Category Archives: Talents & Spells

What Resto Druids Need to Know for 5.3

5.3 is today! Generally, I don’t care about patches that don’t include new raid content, but Druids are getting a fair number of buffs. Here are the changes that resto Druids need to know about.

buffs

A number of Resto Druid abilities have been buffed, or improved in some way.

Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance. This change also applies to players using the Symbiosis version of Tranquility.

This is a nice change for 25s. During times of really heavy raid damage, sometimes Tranq doesn’t seem to make much of a dent in healthbars, so this should improve. Holy Priests are receiving the same buff for their Divine Hymn (so they’ll still be better than us).

Force of Nature is no longer on global cooldown and summons a single Treant. The Treant immediately casts Swiftmend (which does not require or consume a HoT) on the Druid’s current target when summoned, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.

This talent will now be completely under the player’s control, and no longer subject to dumb pet AI. Still, it doesn’t compete with Soul of the Forest or Incarnation.

Ironbark now has a cooldown of 60 seconds, down from 2 minutes.

This is great. You are now able to keep IB up on someone (like the active tank) for 20% of any encounter. The shorter cooldown should also make you feel more free to use IB on non-tanks when needed.

Swiftmend area-of-effect component now heals injured allies within 10 yards, up from 8 yards.

Swiftmend will now heal within a much larger area. Hopefully more people will stay in it for heals if the green circle is bigger.

Wild Mushroom: Bloom: Healing from this spell has been increased by 100%, which includes all bonus healing from Rejuvenation overhealing. In addition, the radius has been increased to 10 yards (up from 8).

For the fights that mushrooms excel on, they will now be even better. For the fights where people are spread out or moving frequently they’ll still be clunky and of limited use.

Mark of the Wild had its mana cost reduced to 5%, down from 10%.

Not a huge deal, but will make rebuffing someone after they’re rezzed less easier on your mana bar.

My Resto Druid Guide has been updated to reflect these changes.

Some of these, like the reduction on the Ironbark cooldown, are nice quality of life changes. The buffs to Tranquility in 25s, and the range on Mushrooms and Swiftmend are really just band-aid solutions for our outdated, outclassed toolkit though. More numbers are nice, but don’t solve the problem that the other classes can put out healing faster and more efficiently than we can.

Healing Throne of Thunder – Halls of Flesh-Shaping

Here are some tips for healing the third section of Throne of Thunder as a Resto Druid, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend on most fights.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • The major glyphs I usually recommend are: Glyph of Wild GrowthGlyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is a good bet in most cases (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

Durumu

Durumu tests everyone’s ability to stay out of the bad. The first phase is fairly simple to execute with minimal raid damage and only a few bad things to avoid. The second phase is tougher as the raid needs to learn how to handle 3 different coloured beams that split damage between anyone standing in them. The raid needs to be split between the three different beams while looking for Crimson Fogs to uncover and kill and avoiding uncovering Azure Fogs. The fights also features a somewhat evil maze running phase.

Here are the major damaging abilities to be aware of:

Durumu

  • The tank will be taking damage from Hard Stare, which applies two debuffs. Serious Wounds reduces healing taken by 10% per stack, requiring tank swaps (or a Pally tank who can clear all these stacks often). Arterial Cut is a DoT that will stay on the tank until they are healed to full.
  • Lingering Gaze will launch a shadowbolt at random players which will leave a small void zone on the ground. Damage from this is minimal as long as people don’t stand in the void zones.
  • Life drain will target a random player and channel a damaging spell on them for 15 seconds. The damage increases over time and the player is stunned during the channel. This needs to be intercepted by other players before the damage gets too high. The target will need some heavy healing.
  • Durumu also casts Force of Will, but people just need to get out of it (or die) you can’t heal them through it.

Light Spectrum

  • Three beams will spawn on random players. Each beam will do significant damage, split among the players inside it. In addition  each beam applies a stacking debuff, increasing damage taken by that beam so damage will increase as the phase goes on. 
  • The tanks will continue to be hit by Hard Stare through this phase.

Maze

  • During the maze, there are three sources of damage to worry about. Eye Sores are the dark purple patterns on the floor, which do very heavy damage per second to anyone standing in them. Mind Daggers do moderate, constant damage to random players. Lingering Gaze needs to be avoided as much as possible, though the void zones will likely be in the maze path at least some of the time. 
  • If you get hit by the Disintegration Beam, you die.

 The damage in this fight comes in waves. Light Spectrum and the Maze can be quite healing intensive, while the phases in between give you a bit of a break.

As always, keep up full HoTs on the active tank. During the first phase, the only other thing to heal really is the minor damage people take when targeted by Lingering Gaze. During Light Spectrum, the damage gets more intense. Use WG on cooldown, use Mushrooms when you can, and try to keep Efflorescence down. in spots where people will stay for more than a few seconds (like on people in the blue beam who will not be moving, or under people in the red beam when it is stopped on a Crimson Fog).

The maze has a lot of damage going out. I try to keep Efflorescence down in melee as they will stay in it for longer. Use WG on cooldown, don’t be stingy with Rejuvs.

Talents

Level 60 - Incarnation for sure. It’s amazing for the maze.

Level 90 - I like Heart of the Wild for this fight. There is almost no damage going out at the start, so you can take time to do some damage.

Symbiosis

I use Symbiosis on a Shaman so I can use Spiritwalker’s Grace before I cast Tranq.

Cooldowns

Wild Mushroom – I set up Mushrooms where the Blue beam will be positioned (my raid has set spots for each beam to go and the Blue one doesn’t move). They can be bloomed during each Light Spectrum phase.

