There are patch notes up for the mini-patch, 3.1.3, which will not make it up on the PTR. There are several druid changes in the patch notes.
They made a couple changes for Resto PvP:
- Improved Barkskin: This talent now also grants 80/160% additional armor while in Travel Form or not shapeshifted.
- Improved Tree of Life: The armor bonus to Tree of Life Form from this talent has been reduced to 67/133/200% bonus armor.
The improved barkskin change gives extra armor to druids who shift out of tree form to do things like root, cyclone, etc.
The improved tree armor reduction is a pvp ‘fix’ to help quiet the sea of melee QQ on the forums. This change should have no real impact on resto PvE or any of the other specs, so this is probably the best solution for tree druid arena balancing. This means that innervate is not likely going to be a casualty of pvp balance any time soon (breathes sigh of relief).
For the Moonkin Tier 8 four-piece bonus -
- The 4-piece bonus no longer has its effect consumed by Starfire casts in progress when it triggers. The chance for the effect to be triggered has been reduced down to 8%, as it was originally inflated to compensate.
We knew something like this was going to happen, so I’m glad that it’s making it into the game sooner rather than later…
Posted in Moonkin Balance DPS, Patch 3.1 WotLK, Restoration Healing Trees | 1 Comment »
The only big change for druids is the innervate change. It now restores a flat amount of mana, which scales as you level – but doesn’t scale with gear at level 80. So, this de-values spirit for caster druids (both resto & moonkin). I discussed the changes to innervate earlier. However, this is a great change for PvP druids who have less spirit on their gear. For PvE resto druids, spirit is still going to be an okay stat, just not as valuable as it used to be. This now means that you can also innervate shaman, or any other non-spirit based mana user. However, this isn’t an excuse for other casters to be wasteful and try to steal our innervates from us all the time.
This also means that the glyph for innervate changed, and it will restore a flat amount of mana in addition, which won’t scale with spirit. I’m personally not going to use the new innervate glyph, as I’m not having enough mana problems for the small amount returned from the glyph to make any significant difference in my ability to heal Ulduar 25-man.
A change for moonkin: The only other change is that now moonkin gain spellpower from spirit at a rate of 30%, instead of 15% (from improved moonkin form). This helps compensate for the change to innervate, so that spirit wouldn’t become completely worthless to moonkin. While this makes spirit slightly more useful for moonkin, PLEASE don’t go over-valuing that stat for moonkin. I discussed this change here when it was first announced. Gear without spirit is still going to be better than gear with spirit for moonkin, based on Graylo’s posting over in his blog. Since you can’t really avoid spirit on your gear most of the time, this will at least help make your gear better.
They also changed the moonkin set piece bonus: Nightsong Garb 4-Piece Set Bonus: Chance for Insect Swarm to trigger an instant Starfire changed to 15%.
There is also one hidden feral “bug fix”: Maim: Rank 2 of this ability is properly considered a stun and can be escaped by Blink. Since this is categorized as a bug fix, I don’t think we’ve talked about it that much, and it shouldn’t really effect anything, other than making mages slightly better at escaping from feral druids in PvP.
There was also a change to the PvP Arena weapons, such that the staves that were attractive for feral tanks had their agility values reduced: Furious Gladiator’s Staff and Furious Gladiator’s Greatstaff: The agility values on these two items were too high. They have been reduced by 50%.
Posted in Druid - General, Patch 3.1 WotLK | 2 Comments »

Looks like moonkin should be getting 30% of their spirit value as spellpower, according to the MMO-champion patch note update for 3.1.2.
I saw that GC was thinking about putting it in, but looks like they managed to get it into a recent version of the patch. It really only buffs PvE moonkin, since PvP moonkin don’t have spirit, anyway. However, it makes the T8 gear for moonkin suck less than it does now (note how it’s still not good, it’s just not as bad, lol). We’re stuck with the current T8 gear, it’s not going to change. Lets just hope T9 gets better.
Also, it appears that Furor isn’t designed to really be useful in PvP. Ghostcrawler further explained Furor & moonkin here.
Furor appears to be working as intended.
It’s always been a problem with shifting & effects that only influence your stats in one form. Who remembers when shifting in and out of bear used to cause you to LOSE health to the point where you could shift-suicide? Basically, they made the intellect effect from Furor work the only way they can get that stuff to work: By just increasing your maximum mana without increasing (or decreasing) your current mana.
