Restoration Druid Guide for Mists of Pandaria

Welcome to my restoration druid guide for Mists of Pandaria. This guide is directed at PVE raiding (though most of this information is good for 5-man dungeons as well) and should answer most of your questions about how to be an excellent druid healer. This guide is also maintained on Wowhead.

If you’re looking for a more basic guide, check out my guide for new level 90 Resto Druids, also on Wowhead.

Last update: 5.4

Table of Contents

  1. Stats – What each one does for you and how it’s prioritized. Includes haste break points.
  2. Talents – A description of all the Druid talents.
  3. Spells – Descriptions and tips for using all your important spells. Includes all the abilities given and received by Symbiosis.
  4. Glyphs – Descriptions of all the glyphs that could be useful for healing.
  5. How to Heal – General healing tactics and advice on making the most of specific abilities.
  6. Gear – Gear available in T14
  7. Gems and Enchants – How to trick out your gear.
  8. Consumables – What to eat and drink.

Stats

Here are the stats you will find on healing gear and what they do for you.

Stamina

Each point of Stamina gives you 14 health. Stamina is not a stat you have to look for, it will be present on almost all gear. Your health will increase with your item levels.

Intellect

Each point of Intellect gives you:

  • 1 spell power
  • 0.00039% critical strike chance

Intellect is a throughput stat, it will cause your spells to heal for more. It also gives a little bit of critical strike chance. It no longer increases your mana pool.

Spirit

Spirit is our primary mana regen stat.

Haste

425 haste rating = 1% haste

Haste reduces the global cooldown (to a minimum of 1 second), reduces the time it takes to cast spells and can increase the number of times your HoTs tick. See below for the chart of Haste Break Points.

Critical Strike Chance

600 crit rating = 1% critical strike chance

All your heals, including HoT ticks, are capable of critting. Critical heals heal for 2x the amount of normal heals. Though Crit is generally considered our weakest secondary stat, it’s not that bad.

Mastery

480 mastery rating = 1% mastery bonus

The resto druid mastery is Harmony. It increases the potency of your direct healing spells (Swiftmend, Regrowth, Nourish, Healing Touch, Wild Mushroom: Bloom), and after casting a direct healing spell it increases the potency of HoTs for 20 seconds.

Spell Power

Spell power is only found on weapons and trinkets. It affects the output of your spells.

Stat Priority

Intellect > Spirit  > Haste to 3043/13163 > Mastery > Crit > more Haste

You should prioritize Spirit over the other secondary stats only until your mana regen is at a comfortable level.

Haste Break Points

With certain amounts of haste, you can squeeze in extra ticks of your HoTs. Each table below shows the amount of haste needed to get x extra ticks of each spell. There are two sets of values. First, if you do not have a 5% haste buff and second, if you do.

Lifebloom

Ticks 15 16 17 18 19
Without buff base 1428 4229 7063 9937
With buff base 0 2004 4703 7440

Regrowth

Ticks 3 4
Without buff base 7078
With buff base 4717

Rejuvenation

Ticks 4 5 6
Without buff base 5316 15947
With buff base 3039 13163

Tranquility

This only effects the small HoT portion of Tranquility, not the bg tick.

Ticks 4 5 6
Without buff base 5320 15940
With buff base 3043 13157

Wild Growth/Swiftmend

Ticks 7 8 9 10
Without buff base 3028 9109 15206
With buff base 860 6652 12458

So how much haste should you be looking for? First, figure out if you will consistently have a 5% haste buff in your raid group, and plan around that. Next, pick an attainable target. Here are the above tables organized a little differently to help you pick a good target.

