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  • Author: LYFE
  • Added: 2023/12/10
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The Herbalist: Nature Healing Build Guide


Build by: LYFE



Table of Context

  1. Introduction
  2. Lore: The Herbalist
  3. Build Guide
  4. How it works: Time-Bind
  5. How it work: Healing Touch
  6. How it works: Chain Heal
  7. Abilities & Talents (Overview)
  8. Healing Abilities, Talents, & Miscellaneous
  9. Spell Haste % and Haste Rating
  10. Increase Healing % and Healing Spell Power
  11. Increase Critical Chance %
  12. Mana Regeneration & Cost Reduction
  13. Rotations
  14. Fresh Start: Level 1
  15. Ability Cards & Talent Cards
  16. Card Choices
  17. PvE: Talents & Abilities
  18. PvP: Talents
  19. PvP: Abilities
  20. Mystic Enchants
  21. Spreadsheet
  22. Q & A



INTRODUCTION

Welcome to Season 9 heroes! With the introduction of Destiny's Dawn update, we are granted the chance to play with multiple Legendary mystic enchants in the form of Talents. With this we can build something different, unique, and somewhat broken if done right. I've played with all kinds of healer, such as Steward of Eternity, Overflow to Frugal Disposition. We can identify what made these builds strong and combined the core aspects into a singular build for perfection.

I enjoy playing Healer builds that are generally tanky with the ability to heal the entire team, one that can withstand and tank multiple DPS build as you walk away unharmed. I also love hard cast builds with extreme haste in addition, quickly casting heals or harmful spells onto enemy targets. Let us build something simple to use, yet has a bit of complexity and depth.

LORE: THE HERBALIST

In the mystical realms of Azeroth, a new class emerged known as the Herbalist. Born from the deep connection with the natural world, these skilled individuals harnessed the power of plants to mend wounds and bolster their allies on the battlefield. Originating from the heart of the Emerald Dream, where the lush, vibrant essence of nature thrives, the Herbalists were entrusted with the sacred duty of preserving the delicate balance between life and death.

Through years of communion with the land and the whispers of ancient spirits, they learned to harness the latent healing energies within plants and seeds. With every step, the Herbalist planted the seeds of renewal, and as they blossomed, so did the strength and vitality of their comrades. As whispers of their healing prowess spread across Azeroth, Herbalists became revered guardians of life, walking the path of the Green Envoys to restore harmony to the war-torn lands they called home.

BUILD GUIDE

Since your main spells for healing has a long cast time, it would be wise to increase your spell haste to quickly heal your allies. In this section, I'll go over the synergy of talents and spells that increases your spell haste in a tremendous amount and explain how each individual spell provides beneficial buffs and effect to enhance your healing capabilities. Keep in mind that with Season 9 Destiney's Dawn, players can have multiple Legendary Mystic Enchants in the form of talents, while abilities granted by Mystic Enchants are now separated individually as their own ability; untied to the Mystic Enchant itself. Because of this change, it opens the door for further theorycrafting and min-max builds. Including weird and wild ideas that often synergizes with a new playstyle.




How it works:

TIME-BIND


Time-bind Ability — Creates a bond with your ally. After 6 sec, it applies a periodic heal, restoring 30% of the damage taken during the bond. This effect is increased by healing power.

✅ No longer tied to the legendary mystic enchant Steward of Eternity. Because of this, we can weave this instant cast spell into our rotation to grant amazing buffs.
Borrowing Time Talent — Casting Align, Time-Bind and Synchronize can now trigger your Borrowed Time.
Borrowed Time Talent — Grants 20% spell haste for 6 sec after casting Power Word: Shield. This effect is consumed by your next non-instant spell. Also increases the amount absorbed by your Power Word: Shield equal to 40% of your healing power.

Words of Healing Talent — While Borrowed Time is active, your critical effect chance with direct heals is increased by 20%.

Words of Time Talent — Your Borrowed Time is no longer consumed when casting.
"Even the greatest of civilizations shall fall victim's through the course of time, in which mother nature engulfs all."



HEALING TOUCH


Healing Touch Ability — Heals a friendly target for 21 to 29.

✅ Healing touch will be your main casted healing ability. Casting this ability will grant beneficial buffs to enhance your healing further.
Nature's Grace Talent — All non-periodic Druid spell criticals have a 100% chance to grace you with a blessing of nature, increasing your spell haste by 20% for 4 sec.

