Tag Archives: Harmony

What Resto Druids Need to Know for 5.0.4

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


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

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


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

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

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

We have two new base abilities:

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

A number of abilities have changed:

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

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


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

Level 15 Druid talents (MoP)

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

Druid level 30 talents (MoP)

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

Level 45 druid talents (MoP)

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

Level 60 druid talents (MoP)

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

Level 75 Druid talents (MoP)

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


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

Major Glyphs

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

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

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

Minor Glyphs

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


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

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

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

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

Resto Druid Changes (Mists of Pandaria build 15799)

Resto Druids haven’t received a whole lot of attention in the last Mists builds, but this most recent one sure changes that. A number of Druids have been concerned that with all the ‘maintenance’ spells we need to cast, we will be GCD capped and it will making healing well difficult. Blizzard seems to have answered, by increasing the duration of both Lifebloom and Harmony considerably. Full build notes can be found on Wowhead. I’ve also posted a slightly abridged version of my feedback on the beta forums.


Lifebloom: Heals the target for 109315*1 over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for ((8150 + $SPN * 0.752) *). This effect can stack up to 3 times on the same target. Duration refreshed each time you cast Healing Touch, Nourish, or Regrowth on the target. Lifebloom can be active only on one target at a time.

Lifebloom will now last 15 seconds, up from 10. The amount of healing per tick should not change any (it now lasts 33% longer and heals for 33% more). At first I was worried about the PVP ramifications of this, but that concern was quickly assuaged when I saw the changes made to the new glyph introduced.

Glyph of Blooming: Increases the bloom heal of your Lifebloom when it expires by 50%, but its duration is reduced by 5 sec and your Healing Touch, Nourish, and Regrowth abilities no longer refresh the duration of Lifebloom.

Not only does this take care of the too-long duration of Lifebloom for PVP, it also got a nice buff by now increasing the amount of the bloom by 50%, rather than 20%.

So, I’m generally happy with the increased duration of Lifebloom. I really didn’t have much of a problem keeping it up at 10 seconds, but the extra time will give raid healing druids a bit more breathing room. This, combined with the older change of having all 3 applications transfer when you change your target make Lifebloom much less cumbersome to use. These are nice quality of life improvements.


Mastery: Harmony: Your direct healing is increased by an additional 0% and casting your direct healing spells grants you an additional 0% bonus to periodic healing for 20 sec.

Harmony now lasts 20 seconds, up from 10. This may be an unpopular opinion, but I’m not too thrilled about this change. There are a few reasons for this.

  • I don’t understand people’s aversion to using single target spells with a cast time (Nourish, Regrowth, Healing Touch). Yes, Druids are HoT-based, but in my opinion, that doesn’t mean that we should only be casting HoTs. Variety makes things interesting.
  • Since Harmony can now be kept up 100% of the time using only Swiftmend it’s going to increase the number of players who think its appropriate to cast nothing but Rejuv in between Swiftmend and Wild Growth cooldowns.
  • I really enjoy the mini-game of keeping Harmony and Lifebloom active as close to 100% of the time as possible. I like having to work to make my healing as powerful as possible and plan properly to ensure it is. With 15 seconds on Lifebloom and 20 on Harmony, that’s not going to be much of a challenge.

Honestly, I think that having Harmony be easily sustainable by only casting Swiftmend (which we want to cast close to every cooldown because of all the healing Efflorescence does anyway) trivializes the entire mechanic of having to keep it active. I thought the reason for the 10 second duration was to ensure we cast a direct heal every once in a while, but that no longer applies. They may as well just go all the way and make our Mastery something that is active all the time, like it is for every other class.

Wild Mushrooms

Wild Mushroom: Bloom: Grow a magical mushroom with 3 health at the target location. After 6 sec, the mushroom will become invisible. When triggered by the Druid, all mushrooms will bloom healing all allies within 8 yards for 6074 to 7348. Only 5 mushrooms can be placed at one time.

You can now place 5 mushrooms, up from 3. The range on the heal has been reduced to 8 yards, down from 12. I don’t like the whole concept of Mushrooms as a heal to begin with. I’m not sure what problem these changes are attempting to solve, but it looks like it’s a step in the entirely wrong direction. 5 mushrooms?! When will we ever have time to place 5 mushrooms? That means seven clicks (or button presses) and 5 GCDs in order to set up and then activate the heal. The range reduction is an extra kick to the shins. None of the problems with Wild Mushrooms as a heal have been addressed:

  • it takes too long to set them up
  • if the raid moves, the mushrooms you’ve set up become useless
  • having to target the ground to place them is cumbersome
  • the range is (once again) small

At this rate, I don’t see this spell getting a lot of use aside from the Mushrooms we can set up pre-pull. I’ve heard people suggest that we don’t have to use all 5 mushrooms, we could only place 1, or 3, but I don’t put any stock in this. Players want to optimize, they don’t want to cast something that is less powerful than it could be. The days of downranking spells are long over.

