Category Archives: Stats

What Resto Druids Need to Know for 5.0.4

Patch 5.0.4 will be dropping on August 28th and it will bring all of Mist of Pandaria’s new talents, abilities and spells.


Say goodbye to the 160k mana pool that you’ve gotten used to. With 5.0.4, our mana pools will be knocked down to a fixed 100,000. Spell mana costs will come down a little as well, but not by that much. For example, on Beta Rejuv costs 3200 mana and Wild Growth costs 4580 mana. On live a Rejuv costs 3727 and a Wild Growth costs 5031. So we’re looking at about a 10-15% reduction in mana costs and a 30-40% reduction in our mana pools. This could make things tough.

The way we regen mana is also being completely changed. Talents like Revitalize, that regen a portion of our total mana are gone. This means that all of our regen will now come from Spirit. I’m going to guess that the 2007 Spirit I’m currently rolling with isn’t going to cut it. Be prepared to take a trip to the reforger once the patch hits. Say goodbye to all that yummy Mastery that you had reforged out of Spirit, and get your Spirit back. Spells are healing for quite a bit more at level 85 on the Beta, so the loss of Mastery shouldn’t affect your output negatively. You may also want to replace your throughput trinkets with regen trinkets.


Our spell books will look quite a bit different, and we will no longer have access to a number of Balance and Feral spells. This shouldn’t affect raiders too much, but be aware that if you’re used to throwing out some DPS on fights to try to help out, you won’t have as many damaging spells as you used to. Spells and abilities we no longer have include:

  • Insect Swarm
  • Wild Mushroom: Detonate (we will only have healing shrooms)
  • Starfire
  • Thorns

We are also losing access to a number of Cat and Bear abilities, but those shouldn’t have too much of an effect on a healer. The only one I’m really going to miss is Skull Bash.

We have two new base abilities:

  • Ironbark This is the damage mitigation cooldown we’ve been asking for for so long, so don’t forget to use it! We also still have access to Barkskin.
  • Wild Mushroom: Bloom Instead of hurting, these mushrooms heal. You can set up 3 at a time and they will heal everyone in an 8 yard radius for… not a whole lot, really.

A number of abilities have changed:

  • Lifebloom now lasts 15 seconds.
  • Harmony now lasts 20 seconds.
  • Nature’s Cure now has an 8 second cooldown.
  • Rebirth now brings people to life with 60% of their health, up from 20%.
  • Mark of the Wild no longer gives Stamina or spell resistance, only Strength, Agility and Intellect.
  • Dash and Stampeding Roar can be used while in caster form, but will activate Cat/Bear form.
  • Faerie Fire now causes 3 applications of Weakened Armor, instead of 1.

In addition to these things, any Resto talents that were removed with the new talent tree overhaul have been baked into our spells. Living Seed, Malfurion’s Gift, Gift of the Earthmother, Swift Rejuvenation, Nature’s Cure, Efflorescence… they’re all baseline now for Restos. However, the talents that were in the Balance tree, like Nature’s Grace, are now gone. One change that I just noticed today is that Nature’s Focus now also increases our chance to hit with Moonfire and Wrath by 15%. That’s nifty.


When the patch hits, we will have 5 talent tiers to choose, the 6th doesn’t open up until level 90.

Level 15 Druid talents (MoP)

For Tier 1 Feline Swiftness is the clear winner. Displacer Beast is awful and the uses for Wild Charge are quite limited for a healer in current raid encounters.

Druid level 30 talents (MoP)

For tier 2 I’d go with Nature’s Swiftness. Note that the cooldown is now only 1 minute, down from 3 minutes, which is an excellent improvement. Renewal isn’t something I consider a viable option for healers. Cenarion Ward may be worth playing with, but I think having NS as an extra ‘oh shit’ button is much more valuable than another HoT that’s on a 30 second cooldown.

Level 45 druid talents (MoP)

Tier 3 probably won’t see a whole lot of use in Dragon Soul. You can pretty much pick what you want here. Go with Typhoon if you want to drive your tanks and melee crazy. Typhoon also has the potential to help out with Bloods on heroic Spine, but please check with your kiter/RL as it could also screw things up if it’s not expected.

Level 60 druid talents (MoP)

I think Incarnation is the best talent in tier 4. As an output cooldown, ToL is still great, and with the mana constraints we’ll be facing, I think the ability to spam Lifeblooms (our cheapest spell) and maximize Omen of Clarity procs will be important. Soul of the Forest also looks quite strong in terms of increasing our healing output if you use Wild Growth after every Swiftmend, but it will also cause problems lining up those spells as there is a 5 second difference in their cooldowns. Force of Nature is kind of fun, but pets like these have a tendency to be quite dumb, so I’d skip them.