Tranquility - Use during Light Spectrum (closer to the end of the phase). If you can, use Spiritwalker’s Grace first so you can move while casting.

Incarnation - Use during the maze. Take full advantage of being able to have multiple LBs up and cast Regrowth while running.

Ironbark - Use on the active tank when their Serious Wounds debuff is getting high (4-5 stacks). You could also use this on Life Drain targets.

HotW - Use at the start of the fight when there is very little damage going out.

Stampeding Roar – Use during the maze to help people get away from the beam faster and negate the slowing effect from running though Lingering Gaze.

Primordius

I don’t have a lot of interesting tips for this fight. My raid has been doing it the easy (read: mega boring) way for a long time. This method involves not killing any oozes and turning the fight into a tank & spank. The boss stays in the middle of the room and the raid spreads out around him.

Here are the major damaging abilities to be aware of:

As oozes reach Primordius, he will evolve and gain new abilities. He will have up to two of these at a time.

  • Ventral sacs does constant, low levels of damage to the whole raid for as long as it is active.
  • Gas Bladder splits a large amount of damage between anyone within 25 yards of Primordius. 
  • Acidic Spines do heavy damage to random players which spalshes to anyone within 5 yards.
  • Pathogen Glands puts a DoT on a random player which deals heavy damage over 10 seconds. They will need focused healing.
  • Erupting Pustules does very heavy damage to people every 10 seconds. This damage splashes to anyone within 2.5 yards. This is the worst ability of the bunch and can easily wipe out people if they are too close together.

Keep up full HoTs on the active tank. Erupting Pustules are the only really damaging ability during the fight. Otherwise the fight is very dull.

Talents

Level 60 - Incarnation or SotF are both fine.

Level 90 - Heart of the Wild.

Symbiosis

I use Symbiosis on a tank, usually a Monk or DK so I have an extra cooldown to use.

Cooldowns

Wild Mushroom – Mushrooms are really buggy on this fight. When I place them in the circle in the middle of the room they have a tendency to disappear. Because of this, I set them up outside that circle and try to get them in range of a few ranged/healers.

Tranquility - Erupting Pustules and Acidic Spines are the most damaging abilities, so use Tranq while one of those mutations is active.

Ironbark - Use on the active tank when their Malformed Blood debuff is getting high (8-9 stacks). You could also use this on Pathogen Glands targets.

HotW - Use at the start of the fight when there is very little damage going out.

Dark Animus

This fight features a ton of adds that need to be controlled and killed in the correct way and it can be quite chaotic. 

Here are the major damaging abilities to be aware of:

Golems

  • During the first part of the fight, everyone will be tanking an Anima Golem. They do hit fairly hard, but have a very slow swing timer, so keeping everyone healed up is not difficult.  The danger comes from Acceleration Link – if 2 Golems get too close together their damage goes up an incredible amount and they’ll make short work of any non-tank. So don’t let them get close together.
  • Your tanks will soon have Massive Anima Golems to contend with. These do more melee damage plus cast Explosive Slam in front of them.
  • Matter Swap is the biggest nuisance in this fight. This is a dispellable debuff that lasts 12 seconds. When the debuff wears off or is dispelled, the affected player has their position swapped with that of the raid member who is farthest away from them at the time. Damage equal to the affected player’s maximum health is split between the two players, with the portion of damage that the other player takes increasing the longer the debuff remains on the affected player. To deal with this, people with the debuff should be topped off then dispelled when there is 6-8 seconds left on the debuff.

Dark Animus

When the Dark Animus activates, he starts syphoning off energy from any golems still active in the room. He also gains new abilities based on how much anima he has.

  • Touch of the Animus is a debuff on a random raid member, which deals a moderate amount of Fire damage every 5 seconds for the rest of the fight.
  • Anima Ring creates a ring of spheres around his current target (the tank), which closes in on the target. Coming in contact with a sphere consumes it, applying a stack of a debuff that increases damage taken from melee attacks by 50% for 15 seconds. My raid has melee step in and soak a sphere so the tank can get out unharmed.
  • Anima Font causes one of the players debuffed by Touch of the Animus to also deal damage to allies in a small area around them.
  • Interrupting Jolt deals a large amount of raid-wide Nature damage, and it interrupts the spellcasting of any players (also silencing them for 8.5 seconds) who are in the middle of a cast at the time. In my raid, he’s always dead before he gains this ability.
  • If he reaches 100 Energy he casts Full Power, which will quickly wipe the raid.

In phase 1 raid damage is low. WG and a few Rejuvs is more than enough to keep up anyone in range. As the Massive Golems activate, keep HoTs on whichever tank is in range. Your focus should be on topping up those with the Matter Swap debuff and dispelling at the correct time (6-8 stacks).

Once Dark Animus is active you will have both him (it?) to worry about, plus one of your tanks will still be tanking a Massive Anima Golem. The Golem tank will be taking more damage due to the debuff from Explosive Slam, so swaps (or clever kiting) may be required. I keep LB up on the Golem tank and focus raid healing on those with Matter Swap or Touch of the Animus. If people are doing their jobs right (not standing in Anima Font or in front of Massive Golems) there’s not actually that much to heal aside from tank damage and Matter Swap.

Talents

Level 60 - Incarnation or SotF are both fine. I lean towards Incarnation so I can keep LBs on both tanks for some of the fight.

Level 90 - Heart of the Wild so you can do some damage to your Anima Golem.

