View Full Forums : LEVEL 60 SPELLS:the good, the bad and the ugly redux


Boudica54
04-02-2003, 06:30 AM
as a 62 druid with all 61/62 spells (cept imbue storm)...but still unable to afford some 60 spells....wanted some feedback

just bought 60 Moonfire for 1111 plats...

dont have:
Mask Hunter...Mask Stalker..Natures Recovery

worth 17k to 20k?

Wyndfoot
04-02-2003, 06:38 AM
you'd be crazy to spend anything more than about 1k for Nature's recovery. The 2 masks spells may cost you between 5-10k depending on server availablity. I would by stalker first if you have the opportunity. Hunter is nearly the same, other than the indoor restriction.


Elder Wyndfoot
65th Storm Warden

Aquila Swiftspirit
04-03-2003, 07:28 AM
If you can buy Stalker, don't bother with Hunter!

duranstorm
04-03-2003, 08:07 AM
nature's recovery is worthless with the new heals

mask of the stalker is just mask of the hunter with no outdoor only restriction, so just look for mask of the stalker. and yes, it is worth it if you have the cash for it. 3 mana regen that stacks with everything, more or less

DS

Palarran
04-03-2003, 04:34 PM
I wouldn't say worthless. Any healing you can get in that doesn't require casting during the actual fight is helpful. With spell casting reinforcement to make it last longer, it can become somewhat efficient. Mine lasts 5.1 minutes, at 30 hp/tick, or 1530 hp for 250 mana.

Hmm...I may have to start taking someone's suggestion of using that to top people off.

Tiane
04-03-2003, 04:39 PM
If NR didnt take forever to charge after memming it *might* be *semi* useful.

Anyway, get yerself hunter or stalker. I lived with hunter for years (pre-luclin) and just learned to cast it right before going inside to a dungeon.

Tia

Spuzy
04-03-2003, 06:38 PM
I still use Nature's Recovery :X, lol. Nice if you can afford to mem it and throw the spell around on group members or yourself before engaging an AE casting monster.

Tiniane
04-14-2003, 03:15 AM
I very rarely de-mem Nature's Recovery - it's a very useful and often quite under-rated spell.

If I'm the primary healer in an XP group I notice a visible difference in the amount of heals I need to throw at the main tank if I keep NR on him at all times.

Keep NR on your monks in a raid and you'll notice a sharp decrease in the amount of healing they need.

Any big encounters where the clerics drop a Celestial heal on the MA before pull, add NR to the mix for added regen.

But on balance I would get Mask of the Stalker first, then Nature's Recovery :)

Hugs,
Tiniane.

malibu1966
04-15-2003, 04:57 PM
I have Mask of Hunter and NR. I have Hunter on all the time, I recast it before heading inside and it lasts a long time. Its the first spell I cast after a rez to get the mana back :) .

I bought NR for 500pp in Bazaar, not sure if its worth that - for me anyway. The recycle time makes the spell practically useless, it just sits there using up a spell slot. You can only cast it on two people in your group, it'll wear off the first person before you can cast on a third. I think it would be a pretty nice spell if recast time was 10 or 12 seconds - or if it were a group spell, but 90 seconds per target is ridiculous.

I may pull it out if I have crazy necro or Shaman in group who keeps trying to eat themselves, or if a tricky pull is coming up (FD monks have to love regen), but its hard to justify keeping this in a spell slot for 900pts/3min healing, or 1800/3 min if you can manage to keep it going on two players at once.

Hmmm, on second thought I just may give the spell another try. Chain casting it on the Puller/Tank, or Tank/Me :) , or Tank/Chanter may be worthwhile. Keeping 30hp/tick regen on two players in group is pretty good, I just need to ignore the dead spell slot ...

iegil
04-16-2003, 06:39 AM
I would recommend getting Mask of the Stalker.