Without 5% buff

Haste Extra ticks
1428 16th tick of LB
3028 8th tick of WG/SM
4229 17th tick of LB
5316 5th tick of Rejuv
5320 5th tick of Tranq HoT
7063 18th tick of LB
7078 4th tick of RG
9109 9th tick of WG/SM
9937 19th tick of LB
12731 20th tick of LB
15206 10th tick of WG/SM

With 5% buff

Haste Extra ticks
0 16th tick of LB
860 8th tick of WG/SM
2004 17th tick of LB
3039 5th tick of Rejuv
3043 5th tick of Tranq HoT
4703 18th tick of LB
4717 4th tick of RG
6652 9th tick of WG/SM
7440 19th tick of LB
10101 20th tick of LB
12458 10th tick of WG/SM
12834 21st tick of LB
13163 6th tick of Rejuv/Tranq

In tier 14 or 15 gear, 3043 is an easily attainable haste target. This gives you 2 extra ticks of LB, one extra tick on WG/SM, one extra tick on Rejuv and one extra HoT tick on Tranquility. The next haste target is 13163 which would give you another 4 ticks of LB, an extra tick of RG (if it’s not glyphed), 2 more ticks of WG and and extra Rejuv tick. (These number assume you will have a haste buff in your raid). If you can get here, which you should be able to do in T16 gear – go for it.

*Special thanks to Binkenstein who provided all the necessary math around HoT haste breakpoints*


Talents

The new talent system is very different than the one we saw in Cataclysm. For the most part there is wiggle-room in which talent you take on each tier. Different raid encounters will undoubtedly favour different talent choices. It’s very easy to change specs now, and it will definitely be worth it to change up talents from encounter to encounter.

5.4 Druid talent tree

Level 15

YesFeline Swiftness – Faster movement speed is always a good thing. This is a good choice for any encounter.

Yes

Displacer Beast – This talent has situational uses for fights where having the ability to ‘blink’ outweighs the movement speed increase from FS. A number of mechanics can be made much easier to deal with by using DB.

NoWild Charge – Not great for PVE.

Level 30

YesYsera’s Gift – Boring, but somewhat useful. This provides a steady stream of heals to you, or another person it’s you’re at full health, and will likely provide the most healing in this talent tier.

NoRenewal -This is not a viable option for a resto druid. We’ve got plenty of other ways to heal ourselves.

OptionalCenarion Ward – This talent could have situational uses. If you are tank healing or focusing on someone else taking large amounts of damage this spell could be useful, but it doesn’t really offer anything that we don’t already have in our toolkit.

Level 45

OptionalFaerie Swarm – A single-target slow is likely the least useful talent from this tier. Most bosses will be immune to this type of thing (though it will work on adds).

OptionalMass Entanglement – On a fight with adds that need to be kept in one place and are not being damaged, this can come in handy.

OptionalTyphoon – This is likely the talent that you’ll get the most use out of. On any fight where you want to prevent adds from reaching something (or someone), Typhoon will be excellent.

Level 60

YesSoul of the Forest – This is a very powerful talent, especially if you follow up every Swiftmend cast with a Wild Growth. The biggest problem is that the cooldowns on SM and WG are so far apart that maximizing the talent is difficult. It can also make for a really fast, powerful Tranquility.

YesIncarnation – This is another powerful talent. It will not only increase your healing output, but will also help you be more mana efficient by letting you spam your cheapest spell (Lifebloom) which will give you more Omen of Clarity procs which can be used on free Regrowths.

OptionalForce of Nature – This can provide a good deal of healing, but one of the other talents will generally be more useful.

Level 75

OptionalDisorienting Roar – May be useful on fights with adds.

OptionalUrsol’s Vortex – Useful on fights with adds that need to be controlled.

OptionalMighty Bash – Provides a long stun and an interrupt which are useful, but again, it’s situational.

Level 90

Optional        Heart of the Wild – The extra 6% Intellect, though boring for a top tier talent, will always be useful. The cooldown effect is good at times when there is a need more dps than healing (or you can make use of the 25% healing increase), but the long cooldown means you won’t be able to use it much.

Optional       Dream of Cenarius – This makes us into weak versions of Atonement healers. This talent should excel on fights where the boss/mobs take extra damage but otherwise, one of the other talents will be better.

YesNature’s Vigil – A very nice output cooldown. Not only makes our heals more powerful for 30 seconds, but also makes our single-target heals  damage nearby enemies. Any single target heal (Rejuv, SM, HT, Regrowth) will also heal another person for 25% of the heal. This should be to go-to talent for most fights.


Spells

Druids have a heal for every occasion. Here’s a look at everything healing-related in our spellbook.