Symbiosis

I use Symbiosis on a tank, usually a Monk or DK so I have an extra cooldown to use.

Cooldowns

Wild Mushroom – Mushrooms aren’t great on this fight. I set them up around myself and others close to me before the pull in case I need a quick heal while tanking the golem.

Tranquility - I use this as an emergency heal while Dark Animus is active. There’s no specific time when many people in the raid are taking heavy damage, so I use it reactively after people take unnecessary damage or a particularly nasty set of Matter Swaps.

Incarnation – Use at some point during phase 2.

Ironbark - Use on the Massive Golem tank. Alternatively you can use it on someone with Matter Swap who doesn’t have many of their own cooldowns.

HotW - Use at the start of the fight to put out some decent damage on your Golem.

Happy healing!

Utility

Just a mini-post of some thoughts I had about Druids while doing heroic Tortos for the first time last night…

People have been pretty down on resto Druids lately, and for good reason. Our output potential is pretty lousy compared to most other healing classes (though it’s amazing how much better we can look on a fight like H. Tortos when overhealing isn’t really an issue). I’ve also seen people complain about our perceived lack of utility. After planning for the fight last night I have to say – we have a ton of utility on the right fight. I had so many ideas about how I could be helpful to the raid.

  • I can put out a ton of healing – Rejuvs on my group will charge the Crystal Shields quickly and efficiently, while still supporting the MT.
  • I can take Faerie Swarm and help to slow Whirl Turtles.
  • I can take Ursol’s Vortex and use them on the bats before the Quake Stomp so they can’t get to the kiter.
  • I can move around quickly using things like Displacer Beast, so I can kick turtle shells.
  • I have a lot of options for Symbiosis. I can use Spiritwalker’s Grace so that I can channel Tranq without having to worry about interrupting it to move out of rockfalls or away from turtles. I could take Iceblock for an immunity. I could take Leap of Faith for if the bat kiter needs grips.
  • I can use my superpower (massive aggro generation) to help make sure the new bats that spawn all go to one place.

Whether it’s reasonable to expect to be able to do all these things along with keep everyone alive I’m not so sure about yet, but this fight really highlights how much utility Druids have.

Another thing that struck me about the Tortos fight was that it’s much less about healing than I thought. I actually think this fight should be easier to heal than normal if everyone is using the shield mechanic correctly. So if you’re planning to tackle this fight soon, make sure you understand it!

Healing Throne of Thunder – Forgotten Depths

Here are some tips for healing the second section of Throne of Thunder as a Resto Druid, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend on most fights.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • The major glyphs I usually recommend are: Glyph of Wild Growth, Glyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is a good bet in most cases (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

Tortos

Mechanics-wise, Tortos is one of the least complicated fights in ToT, but it does require very good execution and a lot of awareness. The fight involves extremely heavy, spiky tank damage as well as high raid damage at frequent intervals throughout the fight. Throughout the fight your raid will need to deal with Tortos himself along with smaller Whirl Turtles which will spawn and spin around the room and Vampiric Cave Bats.

Here are the major damaging abilities to be aware of:

Tortos

  • Furious Stone Breath is what Tortos uses when he reaches 100 fury. This must be interrupted by kicking a turtle shell at him. If this is channeled on the raid for more than a tick, it’ll be a wipe.
  • Quake Stomp is cast about every 40 seconds and deals raid wide damage along with stunning everyone.
  • Rockfall is something that happens throughout the fight, and more so right after a Quake Stomp. These will appear as blue circles on the ground. These will kill anyone standing in the blue circle, and do moderate damage to anyone within 20 yards.
  • Snapping Bite is the main attack on the tank. It hits for a ton, so it’s best if the tank has a cooldown up for each one. It is also a good idea to have a Pally or Priest as the tank healer so some of the damage can be absorbed.

 Whirl Turtles use only one damaging ability: Spinning Shell, which will constantly spin around the room and knock people around. Getting slows up on the whirl turtles as they spawn makes avoiding the damage much easier.

Vampiric Cave Bats also have one major ability (other than strong melee attacks) to worry about: Drain the Weak. If the Bats’ target is not near full health the attacks will heal the bats. The bat tank needs to be topped up as much as possible. Cooldowns are useful, and stuns on the bats are great.

There’s a lot going on in this fight and a lot of damage to heal. At the start of the fight I like to keep LB rolling on the Tortos tank to help smooth out damage. Make sure the raid is topped up before any Quake Stomp and be prepared to deal with the damage afterwards. This includes having mushroom set up where people are grouped up and getting Swiftmend down under a group of players just before the Stomp hits. Use WG and ample Rejuvs to deal with the continuing damage from Rockfall. As bats are spawning I like to move my LB stack over to that tank.

Talents

Level 45 – I like Faerie Swarm here. If your group is short on slows or one of the turtle gets missed, you can use FS to help out.

Level 60 – Either SotF or Incarnation are useful here, though I prefer Incarnation. The instant RGs are very nice while you’re running around dodging Rockfalls.

Level 75 – Ursol’s Vortex can be placed under or just in front of Tortos as Whirl Turtles spawn to slow the turtles moving though. The pullback aspect of this spell doesn’t work though. If you don’t want to use this (I actually find it of limited value) you can use Disorienting Roar on the bats frequently to give the tank a brief respite.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

I use Symbiosis on a Shaman so I can use Spiritwalker’s Grace before I cast Tranq.

Cooldowns

Wild Mushroom – I set up Mushrooms under the melee and bloom them after Quake Stomps. Spread then out a bit, as melee will also be spreading out due to Rockfalls.