Natures Recovery is utterly useless in POP. A 30 hp /tick regen spell with with a multiminute recast time just plain sucks when trash mobs in Plane of Valor routinely swat for 300-500hp.

Blessing of Recovery which is a group regen spell for 20+ hp/tick is much more important and I'd recommend saving your cash for it vs buying Natures Recovery.

Moonfire also represents a good value being a great damage/mana ratio spell.

Keep in mind all of the 60th level spells are replaced within the next 5 levels. I'd save my cash for the new ones personally unless something was just a great value. Moonfire for 1111pp is a great value. I paid 20kpp for mine.

Iegil Eyriewind
Fury's Edge

Allmine Notyours
04-19-2003, 05:42 AM
Important note about NR... It stacks with 61 regen Replenishment.

NR = 30/tick, Replenishment = 25/tick, Total 55/tick

If you don't think that that makes a difference when your healing then your crazy o)

The recast time could be better but considering the times that I use it I am rarely cast it on more than one person in my group I don't miss it for 90 secs while it "recharges".

Allmine Notyours
61 Hierophant of Karana
Mythrilmoon Mystics
the 7th Hammer

Palarran
04-19-2003, 08:11 AM
I usually keep it on one person in my group too. It's nice to have healing, however small, taking place during times when I need to think about other things.

Normally to time spells I cast a spell on myself and then on someone else. With a long refresh time this isn't practical for nature's recovery. Instead I use wrath of the wild for timing. Wrath of the wild has a 4 minute reuse time, and nature's recovery lasts 5:10 for me...close enough.

Tudamorf
04-20-2003, 02:54 PM
Allmine says: The recast time could be better but considering the times that I use it I am rarely cast it on more than one person in my group I don't miss it for 90 secs while it "recharges".

Nature's Recovery = 900 hp over 3 minutes for 250 mana (3.6 to 1 ratio)
Nature's Infusion = 1750 hp instantly for 500 mana (3.5 to 1 ratio)

If you have Nature's Infusion, it's foolish to dedicate a slot to Nature's Recovery.

Nature's Recovery was semi-useful in Luclin, now it's beyond useless.

Ainwen63
04-20-2003, 10:48 PM
<blockquote><strong><em>Quote:</em></strong><hr>Nature's Infusion = 1750 hp instantly for 500 mana (3.5 to 1 ratio)[/quote]

Thats also excluding foci like Marr's Gift and Improved Healing IV.

Kalsii
04-21-2003, 05:43 AM
Could say the same about Enhancement Extension, but the analysis is still correct.

Paldor
04-21-2003, 07:03 AM
I would not say Nature's Recovery is worthless.

I really hate that people in "end game" start saying that things are "worthless."

Yeah.. If you are fighting mobs that hit for over 1000 damage per smack, a spell that heals 30 per tick may be worthless to YOU. That does not mean that it is a worthless spell.

With only Regrowth + NR on the Main tank in Velks last night I only needed to do additional heal on the main tank maybe 3 times in 2 hours (I was sole healer). It was a convienience that allowed me to Fire Debuff and do some nuking rather then worry about only the 10 sec cast Complete Heal.

Tudamorf
04-22-2003, 04:29 PM
Paldor says: If you are fighting mobs that hit for over 1000 damage per smack, a spell that heals 30 per tick may be worthless to YOU. That does not mean that it is a worthless spell.

It has nothing to do with what you're fighting. If you have Nature's Infusion, Nature's Recovery offers no advantages and a number of disadvantages.

Scirocco
04-22-2003, 05:31 PM
<strong>With only Regrowth + NR on the Main tank in Velks last night I only needed to do additional heal on the main tank maybe 3 times in 2 hours (I was sole healer). It was a convienience that allowed me to Fire Debuff and do some nuking rather then worry about only the 10 sec cast Complete Heal.</strong>



You miss the point. Every time you cast NR you could have been casting NI instead. It would have healed the tank all at once, and it doesn't take forever to refresh. The 10 sec percentage heal is irrelevant here.