Level 75 Druid talents (MoP)

Tier 5 is another utility tier that won’t get used a whole lot in Dragon Soul. I can think of a few times that Ursol’s Vortex could be useful if it works properly. That is a big if. In my experience on the beta, it’s seemed a little buggy to me. Ursol’s Vortex could potentially help with add control on a few fights – Forgotten Ones on Yor’sahj, Bloods on Spine and Congealing Bloods on Madness. If UV doesn’t work as expected, Mighty Bash is good, safe bet.


Prime Glyphs will be gone in 5.0.4, so we will now have only 6 glyph slots. We have a lot of options to choose from.

Major Glyphs

My top 3:
Glyph of Lifebloom
– This will allow us to transfer all 3 stacks of Lifebloom when we need to switch our Lifebloom target. This is a must have for any fight with tank-swapping.
Glyph of Wild Growth
– This hasn’t changed. I would take it for 25-man raiding, but possibly not for 10s.
Glyph of Regrowth – Regrowth now innately has a 60% chance to crit, so use of this glyph will make the spell a guaranteed crit, at the cost of the HoT at the end. I personally like the knowing that Regrowth will crit and will likely use this glyph.

On fights where I don’t swap Lifebloom around at all, I would replace Glyph of Lifebloom with one of these:
Glyph of Rejuvenation
– This replaces the second half of the Nature’s Bounty target. With the change to the mana regen model, you may find yourself using Nourish more often than you’re used to, so this glyph is a good choice.
Glyph of Healing Touch
– How useful this is depends on how often you use Healing Touch. I would likely use this on Heroic Spine, since I use HT often to handle the debuffs, but would find it less useful on other fights.

Glyphs to skip:
Glyph of Blooming – This is a PVP glyph, skip it for raid content.
Glyph of Rebirth – With the change to Rebirth now bringing people back with 60% health rather than 20%, this glyph is no longer a requirement.

Minor Glyphs

The minor glyphs are mainly fun, vanity things, so I’m not going to go over them here. You can find the full list of glyphs on Wowhead.


The spells we use and how we use them really isn’t going to change much. Lifebloom and Harmony uptimes will be easier to maintain due to their increased durations, but don’t take that as a sign that you should cast less direct spells. With mana constraints you may find the need to cast a few more Nourishes and a few less Rejuvs and Regrowths.

Don’t foget to make a binding for your new Ironbark spell and make the most out of it. You may also want to create a Power Aura to let you know when it’s off cooldown.

Healing Mushrooms will take some getting used to. The healing they do, especially in relation to their setup time is not very good. I would suggest only using them when you can set them up before the pull and during downtimes when little healing is needed. Here are some good times to use Mushrooms on Dragon Soul fights:

Morchok – Place 3 around the place the dps will stand before the pull. On heroic, make sure to put them down on the post-split positions as there really isn’t any damage beforehand. When you run out for Black Blood, you should be able to put more down from range.
Yor’sahj – Place mushrooms before the pull as well as anytime the boss is summoning oozes and the raid isn’t taking any damage. I’m going to assume (haven’t tested yet) that detonating the mushrooms will cause stacks of Deep Corruption, so don’t use them on Purple phases.
Zon’ozz – You should be able to place mushrooms on the spot where the dps/healers stand before the pull, as well as after every dark phase before the Void Ball starts bouncing.
Hagara – Place mushrooms before the pull. If you use the strat where the ranged/healers stack up in the bubble during frost phase, that’s a good time to detonate them.
Ultraxion – In my raid, I find 98% of the Ultraxion fight consists of downtime. I’d probably just ignore mushrooms on this fight, unless you’re still seeing the Timeloop happen. If that’s the case, set them up pre-pull and detonate near the end of the fight when things get tough.
Blackhorn – Between dodging (or chasing) barrages and trying to stay out of deck fire and shockwaves, there’s not a whole lot of times during this fight where mushroom use will be able to be maximized. You could try to get Mushrooms down when an Onslaught it cast and pop them just after it hits.
Spine – Most of the downtime on Spine happens while the Plate is lifted and people are killing the tendons. You should be able to set up some mushrooms around the raid during any plate lift and detonate them as required (preferably when there are lots of healing debuffs out).
Madness – The best place to use mushrooms on most of the platforms will be when the raid is grouped up and killing the Arm/Wing Tentacle and everyone is taking damage from Blistering Heat. It shouldn’t be too difficult to find some downtime to set these up. When you are on the platform where an Elementium Bolt will hit, Mushrooms can also be used just after it hits. In the final phase, I’d get mushrooms set up near the boss before any of the adds spawn and use them when the Corrupting Blood damage starts getting heavy, sub-10%.