Tranquility – Use after a Quake Stomp. If you have it, use Spiritwalker’s Grace first so you can dodge Rockfalls without having to interrupt the spell.

Incarnation – Use while damage is heaviest – Rockfalls are happening frequently, the bats are out. Keep LBs on both tanks and get out as much group healing as possible.

Ironbark – I save this for the bat tank.

HotW – If you take this, the only time you may be able to use it to dps a little is at the start of the fight.

Megaera

Megaera is a healing intensive fight against a hydra. The goal is to kill 8 of her respawning heads. The fight isn’t too complex but does involve heavy damage to two tanks at once along with very heavy raid wide damage every time a head is killed. There’s also some dispelling to do.

Here are the major damaging abilities to be aware of:

  • Rampage happens whenever a head is killed. This is the biggest source of raid damage in the fight and cooldowns will be needed.
  • Cinders gets applied to a random player and deals heavy damage to them. This must be dispelled, but the target must get out of the raid first, as it leaves behind a fire patch when dispelled.
  • Torrent of Ice targets a random player and chases them with a frost beam that does damage to anyone it touches and leaves damaging frost on the ground. These ground two effects will cancel each other out if placed on top of each other.
  • Acid Rain will target a random player and launch an acid globule at them, doing very heavy damage at the point of impact and less damage as players are further away. Players need to be moving away from this.
  • Tanks also get debuffs from the head they are tanking, necessitating swaps.
  • Each head also does a cone breath attack, but no one but the tanks should be hit by this.

Keep LBs on the tank taking the most damage – fire and poison heads tend to cause more damage than ice. If you are a dispeller, make sure the target has run out of the raid before getting rid on Cinders and put at least a Rejuv on that person as soon as the debuff is applied. Outside of the Rampage, the biggest source of raid damage during this fight is the Acid Rain. Keeping Swiftmend under the melee stack is a good idea and be liberal with your Wild Growth and Rejuvs. 

Talents

Level 15 – Displacer Beast can be very useful on this fight to quickly move out of the group if you get targeted by a frost or fire beam. Alternatively you can use it to get back to the group faster on the way back.

Level 60 - I prefer Incarnation since I find this fight very hard on mana. 

Level 90 - Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

I use Symbiosis on a tank (preferably a Monk or DK so I get a damage reduction cooldown).

Cooldowns

Wild Mushroom – Set up Mushrooms in the spot the raid will be grouping for each Rampage and bloom during it.

Tranquility - Use during Rampage.

Incarnation - I use this outside of Rampage, so I can keep LB stacks on both tanks and do more reactive healing to poison bolts.

Ironbark - Use on tanks who are taking high damage.

Ji-Kun

Ji-Kun is a really fun fight that involves jumping and flying to platforms to deal with adds, periods of heavy raid damage and a lot of movement and spreading out. You fight Ji-Kun in the center platform, where everyone must be spread out to avoid AoE damage abilities.  Throughout the fight nests around the room, both above and below the main platform, activate and eggs on them need to be killed. My raid assigns one group of 3-4 dps and a healer to handle certain nests each time – one lower and one upper.

Damaging abilities to be aware of:

  • The tank will be taking damage from Infected Talons, a stacking DoT and Talon Rake, which needs tank swaps.
  • Caw sends out sound waves at random players that will do heavy damage to anyone within 5 yards. People need to be spread out for this.
  • Quills is the big raid damaging ability. This happens every minute. It’s best for everyone on the main platform to group up for this, then  spread back out again immediately after it ends.
  • Feed Young, if not intercepted, will leave a slime puddle on the ground which will deal damage over time to anyone who stands in it. However, standing in these for 3 seconds also removes the puddle, so it may be necessary for people to stand in these - preferably tanks or people with immunities/good damage mitigation cooldowns.

You may also have to deal with damage on the nests. If eggs hatch into Hatchlings, they will do light melee damage. If Hatchlings grow into Fledglings they will bombard random raid members with heavy damage.

Druids are a great choice for healing nests on this fight, so a lot of your healing is going to be focused on your group. Keep LB on the active tank while you’re on the platform, but feel free to move it to someone in your group while you’re on a nest. WG and Swiftmend are both great for keeping your nest group healed up since the platform area is so small.

Make sure you have a good handle on when you can use your Feathers to fly. You’ll likely have extra charges and will be able to use one during Down Drafts so you can ignore that whole mechanic. You do not need to use a feather when jumping down from a high nest (there’s no fall damage), so don’t waste charges on that.

Glyphs

You may want to consider replacing Glyph of Regrowth with Glyph of Stampeding Roar for this fight. Using Roar on the raid during Down Draft can be very helpful.

Talents

Level 60 - I prefer Incarnation for this fight. It’s a good cooldown if your group is on a nest during Quills.

Level 75 - Disorienting Roar can be somewhat useful if you’re dealing with Hatchlings in a nest.

Level 90 - Either Heart of the Wild or Nature’s Vigil can be used here. 

Symbiosis

I use Symbiosis on a tank (preferably a Monk or DK so I get a damage reduction cooldown).

Cooldowns

Wild Mushroom – Pre-pull I will jump down to my nest and place Mushrooms so I can bloom them while my group is down there. After that, I’ll try to put them in the center to have them ready to use for Quills. However, if they are in the center and you fly off to a nest, they’re going to despawn because of range.

Tranquility - Use during Quills.

Incarnation - Use so you can keep LBs on your whole group if Quills happens while you’re on a nest.

Ironbark - Use on tanks who are taking high damage.