If you have NI, there's no point in ever memorizing NR.

Spuzy
04-22-2003, 06:48 PM
I never cast NR when I have to "heal." I only use it in between fights or right before fights...it helps, especially in elemental PoP where there is a LOT of DoT spells that hit you. With EE3 and some buff duration focus, it lasts a long time (not exactly sure how much more it heals for...)! I always try and cast it on myself before I know a DoT casting type monster is being pulled. With NR and BoR, it cuts down quite a bit on the damage taken from a DoT, even one from the Rathe Council...OW! Not having to worry about myself, allows me to better cast the "real" heal spells on others.

Furthermore, there's hardly any agro casting this spell as opposed to casting NI. In certain situations, it's actually better to cast this as opposed to casting an instant heal like NI. Oh, and most pullers like this too (I think, although they never complained about it yet :) )!

Aluaeia
04-22-2003, 08:48 PM
The thing is though, I'm sure we're all well aware of the agro associated with NI.

If you cast NR right before the fight, you get zero agro. Also, the extra regen is useful for pullers who may be out of heal range otherwise. (see: why monks wear fungi tunics)

Allmine Notyours
04-23-2003, 07:04 AM
To quote myself:
"If you don't think that that makes a difference when your healing then your crazy o)"

What makes you think that I was referring to this spell being useful based on a mana ratio? If that was my purpose then I would just be singing the praises of our Percent heal line when cast so it hits right at 25 percent life. Please think out of the box. Most of our healing spells have their place and use.

Why would you use a heal over time? When cast before fights and inbetween pulls it continues to work for you during the fights! Spectacular right? What is it doing for you? Buying you time at a cost of ZERO time from you during the fight. More time to debuff... DD... fast heal somebody... cybor... or even just meditate.

The only reason that I can see somebody not using this spell is the recast time. This means you understand the value of the spell but you just can't spare the spell slot based on value of other spells. This is very understandable and we have to make tough decisions about spell slots all the time. Which is why to refer back to my earlier post I said it could have a better recast time as this would help get this spell used more as you could mem and cast quickly instead of having to devote a slot to it to make it useful.

To refine my point... don't discount this spell just because you don't see a use for it. And definitly don't judge this spell by holding it up and comparing it to a spell that is quite frankly a different animal.

Allmine Notyours
61 Hierophant of Karana
Mythrilmoon Mystics
the 7th Hammer

Paldor
04-23-2003, 08:18 AM
I think it is irresponsible to call a spell worthless/useless, mearly because you have attained a level you no longer use it.

I no longer use "Greater Healing".. Should I label it worthless/useless? it might be that to me.. but definatly not to a level 29 druid.

I do not have Nature's Infusion. I really don't care if that spell makes Nature's Recovery "useless," because I am not level 63 and will not be for some time to come.

I see in your last post that you were comparing it to Nature's Infusion, and I get your point. I just hope you get mine.

better to say: "If you are level 63 or higher you will not find much if any use for Nature's Recovery."

Otherwise.. We are going to confuse newer druids when they get level 60 and say "Oh.. Nature's Recovery.. wait.. they said it was useless."

Tudamorf
04-23-2003, 10:36 AM
Paldor says: better to say: "If you are level 63 or higher you will not find much if any use for Nature's Recovery."

That's what the posts say. If you have Nature's Infusion, Nature's Recovery is useless. You can't be level 60 and have Nature's Infusion, and yes, for those three levels Nature's Recovery will be somewhat, vaguely effective, though far less so than it was during Luclin.

For those who have Nature's Infusion but still suggest to cast it on the puller so that it "works between heals", I have to chuckle. The amount healed is too pitiful to warrant it, especially since you're going to be in PoP at level 63+, where one round of combat is commonly more than the total heal amount of the spell. At least with regeneration spells, you have a super mana efficient heal that doesn't waste a spell slot and lasts a very long time, so it's good on players who get hit very little.