Since I don’t want to just complain and not offer any alternatives, here are some of my ideas for fixing the spell.

Option 1:

Grow a magical mushroom on the target player. When triggered by the Druid, all mushrooms will bloom healing all allies within 10 yards for 6074 to 7348. Only 3 mushrooms can be placed at one time.

This would solve all of the problems I have with the spell. Casting the mushrooms on players would solve the issue of awkward ground targeting. I use VuhDo, I like to be able to cast my heals by clicking on raid frames. It also solves the problem of player movement quite nicely. A mushroom on the ground is likely to heal no one if players move. A mushroom on a person will always heal at least one even if they are a dope who goes and stands in a corner by themselves.

Option 2:

Grow a magical mushroom at the target location. After 6 sec, the mushroom will become invisible. When triggered by the Druid, the mushroom will bloom healing all allies within 8 yards for 18022 to 22044. Only 1 mushroom can be placed at one time. 3 second cast time.

This isn’t a perfect solution, but i think it would be an improvement. I’d find having to hard cast 1 mushroom much less cumbersome than having to place 5. The downside would be that you couldn’t spread them out, but spreading them out makes them even more awkward to use anyway and reduces the amount the people in range will be healed.

Tier 14

The new tier set name and bonuses have also been released in the new patch.

Vestments of the Eternal Blossom

2 pieces: Reduces the mana cost of your Rejuvenation spell by 10%.
4 pieces: Reduces the cooldown of your Swiftmend spell by 3 sec.

First, pretty name! The 2-set isn’t an exciting bonus, but I’m sure it will be appreciated in the first raid tier as we’re having mana struggles and getting used to the new mana model. The 4-set is awesome. This looks like a significant increase to our healing output with all the extra Efflorescence healing we’ll be able to do. The only downside is that it will hurt to break this bonus when tier 15 rolls around.

What do you think of the latest changes?

Jasyla’s Resto Druid Power Auras

Here are the Power Auras I use on my resto druid to help me keep track of buffs and cooldowns:

Restoration Druid Power Auras

Spell Cooldowns

I don’t show my healing spells on my bars, so I use power auras to tell me when they are off cooldown. These only show up while I am in combat.

Power Auras - Nature's Swiftness, Swiftmend, Wild Growth spell cooldowns
Swiftmend (green leaf):

Version:4.22; b:0.5686; icon:INV_Relics_IdolofRejuvenation; buffname:Swiftmend; r:0.1843; x:82; bufftype:15; texture:23; alpha:1; wowtex:true; combat:true; size:0.3; texmode:1

Wild Growth (pink leaf):

Version:4.22; g:0.3843; icon:Ability_Druid_Flourish; buffname:Wild Growth; r:0.9647; x:138; bufftype:15; texture:23; symetrie:1; wowtex:true; combat:true; size:0.3; texmode:1

Nature’s Swiftness:

Version:4.22; b:0.7882; icon:Spell_Nature_RavenForm; buffname:Nature’s Swiftness; r:0.1216; x:110; bufftype:15; texture:32; alpha:1; aurastext:NAture’s; owntex:true; sound:3; aurastextfont:2; combat:true; size:0.2; y:-86; texmode:1

Nature’s Grace

This shows me when Nature’s Grace procs and counts down the time left. Only appears in combat.

Power Aura - Nature's Grace

Version:4.22; b:0.1843; g:0.5176; icon:Spell_Nature_NaturesBlessing; buffname:Nature’s Grace; r:0.9765; x:-90; texture:233; aurastext:NAture’s; combat:true; size:0.3; y:-87; texmode:1; timer.enabled:true; timer.cents:false; timer.y:-105; timer.x:-71


To make the most of my Innervate, I try to use it when Power Torrent procs. These auras show me when Innervate is off cooldown and when Power Torrent has procced. Only appears in combat.