Stampeding Roar – Use just before Down Draft to help out the raid.

Heart of the Wild – If you take this you can use it while on a nest and help kill eggs/hatchlings.

Happy healing!

Healing Throne of Thunder – Last Stand of the Zandalari

Here are some tips for the first three bosses in Throne of Thunder as a Resto Druid, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend for any fight.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • The major glyphs I usually recommend are: Glyph of Wild Growth, Glyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is a good bet in most cases (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

Jin’rokh the Breaker

This is a fairly simple and undertuned fight compared to the rest of the raid instance. However the damage can get high, especially if people mess up.

The fight follows a simple pattern. After a brief period at the start of the fight where not much happens, the boss will throw the active tank at one of the 4 pillars around the room. When this happens, a pool of water will spawn and grow until it takes up almost a quarter of the room. This pool increases damage taken and received, and is conductive – so any damage taken by someone in here is shared with everyone else. After 90 seconds, Jin’rokh will electrify the pool so the raid can no longer stand in it. Shortly after, Jin’rokh will hurl the tank at another pillar and the cycle will repeat. Jin’rokh needs to be killed before you run out of room to stand.

There are a few abilities to be aware of:

  • The tanks take moderate damage, but the real dangers are Static Burst and Static Wound. When the active tank has this debuff, any damage done to them will do damage to the raid as well. Make sure you can see this debuff on your frames.
  • Focused Lightning will focus on a random player and do significant damage to them when it hits them. They will need to be topped up before they get hit and will need a heal afterward as well. If someone gets hit by FL while in Conductive Water, everyone in the water will take damage.
  • Lightning Storm deals heavy raid damage over 15 seconds and happens in between every pool.

Keep your HoTs rolling on the current tank. While the raid is in Conductive Waters I try to keep Swiftmend under the melee stack, while healing the ranged with Wild Growth. When someone gets Focused Lightning, get a Rejuv on them before they run out and be ready with a direct heal after they take the hit (or before if they are at low health). Lightning Storm is the most damage intensive part of the fight. Make sure you’re using your AoE and group heals on cooldown while everyone is stacked up, along with Rejuvs and Regrowths on those low on health.

Talents

Level 60 – This is one of the few fights where I think Soul of the Forest might be more worthwhile than Incarnation, but it depends on your raid group. If your raid dps is good, this fight will be short – less than 4 minutes. If that’s the case the extra output from SotF should outperform Incarnation, since you’ll only get to use it once.

Level 90 – Heart of the Wild. The first 30 seconds of the fight is quite uneventful, you should be able to help out a bit by doing some damage.

Symbiosis

I give Symbiosis to a tank to give them an extra cooldown (even if it’s a Paladin), or to a Monk/DK for an extra damage mitigation cooldown for myself.

Cooldowns

Wild Mushroom – I set up Mushrooms in the center of the room, where everyone will be standing for the Lightning Storm. You should be able to Bloom them during each Storm.

Tranquility – Lightning Storm is the best place to use this since you know everyone will need healing. However, it can also be used in an emergency – like if someone gets hit by Focused Lightning in the Conductive Water.

HotW – If you take this, you can spend some time doing DPS at the start of the fight since there’s not much to heal.

Horridon

 Horridon is a 5 phase fight with four different groups of troll adds to kill. Each add phase will have one of the tanks handling Horridon while the rest of the raid deals with the adds. On each add (or gate) phase, the goal is to damage a Dinomancer which will drop an Orb of control which will let one of your raider will be able to use on Horridon to end that add phase. Once all the adds have been cleared, you will fight Warlord Jalak and Horridon himself. A very important part of this fight is to dispel.

Here are the major damaging abilities to be aware of.

  • Triple Puncture stacks on the current tank, increasing their damage taken. They will need more and more healing as their stacks increase.
  • Double Swipe does heavy damage, but is completely avoidable. No one should be taking damage from this.

Farraki Trolls

  • Stone Gaze is the priority dispel target.
  • Blazing Sunlight will go out on many members of the raid. This is a stacking DoT. Don’t try to dispel every single one, you’ll run out of mana. Only dispel when the stacks start getting high (3-4).
  • Sand Traps is a ground effect that does a ton of damage, but are completely avoidable.

Gurubashi Trolls

  • Rending Charge is a bleed effect that can occur on anyone. This person will need some dedicated heals. At least keep a Rejuv on them.
  • Venom Bolt Volley – Hopefully many of these can be interrupted, but your raid is doing to get pelted by this stacking poison DoT. Again, don’t try to dispel every one. If you have a Monk, they can clear everyone’s poison once it reaches 3-4 stacks.
  • Living Poison is another ground effect that does lots of damage but can be avoided.

Drakkari Trolls

Amani Trolls

  • Fireball will do damage to random players.
  • Chain Lightning will damage 3 random players. It will only jump to 3 people so it’s not worth spreading out for.
  • Hex of Confusion – Dispelling this should be your priority as not everyone can get rid of curses.
  • There are also 2 avoidable sources of damage – Swipe (don’t stand in front of bears) and Lightning Nova Totem.

Once all four troll gates have been cleared, the fight becomes a simple burn of Jalak, then Horridon. Jalak will cast Bestial Cry often, since the damage increases every time, he needs to be killed quickly. Once Jalak dies, Horridon will enrage, doing more damage to the tank.