Living Seed Talent — When you critically heal your target with Healing Touch you have a 100% chance to plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next hit by a direct spell or attack. Lasts 15 sec.

Garden of Growth Talent — Your Healing Touch criticals now grant Garden of Growth to allies. Upon reaching 3 stacks, plants a Living Seed on your ally and blooms all Living Seeds within 10 yards without consuming them. Stacks up to 3 times.

Healing Seeds Talent — Healing Touch now applies Living Seed, if known, on non-critical heals

Overflow Talent — Healing Touch now also heals an additional party or raid member within 8 yards for 30% of the healing done.

Earth Shield Ability — Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 23% and causing attacks to heal the shielded target for 62 (doubled against monsters). This effect can only occur once every 3 seconds. 4 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time.

✅ Using Healing Touch will grant Earth Shield charges. Because of this, you will not need to recast this ability.
Earth's Blessing Talent — Healing an ally affected by your Earth Shield using Healing Wave or Healing Touch now restores two Earth Shield charges and grants them Earth's Blessing. Increases your chance to critically heal the target by 3%. Stacks up to 3 times and lasts 10 sec.

Lifebloom Ability — Heals the target for 42 over 7 sec. When Lifebloom completes its duration or is dispelled, the target instantly heals themself for 207 and the Druid regains half the cost of the spell. This effect can stack up to 3 times on the same target and can be active on multiple targets at a time.

✅ Using Healing Touch will grant refresh the duration of your Lifebloom. Because of this, you will not need recast these abilities.
Evergreen Talent — Your Regrowth and Healing Touch now refresh the duration of your Lifebloom.



CHAIN HEAL


Chain Heal Ability — Heals the friendly target for 192 to 214, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump reduces the effectiveness of the heal by 40%. Heals 3 total targets.

✅ Chain Heal will be your second healing ability that you will primarily cast. This ability is great for raid healing, or healing multiple targets. You would typically want to use Chain Heal when you have buffs active to enhance it.
Flowing Talent — Casting Healing Touch now grants you Flowing. Reaching 4 stacks grants you Overflowing. Overflowing Increases the healing of your next Chain Heal by 50%. Lasts 15 sec.

Overflowing Grace Talent — Your Overflowing now also causes your next Chain Heal to grant Natures Grace. Spell casting speed increased by 20% for 4 sec.

Overflowing Cultivation Talent — Your Overflowing now also causes Chain Heal to apply Living Seed.

Healing Touch Ability — Heals a friendly target for 21 to 29.
Symbiotic Serendipity Talent — Healing Touch can now trigger your Serendipity talent.
Serendipity Talent — When you heal with Binding Heal or Flash Heal or cast Renew the cast time of your next Healing Rain or Chain Heal spell cast time and mana cost is reduced by 15%. Stacks up to 3 times. Lasts 20 sec.

✅ Using Healing Touch will provide beneficial buffs that will enhance your Chain Heal, allowing it to heal more, fast cast, and more!
Transcendental Embrace Talent — Critical healing with Lesser Healing Wave, Healing Wave, Regrowth, and Healing Touch now grant you Transcendental Embrace. Transcendental Embrace: Your next Chain Heal has 10% increased critical strike chance, 15% reduced cast time, and jumps to an additional ally. Stacks up to 3 times and lasts 20 sec.

Serendipitous Nature Talent — Consume Serendipity now also affects Chain Heal and Healing Rain.

Divine Grace Talent — If Serendipity is consumed at 3 stacks then you will gain Divine Grace. Divine Grace: Hastens your next Nature or Holy spellcast by 8%. Lasts 5 sec.

Abilities & Talents (Overview)

As previously explained, we can now see the overall picture of what the build does and how each talent and ability will synergize with each other. In this section of the guide, I will go over each talent and ability you would like to "lock-in" as you continuously build your Herbalist Healer.

In Season 9’s Wildcard Mode, both Abilities AND Talents are random! Once you reach level 10, you’ll start rolling new abilities and talents:
  • You’ll roll a new talent every level
  • You’ll roll a new ability every 2 levels
Both Abilities and Talents have rarities. They can be common, uncommon, rare, epic or even legendary. You’ll also roll brand new skills discovered from Shattered Mystic Enchantments. There are all sorts of new skills and talents, and there are no rarity limits. Essentially what this means is you can get a 5/5 Talent at the cost of a 1 Talent.