Healing spells

Lifebloom Lifebloom

Cost: 5.9% of base mana
Cast time: Instant
Use: Lifebloom stacks up to three times and if it expires, it will bloom and heal the person it was applied to for a large amount. Only let Lifebloom expire if the person it’s on desperately needs a big heal and be sure to stack it up again immediately after. Lifebloom ticks every second (faster with haste) so it provides a nice, steady stream of heals. It is also our only source of Omen of Clarity procs so be sure to keep it up on someone all the time. Lifebloom lasts 15 seconds and can be refreshed with either another application of Lifebloom or a Nourish, Healing Touch or Regrowth.

Rejuvenation Rejuvenation

Cost: 14.5% of base mana
Cast time: Instant
Use: Rejuvenation is a strong single-target heal over time and will be one of the spells we cast most often. Keep one rolling on the tank and use it to counter damage over time effects and heal moderate damage.

Regrowth Regrowth

Cost: 29.7% of base mana
Cast time: 1.5 seconds
Use: Regrowth is fast but expensive. It heals for a good amount, has an increased crit chance and leaves a 6 second HoT on the target (if you don’t take the glyph). Use it when you have a Clearcasting proc or when fast heals are needed.

Swiftmend Swiftmend

Cost: 8.5% of base mana
Cast time: Instant
Use: Swiftmend is a large instant heal with a 15 second cooldown that requires either a Rejuvenation or Regrowth HoT on your target in order to be used.

Nourish Nourish

Cost: 10.2% of base mana
Cast time: 2.5 seconds
Use: Nourish is a cheap, slow, small heal. Nourish heals for 20% more if the target already has a HoT on them. Nourish is no longer mana neutral and heals for very little. In most cases I suggest you don’t even bother to cast it.

Healing TouchHealing Touch

Cost: 28.9% of base mana
Cast time: 2.5 seconds
Use: Healing Touch is a large heal with a long cast time and expensive mana cost. It is mostly inferior to Regrowth, so it should be used sparingly, mostly in combination with Nature’s Swiftness.

Wild Growth Wild Growth

Cost: 22.9% of base mana
Cast time: Instant
Use: Wild Growth is a smart group heal that heals multiple targets over 7 seconds. Use Wild Growth when many people are taking damage.

Genesis spell iconGenesis

Cost: 14.5% of base mana
Cast time: Instant
Use: Targets all party or raid members within 60 yards and accelerates the caster’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate.

Tranquility Tranquility

Cost: 27.1% of base mana
Cast time: 8 seconds, channeled
Use: Tranquility is a huge, channeled, smart group heal that heals the 5 people with the lowest health (12 people in 25-man mode) and leaves a small HoT on them. With a 3 minute cooldown, Tranquility can and should be used 2-3 times per fight when multiple people are low on health. It provides a LOT of healing for a relative small mana cost.

Wild Mushroom: Bloom

Cost: 10.2% of base mana
Cast time: Instant
Use: Summon a single Mushroom on the ground beneath your target – placing mushrooms is free. Wild Mushrooms heal for a base amount, plus gain 100% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 200% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing is divided evenly amongst targets in the area of effect (10 yards). Mushrooms can be moved without losing their stored healing. If you’re using Glyph of Efflorescence (which you should be), Efflorescence occurs around the mushroom.

Cooldowns/talents

Ironbark

Cost: 0
Cast time: Instant
Use: Ironbark reduces the damage taken by the target by 20% for 12 seconds. It makes a good tank cooldown but can also be used on any other player taking heavy damage. 1 minute cooldown.

Cenarion Ward (talent)

Cost: 0
Cast time: Instant
Use: Cenarion Ward must be cast on someone who will be taking damage in the next 30 seconds in order for it to be triggered. The tank will usually be a good choice for this. It will heal every 2 seconds for 6 seconds. You’ll need to use this smartly to prevent too much overhealing. For example, casting it on someone at full health who has a Power Word: Shield on them, will likely make this spell mostly overheal. Use it when your target is missing a bit of health.

Force of Nature (talent)

Cost: 0
Cast time: Instant
Use: Force of Nature summons a treant which will immediately cast Swiftmend on your current target then cast Healing Touch a few times. One FoN charge is accumulated every 20 seconds, up to a maximum of 3 charges.