As a healer, how difficult this fight will be for you depends very much on how well your raid avoids all the avoidable mechanics. If no one gets hit by Double Swipe or stands in Sand Traps and such there’s actually very little to heal (but lots to dispel!). I keep Lifebloom rolling on the current Horridon tank, as they are usually taking more damage than the add tank. Keep your AoE and ground healing spells on cooldown and be ready for some quick spot heals on those who stand in bad things. For dispels, prioritize Stone Gaze on the first gate and Hex of Confusion on the fourth.

When you reach the final phase of the fight, do everything you can to keep the raid topped up before each Bestial Cry – this shouldn’t be too hard as everyone can group up. Once Jalak is dead the current tank is the only one who should be taking damage so just pile heals on to them.

Talents

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed.

Level 75 – I like to take Disorienting Roar here so I can help out a bit if adds are getting out of control.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

If you’re short on Paladins and Priests, you can use Symbiosis on a Paladin so you can help cleanse on the third gate.

Cooldowns

Wild Mushroom – Mushrooms are not great for this fight. I try to set them up around the front of each gate (pre-pull for the first, as we’re running over for the next), but with all the ground effects to get out of and varying behviour of the troll adds, it’s hard to predict where people will end up standing. In the last phase you should be able to set up Mushrooms where the raid is grouped up while fighting Jalak and you can Bloom them after one of the later Bestial Crys.

Tranquility –  I try to get in as many uses of Tranq as I can. The first time I use it is usually on the 2nds gate, when poisons are ticking on everyone. After that, use when it’s up when needed – 2nd use tends to be either at the end of the 3rd gate or start of the 4th and then hopefully it can be used a third time after a Bestial Cry.

Incarnation – Use this early and often. Keep LBs up on both tanks.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Be free with your Ironbark usage during the first 4 phases of the fight. The best place to use it is on the Horridon tank as their Triple Puncture stacks are getting high. In the last phase make sure Ironbark is up and ready to be used when Horridon is enraged.

Council of Elders

Council is a fight against 4 bosses at once who do not share a health pool. Each boss has their own abilities you need to worry about plus one at a time gets empowered, giving them a new ability or modifying an existing one.

Here are the major damaging abilities to be aware of:

Malakk

  • Biting Cold targets one player and does heavy damage to them for 30 seconds. They will need some dedicated heals and to get away from everyone else.
  • While Malakk is empowered he uses Frostbite instead, whose damage is shared among anyone in range of the target.

Kazra’jin

  • Kazra continuously uses Reckless Charge. People should be getting out of the way of this as much as possible.
  • While empowered, Kazra will become Overloaded at the end of each charge. He will be stunned, but will reflect 25% of all damage taken. Since he’s the kill target when he’s empowered, the dps will need extra healing here.

Sul

  • Sand Bolts inflict heavy damage on random players. They can be interrupted, but some are bound to get off.
  • Quicksand is a ground effect that heals very heavy damage. People must get out of this asap. People in this will be slowed, then eventually Entrapped and will need a dispel.
  • While empowered, Sul will cast Sandstorm which deals heavy raidwide damage over 8 seconds. While this is happening, Living Sand adds will spawn from quicksand pools. Be sure you are standing near the add tank and have a mitigation/threat drop ability ready if you’re anything like me and have a tendency to pull threat on adds.

Mar’li

  • Wrath of the Loa inflicts heavy damage on random players. It can be interrupted, but some are bound to get through.
  • Mar’li will also summon Loas spirits. These aren’t something you have to worry about from a healing perspective, but they can be stunned and knocked back, so you should be able to help control them.

 On this fight I keep Lifebloom on whichever tank is currently tanking two bosses. I try to keep Swiftmend down on either the melee pile or under the Frostbite target if Malakk is empowered. Be prepared to Regrowth anyone who takes a hit from Wrath of the Loa or Sand Bolts and watch out for people who get trapped in Quicksand. The most healing intensive parts of the fight are the Sandstorm and Kazra’s Overload.

Talents

Level 45 – Take Typhoon so you can help knockback Loa Spirits before they reach their target.

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed. It will also allow you to keep Lifebloom on both tanks at times.

Level 75 – I like to take Disorienting Roar here so I can give myself a brief reprieve if the Living Sands aggro on to me.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

Either give it to a tank (preferably a Monk or DK so you can get a mitigation cooldown for yourself), or use it on a Shaman. Between the Quicksands and Kazra’s charge you may have to move a lot and you don’t want Tranquility interrupted when you use it.

Cooldowns

Wild Mushroom – Mushrooms are okay for this fight. There are two places I will set them up – either around the melee, or at the Frostbite stack point. The amount of movement on this fight makes Mushroom healing a little hit and miss, but they should be able to help out a bit.

Tranquility –  I generally use Tranquility while Kazra is Overloaded and reflecting damage back at your dps.

Incarnation – I like to have this up during Sandstorms. The extra output is great for all the damage the raid is taking and having LBs on both tanks is also useful since one of the tanks will be dealing with adds.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Use this often to help reduce damage on whichever tank has two of the bosses.

Happy healing!

Evaluating Discipline Priests with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Discipline Priests. Thank you to the awesome Derevka of Tales of a Priest, who reviewed the post and shared some of his Priestly knowledge with me.

(This post may be easier to read, with less squishy pictures, over on the guide page).


 Here are specific things to look for when analyzing discipline priest logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Healing Done

Discipline priests are the masters of mitigation. They are great tank healers but are also capable of putting out a huge amount of absorbs on the raid through Spirit Shell, DA and PW:S. Disc Priests have a wide variety of spells and cooldowns to manage.

Healing by Spell

Disc Priest healing done on World of Logs

Spell selection – Is the priest using the appropriate spells?