The way that Furor works, it’s probably not worth picking up for arena PvP moonkin. Some of the innervate buff is to help fix the problems that moonkin are having with mana in PvP. The entire balance tree probably needs a revamp (as in ‘wait an expansion’) before it will really be a viable PvP tree.
Posted in Moonkin Balance DPS, Patch 3.1 WotLK | 2 Comments »
Okay, so there’s a small new set of patch notes, including the change to innervate that ghostcrawler announced earlier:
- Innervate: This ability has been redesigned to grant 450% of the casting Druid’s base mana pool to the target over 20 seconds. (Full patch notes up on MMO-champion)
- Glyph of Innervate: Has been adjusted to grant the Druid 90% of his or her base mana pool over 20 seconds.
I already wrote what I thought about the change here.
Obviously, the developers decided that a flat non-scaling number at level 80 was the way to go for now.
You should still be able to cast this on other people. Also, it says “base mana” which means it won’t scale with gear. At level 80, it will always restore the exact same amount of mana (about 15,000).
Ghostcrawler posted more comments about the change on the damage dealing forums.
UPDATE: He also posted about it on the healing forums (below is an excerpt from one of his posts):
Pros
- Much more mana for PvP druids
- Doesn’t give too much mana in PvE
- Worth using Innervate on paladins, shamans and other non-Spirit based casters
- Scales with level
Cons
Posted in Moonkin Balance DPS, Patch 3.1 WotLK, Restoration Healing Trees | 1 Comment »
It looks like a lot of healers use “mouseover” mods and/or macros for healing. The new wild growth bug is making it harder for some druids to adjust to their new healing strategies.

GC addressed the issue here, saying:
This problem does not seem to be universal. Is anyone having it without using mouseover macros?
By design, you can cast WG on any target, even yourself or an enemy.
Now, it looks like the problem is basically this:
- You target someone (lets say a dead mob from the last trash pull is still targeted, or someone out of your range)
- You want to choose someone other than your current target as the center of your Wild Growth (lets say you wanted to target yourself)
- You use your mouseover macro or mod’s capabilities to try and get Wild Growth to cast on you
- You get an out of range error message because WG is trying to target the thing in step 1 rather than what you are mousing over.
Because of the crazy way that I heal (ie. I don’t use mods or mouseover macros), this hasn’t yet really been a problem for me. However, the problem seemed to be so wide-spread that I wanted to make a post about it.
So, what do you do about it? Now that you’ve spent all week fighting with one of your primary heal spells, I wanted to post a macro that Shefki worked out in that same thread:
/cleartarget
/cast [target=mouseover,noharm,exists] Wild Growth
/targetlasttarget
These three lines become a macro where it clears your target, casts wild growth on the person you are mousing over, and then targets the person/mob you were last targeting. This gets around the problem by un-targeting the problematic person. You can just make this macro and use it instead of whatever strategy you use for your other heals. It should be useable along with whatever mod you were using before, and would replace whatever mouseover macro you’ve been using up to this point.
Just use that macro and you’ll be fine until the bug gets fixed. Good luck!
Posted in Patch 3.1 WotLK, Restoration Healing Trees | 9 Comments »
So, with my guild, I’ve been healing Ulduar (25-man and 10-man versions) this week. We haven’t spent a lot of time there, but it’s given me an opportunity to play with my healing spells. Our 25-man was banging our heads against the bugged version of Ingis (before the hotfix, while still dealing with bad server issues that made us cancel the other nights of raiding), so we didn’t get too far.
However, our 10-man skipped straight into Razorscale & Deconstructor after the vehicle boss, and we killed both of them with 2 healers (me and a resto shaman). We even got a couple attempts on Kologarn, where we settled on killing his right arm and then dealing with the adds, but we ran out of time and called it before he died. However, Kologarn is massively huge. His arms are actually targetable. Really intimidating, but a really awesome fight (I won’t spoil what he says when you kill one of his arms…). After Razorscale & Deconstructor, we had the other shaman also help us out on healing, as after the first “wing,” the bosses aren’t really designed to have only 2 healers…

Here are my current Ulduar observations, mostly from healing the 10-man:
- First, a confession: there are places where casting nourish without HOTs on the target is okay. For example, in the Deconstructor’s Tympanic Tantrums on 10-man, sometimes you need a quick burst of damage to prevent death. That’s okay, since it’s a short amount of time you are doing it. If you find yourself doing this for the entire fight on some bosses, please just go back to regrowth spam, since the HOT is very much worthwhile… and then you can nourish & swiftmend the people with regrowth hots on them…
- Also, I had a really bad habit of throwing around single lifeblooms as raid heals on the fights we were learning in 10-man – but I don’t think it was a good idea for me to be doing that. I’m not sure how to break that newly-formed habit, or if it was actually an okay strategy.
