http://www.worldofwarcraft.com/info/classes/druid/talents.html?51432200030313303000000000000000000000000050500320501502000000
It is not a new spec, this is the typical HT build, the only reason i don't have it is to avoid losing Swiftmend, and because prior to the buff that "Intensity" is getting in the upcoming patch, i didn't think the ~50 mp5 is worth it, but with Intensity soon having double the effect, it is definitely worth looking into.
The seemingly endless mana that a paladin has, will no longer be unique, and will be rivaled, if not topped, by the Dreamstate/Intensity combo.
If you browse other forums, you'd see no one interested in discussing this spec, so i thought wth, i'll start one here, and maybe some people will be interested enough to reply/comment, or maybe even try it out.
Spec Stats:
- Intellect: As opposed to what is posted on the EJ forums (quoting: Druids value intellect the least out of all the healers, since we get
little benefit from spell crit and do not get bonus healing from
intellect through talents.) I wouldn't have commented had he said "ToL Druids", he just said "Druids". Intellect is the most valuable stat a HT Druid should be looking for, 25% of our intellect is added into healing and spell damage (look at spec details below for more information).
- Mana per 5: We spend most if not all of our time stuck in the "while casting" phase, this is mainly the reason why mp5 > spirit for HT.
- Spell Crit / Haste: (quoting: Spell critical chance and spell haste are so unimportant that they are essentially worthless.) Everytime a HT druid crits his next spell is 0.5 sec less cast time, and since Haste doesn't effect the amount of healing ur spells get from ur total +healing, the faster ur heals land the better.
As for Stamina and +healing, it comes with abundance on all the HT gear available.
Spec Details:
* Balance Points: (33 - ZOMG and u say ur a healer!)
Only listing the important talents, not the fillers.
- Nature's Grasp + Improved NG: A self buff, lasting for 45 seconds, 100% chance to root an enemy striking u, 1 minute cooldown - With the upcoming change and the ability to "root" indoors, this talent will be a lifesaver unless u get 1 shotted, but even then, the mob will be rooted and probably save other healers/skirt wearers lives.
- Control of Nature: Uninterrupted roots and cyclone - Same reason as above.
- Lunar Guidance: Increases spell damage and healing by 25% of your total intellect.
- Nature's Grace: 0.5 sec less cast time on ur next spell each time you crit.
- Moonglow: 9% less mana cost on all your spells with the exception of Lifebloom, Entangling Roots, Cyclone and Tranquility.
- Dreamstate: Regenerate mana equal to 10% of your intellect every 5 seconds, even while casting. That's a free ~+50 mp5.
The rest of the points in that tree are just fillers to get to the more important ones listed above.
* Restoration Points: (28)
Losing Swiftmend is the biggest hurt of this spec, but might prove to be affordable if your raid makeup allows it.
- Improved Mark of the Wild: +35% increased effects.
- Naturalist: 0.5 seconds less cast time on Healing Touch.
- Intensity: Allows 15% (30% in the patch) of your mana regenerationg to continue while casting.
- Subtelty: (2/5 - 8% reduced threat)
- Tranquil Spirit: 10% less mana cost on Healing Touch and Tranquility. Combined with Moonglow from the Balance tree, your Healing Touch's mana cost is now reduced by 19%.
- Nature's Swiftness
- Gift of Nature: Increases the effect of all healing spells by 10%.
- Empowered Touch: Healing Touch gains an additional 20% of your bonus healing effects.
Add to that, the attention that HT is getting with Tier 6 healing druid set: 4p Bonus = "Increases the healing from your Healing Touch ability by 5%" - This is not 5% of your base HT heal, and not 5% added from your total +healing, this is 5% added to your total healing touch hit, so say your healing touch is hitting for 6k, add 5% of 6k.
I will be adding gems/enchants, and a small chart comparing HT Druid with ToL Druid and Paladin.