Feel free to use this list as a check list of Talents and Abilities you will want to "lock-in":
Healing Abilities, Talents, & Miscellaneous
  1. Healing Touch Ability — Heals a friendly target for 21 to 29.
  2. Garden of Growth Talent — Healing Touch criticals grant Garden of Growth. Reaching 3 stacks plants a Living Seed and blooms all Seeds without consuming them. Stacks up to 3 times.
  3. Healing Seeds Talent — Healing Touch now applies Living Seed, if known, on non-critical heals.
  4. Living Seed Talent — When you critically heal your Healing Touch you plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next hit.
  5. Overflow Talent — Healing Touch now also heals an additional party or raid member within 8 yards for 30% of the healing done.
  6. Evergreen Talent — Your Regrowth and Healing Touch now refresh the duration of your Lifebloom.
  7. Chain Heal Ability — Heals the friendly target then jumps to heal additional nearby targets.
  8. Earth Shield Ability — Protects the target, causing attacks to heal the shielded target for 62 (doubled against monsters). This effect can only occur once every 3 seconds. 4 charges.
  9. Lifebloom Ability — Heals the target over time. When Lifebloom completes its duration or is dispelled, the target instantly heals themself. Stack up to 3 times.
  10. Natural Alacrity Ability — Your next Druid Nature spell becomes an instant cast spell. In addition, the effectiveness of your Nature healing spells are increased by 10% for 20 sec.
  11. Overflowing Cultivation Talent — Your Overflowing now also causes Chain Heal to apply Living Seed.
  12. Blessing of the Divines Talent — Your direct Holy and Nature heals now have a chance to trigger a random blessing.
  13. Titan's Grip Talent — Allows you to wield a Two-Handed Axe, Mace, or Sword in each hand. Also allows for a weapon to be held in the off-hand while a Staff is equipped.
  14. Beacon of Light Ability — The target becomes a Beacon of Light. Any heals you cast on those others will also heal the Beacon target for 40% of the amount healed.
  15. Cleanse Ability — Cleanses a friendly target, removing 1 poison effect, 1 disease effect and 1 magic effect.

Spell Haste % and Haste Rating
  1. Nimble Mind Ability — Increasing your spell haste by 5% and reducing the mana cost of your spells by 10% but increasing your damage taken by 5%.
  2. Create Spellstone Ability — While applied to target weapon it increases damage dealt by periodic spells by 2% and spell haste rating by 20. This effect lasts for 2 hours.
  3. Natural Focus Talent — Increases your spell haste by 3% and reduces the pushback suffered from damaging attacks while casting by 100%. Stuns and Disorients that hit you while casting any Nature healing spell have their duration reduced by 30%.
  4. Nature's Grace Talent — All non-periodic Druid spell criticals have a 100% chance to grace you with a blessing of nature, increasing your spell haste by 20% for 4 sec.
  5. Time-bind Ability — Creates a bond with your ally. After 6 sec, it applies a periodic heal, restoring 30% of the damage taken during the bond. This effect is increased by healing power.
  6. Borrowing Time Talent — Casting Align, Time-Bind and Synchronize can now trigger your Borrowed Time talent.
  7. Borrowed Time Talent — Grants 20% spell haste for 6 sec after casting Power Word: Shield. This effect is consumed by your next non-instant spell.
  8. Words of Time Talent — Your Borrowed Time is no longer consumed when casting.
  9. Alacrity Talent — Increases your spell haste by 6%.
  10. Serendipity Talent — When you heal, the cast time and mana cost of your next Greater Heal or Prayer of Healing spell is reduced by 15%. Stacks up to 3 times. Lasts 20 sec.
  11. Symbiotic Serendipity Talent — Healing Touch, Healing Wave, Lesser Healing Wave and Riptide can now trigger your Serendipity talent.
  12. Serendipitous Nature Talent — Serendipity now also affects Chain Heal and Healing Rain.
  13. Overflowing Grace Talent — Your Overflowing now also causes your next Chain Heal to grant Natures Grace. Nature's Grace: Spell casting speed increased by 20% for 4 sec.
  14. Transcendental Embrace Talent — Critical healing with Healing Touch now grant you Transcendental Embrace. Your next Chain Heal has 10% increased critical strike chance, 15% reduced cast time, and jumps to an additional ally. Stacks up to 3 times and lasts 20 sec.
  15. Gift of the Earthmother Talent — Increases your spell haste by 5% and increases the periodic healing of your Lifebloom by 30%.
With Spellstone, Master Conjuror, on both weapons (main-hand staff), we're looking at 156 Haste Rating @60, which is 9.89% Haste. Collectively it is around 81% Haste for Healing Touch. Using the spellhastecap calculator online, Healing Touch would be under 0.9 seconds.
To put it into perspective, Nature's Grace for 20% Haste and Borrowed Time for another 20% haste, with Spellstone and passive Spell Haste talents, this is what our Healing Touch would look like:

