowth are too mana intensive, for what you get (counter intuitive to me... you should get rewarded for having to be patient). I don't bother with the Improved Entangling Roots, because they can only be cast outdoors... useless in an instance.
-Elliwen
I was avoiding the improved damage spells Talents due to the increased Mana drain from casting them. That left me with no option but to go with Imp Entangling Roots. I'm also aware of the diappointment in the HoT spells but for this build I figured the idea was to max the Healing abilities. It would certainly be an overly specialized spec.
In order to get Moonglow you need five points in Improved Moonfire. Getting Moonglow offsets 10% of the cost of the damage spells cast. It sounds like an OK bonus but would need to be quite a bit higher to be effective in tricky fights.
--Jini 08:01, 6 Jan 2005 (MST)
Well, you certainly don't want to be casting damage spells all the time... but I do like to start off every major boss mob fight by casting Fairy Fire, and Moonfire... then sit back and heal, heal, heal. Most of the left over points spent in Balance are more to aid the Restoration spec druid if they happen to spend some time out of the group.... Why spend points on skills you don't use, unless it's required to get a higher tier sill you will? Nature's Grasp has saved my bacon several times, but won't work in an instance. Omen of Clarity and Improved Moonfire combine to let me solo those elite murlocs in STV. Plus, for most average instance fights, you only need a touch of healing after a fight.... only on the boss mob encounters do you need to worry about saving all your mana for healing. So the "healer" can be in on most fights, providing useful damage with both spells and attacks.
-Elliwen
The proposed alternative build for the healer is very similar to the Restoration Druid Project Backup Healer build proposed for the Backup Healer. The alternate build differs between Furor and Subtlety. The other thing I was going for with the original main Healer build was as much healing oomph as a Druid could bring. Perhaps it truly was overspecialization. I really think that Omen of Clarity is the key Balance Talent and the last 10-15 Talent points in this build could go almost anywhere with minimal impact. --Jini 09:57, 25 Jan 2005 (MST)