Spell Icon Nature's Recovery  

Description

2: Increase Hitpoints v2 by 30 per tick

Details   Raw Spell Data, Lucy Spell View

Mana: 250 Skill: Alteration
Casting Time: 6 Recast Time: 90
Fizzle Time: 1.5 Range: 100
Location: Any Time of Day: Any
Fizzle Adj: 5 Deletable: No
Blockable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Short Buff Box: No Target Type: Single
Spell Type: Beneficial Source: Live 09/29

Messages

Cast on you: You begin to regenerate.
Cast on other: Soandso begins to regenerate.
Effect Fades: You have stopped regenerating.

Game Description

Rapidly regenerates your target's wounds, healing 2 damage every six seconds for 3.0 mins.

Items with this effect

Quick Facts

Scroll:
Spell: Nature's Recovery

ClassLevel
DRU60

Expansion:
Shadows of Luclin

Duration:
3.0 mins
Post Comment
nothing to sneeze at
# Jul 27 2006 at 8:57 PM Rating: Decent
*
56 posts
54KHP for 250mana aint bad, no matter how you slice it ( 30/tick x 300ticks x 6 players in group) and thats not including any focus/AA extension. Would I rather it do 45/tick? Of course, but I am not gonna whine about it. Now if only the bazaar prices were more reasonable...
nothing to sneeze at
# Aug 03 2006 at 11:54 AM Rating: Decent
It says "single" not group... so it's not so useful as you list. Take the times 6 out of your calculation...AND... for the 300 ticks you listed.... 3 minutes does not equal 300 ticks, it's 10 ticks a minute.

Thus it's only 30 hps times 30 ticks = 900 healing
Not so good for this level of spell at 250 mana... it stacks with HoT spells, but still, not as good as druids would have hoped for.

Edited, Aug 3rd 2006 at 1:03pm EDT by TheBeastmaster
up
# May 30 2006 at 8:40 AM Rating: Default
they need to up the heal amount of this spell...30 hps a tick is ridiculous compared to the damage new content mobs are doing. quading for 2k etc. BUT yay! you get healed for 30 hps :)

i know it ADDS to other regen/hots. but 30 hps is just not worth casting...to low a diffrence.

Edited, Tue May 30 08:32:05 2006
Useful for grinding
# Feb 20 2006 at 11:22 PM Rating: Decent
This can be useful in a grinding group if the mobs aren't too tough, especially with spell duration AAs and focus. Cuts down on other healing requirements, allowing the druid to dish out a bit more damage each fight. With 65% extension, heals 1470 hp for 250 mana (or less with AAs, foci etc) in 5 minutes.
By the by
# Sep 07 2005 at 7:20 PM Rating: Default
This stacks with all regen, HoT, and healing spells, etc. It's useful as a suppliment healing spell before pulls.
combinable spell
# Oct 24 2004 at 8:17 PM Rating: Default
its also researchable:
yaeths 102 Left
yeaths 83 (rare)
dew clover
parch
quill
any level 60 trivial will be near 185+
something wrong
# Sep 14 2004 at 9:56 AM Rating: Excellent
this spell has 2 flaws:

1. it should be 3 ticks not 3 mins
2. it should be 300hp not 30hp.

now that would be a lot nicer :)

Edited, Tue Sep 14 10:57:30 2004
RE: something wrong
# Aug 25 2005 at 11:09 AM Rating: Default
That would make it a Heal over Time Talamil.
(* A real $hitty H.O.T might I add.)

I have a better Idea. Let us just do away with the Cleric Class all together and give what few unique abilities that still exist between the classes to us Druids.

Oh wait let's also change that silly flaw in the rules about us not being able to wear plate armor while we are at it.
Stacking
# Apr 14 2004 at 8:42 PM Rating: Decent
Does this stack with Cleric and Shammy HoT's?


Linuvyenie 65 Druid
Terris Thule Server
RE: Stacking
# May 08 2004 at 1:34 PM Rating: Decent
bought it and answered my own question...

