Posts Tagged Resto
Give more Fluff and forget the nerfs
Surprisingly I’m not actually against fluff at all. I like fluff. Everyone likes Fluff. Also to be fair enough it always annoys me slightly when you get people saying things along the lines of
“Yeah don’t fix shamans pvp, just add additional totem models for each race.”
As anyone who has ever worked in any kind of job ever before knows, there are different departments that do different things. Even if you’re some jobs worth retard working in a McJob™ you at least understand that it’s not the-guy-on-the-till’s fault if someone in the kitchen has burnt someone’s fillet-o-fish. Thereby the designers utter failure to do anything constructive with pvp balance (other than pissing pvers the fuck off with their blatant pvp-orientated pve-hurting nerfs) has nothing to do with the art department producing a new shiny dwarf totem, and it is shiny.
But as many of you might have already seen resto druids got a pretty big nerfbat.
Rejuvenation now heals 1352 over 12 sec. (Down from 1690 over 15 sec).
Yeah, where did that come from? It’s just typical Blizzard goalpost moving – yeah I was looking forward to 3k rejuv ticks coming soon (fully raid buffed I’m at around 2790 ticks right now). But this doesn’t affect those of us at the top end that much anyway – sure rejuv will heal for less in total now but a few upgrades later and you’ve made up for it just with more spellpower stacking. The duration nerf is a pretty harsh one, in fact as many might not know this was apparently a bug. A bug? Really? A bug that has been in the game for over a year? Yeah, that’s the flimsiest excuse to try and make a blatant nerf look like a bug fix I’ve seen.
Yeah okay, I am biased in this particular discussion, after all no one likes to see their class nerfed right? But this really caught me off guard – most other resto nerfs have been predictable. A lot of us saw the lifebloom nerf incoming, even though it was again a pve-nerf and pvp-buff situation which the current design team seem to favour, but a rejuv nerf really wasn’t on the cards. All we can do right now is hope that it doesn’t make it to live – so get on those forums and complain like mad since that appears to be the most effective way of getting something nerfed, buffed, or a nerf overturned.
Of course this is also a nerf to Swiftmend, as you’ll only be able to SM once per rejuv, nice.
Druids without mana issues
Posted by Cows in Resto Druid on September 24, 2009
Don’t exist. Fact.
However if you ever read any resto druid related forum posts, either official or mmo-champ, you’ll find vast numbers of them. The usual situation is some new druid asking about meta choice or something. Someone comes along and explains the guys choices with the theme that spellpower is king but regen is also needed, and throwing away cheap regen (like the mana restore meta IED) is a bad thing etc.
And we know what happens next, some compete fuckwit comes and posts along the lines of:
“LOL NOOBS I NEVER RUN OUT OF MANA EVER EVER EVER NOOBS LOL JOHN MADDEN LOL”.
I’m paraphrasing of course, but you get the idea. If a resto druid ever tells you he/she never has any mana problems then there are only two options to consider:
- They are actually retarded, perhaps playing wow is something their doctor suggested to help them cope after losing 1/2 their brain in an unfortunate schmelting accident.
- They exclusively play content which is beneath their gear level, and somehow can’t comprehend that this might be the reason that they find it so easy and not that they’re just so awesome.
So yeah you could gem exclusively spellpower, take no regen gear at all, take the spellpower meta and still not run out of mana. This is providing you’re in something like full tier8 running Nexus.
The problem is that even if these people somehow break every rule that I know of pertaining to resto druids and WoW, and actually are never running out of mana on content which is at their gear level – then why don’t they ask why? Invariably this will only be because they’ve gemmed massively for regen, int, spirit instead of spellpower and measure their performance solely on how much mp5 they have while casting. Why would you do that? Any mana you are left with at the end of a fight is essentially wasted, the ideal situation is to balance your regen with spellpower to the extent that you maximize your throughput while maintaining some kind of buffer with with mana, but not so you are regening so much that you end a fight on 1/3 or more mana.
Edit: By the way looks like the Wild Growth target out of range bug has been stealth-fixed in 3.2.2. Still seems to bug when the target is dead though – but this isn’t as big of a problem as the OOR was.

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