Khardan
04-23-2003, 11:45 AM
I still use this spell often at 65 (and I have KR/NI) for some "ring" style raid encounters due to instant-heal aggro with multiple heavy hitting mobs in camp - stacked with BoR is 60/tick. . .add to this whatever AAs, and Regeneration effect items (AoB etc)then recipient has and you have significant regen going on. . .enough to allow a healer to wait a lil longer on a heal. . .enough to keep casters "topped off" without having to gain aggro by healing them, etc.

In case no one has noted its near-death for a druid to heal with 5+ raid mobs inc

Insofar as xp groups go. . .these regens, coupled with with hand/illum make for some serious damge reduction on whoever is tanking, very useful when no cleirc is available for your group

K-Moo
Storm Warden

Tiane
04-23-2003, 12:46 PM
I sometimes cast NR on the mage for his lava swim to the pofire arm-bird area.

If he hasnt already run off by the time it charges...

Echo the others, NI makes NR irrelevant.

Tia

iegil
04-24-2003, 08:51 AM
I believe if you look back at the original poster, he is a 62 druid. Yes, at level 60, Natures Recovery is useful.

Your not gonna change my mind on this spell about its utility, I paid 3k for it when I turned 60th level in a Temple of Veeshan capable guild. I thought it sounded really cool at the time.

Typically, I keep only one heal up for grouping/raids. Thats Natures Infusion. Why? A properly played druid needs 12 to 14 spell slots to keep everything up he needs. Something that takes 90 seconds to pop is not something I'm going to put in a slot when I can hit natures infusion and be done in 3 seconds. If I need extra push as a healer, I have Spirit of the Wood to regen with a 22 minute recast and no spell slot dedicated to it.

Further, explain to me how Natures Recovery, is more useful to buy than say... Mask of the Stalker, Moonfire or the Wolf-form for level 60.

Aluaeia
04-24-2003, 01:03 PM
Anything is more useful than level 60 wolf form.

Yes, even Destroy Summoned.

Palarran
04-24-2003, 10:12 PM
Oh, another use for nature's recovery...

Soloing greens/light blues, especially ones that are likely to interrupt heals, or summon or are immune to snare. Once in a while, for a change of pace, I like to go through grieg's end, killing minor named mobs when I can. Especially after atk debuffs, regen goes a long way, and my 61 point damage shield does a lot of damage. The less healing I have to do in the middle of battle the better. Look at it this way...I can cast nature's recovery, meditate back to full, and then have the mana available in the middle of the fight that would normally have gone to an extra NI.

It may be a situational spell, but those situations make it well worth a few thousand or so for me.

And assuming all heals actually heal for their full amount every time, nature's recovery is more mana efficient than nature's infusion for me. The key is the +70% to buff duration from AA's and my 8th shawl, which more than offsets modifiers to NI.

Nature's Recovery: 6.1:1. 30 hp/tick regen for 5.1 minutes = 1530 hp for 250 mana.
Nature's Infusion: 5.2:1. 2082 + 16% chance to crit for an extra 2082, plus 1-20% of 1750 (do crit heals double this?). Average heal 2599 for 500 mana.

Kulothar
04-25-2003, 04:53 AM
I use NR more often than NI as my spot heal for a couple reasons.

On myself before pulling for a green AoE farming pull.
On myself before entering a dangerous area where I could agro.
On the puller before he heads out (including myself if pulling).
On the Main tank at the start of the battle.
On the secondary or rampage tank that is getting minor but consistant damage.
On the person Dot'ed.

But the overall reason I use it is agro.

Since the past couple of patches there are spots where the mobs summon you as soon as you start to cast CH or NI so you can't get it off. They don't summon you for NR.

In CT last week NR was the only spell the druids could get off consitantly (and Celetial for clerics). When a bad pull brought 4 summoners (two enc's were first to die). It kept our main tank alive until all 4 healers (2 clerics and 2 druids) were killed from heal agro since none of us could get a CH or NI off.