Increase Healing % and Healing Spell Power
  1. Gift of Nature Talent — Increases the effect of all Nature healing spells by 10%.
  2. Purification Talent — Increases the effectiveness of your Nature healing spells by 10%.
  3. Flowing Talent — Casting Healing Touch now grants you Flowing. Reaching 4 stacks grants you Overflowing: Increases the healing of your next Chain Heal by 50%.

Increase Critical Chance %
  1. Earth's Blessing Talent — Healing with Healing Touch on Earth Shielded targets restores 2 Earth Shield charges, grants them Earth's Blessing: Increases critical by 3%. Stacks up to 3 times.
  2. Naturalist Talent — Increases critical strike chance of your Healing Touch by 9%. Physical damage dealt increased by 3%.
  3. Nature's Majesty Talent — Increases the critical strike chance of your Healing Touch spell by 6%.
  4. Raze Talent — Increases your spell critical strike chance by 6%.
  5. Words of Healing Talent — While Borrowed Time is active, your critical effect chance with direct heals is increased by 20%.
We're looking at roughly at 50% critical chance, not including gear.
With Mystic Enchants of Elune's Blessing and Nature's Majesty, that's an additional 12% critical chance. Plus 3% for Primary Stat Spirit.
And standard caster gear on the low end, we're looking at 15% critical chance. So in total we're getting over 80% critical chance.

Mana Regeneration & Cost Reduction
  1. Moonglow Talent — Reduces the mana cost of Healing Touch by 9%. Healing Touch has a chance to increase your Spirit by 30% and mana regeneration while casting by 75% for 12 sec.
  2. Conservation Talent — Increases mana regeneration by X, increasing with level, and allows 5% of your mana regeneration to continue while casting. Stacks up to 5 and lasts 6 sec.
  3. Blessing of Wisdom Ability — Places a Blessing on the friendly target, restoring 10 mana every 5 seconds for 30 min.
  4. Revitalize Talent — Healing Touch has a 100% chance to restore 8 Energy, 4 Rage and 1% Mana. Healing a target to full health with Healing Touch will restore 30% of its mana cost.
  5. Unbounded Drain Mana Ability— Drains 4% of target's maximum mana every 1 sec, transferring it to you. Can drain up to 8% of your maximum mana every 1 sec. Lasts 5 sec.
  6. Innervate Ability— Causes the target to regenerate mana equal to 150% of the caster's base mana pool over 10 sec.
  7. Mage Armor Ability— Reduces magic damage taken by 2% and allows 35% of your mana regeneration to continue while casting.
  8. Divine Spirit Ability— Holy power infuses the target, increasing their Spirit by 17 for 30 min.
You would also want to use Scroll of Enchant Weapon - Overpowering Grovewarden's Blessing to help with mana regeneration.

Revitalize

At first glance, Revitalize doesn't seem all that special, like sure its cool that it replenishes mana, its cool that you gain Energy or Rage from it. But I think the real value comes from it being 100% gain upon casting it to your targets paired up with your quick casting speed. Imagine being partnered up with a Rogue type build or a build that spams Rage cost abilities, you can pump an endless amount of energy and rage into your partner, allowing them to excel their DPS.

As Gamemaster Dutch has mentioned, Unbound Drain Mana is BiS. But why you may ask? Its an ability that can counter other healers or casters by draining out their mana, no mana = no spells. In addition, with your increased Spell Haste, we can expect a quick channel from this spell around 3.0 seconds. In the image below, I went from 100 Mana to 5100 from only two targets.

You have extra Talents and Abilities that you can pick up for this build. Feel free to grab things that will suit your playstyle. Depending on what you need such as Defensive Abilities or Talents, escapes, etc... Further below I have a list of PvP Abilities and Talents I would use.



ROTATION

The rotation is rather simple.
  1. Firstly, you would want Beacon of Light, Earth Shield and Lifebloom on your target.
  2. Use Time-bind to grant 20% Haste from Borrowed Time.
  3. While you cast Healing Touch on that target, it will replenish Earth Shield charges and refresh the duration of Lifebloom.
    - Continue to spam Healing Touch as you spread more Living Seed with Overflow.
  4. Your Chain Heal should be used when you have Transcendental Embrace and Overflowing which will also provide Living Seed.
  5. As a Herbalist, you will see the fruits of your effort bloom radiantly with Garden of Growth so continue to cast Healing Touch and keep on planting Seeds.