Evaluating Healers with World of Logs – Updated

Last year I wrote a series of posts on how to evaluate raiders, specifically healers, using World of Logs.

I have just updated the whole guide to account for all the 4.3 changes (yes, I’m a little slow) and have also added some new information. Topics covered are:

Basic Healer Evaluations – a look at Healing Done, spell breakdowns and buffs cast.
When Things go Wrong – a look at how to find out why people are dying.

Specific Class Evaluations:

Other resources:

I’ve been trying to find similar resources on non-healer classes so I can learn how to judge even more people (did I say judge? I meant evaluate and constructively criticize). So far I’ve found two:

Assassination Rogues – Tikari’s Tricks of the Trade
– OutDPS!

If you have written a guide, or even just a list of tips on what to look for in World of Logs for DPS (or tank!) classes, please let me know. I’d love to link to it.

Living Seed, Blessing of the Grove and Gift of the Earthmother

A while back I wrote a post comparing the two optional talents Living Seed and Blessing of the Grove to see how much healing they did and which one was the better talent for me based on my own healing style. I found that over all T11 content, Living Seed was worth more than double the healing of BotG.

I always meant to re-examine these two talents in T12 and see how they measured up on the Firelands fights. I decided to expand the analysis to also look at Gift of the Earthmother, another pure HPS increasing talent, and see how it compares.

The talents in question

Blessing of the Grove – Increases the healing done by your Rejuvenation by 2/4%. This applies both to the normal heal over time effect and the instant part of the spell you get from Gift of the Earthmother. But, as I covered in my last post, this descripion is misleading. The healing bonus stacks additively not multiplicatively, so depending on what other talents you have, 2 points in BotG really only increases your Rejuvenation healing by 2.55-2.66% not 4%.

Living Seed – When you critically heal a target with Swiftmend, Regrowth, Nourish or Healing Touch spell you plant a Living Seed on the target for 10/20/30% of the amount healed. The Living Seed will bloom when the target is next attacked. Without actually taking this talent and checking your logs, it’s very hard to project how much healing this will do. It is dependant on many factors: how many direct spells you use, how often they crit, whom you are casting your direct heals on (Living Seed is most likely to bloom when put on a target who is taking constant damage). Its output can also be increased substantially by having full points in Nature’s Bounty which will make Regrowth crit most of the time.

Gift of the Earthmother – Increases the healing done when your Lifebloom expires by 5/10/15%, and causes your Rejuvenation spell to also instantly heal for 5/10/15% of the total periodic effect. The bonus to Lifebloom is generally most useful when you’re in Tree of Life and can toss LBs around the raid and let them bloom. The small instant heal on Rejuvenation can be useful at any time.

The numbers

Before I get into the analysis, I want to state that these numbers are based on my healing style and my spec preferences. Your mileage may vary if you don’t cast as many direct heals or don’t take the same supporting talents. I do not have Blessing of the Grove in my spec, but the numbers are very easy to project if you know how much healing Rejuvenation did. This is the spec I used for all the fights tested.

Let’s take a closer look at Heroic Beth since I think my healing on that fight is very well-rounded – during phase one I intercept Broodlings and spend most of the the time single-target healing myself, while phase 2 is 90% raid healing.

Breakdown of healing spells on heroic Beth'tilac

Breakdown of healing spells on heroic Beth'tilac

Living Seed

Total Living Seed Healing Done = 145,286
Healing per point (LS healing/3) = 48,429

Blessing of the Grove

Rejuvenation healing done (the normal HoT portion) = 1,480,305
Instant Rejuv healing done (from the GotEM bonus) = 153,250
Total Rejuvenation healing done = 1,633,555
Extra healing from BotG (2.55%) = 41,655
Healing per point (BotG healing/2) = 20,827

Gift of the Earthmother

Lifebloom ‘bloom’ healing = 202,250
Extra ‘bloom’ healing from GotEM (202,250/1.15 x .15) = 26,380
Instant Rejuv healing done = 153,250
Extra healing from GotEM = 179,630
Healing per point (GotEM healing/3) = 59,877

On heroic Beth’tilac, Gift of the Earthmother nets me the biggest increase in HPS/talent point at 59,877. Living Seed is close by at 48,429, while Blessing of the Grove is lagging behind at only 20,827.