Nature's Swiftness Nature’s Swiftness (talent)

Cost: 0
Cast time: Instant
Use: NS is best used in combination with Healing Touch if someone needs a large heal quickly. It can also be used for an instant Rebirth. I use the following macro for NS/HT:

#showtooltip
/cast Nature’s Swiftness
/cast [@mouseover] Healing Touch

Nature’s Vigil (talent)

Cost: 0
Cast time: Instant
Use: Nature’s Vigil will increase your healing done by 12% and cause single-target heals to both heal another person for 25% and also damage a nearby enemy. Use Nature’s Vigil during times of increased damage taken. It can also be used to help out with doing damage but that’s more of a secondary use.

Tree of Life Tree of Life (talent)

Cost: 0
Cast time: Instant
Use: Tree of Life is a talent in the resto tree. It is on a 3 minute cooldown and it increases your healing, armor and modifies some of your other spells. When in Tree of Life:

  • Regrowth becomes an instant cast
  • Lifebloom can be applied to multiple targets
  • Wild Growth heals 2 extra targets
  • Entangling roots becomes an instant cast

Tree of Life should be used often, if for nothing else than the 15% healing increase. If you save ToL as an ‘oh shit’ button, you’re missing out on a lot of extra healing output. That said, if you know there is a particularly tough to heal phase on a fight, you can time its use around that.

Other stuff

Barkskin Barkskin

Cost: 0
Cast time: Instant
Use: Barkskin reduces our damage taken by 20% and prevents spellcasting delays. With zero mana cost and a 1 minute cooldown, you should be using Barkskin a lot. Use it whenever you are taking damage.

Innervate Innervate

Cost: 0
Cast time: Instant
Use: Innervate mana equal to 50% of the caster’s spirit over 10 seconds. Use this early and often.

Mark of the Wild Mark of the Wild

Cost: 5% of base mana
Cast time: Instant
Use: This is the buff we offer to raid groups. It provides extra Intellect, Strength and Agility.

Nature’s Cure

Cost: 15.8% of base mana
Cast time: Instant
Use: Nature’s Cure removes all Magic, Curse and Poison effects from the target. It has an 8 second cooldown. Use it judiciously.

Omen of Clarity Omen of Clarity

This is a passive effect. Lifebloom ticks have a chance to put you into a Clearcasting state, reducing the cost of your next spell with a cast-time by 100%. Clearcasting only affects Regrowth and Healing Touch. Nourish is not affected by it.
Use: Don’t let Clearcasting procs go to waste, cast Regrowth whenever you get one.

Rebirth Rebirth

Cost: 0
Cast time: 2 seconds
Use: Rebirth is our in-combat resurrection spell. Use it wisely as it has a 10 minute cooldown.

Revive Revive

Cost: 30% of base mana
Cast time: 10 seconds
Use: This is our out of combat resurrection.

Symbiosis

Symbiosis is one of our new spells in Mists. When you cast it on another player in your group (it can’t be another Druid) you get one of their class abilities and they get one of yours.

Here are the abilities we get when we cast Symbiosis on someone else:

Class Ability received
Death Knight
Hunter
Mage
Monk
Paladin
Priest
Rogue
Shaman
Warlock
Warrior

The abilities you get aren’t really anything that’s going to affect your healing in most cases. In terms of what abilities you get, decent options for Symbiosis are Death Knights, Hunters, Mages and Monks – all of which will give you some type of damage mitigation. Spiritwalker’s Grace comes in handy on certain fights – a Tranquility you can cast while moving is excellent.

Here are the abilities we can give to other classes:

Death Knight
Hunter
Beast Mastery:
Dash
Marskman:
Dash
Survival:
Dash
Mage
Monk
Brew Master:
Survival Instincts
Windwalker:
Bear Hug
Mistweaver:
Entangling Roots
Paladin
Holy:
Rebirth
Protection:
Barkskin
Retribution:
Wrath
Priest
Discipline:
Cyclone
Holy:
Shadow:
Tranquility
Rogue
Assassination:
Growl
Combat:
Growl
Subtlety:
Growl
Shaman
Elemental:
Solar Beam
Enhancement:
Solar Beam
Restoration:
Prowl
Warlock
Affliction:
Rejuvenation
Demonology:
Rejvenation
Destruction:
Rejuvenation
Warrior
Protection:
Savage Defence

Glyphs

Here’s a review of the Major glyphs available to us.