In NToV and Kael we were experiencing simular CH= InstaSummon.

I use NI for a lot of situations and NR may not be an uber spell but not useless.

grogndog
04-25-2003, 05:52 AM
I cast it on the pulling tank along with replenishment. When the MT returns it adds a small amount of aggro free healing that works while he is out of range and when he gets back into range. I am medding while this is working on him with the incomming mob out of range. This often buys me a few extra seconds to get off heals before he hits the last bubble of health or dies and untill the slower decides its safe enough aggro wise to cast slow. Sometimes when I and secondary healer are patch healing till the slow goes off, not enough time for some of the other heals. Loading him up with NR buys a bit of extra time and at least once saved the mt from dying the other night. This was in POS btw, so it is useful imo even for the POP zones.

Tiane
04-25-2003, 12:13 PM
I dont think anyone really doubts that NR *can* be useful, on rare occasion. The point is that to dedicate a precious spell slot to this spell on the rare chance that situation might occur is foolish considering how many other spells are far more likely to be needed.

As a regen it's too short. As a HoT it's not powerful enough. The recharge time makes it all but useless. If you suddenly find yourself in a spot that casting it might help, by the time you mem and it charges, that situation has passed.

For all intents and purposes it's a practically useless spell, especially if you have NI.

Tia

Tudamorf
04-26-2003, 12:57 AM
grogndog says: When the MT returns it adds a small amount of aggro free healing that works while he is out of range and when he gets back into range.

What is that, 1 tick? 2 ticks? That's 30-60 hp, not even a pixel on a tank's health bar. It won't buy you anything other than a wasted spell slot.

Before Tunare's Renewal and Nature's Infusion, Nature's Recovery was quasi-useful because it was our most efficient heal and the effect was noticeable versus average XP stuff. Tunare's Renewal ended all that. Nature's Infusion nailed the coffin. I seriously think you should reexamine this spell before you load it again.

Aluaeia
04-26-2003, 06:33 AM
The only time I load NR is when I'm soloing summoners without pet.

iegil
04-28-2003, 06:33 AM
Getting back to the original poster.

<blockquote><strong><em>Quote:</em></strong><hr>dont have:[/quote]
<blockquote><strong><em>Quote:</em></strong><hr>Mask Hunter...Mask Stalker..Natures Recovery[/quote]
<blockquote><strong><em>Quote:</em></strong><hr>worth 17k to 20k?[/quote]

Mask of the Stalker:
Yes, worth every penny. It's 3mana/tick regen which makes it equal in value to Boots of Flowing Slime for mana regen. Price those in the bazaar.

Natures Recovery:
Everyone plays a druid differently. But its value is nowhere near 20kpp or even 10kpp. I understand lots of people cast it for regen to deal with healing issues. As of now, the heal aggro has been generally fixed on the servers. If your MA needs a zero aggro heal due to the number of mobs pulled, your prolly better off evac'ing.

Might be interesting to keep it up for raid situations, but I never have a spell slot for it. Kinda suprised anyone would with all that druids get asked to do.

Casai
05-05-2003, 09:25 AM
regen is great for many situations
as u can see I 2 box dru/war and if I just have self buffs low haste on war its much better to have regen then to heal for 3k another time. Great for Ssraa mobs do max hit 400 but most of the time they miss anyways so regen is perfectly fine to heal giving me time to debuff/dot and then med :)

Duradam
05-14-2003, 11:33 AM
As a tank, I'd point out that if a druid hits me with NR on inc, then heals me with the % heal OR NI, i'm getting a net total of more hps per second healed than without NR. (Helps to get buffed to the point that the % heal won't be a cheal ;p ). More hps healed per seconds means less impact from the mob's dps. Its usually not needed, but there are certainly times when a heal over time used in conjunction with a direct heal rocks. :