FRESH START: LEVEL 1

At the start of Season 9, we are given the chance to roll your level 1 Abilities and select Skill Cards and Talent Cards (if any). In this section we will go over the choices you have in order to build your hero into the Herbalist!
There are 3 abilities you may want to consider, 1 being your core healing spell Healing Touch.

You would want to lock-in your Healing Touch. The other two spells I would consider are Blessing of Wisdom and Mage Armor, these two spells will help with your mana regeneration. Alternatively you could grab Life Tap and then later simply swap them out for core abilities or keep it if you don't like playing with Drain Mana. For your 4th choice of abilities, feel free to grab a damage dealing spell to help with your leveling progression.

Tip: What I generally do is level up to 10 with an AoE spec and simply swap out the 4 abilities to my healer choice before picking up the new 5th ability.


ABILITY CARDS & TALENT CARDS

In a fresh start, you are automatically given some cards you can activate. I would recommend activating Chain Heal for your ability card and Serendipity for your talent card. Eventually you may want to replace such cards for abilities that are generally harder to obtain, such as Epic or Rare rarity cards.

CARD CHOICES

You can purchase cards from Silas Darkmoon here is a list of cards you may consider.
If I can, my 4 choices would be:
  1. Skill Card - Nimble Mind
  2. Skill Card - Beacon of Light
Nimble mind will help reduce the Mana cost of your heals and increase your spell haste, while Beacon of Light will assist you with additional healing. The other two choices is up to you, here are some recommendations.
  1. Skill Card - Power Word: Shield
  2. Skill Card - Tree of Life
  3. Skill Card - Time-Bind
Time-Bind becomes priority ONLY if you can Card all 3: Borrowing Time, Borrowed Time, and Words of Time.

My 6 choices for Talent Cards would be:
  1. Talent Card - Living Seed
  2. Talent Card - Healing Seeds
  3. Talent Card - Overflow
  4. Talent Card - Garden of Growth
  5. Talent Card - Flowing
  6. Talent Card - Overflowing Cultivation
These 6 choices will essentially allow you the playstyle. Spreading Living Seed with Healing Touch which hits 2 targets and Chain Heal for 3 targets, then with Garden of Growth talent to bloom the Seeds.

An alternative for Talent Cards that focus more on Healing Touch would be:
  1. Talent Card - Living Seed
  2. Talent Card - Healing Seeds
  3. Talent Card - Overflow
  4. Talent Card - Garden of Growth
  5. Talent Card - Purification
  6. Talent Card - Gift of Nature


PVE: TALENTS & ABILITIES

The build listed above is good and ready for you to take into PvE content, grab your heals, grab your mana regeneration, and you will do fine.

In this section we'll go over some Talents that will assist you in your performance as a healer. The difference between PvE Talents and PvP Talents is that PvP Talents focus more on survival such as Damage Reduction or CC immunity, while PvE Talents will focus more on Healing output and healing performance.
Increase Healing & Healing Spell Power
  1. Divine Intellect Talent — Increases your healing power by an amount equal to 9% of your Intellect.
  2. Holy Guidance Talent — Increases your healing power and holy spell power by 12% of your total Intellect.
  3. Spiritual Guidance Talent — Increases healing spell power by 25% of your total Spirit.
  4. Nature's Blessing Talent — Increases your healing power by an amount equal to 12% of your Intellect.
  5. Empowered Touch Talent — Your Healing Touch and Flourish spells gains an additional 25% and of your bonus healing effects.
  6. Tree of Life Ability — Increases healing received by raid members within 100 yards by 6%.
  7. Improved Tree of Life Talent — Increases your healing spell power by 15% of your spirit while in Tree of Life Form.
  8. Master Shapeshifter Talent — Increases healing by 4%.
Additional Talents & Abilities
  1. Ardent Defender Talent — When below 35% health all damage taken is reduced by 6%. In addition you have a 100% chance to fully absorb an attack which would otherwise kill you, up to a maximum of 15% of your total health and heal you by up to 20% of your maximum health (amount healed based on defense). In addition, you take 20% increased healing for the next 3 sec. This effect shares a 2 minute cooldown with Cheat Death.
  2. Tremor Totem Ability — Removing Fear, Charm and Sleep effects from party members.
  3. Cleansing Totem Ability — Remove 1 disease and 1 poison effect from party members within 30 yards every 3 seconds.
  4. Ancestral Healing Talent — Reduces your target's Physical damage taken by 10% for 15 sec after getting a critical effect from one of your direct Nature healing spells.