- I also used regrowth as like 30% + of my total healing done in a lot of places, but I still wasn’t running OOM. Now, most of regrowth’s healing does come from the HOT portion of it. So, please remember that regrowth as a HOT is still worthwhile. I’m also still running with the regrowth glyph instead of the nourish glyph, so I’m expecting that regrowth % to go down once I have my correct glyphs set up (see previous QQ post about glyph prices).
- I’m not having mana problems. Even when I do dumb things like spam regrowth & roll lifeblooms, I’m not running OOM. It’s possible that we’ve overreacted about this whole mana regen change thing. All I know is that I didn’t innervate myself as often as I did in Naxx. I’m not sure why.
- For one of our deconstructor attempts (I think probably our kill-shot), my healing breakdown looked like: Regrowth (38%), Nourish (21%), lifebloom (16%), rejuv (13%), and living seed (13%). This wasn’t typical for the whole night, however if you are ending up in a primarily direct-healing position a lot, living seed IS actually capable of doing a lot of healing.
- Wildgrowth is dropping lower than living seed for that fight because everyone spread out so much that it wasn’t hitting enough people, but Deconstructor was easy enough that it’s not a big deal. Dreambound Druid has some good advice for dealing with how to target Wildgrowth on a group.
- My high living seed % goes against the observation of the Notabear blog I was reading earlier today, however he does have some observations that may be worth taking into consideration. Notabear was primarily running 25-man, and mileage in different types of content (and for different raiding groups) may require adapting your talents & playstyle to what your specific raiding group needs. I like plugging other people’s work and highlighting that there is no one right way to do things sometimes.
- There were also times where I didn’t feel like I had all the tools I needed to be successful, but that could be due to me being a little bit undergeared compared to my raid group and the fact I’m missing 2 of my glyphs (nourish & wild growth) that I planned my build around. However, I haven’t felt that way in a long time. I really wanted something like a direct AOE heal that I used to have on my shaman (I miss you chain heal!). Wild Growth & rejuvs around the raid just didn’t feel sufficient for dealing with all the incoming damage. I’m not sure if it’s just that (as a raid) we need to get better at learning the strategies for fights.
I also got an e-mail from Jay, asking about the new Idol of the Flourishing Life. Grats On getting it as a drop from your raid! There are definitely some places where the idol would be helpful, however if I were you, I’d still hold onto the lifebloom and/or rejuv idols for other times where you aren’t relying on nourish. Averna didn’t give this very good reviews when it was first announced, and I haven’t yet seen any good reviews of the new Nourish idol at all. If you are doing a nourish-heavy healing thing, then it’s probably worth it, but I’m just not sure yet. Mostly, I just get frustrated about the relic system in general.
Posted in Patch 3.1 WotLK, Restoration Healing Trees | 10 Comments »
This is actually a question I don’t have an answer to.
I spent a lot of time during the PTR testing playing with the new glyphs (which they had made available on the special PTR vendor). Then, a few days ago, patch 3.1 hit the live servers. Since then, I have yet to see either of the new glyphs that I have been looking for.
I’ve been sitting at the AH waiting for the new glyphs to show up for the last several days, and they just aren’t there, or if they are there, they are ridiculously expensive (and people are buying ‘em anyway).
We do have Glyph of Survival Instincts, and Glyph of Barkskin, each up in the Elune AH for 100 gold each. Glyph of Wild growth popped up on the AH today, for 150 to 165 a piece.
However, we still don’t have Glyph of Nourish in our AH yet…
I’m waiting on Glyph of Wild Growth until it comes down to 100 gold or less… If I hold out a day or two, maybe it’ll become more reasonably priced.
Whose bad idea was it to make all the class’ most important glyphs be random world drops that no one would be able to find? I suppose it’s a good deal for the inscriptionists who get to monopolize the patterns and make 10,000 of gold off them in a day… but seriously?
I very rarely make posts just to complain about things, and usually spend all my time telling people to suck it up and deal… but I’m with Lavata on this one – what’s up with random world drop glyphs that we built our entire specs around and now can’t find (or aren’t at reasonable prices) several days after the expansion came out? Sometimes, random world drops just aren’t the way to do it.
Posted in Patch 3.1 WotLK | 14 Comments »