Priests have: Heal, Greater Heal, Flash Heal, Binding Heal, Penance, Atonement, Power Word: Shield, Spirit Shell, Prayer of Healing, Prayer of Mending, Renew, Divine Aegis (passive effect), and one of Cascade, Halo or Divine Star (Tier 6 talents).

Top Spells

With few exceptions, Spirit Shell and Divine Aegis should be a Disc Priest’s top heals. Spirit Shell is extremely powerful when used correctly. Atonement and Power Word: Shield should be up there as well. On fights with lots of raid damage, the Tier 6 talent (usually Cascade) should also provide a lot of healing.

Spells that may show not show up in the logs much – or at all – include:

  • Flash Heal: For lesser geared healers, Flash Heal should be used in emergencies only since it is extremely inefficient. For healers who are overgeared and/or have access to a lot of mana cooldowns, it may show up more frequently.

  • Renew: This spell is very weak for Disc Priests. It may be rolled on a tank or cast on the move, but overall it should not make up a significant portion of healing done.

  • Heal: Though Heal is very efficient, it does relatively little healing. Priests may not use it in favour bigger, more expensive heals.

Notes on specific spells:

Power Word: Shield

WoL: Power Word Shield
Power Word: Shield should be kept up on the tank(s), or cast on anyone else taking very heavy raid damage. PW:S should be cast often – at least every 12 seconds for the Rapture proc, but usually more often than that. You want to see fairly low overhealing on this.

Penance
Penance is a fairly cheap heal that hits 3 times in rapid succession. It is an excellent way to get a 3-stack of Grace up on a target, and is also great for Atonement heals. This should be used close to on cooldown (cooldown is 9 seconds). Priests should be using Penance more for Atonement healing than direct healing.

Power Word: Solace

PW-Solace
On most fights, you want to see that Priests have taken (and are using) Power Word: Solace as their Tier 3 talent. It provides a free, instant, smart heal so is great in terms of both HPS and HPM. It has a 10-second cooldown and should be used often.

The only reason for a Disc Priest to not take PW:Solace is if the extra damage from Mindbender is really needed.

Atonement

WoL Atonement

Atonement in the healing by spell tab

 

WoL Disc Priest damage by spell

Atonement healing in the damage by spell tab

There are three spells Priests can cast offensively that cause Atonement healing: Penance, Smite and Holy Fire (or Power Word: Solace, depending on talent choices). To see how these spells are being used, check the damage by spell tab. Penance is the most efficient, powerful heal and should appear at the top of damage done, followed by Smite, then Holy Fire/PW:Solace.

Cascade
Cascade will be a Disc Priests tier 6 talent of choice in most situations. It’s a smart heal that heals 15 people and has only a 25 second cooldown. You should see this used often and providing a fair amount of healing on any fight where the raid is taking significant damage.

Prayer of Mending
Priests should be casting this on cooldown so it should provide a fair bit of their healing. With the 2T15 bonus, PoM should account for even more.

Void Shift

WoL Void Shift
This is a newer cooldown for Priests that allows them to switch their health with the health of their target. It’s not something that will be used on cooldown or anything, but it you should see it used at least a few times over the course of a raid. Check the amount healed (it should be high per cast) to see if the Priest is faster with VS than your Pallies are with LoH. There is a slight delay in the health exchange after this has been cast.

Buffs Cast

This screen will tell you how often a priest is using their cooldowns, along with the uptime on key abilities.

World of Logs - Disc Priest buffs cast

Prayer of Mending – PoM should be cast on cooldown and be up as much as possible. 80%+ uptime is a good target for most fights. However, if the fight has people constantly taking damage (like Tortos) it will likely run out of charges before the cooldown is up again and the uptime will be lower (probably around 60%.)

Grace – With Disc Priests’ focus on Atonement healing, Grace is a bit of an outdated mechanic. If the Priest is strictly assigned to tank healing, you want to see Grace up on that target all the time. However, since Discs are such powerful raid healers, Grace uptime is likely to be low and not something to worry too much about. Grace should have a higher uptime in 10s than 25s.

Archangel – Archangel consumes stacks of Evangelism, giving 5% increased healing per stack. It has a 30 second cooldown and lasts 18 seconds, so the maximum uptime is 60%, though it won’t be up this often in practice. You want to see the Priest using Archangel often throughout the fight, and only when they are at 5 stacks of Evangelism.

Evangelism

To see how Evangelism and Archangel are being lined up, click the # beside both. Hovering over the Evangelism bars will show how many stacks it was at. You want to see 5 stacks before the Archangel bar lights up.

Inner Focus – Inner Focus makes your next spell cost less mana and a guaranteed crit. It has a 45 second cooldown and should be used often. A good practice is to use Inner Focus before a PoH while Spirit Shell is active.

Inner-Focus

Clicking the # next to Inner Focus and Spirit Shell will show you if these things are being lined up, as they are in the example above.

Inner Sanctum / Inner Will – One of these should be up all the time. However, if the Priest casts one of these before the fight begins and never switches it, it won’t show up here.

Hymn of Hope – Hymn of Hope restores mana to the raid and should be used on every fight. It has an 8 minute cooldown. You should see 12 ticks to indicate that it was channelled for the full duration.

Pain Suppression – Pain Suppression has a three-minute cooldown. Its use will often be prescribed by the raid leader. You should see PS used 1-3 times on most fights, depending on length.

Power Infusion (optional talent) – Power Infusion reduces casting time and the cost of spells. It has a 2 minute cooldown. It should be used often. Pairing it with Spirit Shell can make a very powerful combo.