PVP: TALENTS & ABILITIES

For this section, I will go over the Abilities and Talents used for PvP. While defensive abilities can be used for PvE content, I go over which abilities I would like to focus on obtaining.

TALENTS FOR PVP

With Season 9, we are able to grab 5/5 talents at the cost of 1. This gives us a lot of room to play with when selecting which talent suits us best for a defensive healer.

Crowd Control Immunity:
  1. Stoicism Talent — Reduces the duration of all Stun effects by an additional 15% and reduces the chance your Paladin helpful spells and damage over time effects will be dispelled by an additional 30%. In addition, reduces your chance to be critically hit by 3%.
  2. Unbreakable Will Talent — Reduces the duration of Stun, Fear, and Silence effects done to you by an additional 15%.
  3. Focused Mind Talent — Reduces the duration of any Silence or Interrupt effects used against you by 30%. This effect does not stack with other similar effects.
  4. Blazing Determination Talent — Being hit by an interrupt effect while not casting makes you immune to Crowd Control, Knockback, Silence and Interrupt effects for 6 sec. This immunity only works while you are casting.
  5. Burning Determination Talent — Reduces damage taken while affected by a Silence effect by 20%. Being hit by an interrupt effect while not casting makes you immune to the next Crowd Control, Knockback, Silence or Interrupt effect and gives you 20% spell haste for 5 sec.
  6. Pure of Heart Talent — Reduces the duration of Curse, Disease, Fear and Charm effects by 20%.
Damage Reduction:
  1. Blessed Resilience Talent — Increases the effectiveness of your Holy healing spells by 3%, and critical strikes made against you have a 50% chance to increase your resilience rating by 40% of your Spirit for 6 sec if your Primary Stat is Spirit. This can only occur once every 20 seconds.
  2. Nether Protection Talent — Reduces periodic spell damage taken by 6%. Gives you a 20% chance when being hit with a spell or taking periodic spell damage to gain Nether Protection, reducing all damage by that spell school by 10% for 6 sec. This effect can only occur every 4 seconds.
  3. Elemental Warding Talent — Reduces all Fire, Frost and Nature damage taken by 6%.
  4. Ardent Defender Talent — When below 35% health all damage taken is reduced by 6%. In addition you have a 100% chance to fully absorb an attack which would otherwise kill you, up to a maximum of 15% of your total health and heal you by up to 20% of your maximum health (amount healed based on defense). In addition, you take 20% increased healing for the next 3 sec. This effect shares a 2 minute cooldown with Cheat Death.
  5. Blessed Life Talent — All attacks against you have a 10% chance to cause half damage.
  6. Phasing Talent — Reduces your chance to be hit by melee attacks by 2%. Stacks up to 10 times and lasts until you avoid an attack or combat ends.
  7. Astral Shift Talent — When stunned, feared or silenced you shift into the Astral Plane reducing all damage taken by 10% for the duration of the stun, fear or silence effect. Also increases your spell critical strike chance by 3%.
  8. Nerves of Steel Talent — Reduces damage taken while affected by Stun and Fear effects by 10%.
  9. Mental Strength Talent — Increases Intellect by 10% and critical strike rating by 6% of your Intellect. Also reduces all magic damage taken by 3%.
  10. Spell Warding Talent — Reduces all direct and periodic magic damage taken by 3%.
  11. Ancestral Healing Talent — Reduces your target's Physical damage taken by 10% for 15 sec after getting a critical effect from one of your direct Nature healing spells.
  12. Improved Barkskin Talent — Increases the damage reduction granted by your Barkskin spell by 10% and reduces the chance your Barkskin is dispelled by 70%.
  13. Sacred Cleansing Talent — Your Cleanse has a 100% chance to reduce the periodic spell damage taken by the target by 15% for 8 sec. Cooldown reduced by 2 seconds.


Abilities for PvP are rather basic, typically use for all PvP builds. We're looking at Escapes, Defensives, and Crowd Control.