Prime GlyphMajor

 

The good:

Glyph of Efflorescence – The Efflorescence effect is now caused by your Wild Mushroom instead of by Swiftmend, and lasts as long as the Wild Mushroom is active.  Additionally, increases the healing done by Swiftmend by 20%.

Glyph of Regrowth – This removes the HoT portion of Regrowth but makes the spell a guaranteed crit. Regrowth is a fairly large heal when it crits and the HoT portion does very little healing, so this glyph is worthwhile.

Glyph of Wild Growth – This glyph makes Wild Growth hit 6 targets but increases the cooldown to 10 seconds. This is useful anytime the majority of the raid is all taking damage at once.

The situational:

Glyph of Stampeding Roar – This can be a good utility glyph if your raid needs a movement speed increase and you are short on feral/guardian druids.

Glyph of Innervate – When Innervate is cast on a target other than the caster, both the caster and target will benefit, but at 40% reduced effect. This could be worthwhile if you have another reliable resto Druid to Innervate trade with.

The not so good:

Glyph of Healing Touch – Every time you use HT, the cooldown on NS  is reduced by 1 second. However, since HT has a longer cast time and heals for less than a glyphed RG, you won’t be using it all that often. Unless you have the 4T16 bonus, then this glyph is more valuable.

Glyph of Rejuventation – When you have 3 or more Rejuvs active your Nourish is 30% faster. How useful this is to you will really depend on how much you use Rejuv and Nourish. Since Nourish doesn’t pack much of a punch, and is low in terms of Healing per Mana, you shouldn’t be using it much.

Glyph of Rebirth – Causes your Rebirth target to come back to life at 100% health. Since we already bring people back at 60% health, this shouldn’t be necessary to make sure people don’t get killed immediately after getting rezzed.

The bad:

Glyph of Blooming – This is a PVP glyph. You do not want a shorter duration on Lifebloom and you do not want to remove the ability for it to be refreshed by Nourish, Regrowth and Healing Touch.

Minor GlyphMinor

Minor glyphs don’t affect combat mechanics and are really a matter of personal preference so I’m not going to go over them.


How to Heal

There is not a single correct way to heal. Spell usage really comes down to fight mechanics, group composition, healing assignment and personal preference. However, there are some important things that every druid should know about healing efficiently in raids.

General Strategy

Single Target Healing

Druids have a very good tool set for single target healing. If you’re assigned to tank heal, in general you will want to:

  • Keep up 3 stacks of Lifebloom
  • Keep up a Rejuvenation
  • Direct heal (and refresh Lifebloom stacks) with Regrowth.
  • Use Swiftmend when instant healing is needed.
  • Use Ironbark during periods of heavy damage.

Multi-target Healing

  • Keep 3 stacks of Lifebloom on a tank
  • Use Wild Growth whenever 3 or more people need heals – this will generally be used on cooldown
  • Use Rejuvenation to stabilize people – you should be able to keep up 3-5 Rejuvs at a time (~3 is a good target in 10s, while in 25s you can keep more up)
  • Use Genesis when people who are affected by your Rejuvs need to be healed up quickly.
  • Use Swiftmend when instant healing is needed.
  • Cast a direct heal at least every 20 seconds to trigger Harmony.
  • Use Omen of Clarity procs to spot heal with Regrowth.
  • If someone gets dangerously low on health, hit them with a quick Regrowth, a Rejuv then a Swiftmend or Nature’s Swiftness/Healing Touch.
  • If damage starts getting out of hand, use one of your cooldowns (Tree of Life, Nature’s Vigil) and/or Tranquility.
  • Place and Bloom Mushrooms in areas where people will be grouped up and taking damage. Move your Mushroom as necessary to take advantage of both Efflorescence and the Bloom.
  • Use Ironbark to either help out with tank damage or on someone else taking heavy damage.