Power Auras - Innervate and Power Torrent proc


Version:4.22; icon:Spell_Nature_Lightning; buffname:Innervate; x:112; bufftype:15; owntex:true; combat:true; size:0.2; y:139; texmode:1

Power Torrent:

Version:4.22; b:0.651; g:0.8863; icon:Ability_Paladin_SacredCleansing; buffname:Power Torrent; x:189; texture:231; combat:true; size:0.42; y:141; texmode:1


I have two auras for Harmony. First, a green graphic will appear when Harmony is active and a timer will count down the time left on it. When Harmony falls off the large, yellow exclamation point will display along with a sonar ‘ping’ noise. The second aura will only display while in combat.

Power Auras - Harmony auras
Harmony active (green icon with timer):

Version:4.21; b:0.5569; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.3059; x:-87; texture:181; alpha:1; size:0.43; torsion:0.95; y:-9; timer.HideLeadingZeros:true; timer.h:2.1; timer.enabled:true; timer.cents:false; timer.y:44; timer.x:-110

Harmony not active (yellow):

Version:4.21; b:0.2745; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.9804; texture:15; alpha:0.81; sound:23; combat:true; y:135; inverse:true

Harmony Power Aura

Our awesome new mastery, Harmony, may take some getting used to. To assist, here’s a couple Power Aura strings that will help you keep track.

The first aura shows a graphic and a simple timer than will count down the time left on your Harmony buff whenever it’s active.

Harmony countdown power auraVersion:4.21; b:0.5569; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.3059; x:-87; texture:181; alpha:1; size:0.43; torsion:0.95; y:-9; timer.HideLeadingZeros:true; timer.h:2.1; timer.enabled:true; timer.cents:false; timer.y:44; timer.x:-110

The second aura warns you when Harmony has fallen off by displaying an obnoxiously large exclamation point and sounding a sonar ping. It only happens when in combat.

Power Aura to show when Harmony falls offVersion:4.21; b:0.2745; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.9804; texture:15; alpha:0.81; sound:23; combat:true; y:135; inverse:true

Resto Druid changes and specs for 4.2

Druids are undergoing a few changes in 4.2! Are you prepared?


Our Mastery has been completely revamped. Symbiosis has been replaced by Harmony. Harmony increases direct healing by an additional 15% and casting your direct healing spells grants you an additional 15% bonus to periodic healing for 10 sec. Each point of Mastery increases each bonus by an additional 1.25%.

What does mean for you? Cast a direct heal (Swiftmend, Nourish, Healing Touch, Regrowth) every 10 seconds, get an increase to all your HoTs. Direct heals will be increased automatically. Drop the awful ‘heal chasing’ habit if you currently do that. Hopefully, this doesn’t require too much of a playstyle change for most druids. Between consistent Swiftmend use and using OoC procs for Regrowth or HT you’re likely (I hope) casting a direct heal close to every 10 seconds already.

If you cast Swiftmend on cooldown, you’ll only need to cast a single direct spell in between SM casts to ensure that Harmony is in effect all the time. Making a Power Aura to track this is a very good idea.


All healing critical strikes will now heal for 2x a normal heal (rather than 1.5x).

This is a nice little bonus, but it won’t really effect our playstyle in any way. It will however, make talents like Nature’s Bounty and Living Seed a little bit better. If these aren’t talents you normally take, they might be worth a second look.


Innervate now causes the target to regenerate 5% of maximum mana over 10 sec. Still regenerates 20% of maximum mana on self cast.

This change kills the idea of Innervate swapping. You can now keep all your Innervates for yourself. Because of this, you may want to replace Glyph of Innervate with something else.

Stat Priority

Despite the Mastery and Crit changes, our secondary stat priority will remain the same:

Haste to 2005 > Mastery > Crit


There haven’t been any changes to talents (besides the fact that Nature’s Bounty and Living Seed may perform a bit better due to the crit change), so my spec suggestions have not changed since 4.1.

I have two basic spec suggestions – one for output and one for mana conservation and longevity.

Output spec:

4.2 Resto Druid output specLink

This spec has zero points in Moonglow or Furor, so you really need to have the appropriate gear, raid buffs and consumables to use this spec. This spec will put out the most HPS but will be hard to sustain.

Mana spec:

4.2 Resto Druid mana specLink

This is a much safer spec. You get all three points in Moonglow and 2 in Furor – you’ll be able to sustain casting for much longer. In addition, there are two points in Perseverance, which will help keep you alive. If you like Nature’s Swiftness you can take a point away from Perseverance to get it.

If you want something in-between, play around with the optional talent points. For example, you could take the two points out of Furor and put them in Genesis.

See my updated Resto Druid Guide for more information.