Trinkets – If the priest has any on-use trinkets, or racials like Arcane Torrent they should be used as much as possible. Compare the cooldown to the amount of times used.

Other things to look for

There are a few important things that won’t show up under Healing Done or Buffs Cast, and you’ll have to look for them using the Expression Editor.

Power Word: Barrier 

WoL Power Word: Barrier

To find out how often PW:B is used, you need to use the Expression Editor. Go to Dashboard > Expression Editor and add in the following (replace the sourceName with the name of the priest):

sourceName = "Priest"
and (Spell = "Power Word: Barrier")

This will show you how many times PW:B was cast. If you want more details, such as how many people were affected by the Barrier, just use (Spell = “Power Word: Barrier”) as the query.

Shadowfiend 
This restores mana to the priest and does some damage too. Shadowfiend has a 3 minute cooldown. Paste in the following query (replace the sourceName with the name of the Priest):

sourceName = "Priest"
and (Spell = "Shadowfiend")

If the Priest has specced into Mindbender, it has only a 1 minute cooldown. Paste in the following query (replace the sourceName with the name of the Priest):

sourceName = "Priest"
and (Spell = "Shadowfiend")

No matter which ability the Priest has, you should see it used first within about a minute of the start of the fight and then again whenever it’s off cooldown.

What Resto Druids Need to Know for 5.2

Unless something unexpected happens, 5.2 is going to drop on March 5th. Just a few days away. There is a fantastic round-up of 5.2-related posts on the official site that you should definitely check out. Here are the changes that resto Druids need to know about.

buffs

A number of Resto Druid abilities have been buffed, or improved in some way.

Naturalist: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%.

This is a nice buff to all our healing. Hopefully in 5.2, this chart will look a little different and Druids will be on more even footing with the other healing classes.

Wild Mushrooms will now gain 25% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 33% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

Mushrooms definitely needed some love, hopefully this change is enough to make them useful. The 33% bonus healing is applied to each Mushroom, so a 3-stack will now heal for an extra ~450k (or whatever your current health value is), split between all targets. This will make for a potent heal if it hits a single or a limited number of targets, and a reasonable group heal if it hits many targets. However, because the Mushrooms need to charge up, it makes placement of them even more important. We’ll need to learn not to place them where the raid is now, but where the raid will be in the future. Start teaching your raid that hugging Mushrooms is the cool thing to do.

The healing granted by Cenarion Ward when a target takes damage has been increased by 100%.

The current healing of Cenarion Ward is not very good. In my current gear, self-buffed, CW does a total of about 67000 healing. Doubling the amount will make it a very decent sized heal, on a 30-second cooldown. In terms of raw HPS, this puts CW ahead of Nature’s Swiftness. However, the problems with CW remain – it is very susceptible to overheal. In most cases, I still prefer Nature’s Swiftness free, emergency heal over another HoT.

Soul of the Forest: Now grants 75% Haste on the next spell cast after the Druid casts Swiftmend.

Soul of the Forest is a great boost to raid healing, granting 75% haste instead of 50% makes it even better. This means than at ideal haste levels, casting Wild Growth with the SotF buff will give you 14 ticks (up from 12). However, once we drop our 4T14 bonus we’re going to run back into the problem of the cooldowns on Swiftmend and Wild Growth aligning poorly, which means Incarnation will likely be more useful. For more on how the change to SotF will affect your HoTs, go visit Binkenstein.

The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.

I’m not sure exactly how much more healing FoN will do now. I’ve heard that they’re a fair bit better, both in HPS and not being completely stupid. I still don’t see many situations where I’d take this over Incarnation or SotF though.

Rejuvenation now costs approximately 9% less mana.

This is really just a way to let us break our 2T14 set bonuses without it hurting.

My Resto Druid Guide has been updated to reflect these changes.

Other Spell Changes

There are also a few minor spell changes coming. First, one of our talents is changing;

Nature’s Vigil now has a 90-second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).

Numerically, there’s no change here. NV can just be used twice as often but provides half the bonus. This makes NV as an output cooldown less attractive to me. While I currently switch between NV and HotW on some fights, I foresee sticking with HotW most of the time now.

Revive and Mark of the Wild now cost 55% less mana.
Faerie Swarm can now snare more than one target at a time.
Mass Entanglement now has a 30-second cooldown (was 2 minutes).
Typhoon now has a 30-second cooldown (was 20 seconds).

These four changes will have minor impact on the average raiding resto Druid. The cost reduction of MotW will be nice for rebuffing those who get battle rezzed. The cooldown reduction on Mass Entanglement will make us better at CC if T15 brings us more fights with lots of adds – I would have loved this while working on Heroic Will.

Gear

I’ve posted the list of new gear available in 5.2. Valor is not being reset, so hopefully you’re sitting on a lot of it as we go into the patch. The new Shadow-Pan Assault rep has a lot of good options for quick upgrades. You’ll be able to purchase a new neck immediately for 1250 VP. If you’re anything like me, bracers tend to be the bane of the gearing process (still wearing 489s from normal Spirit Kings). SPA offers some nice bracers at Friendly for 1250 VP which you should be able to obtain quickly as well. There is also a trinket available at Friendly for 1750 VP.

None of the changes have caused our stat priority to change. You’ll still be looking to maintain your 3043 Haste level, then focusing on other secondary stats.

Throne of Thunder

If you want to get a head start on learning how to heal encounters in Throne of Thunder, go check out Dayani’s awesome, comprehensive preview of the new raid bosses.
Part 1
Part 2