I did this for every Firelands fight I’ve completed: 6 Heroic fights and 7 pre-nerf normals. Here’s a summary of the results:

Comparison of Living Seed, Gift of the Earthmother and Blessing of the Grove based on healing done

From this chart it’s clear that, for me:

  • Living Seed gives me the most bang for my buck in Firelands. The fights with the most tank damage (H. Shannox, H. Majordomo, H. Baleroc) get the most benefit from LS.
  • Gift of the Earthmother gets stronger on the fights that are heaviest on raid damage.
  • Blessing of the Grove lags behind, providing a fraction of the healing of the other talents.

If you’re interested in seeing the full numbers and formulas (including links to the WoL reports I used), the spreadsheet is available here.

Restoration Druid Guide updated for 4.2

Updates include:

  • How to use our new Mastery – Harmony
  • Updates to glyphs, stat priorites, talents and How to Heal sections
  • Added new sections on gear, gems, enchants and consumables

For everything you ever wanted to know about resto druids but were afraid to ask, please check out the updated Restoration Druid Guide.

Questions and comments welcome!

World of Logs – When Things go Wrong

This is the second part in a series about using World of Logs to evaluate raiders. I’ll be building the full series in my guides section. I suggest reading this post there for a better layout and less squishy images.

Raiding isn’t always sunshine and rainbows. People die, raids wipe, new bosses have their way with you for hours until the fight finally clicks and you get a new kill. When things go wrong WoL provides a lot of information that can help you figure out what’s causing problems.

Deaths Overview

To get to this screen from the navigation menu: Dashboard > Deaths Overview

When a player dies and you are unsure of the cause or who was at fault, look at the deaths overview for that specific boss fight. This page will show you a list of all deaths during the fight (to a certain point…it seems to stop tracking after a number of people have died) along with the last 3 damaging abilities to hit them, like this:

World of Logs - Deaths overview 1

Clicking on the more link will show a greatly expanded view of the last events before death, including damage taken, healing taken and any abilities used by the (soon to be dead) player.

World of Logs - Deaths Overview detailed

The whole log is far too long to show here, but it tells me why I died. One factor is that a Shadow Nova got off – but it’s not the real reason. The reason I died was that I didn’t get a single heal during this fight, not even from myself (give us healers a break, it was our very first heroic Halfus attempt and we all freaked out and completely neglected to heal anyone but the tanks).

The three icons at the top right give you the option to show Power Gains, Spell Casts and Buffs & Debuffs. I find turning on power gains and spell casts makes the log very bloated, but buffs & debuffs are very helpful to see debuffs (like Halfus’s Malevolent Strikes) or player abilities (Shield Wall, Barkskin, etc.).

Some things to look out for in the death logs:

  • Who was healing (or not healing) the player before they died?
  • Did the deceased player take avoidable damage? Did they stand in a fire or a cleave? Did a dps pull aggro and get smacked by the boss? Did the Shadow Priest use Shadow Word: Death at a really bad time?
  • Did the player do what they could to avoid death? Did they use damage mitigation cooldowns, a healthstone or potion? Did they heal themselves?


To get to this screen from the navigation menu: Dashboard > Survivability

This is a really good resource on wipe (or “learning”) nights, when a fight just won’t go your way. The Survivability screen will point out who’s living the longest and who’s usually dead. I find it most useful to look at survivability on all attempts on a boss at once.

World of Logs - Survivability

The chart is nicely broken down by boss attempt, class and player. It’s also color coded – grey if the player lived until the bitter end, pale yellow if they survived for almost the whole fight, orange for survivability around 80% and red for early deaths. The column on the right shows overall survivability. Hovering over any percentage value on this chart will show the last 3 sources of damage before the player died.

Obviously, having a solid understanding the fight is necessary for deciphering this chart properly. Examples:

  • Atramedes: If someone has low survivability on this fight it is usually their own fault. Most deaths are due to getting too much sound, followed by too much damage. (Check the Deaths Overview to be sure)
  • Chimaeron: If someone has low survivability on this fight it is usually a healer issue (or their healer just doesn’t like them).

Damage Taken by Spell

This is another good thing to look at when you run into problems on a particular fight. First, go to the Dashboard for the fight you want to look at (we’ll look at Atramedes). Look at the Damage Taken by Spell section.

World of Logs - Damage taken by spell

Here we see all the spell damage taken by the raid during the fight. Much of this damage is avoidable, including Sonar Bomb, Devastation and Sonic Breath. Click on the ability you are interested in to see how much damage each player took from the ability. Let’s pick Sonar Bomb:

World of Logs - Sonar Bomb

So here we see total damage taken and the number of times people were hit with Sonar Bombs. Clearly some people need to improve their movement skills during air phase.

