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HealingAlong with healing spells Druid’s also have two abilities meant to save friendly targets from death: Rejuvenation Rejuvenation – This ability is a 12 second heal over time (HOT) . Every 2 seconds, “Rejuve” ticks off 1/6th of it’s total heal potential at a 415 mana cost—specialized, a Druid can reduce this cost. {+} 12sec HoT {+} Instant cast, 415 mana {+} w/1800+ healing, 750hp/2sec {-} HoT The healing done depends dramatically on the plus healing of the Druid. Roughly, Rejuvenation will do 750 healing per two seconds for a Druid with 1800 plus healing. Lifebloom Lifebloom – This is the most talked about heal of the Druid’s arsenal. This 7 second heal over time will heal every second until the last one which explodes for a larger heal. {+} 7sec HoT {+} Instant cast, 220 mana {+} 220/sec, 1800 on last sec {+} If removed, full last sec proc The spell costs 220 mana and typically it will heal for 220 every second with an 1800 heal on the 7th second for an 1800-plus healing Druid. Also, keep in mind that if this spell is removed it will automatically heal for the full 7th second heal. Regrowth Regrowth – This is the biggest immediate heal a Druid can do reliably. The 2 second heal can be reduced by the bonuses from four pieces of arena gear to a 1.8 second cast. {+} Heal + HoT {+} 2500hp + 423hp/3sec(x3) {-} 2sec cast Effectively it’s a 2,500 heal instantly with a 21 second heal over time that is heals roughly 423 every 3 seconds for an 1800 plus healing Druid. The heal can be “crit” for more healing so keep that in mind. Healing Touch Healing Touch – A Healing Touch is an extremely expensive and long heal for a druid. All Druids will pair this heal with Nature’s Swiftness, which will talk about below, but rarely cast it. The 3 second cast is arguably one of the longest in the game and therefore rarely used in arena. {+} Big heal {-} 3sec cast Tranquility Tranquility – This is a channeled spell that lasts 8 seconds which heals everyone in the Druid’s party every 2 seconds (4 times), similar to Regrowth. Since it’s a channeled spell it can be interrupted unless the Druid uses Barkskin before casting it. {+} Full group heal {+} 8sec HoT {-} Channeled (8sec) {-} 10min CD, 1650 mana This spell also ignores Line of Sight issues so it can heal people the Druid can not see. Either way the spell’s obvious graphics of small white pillars rising from the entire effected area are a good indication to at least throw some damage or crowd control on the Druid to stop the spell. The 10 minute cooldown and 1,650 mana cost make it extremely expensive especially if it gets interrupted. Nature’s Swiftness Nature’s Swiftness – NS is not technically a heal, but it's a crucial ability used with heals. An instant cast that does not trigger the global cooldown for spells, it can be used and followed immediately by a nature spell that will also be instant. {+} Instant Cast {+} Makes following spell instant {-} Affects only Nature spells {-} 3min CD Spells that work with Nature’s Swiftness in Arena are Cyclone, Roots, Hibernate, Healing Touch, Regrowth and Wrath. This is a Druid’s main save ability to keep someone alive but its 3 minute cooldown means that it is sparingly used by Druids to maximize its effectiveness. . Swiftmend Swiftmend - This spell causes Regrowth or Rejuvenation heals over time on the target to heal for the full effects of that heal immediately. So no matter what time is left on that heal over time it will give the full effect for that entire heal. {+} Causes full heal effect of HoTs {-} Costs 16% of base mana {-} Works only on Regrowth or Rejuve The big negative is that the spell with consume 16% of the base mana of the Druid. So in arena, forcing a Druid to Swiftmend is a great way to force them to consume their mana.
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