Patch 3.1 introduced many changes to the druid, how did they affect healing?Wowgoldsbuy, now, is the best choice
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As a species, humans are mostly resistant to change. It is an inherent trait that exists in almost all communities
and nations around the world. No community, however, is more reluctant to accept and quick to decry changes like
those that congregate in MMOGs. Perhaps it's the years and years of being slowly built up then quickly torn down by
seemingly erratic developers that have ingrained this in us or a deep seeded belief that every other class is
jealous of us and out to get us. Whatever the root of this paranoia is one thing is certain, if your class has a
major change announced come patch time, then the doom and gloom will begin.
Recent changes to the druid were met with typical outcry and predications of a druidageddon where all
restoration druids would simply vanish come patch day. I am glad to say this didn't happen and most of us are still
here.
The changes that 3.1 presented to resto druids were two fold. First, the change in the lifebloom mechanic, and
second was the change in spirit in regards to mana regeneration that also affected other classes.
Lifebloom is a heal over time spell that replenishes health every second as opposed to every tick, and has a larger
healing effect upon expiration. The effect stacks up to three times and is increased by spellpower. Patch 3.1
modified the way lifebloom is used by doubling its mana cost but adding a mana refund if it were allowed to run its
full course and "bloom" on the target. Prior to 3.1 most druids simply kept track of the timer and refreshed it as
it was set to expire to keep a three stack rolling on their targets at all times. At first glance this change in
mechanic seemed like a huge disadvantage, however they added a wrinkle. Lifeblooms final tick of healing, the
"bloom" portion, is now able to have a critical effect. This addition along with the way spirit affects us has
actually made lifebloom a more powerful spell than it was before but a bit trickier to use. Pre 3.1 I would time my
rotations around lifebloom and use regrowth at the end of the rotation for its big heal. Now I cast regrowth in the
middle of my rotation and lean on nourish to do the brunt of my big healing, with the biggest change being the
amount of trust I put in the final tick of lifebloom to top the tank back off. This change took a bit of getting
used to but I find myself with more mana now as allowing lifebloom to come to fruition keeps out of the five second
rule longer and allow me to achieve greater mana regeneration.
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