Yes it stacks with everything :D
???
# Jan 22 2004 at 11:12 AM Rating: Decent
Btw: I didn't post twice, the chat MB is bugged.
Why ?? because :).
# Jan 22 2004 at 11:08 AM Rating: Excellent
The reason you would use this spell:
Stack's with other regen spells (because its a heal).
/
example :MA (main assist) pulls, Mobs added X3, Ench scrabbles to mez adds. MA does not have complete aggro on pulled mob, but needs to be healed while he works to acquire aggro. Do you?
/
A. Cast Complete heal (druid style)
B. Cast Spam Chroroblast and let Ench struggle with mobs that resist first cast mezz.
c. Cast Nature's recovery on MA while a regen has been cast prior to MA's pull.
If you answered:
A. You will now have aquired complete aggro from at least 1 out of 3 mobs.
B. Ench is being hit loosing HP your spam casting MA is not helping the others in grp.
C. The regen will keep a Warrior alive while you add the Ench and other parties in group with the speed cast time of Chroroblast.

60 Druid .
RE: Why ?? because :).
# Sep 07 2005 at 7:18 PM Rating: Good
Unfortunately, your logic isn't entirely sound. Assuming you're dealing with four mobs it looks like this.

In a situation like that you should have already rooted one of the adds, that takes care of one. The enc then only has to deal with two of them. MA probably has at least partial aggro (enough to deter it from attacking the puller. At least, any tank worth his salt does) and you should have already cast a NR on him before the pull happened since the fights are long enough that the recast time have come back by the next time you use it so there's no reason not to use it on the pull.

So enc's got two (he's stunned one of them most likely), one's rooted (and snared if you're smart), and the MA has aggro on one. Now if this is truly a group situation you have a paladin or a pet class, trust me. The pet class has then engaged the other one or the paladin has stunned and gotten aggro on the other one (even if he's MA.) I won't go into the details of the fight or anything but a pull like this isn't too difficult to handle for a well-oiled group.

Long and short of it, NR simply doesn't heal enough to save the MA, if he's taking damage so fast that he doesn't have permanent aggro and you can't chain chloro him then this certainly won't save you. If it will make a significant difference then a well rounded group can handle the situation sans NR.
Why ?? because :).
# Jan 22 2004 at 11:08 AM Rating: Default
The reason you would use this spell:
Stack's with other regen spells (because its a heal).
/
example :MA (main assist) pulls, Mobs added X3, Ench scrabbles to mez adds. MA does not have complete aggro on pulled mob, but needs to be healed while he works to acquire aggro. Do you?
/
A. Cast Complete heal (druid style)
B. Cast Spam Chroroblast and let Ench struggle with mobs that resist first cast mezz.
c. Cast Nature's recovery on MA while a regen has been cast prior to MA's pull.
If you answered:
A. You will now have aquired complete aggro from at least 1 out of 3 mobs.
B. Ench is being hit loosing HP your spam casting MA is not helping the others in grp.
C. The regen will keep a Warrior alive while you add the Ench and other parties in group with the speed cast time of Chroroblast.

60 Druid .

Edited, Thu Jan 22 11:10:29 2004
Doesn't seem useful
# Jan 03 2004 at 2:32 AM Rating: Decent
This spell seems to have very limited use. If it lasted 20 min like BOR or did 90 HP a tick for the 3 min, OK. But to do 900 HP over 3 min seems pretty weak. I'm going to bypass this one unless I see it for sale for very cheap.

Edited, Sat Jan 3 02:32:53 2004
RE: Doesn't seem useful
# Jan 23 2005 at 3:44 AM Rating: Decent
Good idea--been looking for it for a while, when lo and behold; it was up for one plat! And honestly, for as much as I wanted to have a HoT, that's about all it's worth. :P
Yes it stacks
# Oct 28 2003 at 5:09 AM Rating: Default
*
155 posts
Yes it stacks with replentishment which is in the regen line. Natures recovery is considered a heal over time, not regen , hence yes they do stack , for 55 hps a tic - at least for the 3 mins that this spell lasts
Info
# Aug 31 2003 at 12:26 PM Rating: Decent
This is on the same lines as a cleric spell Celestial Health
RE: Info
# Oct 29 2003 at 6:50 PM Rating: Default
No they stack
Does it stack
# Aug 26 2003 at 7:08 PM Rating: Decent
23 posts
does this stack with replenishment/blessing with replenishment?
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