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Utolsó módosítás programmer, ekkor: 2014.06.20.
In this article, we present you with various talent trees for Restoration Druids (WoW 4.3) that you can use in specific situations. We also give you pointers for customising your talent tree and adapting it to a particular boss. The other articles of our Restoration Druid guide can be accessed from the table of contents on the left. 1. Common Talent Builds↑topThe following talent build is a common choice for Restoration Druids. It takes most of the healing-increasing talents and does not take Nature's Cure, the talent that allows Restoration Druids to remove magical debuffs.
This talent build is also very common. It takes Nature's Cure and also provides you with a larger mana pool, at the expense of slightly lower throughput from the missing points in Genesis.
2. Customising Your Build↑topAs a Restoration Druid, few of your talents are fixed and you have a lot of room for customisation. Despite this, we will only present you with those choices that are actually meaningful in the current state of World of Warcraft. Additionally, we will explain what each of your important glyphs does. 2.1. TalentsRestoration Druids have a very large number of potential talents to take, leading to an enormous amount of possible talent builds. Given that these talents will all be gone in Mists of Pandaria and no new content will be released while they are in place, we will only present you with a few variations that are useful in current content.
2.2. GlyphsThere is no discussion to be had in regards to the glyphs that actually affect your healing performance. Other glyphs provide utility or otherwise make some things more comfortable, but are of little impact, ultimately. 2.2.1. Prime GlyphsYou should use the following 3 Prime Glyphs in all cases:
2.2.2. Major GlyphsThe following two Major Glyphs should always be used:
For your final glyph, you will have to decide, on a case-by-case basis, whether or not you want to use Glyph of Wild Growth. This glyph causes your Wild Growth to affect an additional target, but it also increases its cooldown by 2 seconds. The result of using this glyph is that you gain higher healing throughput (assuming that there are 6 players to be healed, so, predominantly in 25-man raids) from Wild Growth casts, but your uptime with it is lower (the HoT lasts 7 seconds and, with the glyph, the cooldown becomes 10 seconds). This frees up a global cooldown, allowing you to weave extra spells in. You will have to decide how important healing a 6th target is to you in the encounter, compared to having higher uptime of Wild Growth. If you do not choose this glyph, you can take any other Major Glyph you want, as they are all mostly useless to you anyway. 2.2.3. Minor GlyphsNone of the Minor Glyphs is mandatory, so you can freely choose from these four glyphs:
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