ABILITIES FOR PVP

With Season 9's no restrictions on Legendary abilities our limitations then comes from our limited amount of abilities we can learn. Removing Water Shield if you managed to obtain Unbounded Drain Mana, this will free us for more Ability options. We should be able to grab 17 abilities after grabbing the core healing abilities listed above.

Defensive Abilities:
  1. Barkskin Ability — All damage taken is reduced by 15%.
  2. Divine Protection Ability — Reduces all damage taken by 50% for 8 sec.
  3. Pain Suppression Ability — Instantly reduces a friendly target's threat by 5%, reduces all damage taken by 35% for 8 sec. Pain Suppression has a 60% chance to resist Dispel mechanics.
  4. Unending Resolve Ability
    You disperse into pure Shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 4% mana every 1 sec for 5 sec. Dispersion can be cast while stunned, feared or silenced and clears all snare and movement impairing effects when cast.
  5. Dispersion Ability — Hardens your skin, reducing all damage taken by 30% and preventing your spells from being interrupted or silenced for 6 sec.
  6. Dampen Magic Ability — Dampens magic used against the targeted party member, decreasing magic damage taken by 5% and healing spells by 5%. Lasts 10 min.
Escape:
  1. Unchained Blink Ability — Teleports the caster 20 yards forward. This ability can be used while casting, but not channeling, and does not trigger a global cooldown.
  2. Blink Ability — Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
  3. Berserker Rage Ability — You enter a Berserker Rage, removing any Fear, Sap and Incapacitate effects.
Crowd Control:
  1. Fear Ability — Strikes fear in the enemy, causing it to run in fear for up to 10 sec (6 seconds on players). Damage caused may interrupt the effect.
  2. Light of Justice Ability — Stuns the target for 5 sec, but reduces the damage the target takes by 50%.

MYSTIC ENCHANT

You have 17 slots for Mystic Enchants.

Core Mystic Enchants

Depending on your current build, you can make slight adjustments to suit your playstyle and improve your performance with this healing build.

Core Mystic Enchants:
  1. Urgent Touch Mystic Enchant — Reduces the cast time of your Healing Touch spell by 0.1 seconds, but makes it gain 10% less of your bonus healing effects.
  2. Urgent Touch Mystic Enchant — Reduces the cast time of your Healing Touch spell by 0.1 seconds, but makes it gain 10% less of your bonus healing effects.
  3. Urgent Touch Mystic Enchant — Reduces the cast time of your Healing Touch spell by 0.1 seconds, but makes it gain 10% less of your bonus healing effects.
  4. Celestial Focus Mystic Enchant — Increases your total spell haste by 2%. This enchant does not stack.
  5. Nature's Majesty Mystic Enchant — Increases the critical strike chance of your Healing Touch spells by 2%.
  6. Nature's Majesty Mystic Enchant — Increases the critical strike chance of your Healing Touch spells by 2%.
  7. Nature's Majesty Mystic Enchant — Increases the critical strike chance of your Healing Touch spells by 2%.
  8. Elune's Blessing Mystic Enchant — Healing with a Druid Nature periodic effect increases the critical strike chance of your Nature spells by 2% for 10 seconds.
  9. Elune's Blessing Mystic Enchant — Healing with a Druid Nature periodic effect increases the critical strike chance of your Nature spells by 2% for 10 seconds.
  10. Elune's Blessing Mystic Enchant — Healing with a Druid Nature periodic effect increases the critical strike chance of your Nature spells by 2% for 10 seconds.
  11. Moonglow Mystic Enchant — Reduces the Mana cost of your Healing Touch spells by 4%.
  12. Moonglow Mystic Enchant — Reduces the Mana cost of your Healing Touch spells by 4%.
  13. Moonglow Mystic Enchant — Reduces the Mana cost of your Healing Touch spells by 4%.
  14. Tranquil Spirit Mystic Enchant — Reduces the mana cost of your Healing Touch, Nourish and Tranquility spells by 4%.
  15. Concentrated Healing Touch Mystic Enchant — Reduces the mana cost of your Healing Touch ability by 5%.
  16. Concentrated Healing Touch Mystic Enchant — Reduces the mana cost of your Healing Touch ability by 5%.
  17. Concentrated Healing Touch Mystic Enchant — Reduces the mana cost of your Healing Touch ability by 5%.
PvP Alternations:
  1. Replace Moonglow for Stoicism x3


SPREADSHEET

The goal for this guide on Ascension Database is to explain and provide in-depth information about this build. I hope that the guide explains all that you may want to know, but because of the boat load of information, it could get confusing and messy. Because of that, I've created a Spreadsheet that simplifies what Abilities, Talents, and Cards, you would want.
TL;DR Spreadsheet | If you didnt want to read the guide and simply want to know what to grab, here is a list of abilities, talents, and cards for The Herbalist build. Structured for PvP.
https://docs.google.com/spreadsheets/d/1K8kaJKlJvjA0S77MwxbCD0SnHS0xP_ILxDU38Sx-yTk/edit?usp=sharing

This build has 28 Abilities and 50 Talents. You can grab 1 Ability and 1 Talent of your choice.