There is a ton of new gear to get, not only from raiding but also from Valor points, the new Avengers of Hyjal rep vendor, leatherworking and daily quests.

Take a look at my 4.2 gear list for all the gear available.

Resto Druid Tier 12 Sneak Peaks

Though 4.1 was released only a couple weeks ago, information and previews from 4.2 are already being released.


The resto druid mastery is being completely revamped.

Our current mastery is Symbiosis. Symbiosis increases the potency of your healing spells by 11.6% on targets already affected by one of your heal over time spells. Each point of Mastery increases heal potency by an additional 1.45%.

Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic. (source)

Very interesting. Though the values have been slightly reduced, I think this new mastery qualifies as a buff. For tank healers there may not be too much of a difference, but for raid healers (which most druids are) I think this will be a big improvement. Rather than needing to have a pre-existing HoT on a target to benefit from increased healing, all you need to do is cast a direct healing spell every 10 seconds to get a boost to all your HoTs. Direct healing spells will be increased automatically. This sounds like a really nice change and it will increase the desirability of Mastery for raid healing druids. This really makes me wonder though…why do we keep getting buffed? Other than our lack of a damage mitigation cooldown, druids are not in any way lacking in the healing department. Between the 3 minute Tranquility cooldown from 4.1 and this mastery buff our output will be ridiculous. I can’t help but feel we’re being set up for major nerfs sometime in the future (I’m only paranoid because everyone is after me).

Tier 12 armor set

The possible set bonuses for Tier 12 have also been released.

2 Pieces – Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
4 Pieces – When your Lifebloom blooms, it instantly heals up to 2 nearby injured targets for the same amount. (source) *This has been changed, see update below*

The 2 piece bonus is a bit boring, but will provide quite a lot of mana regen. My napkin math places this at approximately 370 mp5 assuming Lifebloom is always rolling. During ToL, when you can have multiple Lifeblooms up, it could be 2-3 times as much. This should more than make up for breaking our T11 4-piece bonus.

The 4 piece does not impress me. First of all, Lifebloom is rarely allowed to bloom. Aside from the mana you need to spend, you also need to spend 3 GCDs to stack it back up again. Though there will occasionally be a perfect storm of circumstances when Lifebloom is about to expire when the tank and 2 people near them need a chunk of health, it doesn’t usually work out that way. This bonus will be better while we’re in ToL and Lifeblooms can be tossed around and left to bloom, but it’s still a very awkward bonus.

My biggest complaint about Tier bonuses is that every single one in Cata has been a bonus to Lifebloom. I’d really like to see some of our other spells get a little love.

*Update* The 4 piece bonus has already been changed. It is now:

4 Pieces – Your Swiftmend also heals an injured target within 8 yards for the same amount.

I much prefer this bonus. The Lifebloom bonus would have been awkward and not terribly useful outside of ToL. The bonus to Swiftmend will be useful all the time. 8 yards isn’t a lot, but Swiftmend is generally used on someone in a group of people to spawn Efflorescence, so I think it will work out. It raises the question: will the second Swiftmend effect also spawn an Efflorescence? My gut feeling is no – that would be extremely OP…but a girl can dream.

Yesterday we got a partial preview of what the Tier 12 armor will look like.
*Update* We have now seen a full preview of what the Tier 12 armor will look like:

Druid Tier 12 armor setImage from MMO-Champion.

For the most part the set it okay, but I have one word for the helmet: blech. The horns aren’t terrible, but the bark face mask? Ugly. I might have to make use of my hide helm option for the first time in years. Tier sets seem to be getting less druid-y. Where are the moons, the flowers and the animal-influenced gear?


Innervate is being changed:

Innervate now causes the target to regenerate 5% of maximum mana over 10 sec. Still regenerates 20% of maximum mana on self cast. (source)

This pretty much kills the practice of Innervate swapping. I’m personally not used to playing with other resto druids so it doesn’t effect me too much, but I know other healers really enjoy swapping Innervates to give the most mana back to their raid as a whole. I guess all druids will now be keeping their Innervates for themselves, and Glyph of Innervate will no longer be used.


This isn’t a druid-specific change, but yesterday we also learned:

All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%). (source)

Finally, healers will get the same benefit from crit that everyone else does. This will make gearing in Tier 12 much more interesting. Between this change and our new mastery, I predict stat weights will be much more balanced than they currently are.

Overall, I think resto druids are looking really good for Tier 12 in terms of healing (though not in terms of aesthetics).

What do you think about the changes?