Tag Archives: Dream of Cenarius

What Resto Druids Need to Know for 5.4

Patch 5.4 drops on Tuesday September 10th, and resto Druids have a whole lot of changes to be prepare for and look forward to. I have also updated my Restoration Druid Healing Guide to reflect the 5.4 changes. If you’re looking for a 5.4 gear guide, you won’t find it here – go visit Juvenate for his 5.4 PVE Gear Guide.

Spell changes

  • Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.

A new spell! Finally! This should help fill the gap in our healing toolkit quite well by making Rejuv a little more bursty. Start playing with the timing on this spell immediately, as I think it’s one of the things that will differentiate the great Druid from the ones who are just okay.

  • Living Seed effects can now stack, up to 50% of the casting Druid’s maximum health, and will no longer be consumed if the target is already at full health.

It is an improvement, but the change that really need to happen to make LS a decent heal is that it needs to trigger from magic damage. Until that happens, LS is unlikely to do more than a couple percent of overall healing.

Not sure why they changed the name in the first place.

And there was much rejoicing. We’ll now actually have a choice to make with our T2 talent.

  • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
    -A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
    -Wild Mushroom and Wild Mushroom: Bloom now have a shared 3-second cooldown.
    -The spell is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

HUGE quality of life change here. One mushroom to place is superior to three. We can also choose between spawning the mushroom beneath our target, or placing it manually (see new glyphs below). The best part is that the Mushroom can be moved, so you don’t waste your charge if the raid moves.

  • Innervate now restores mana equal to 50% of the Druid’s spirit.

This means you need at least 12000 spirit to get the same effect from Innervate that you did in 5.3. With better gear, this is a buff.

Talents

  • Dream of Cenarius has been completely redesigned. It now causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

This will let us be kind of like Disc Atonement healers, but much less powerful. Another change was also made that will impact this talent – Wrath now deals 10% more damage, but has its mana cost increased by 50%, so healing by doing damage may be a little expensive. This talent should excel on fights where the boss/mobs take extra damage.

  • Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.

With a 6-minute cooldown, this doesn’t strike me as that big of a deal. I think the HotW on use is still best used for adding some damage.

  • New talent: Ysera’s Gift, which replaces Nature’s Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.

Passive healing. /yawn. If you don’t want to have to worry about another spell and take Cenarion Ward, this is a good option.

  • Nature’s Vigil when activated now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.

This has gotten much stronger with the additional heals. I’d say this will be the go-to level 90 talent for most fights.

  • Soul of the Forest now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.

Glyphs

  • Glyph of Lifebloom’s effect is now baseline.

Awesome, and opens up a glyph slot for:

  • Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.

This is an amazing glyph. The 20% increase the Swiftmend is good, and the ability to have Efflorescence up all the time is great.

  • Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it’s cast on a target other than the Druid.
  • Glyph of the Sprouting Mushroom (minor): Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.

And a few random, cool things:

  • Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
  • Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.

Patch 5.4 is giving Druid some great buffs and quality of life changes. We should be in a much better place now than we have been all expansion.

Happy healing!

Trees They Are a-Changin’

Just a couple days after I declared that I no longer like playing my Druid, the 5.4 patch notes have been released. And boy are there some game changers.

Talent Changes

Ysera’s Gift, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. 

Ysera’s Gift is a new Level 30 talent in our talent tree, replacing Nature’s Swifteness (which is now baseline for restos). This is a passive ability that will continuously tick, healing yourself, or another nearby target if you’re at full health. Completely passive healing is a bit boring in terms of gameplay, but could provide a nice buffer. Looks like this tier will now be a toss up between this talent and Cenarion Ward, though I think that passive smart healing will end up doing more overall.

Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Restoration: Now causes the Druid to gain 100% haste on their next spell after casting Swiftmend.

In the level 60 Tier, SotF has been improved to increase haste for your next spell by 100%, up from 75%. Wild Growth will now gain even more extra ticks if cast after a Swiftmend, making this talent even more powerful.

Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization. Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

DoC has been redesigned to actually be usable.  In essence, this will turn us into (much less powerful versions) of Atonement healers. This will be a viable option on some fights, especially those where the boss takes extra damage. It could also be good on fights where there are periods of downtime when healing requirements are light.

Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.

I do like that this ability will no longer be completely passive. However, unless you’re using it for burst damage, I still find HotW incredibly boring. The healing bonus is nice, but it’s still got a 6 minute cooldown.

Nature’s Vigil when activated, causes single target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.

Another improvement to healing output. The bonus healing should come from any single target heal (RJ, RG, SM, HT, Nourish). This adds even more smart healing to our toolkit. This isn’t as big an an increase to healing as HotW but it can be used four times as often.

Spell Changes

Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.

This new spell gives us a little more burst and is something a number of Druids have been asking for for a long time. I really love the sound of this spell. I still don’t think this will be quite as powerful as something like Uplift, since Rejuv is mana-prohibitive and doesn’t jump around on it’s own, but I do think it’s a good addition to our toolkit. Realistically you’re not going to have Rejuv on more than about 8 people at a time tops, and the first applications will only have 1-2 ticks left if you wait until it’s active on 8 targets before using Genesis. So I think this spell will be most useful for healing specific, smaller groups of people. Luckily it looks like this spell doesn’t have a cooldown, so there will be a lot of room to play with it and figure out how best to use it in each fight.

Wild Mushroom Restoration version of the ability now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

This is huge. Only having to place one mushroom is great and being able to move the mushroom without losing the stored up healing is even better. The overall healing that mushrooms can do will be reduced (which is fine, they heal for too much now), but they’ll be so much more usable.

Innervate now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds.

Whether this turn out to be a buff or nerf for you depends on how much Spirit you like to run with. With my ~8k spirit, this is a nerf. Which sucks. We’ll also likely benefit even less from Innervates from Guardians or Ferals.

Glyphs

Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.

This is going to be a must-have glyph. With this now you can Swiftmend the person standing out in the middle of nowhere who’s about to die without having to waste all that ground healing. Being able to place your Efflorescene where you want it (around your Mushrooom, which you can move around as you like) and have it active all the time is a huge buff.

Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it’s cast on a target other than the Druid.

Innervate trading will now be a thing again. But what if I have 8k Spirit and my co-Druid has 10k? Will she feel cheated? Will she not want my puny Innervate?

Tier 16 Set Bonuses

May as well look at the new tier set bonuses too:

  • 2P Bonus – Ironbark increases your critical chance by 20% for 12 sec.
  • 4P Bonus – Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to cause all cast time heals for the next 12 sec to cause a Living Seed on the target for 80% of the amount healed.

I really like the 2-set bonus. No, Crit’s not our best stat, but I like that this will (hopefully) give people a reason to use Ironbark all the time.

The 4-set bonus is just odd. I like the idea of Living Seed, but it doesn’t work like it should. It’s so fussy about what damaging effects will trigger it that a lot of the time it ends up wasted, so having LS be 80% of the amount healed rather than 30% and trigger from non crits might not make too much of a difference. With any HoT tick having a chance to trigger the effect it could technically be active all the time, but with the small amount of cast time heals we cast, this bonus seems underwhelming.


Overall, the 5.4 changes look to bring a huge improvement to the resto healing toolkit.  So many of these changes have been asked for by a lot of Druids, it’s nice to know the developers are listening.