Q&A

Out of all the healing spells, why  Healing Touch for season 9?
There's a lot of customization options for Healing Touch and because of the limit of Epic Mystic Enchants, you couldn't grab everything you may have wanted that benefits it. In Season 9, that limitation has be lifted so we are capable of designing a Healing Touch that can provide massive amount of healing, become quick to cast, and provide all sorts of benefits. As previously shown, your Healing Touch cast time is faster then a Lesser Healing Wave, has a higher base heal amount, and the coefficient is nearly doubled at +24.19% of spell power to direct component VS Lesser Healing Wave at +13.25% of spell power to direct component.


For PvP Talents, why do you have things like  Stoicism where its counter benefits from  Nerves of Steel and  Astral Shift 
The benefit from having Damage Reduction during Stuns/CC is to prevent burst DPS setups. In most cases, a player ready to finish you off in PvP would CC and follow up with their burst making talents like these highly valuable. That being said, why reduce the CC duration? In Season 9, you can expect majority of players in PvP to have stuns with the capabilities to stun lock you. Regardless if you receive an increase in Damage Reduction, you still have to preform as a Healer, reducing the duration will allow you to recover that lost time in which you were not healing. The worst case scenario is if the enemies chain CC you while they focused damage on your teammates, unable to heal them.








Thanks for reading and good luck on your rolls!
- LYFE
Youtube Channel: https://www.youtube.com/NoLyfer














Related

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Awesome guide! Thank you

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Do you know where flowing drops?

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I have a question about why pick Drain Soul.

You mention in the "Healing Abilities, Talents, & Miscellaneous" section that it's for getting Soul Shards and then in the "CARD CHOICES" section you mention "and simply hope you roll Drain Soul". Is it that important? Why this build needs shards/ Drain Soul?
Last edited by Smoole on 01/02/2024 – edited 3 times

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LYFE <Author> on 01/02/2024

some things are out dated. I'll be fixing and updating the guide this week

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Appreciate the time and effort, LYFE. Nice work.

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Thank you for this! Amazing. Serendipity does not work with chain heal anymore. heads up.

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LYFE <Author> on 01/09/2024

Thanks for letting me know, I did some testing with this... My Chain Heal cast time without any of the buffs is 1.78 seconds. With only 3 stacks of Serendipity it is 1.51 seconds, and with only 3 stacks of Transcendental Embrace it is 0.977 seconds. With all 3 stacks of both buffs, the cast time becomes 0.711 according to the tool tip. However, there seems to be an issue as actually casting it becomes 1.0 seconds. Serendipity does work with chain heal but you will need Serendipitous Nature.

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LYFE <Author> on 01/09/2024

With further testing, it seems that Transcendental Embrace overrides Serendipity, so if you have both buffs, your chain heal will benefit from Transcendental Embrace, instead of both sadly. Hopefully devs can fix that

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Nimble mind cannot be used with tree form :(. The stance overrides the form. Was it always this way?

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LYFE <Author> on 01/10/2024

That is correct, since everything is random, do look out for one or the other. Tree form would be more ideal for PvE content

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Artemisia on 01/10/2024

I was wondering the same thing. So if I rolled Tree of Life and have no mana issue... Nimble mind becomes pointless?

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LYFE <Author> on 01/10/2024

yea, its not needed.

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im wondering is intel or spirit your main stat here ?

Seeing you have a lot of intel to healing power, yet its a healer so wouldnt it benefit more from spirit ?

also this only works on season server ? or also on area 52 ?
Last edited by Darkt on 04/09/2024

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Anyone know why cant I equip both of my legendary abilities? I accidentally over wrote one trying to equip both and now I have to get it again. (i'm on the free play one, Area 51 if it matters)
Last edited by Pureanabolic on 07/02/2024 – edited 2 times

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what gear would you recommend with this build? i went devout 8 piece but im not sure thats the bis?

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