Tricks and Tactics for Specific Spells

Harmony - resto druid mastery

Harmony

We want to keep our Mastery, Harmony, activated as much as possible. In order to do this, we need to cast a direct healing spell every 20 seconds. This really shouldn’t be a problem. If you use Swiftmend on cooldown that’s technically all you need to do to keep Harmony active 100% of the time.  However, you should still be using direct heals other than Swiftmend. Create a Weak Aura to let you know when Harmony is about to run out to remind you to cast another direct heal if you need to.

Barkskin

Barkskin

Barkskin reduces your damage taken by 20%. It costs no mana. It triggers no global cooldown.

  • Use it often.
  • Use it anytime a boss if about to do a large, raid damaging ability.
  • Use it if you get targeted for a damaging attack.

InnervateInnervate

Innervate returns 20% of your mana, so it makes sense to use it for the first time once you hit 80% and every time it’s off cooldown from then on.

Omen of ClarityOmen of Clarity / Clearcasting

Clearcasting makes your next Regrowth or Healing Touch a mana-free cast. Use your clearcasting procs every time. Be sure you are aware of when you get a clearcasting proc (the in-game power aura is quite good) so you don’t miss any.

RegrowthRegrowth

Regrowth is our best direct heal without a cooldown. Though its mana cost is slightly prohibitive it does have a number of things going for it:

  • Regrowth has a 60% increased chance to crit. With the Glyph of Regrowth it is a guaranteed crit. This makes Regrowth both large and fast.
  • If you use Glyph of Regrowth using it will always proc a Living Seed.
  • Regrowth costs approximately the same mana as Healing Touch, is a faster cast and with Glyph of Healing Touch heals for approximately the same.
  • It’s instant while in ToL.
  • If you don’t use Glyph of Regrowth it gives you something to Swiftmend.

TranquilityTranquility

In general Tranquility will be usable 2-3 times per fight. Do not forget to use it. It provides a huge amount of healing for a relatively low mana cost. When you use Tranquility remember:

  • Use it when you will not have to move for the next 8 seconds. You don’t want to have to interrupt the channel (unless you get Spiritwalker’s Grace from a Shaman).
  • Cast a direct heal beforehand to ensure than Harmony is in effect for the whole cast.

Tree of LifeTree of Life (talent)

Tree of Life has a 3 minute cooldown so you should be able to use it at least twice on most fights. It is best used in times of heavy raid damage. General tactics while in ToL:

  • Use Lifebloom on multiple people. Single applications can be used on many raid members to give them a small HoT then a direct heal from the bloom at the end. If specific people are taking heavy damage, you have multiple 3-stacks up. All the extra Lifeblooms ticking will give you many Clearcasting procs.
  • Use Clearcasting procs for instant Regrowths.
  • Use Wild Growth on cooldown whenever multiple people have a health deficit.
  • If there are many people getting low on health, use Tranquility.

Wild GrowthWild Growth

Most raid fights have constant raid damage, so using WG on cooldown is almost always a good idea. Wild Growth can be cast on hostile targets. If you are fighting a large raid boss (like a dragon) and people are spread out, target the boss for your Wild Growth cast and it will hit people all around it.

Wild Mushrooms

Mushrooms can provide a moderate amount of burst healing if split among a large number of players, or provide a very large heal if split among only 1 or 2. Keep the following in mind while setting up mushrooms:

  • Set up Mushroom before the pull and charge them. Once the fight starts, you can reposition them as needed.
  • Set up Mushroom during downtime – but remember that you want to let them charge first, so you need to anticipate where the raid will be standing later.
  • Set up Mushroom when you are completely out of mana (placing them is free, only the Bloom costs mana).
  • Always make sure your Mushroom is positioned in a spot where the Efflorescence healing is needed.

A Note on Cooldowns

Many people like to wait for emergencies to use cooldowns and they end up not being used at all. This is a bad idea. If you are not using your cooldowns, or using them less often than you can be, you are gimping your healing.

When learning a new fight it can be difficult to know the best time to use these abilities. However, once you’ve learned the damage pattern plan your cooldown use ahead of time so you can make the most of them.


Gear

Full list current restoration druid gear can be found here.