World of Logs – Evaluating Healers

This is the first part in a series about using World of Logs to evaluate raiders. I’ll be building the full series in my guides section. I suggest reading this post there for a better layout and less squishy images.

World of Logs is a great tool for evaluating your own (or others) performance in raids. Here are some basic things to look for when evaluating a healer’s raid performance.

When looking at any raider’s performance, it’s best to look at single boss kills (or attempts) specifically. To look at a specific fight, choose it from the blue navigation bar at the top.

Full Report > Bosses > choose a boss > choose an attempt

World of Logs dashboard - looking at a specific fight

Healing Done

To get to this screen from the navigation menu: Dashboard > Healing Done

This screen that will give you general information about healing done by everyone throughout the fight. It’s broken into two parts: a graph showing a timeline of the fight and a table breaking down how much healing was done.

First we’ll look at the table:

World of Logs - Healing done

Healing isn’t all about numbers, so this part of the log isn’t terribly useful. Output will depend heavily on class/fight/healing assignment. However, you can tell a few things. Healers with extremely low output may sound some warning bells. Active time is a good thing to look at, it shows how much time was spent healing. Low numbers here are sometimes due to deaths, or it could be your healing assignment isn’t taking damage for part of the fight, or there could be downtime (like the times that Magmaw’s head is down and he’s not doing any damage).

If you mouse-over any player on this chart, you will see a breakdown of the 5 abilities that did the most healing. You’ll want to look at the next, more in-depth section for healer breakdowns, but these quick looks can give you basic information. For example, if I mouseover one of our our elemental shaman on this chart, I can see that he used his Healthstone and Gift of the Naaru (yay!).

World of Logs - mouseover healing

Now we’ll look at the graph:

World of Logs - Healing done graph

The default option is for the graph to show total healing (the top yellow bar), along with the top 3 healers. If you want to see all healers, or look at one person individually toggle the checkboxes next to their names in the table below.

This is really useful for getting an overall view of both healing output and major events during the fight.

  • The vertical red lines indicate player deaths. Hovering over the bar will show the last 3 sources of damage the player took.
  • Vertical orange lines (not shown) show combat resurrections.
  • The vertical green line indicates boss death.
  • The vertical blue bar shows the duration of bloodlust/heroism.

The healing lines give a good indication of the damage patterns of the fight. The above graph is from Magmaw. You can tell when his head is down by the huge drop in overall healing.

To see the dps equivalent of these stats, use Dashboard > Damage Done

Player Details

If you want to look at one player specifically, there are two ways to do it:

1. Choose the player’s name from the healing chart of a specific fight
2. In the top navigation: Players > class > name

This page will show multiple tabs for looking at different things.

Healing by Spell

World of Logs - Healing by Spell

This shows a single healer’s entire healing breakdown for the fight. Things to look for include:

  • Breadth of spell selection – Is the healer using all of their tools?
  • Group vs. Single target heals – Is a tank healer using mostly group heals? Is a raid healer casting too many direct heals?
  • Overheal – Are heals being wasted?

Healing by Actor

World of Logs - Healing by Actor

This provides a breakdown of who the healer healed. How useful this page is depends on how stringent the healing assignments are. If someone is assigned to heal a tank, that tank should be on top of the list. A raid healer should have healing love spread out among most players who were in range of them.

The table on the left is a sample of a Magmaw kill. My general healing strategy is to keep HoTs on the MT and heal the raid. You can see from this example that the MT got 28.2% of my heals and the rest were spread out on everyone else. I am the second person on this list because keeping myself alive is my second highest priority.



Buffs Cast

World of Logs - Buffs cast

To analyze this page, you really need to know the class/player you’re looking at.

Things to look out for:

  • Cooldowns – Tranquility, Tree of Life, Pain Suppression, Guardian Spirit, Aura Mastery, Power Infusion, Nature’s Swiftness, etc. Were they used? How often?
  • On-use trinkets – Were they used?
  • Uptime on certain spells – Earth Shield, Lifebloom, Chakra, Beacon of Light, etc. Were these kept up as close to 100% as possible?

Coming up next – Analyzing the logs when things go wrong

Restoration Druid Guide for Cataclysm

My resto druid guide has been put together and posted. It includes information on talents, spells, glyphs and stats. I will be updating it as changes are made and will likely be adding new sections on dungeon and raid healing strategies shortly.

If you have any comments or notice any mistakes, please comment here or send me an email at

Cataclysm Restoration Druid Guide