I'm basically a 'cookie cutter' 9/11/31 build... both PvP and instance healing alot, so my points aren't as focused as they could be. I went from 40-60 with a 7/11/33 build plan (pre-40 mainly feral up to feline swiftness), but the PvP'ing required a bit of rearrangement. The way you have it set up right now will be pretty solid for healing. Personally, I mix it up a fair bit with rejuv/regrowth/HT, depending on the situation...
That said... I have no points in improved HT or improved rejuv. In the restoration tree...
- 5 points in furor to allow feral charge or bash immediately after shifting.
- 5 points improved MotW.
- 5 in improved regrowth, as the crit heal can be a real lifesaver in PvP and PvE. Overhealing's an occasional issue, but not enough that I'd drop the talent.
- 3 points in Subtlety. More would be nice, especially when running varied groups where you may not have the best tanking/agro control/etc, but needed them elsewhere. In a solid group, this won't really matter, but I run non-optimal groups enough that I can see their effect.
The rest in the prerequitsites, Nature's Swiftness and Innervate of course.
Feral tree: main objective is Feral Charge...
- 5 points in ferocity. Lets you spam maul for less rage... more damage. Once had these points in Dem. Roar, but seems more useful to bring a target down faster than a minor bit of damage decrease.
- 2 points in Improved Bash. Extra stun time = more time to get your heals off.
- 3 points in Sharpened Claws. Just another place to dump points, and crit will help with our low DPS...
- 1 point in Feral Charge. Spell interrupter, on a 15s timer, which is a very helpful addition to the only other one we have--bash, which is on a 1 min timer (Starfire stun chance talent isn't reliable for spell interruption). Also lets you get close to the classes who don't want you close. Another thing which some have commented upon is possible extra threat generation if you add the feral charge effect to a mob when trying to grab agro (charge + taunt + swipe).
Balance tree:
- 1 + 4 points in Nature's Grasp/Improved Nature's Grasp. To get extra distance from those who you don't want up close, whether it be to run or heal...
- 2 points in Nature's Reach. Extra nuking/rooting range
- 2 points in Swiftshifting.
Was a bit of a tossup whether I wanted to shift a point from Reach into Swiftshifting, since I tend to shift a fair bit in solo and small scale PvP. But along came AV where with the mass PvP I was relegated to healing/rooting/nuking...
One of these days I may shift 10 points back into Feral for feline swiftness which I quite miss, but innervate is just too useful if things go awry in instances (and sought after for raids), and the crit regrowths are useful all over...
That said... I have no points in improved HT or improved rejuv. In the restoration tree...
- 5 points in furor to allow feral charge or bash immediately after shifting.
- 5 points improved MotW.
- 5 in improved regrowth, as the crit heal can be a real lifesaver in PvP and PvE. Overhealing's an occasional issue, but not enough that I'd drop the talent.
- 3 points in Subtlety. More would be nice, especially when running varied groups where you may not have the best tanking/agro control/etc, but needed them elsewhere. In a solid group, this won't really matter, but I run non-optimal groups enough that I can see their effect.
The rest in the prerequitsites, Nature's Swiftness and Innervate of course.
Feral tree: main objective is Feral Charge...
- 5 points in ferocity. Lets you spam maul for less rage... more damage. Once had these points in Dem. Roar, but seems more useful to bring a target down faster than a minor bit of damage decrease.
- 2 points in Improved Bash. Extra stun time = more time to get your heals off.
- 3 points in Sharpened Claws. Just another place to dump points, and crit will help with our low DPS...
- 1 point in Feral Charge. Spell interrupter, on a 15s timer, which is a very helpful addition to the only other one we have--bash, which is on a 1 min timer (Starfire stun chance talent isn't reliable for spell interruption). Also lets you get close to the classes who don't want you close. Another thing which some have commented upon is possible extra threat generation if you add the feral charge effect to a mob when trying to grab agro (charge + taunt + swipe).
Balance tree:
- 1 + 4 points in Nature's Grasp/Improved Nature's Grasp. To get extra distance from those who you don't want up close, whether it be to run or heal...
- 2 points in Nature's Reach. Extra nuking/rooting range
- 2 points in Swiftshifting.
Was a bit of a tossup whether I wanted to shift a point from Reach into Swiftshifting, since I tend to shift a fair bit in solo and small scale PvP. But along came AV where with the mass PvP I was relegated to healing/rooting/nuking...
One of these days I may shift 10 points back into Feral for feline swiftness which I quite miss, but innervate is just too useful if things go awry in instances (and sought after for raids), and the crit regrowths are useful all over...
Onyxia:
Kichebo - 85 NE Druid
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
Kichebo - 85 NE Druid
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.