Gems and Enchants

Gems

Meta – Burning Primal Diamond is the way to go. Once you’ve done the appropriate part of the legendary quest chain, you’ll be using Courageous Primal Diamond.

Red sockets – Brilliant Primordial Ruby for output. When Mists begins, you don’t have to stack straight Intellect as it doesn’t provide as much of a benefit as it did before. If you are struggling with mana you can use Purified Imperial Amathysts. If you are reaching for the next haste breakpoint you can use Reckless Vermillion Onyx.

Yellow sockets – Reckless Vermillion Onyx to reach your haste breakpoints, Artful Vermillion Onyx otherwise.

Blue sockets – Purified Imperial Amethyst

For the most part, the socket bonuses on gear are decent. I would try to match the sockets for the bonus unless it is terrible. Free stats are free!

Enchants

Shoulders

Greater Crane Wing Inscription
Secret Crane Wing Inscription if you are a Scribe

Cloak

Superior Intellect
Darkglow Embroidery if you are a Tailor.

Chest

Glorious Stats or Might Spirit

Wrists

Superior Intellect
Fur Lining – Intellect if you are a Leatherworker.

Gloves

Superior Mastery or Greater Haste
Synapse Springs if you are an Engineer.

Legs

Greater Pearlescent Spellthread

Boots

Greater Haste or Pandaren’s Step if you are not specced into Feline Swiftness.

Weapon

Jade Spirit

Off-hand

Major Intellect

Rings

If you are an enchanter, enchant both rings with Greater Intellect.


Consumables

Flask: Flask of the Warm Sun if you want more throughput.

Food: Mogu Fish Stew

Potions: Potion of Focus will provide the most mana return providing you can find 10 seconds in a fight where you don’t have to heal or move. For fights where this isn’t possible, Master Mana Potion is the way to go. If you are desperate for extra healing output and mana is not an issue, Potion of the Jade Serpent can be used.


Updates

Ocotber 29th – Did some updates regarding spell usage
December 19th – Updated Symbiosis spell list
March 3rd – Updated for 5.2
May 21st – Updated for 5.3
September 9th – Updated for 5.4

16 responses to “Restoration Druid Guide for Mists of Pandaria

  1. Pingback: Restoration Druid Guide updated | Cannot be Tamed

  2. Thanks Jasyla!

  3. Hello Jasyla!
    Well written guide. Will definitely use this for when I need quick guidance. Just one question: Doesn’t Tranq get an extra tick at 3043 or something like that? Or did I miss something. Maybe haste doesn’t affect Tranq?

    Regards Karä.

    • Hi Kara, I’ve just added in the breakpoints for extra Tranquility ticks. Haste does not affect the big Tranquility heals, just the HoT that is left over, so getting an extra tick isn’t going to be a huge increase in healing, but you’re right, it is worth noting. Thanks!

  4. For an extra 4 haste it’s probably worth it, yeah :) once again, nice guide!

  5. Pingback: Mists of Pandaria: Guide für Wiederherstellungs-Druiden

  6. This is definetly a great guide. Information about haste break points and pre raid gear are really usefull, thanks :)

  7. hiya great guide :)
    could i suggest using regrowth with natures swiftness until we get a LOT more crit on our gear? glyphed it will crit and proc living seed and thus heal for a fair bit more than a non crit healing touch. currently i am not using healing touch at all in MV (6/6 normal).
    i would also suggest that if u need regen ( and we all do atm) u consider having every gem have spirit rather than int and gem pure spirit in blue slots. As secondary stats are doubled for gems this means we can switch to int food and flasks much sooner. Better to get 1000 spirit on gems for a loss of 500 int and then take the 1000 int flask i think :).
    my 3rd nit pik is the bias against crit. i understand why non druid healers shun crit but druid healers should see it as equal to mastery. The reason for this is that our emergency heal (regrowth) crits anyway because we glyphed it and so the argument that u want guaranteed emergency healing doesn’t wash. The vast majority of our healing comes from rejuev, wild growth, lifebloom, tranquility and swiftmend. most of these are ticking away so fast and frequently that the crit RNG gods have no choice but to average it out very quickly. I tend to balance crit and mastery as i feel they are synergistic.
    The advice i would give new druid healers on top of the standard druid stuff is.
    1. stack spirit until you stop going oom and no more.
    2. learn to use and love soul of the forest (mainly wild growth but lifebloom (don’t refresh LB if u do this and enjoy the very fast ticks and the bonus OOC procs) and rejuev work well with it too).
    3. if you take heart of the wild use it as a mana regen talent during low raid damage phases (warn the other healers)… it does about 60k dps in my gear (outside bloodlust much more in BL)
    4. use every OOC proc for regrowth
    5. your choice of filler is nourish or rejuev. rejuev is FAR better but FAR more expensive. if no one is going to die use nourish. if everything is bad use rejuev (and regrowth but that is even more wildly expensive outside OOC procs).
    6. quietly lol at the non druids hps.
    7. remember your job in the raid. ALL the other healers have better cd’s for saving low health people (natures swiftness once a minute is as good as any ofc). your job as a druid in a raid is to stop people reaching the emergency level by providing HPS throughput. the priest/shaman/pally/monk will be putting something big on the low health guy. you need to put out heals on the 50% health people to HoT them back to 100% and stop them being that 10% health person that makes your RL’s voice break. likewise train your other healers to IGNORE people at 90% health. your hot’s will take care of that and they have better things to do.

    • Thanks. :)

      I still like using NS with HT as my emergency heal. Though Regrowth will heal for a bit more than a non-crit HT, if that HT does crit then it will heal for a huge amount. The guaranteed Living Seed from Regrowth is a nice bonus, but much of the time (especially if you aren’t using your NS on the tank) the LS won’t even get used.

      I don’t shun crit, but if I’m going to reforge a stat to get to a haste breakpoint, for example, I’ll reforge the crit off before the mastery. I don’t avoid crit on gear or reforge straight crit > mastery.

      As for Soul of the Forest, I’d still suggest people take Incarnation instead. Once we get our set bonuses that will allow SM and WG to line up better I’ll probably use SotF more, but until then, Incarnation provides not just increased healing output but also increased utility and better mana efficiency.

  8. Hi! I love this guide! I recently switched to healer just before MoP came out because my guild needed one and this guide has helped me out a lot! ^^
    But I got one criticism. You say Displacer Beast is a useless talent but I think otherwise. Displacer Beast should be changed to a situational talent. It’s extremly good for fights like Stone Guards(If you got Cobalt Guardian and Jasper Guardian up at the same time), Feng the Accursed if you get Arcane Resonance during Arcane Velocity and maybe sometimes at Spirit Kings if you get targeted by Volley while low on health(Even though I prefer Feline Swiftness on that fight.). I just think if you look at it like a blink it could be really useful for some fights which is why I recommend you change it to situational! :D

    I would love to hear your feedback on this! My email is fluffy.grimbatol@gmail.com!

    -Much love, Fluffy! :)

    • Actually, you don’t have to send me the feedback on mail, you can just post a reply. xD Didn’t realize you could reply to comments. :P

    • I still think Feline Swiftness is preferable on the fights you mention. Stone Guard has a lot of moving – out of Pools, away from Mines, toward the person you’re chained to – I think the constant movement speed increase is better than a blink effect. Some for Feng. If you’re in the middle of your raid and you get Arcane Velocity, it starts ticking pretty much immediately so Displacer Beast isn’t going to save you from blowing up your raid. I think it’s a better option to just stay loosely spread out when Arcane Velocity is about to hit so you only have to move one or two steps to avoid damaging people. Also, if you get Resonance during Velocity, I don’t think it’s beneficial to blink so far away as you take more damage the further you are from the boss. I think running faster (with Feline Swiftness) gives you more control.

      The talent would be great on Spirit Kings if you get caught in a bad position on Volley, but again, there is so much movement on that fight that the constant movement speed increase is going to serve you better.

  9. Pingback: What Resto Druids Need to Know for 5.2 | Cannot be Tamed

  10. Thanks so much for this! I’m a resto druid coming out of retirement from WotLK and see that quite a bit has changed. Funny how they pushed us to use Nourish and now it’s junk again. :)

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

CommentLuv badge