Tag Archives: lifebloom

Evaluating Resto Druids with World of Logs

Last year I wrote a series of posts on how to evaluate raiders, specifically healers, using World of Logs. I’ve finally started updating the guide for Mists of Pandaria, starting with – what else? – resto druids!


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

Druids are primarily Heal Over Time (HoT) healers with great mobility and a decent amount of utility. Though Druids have generally been considered raid healers, they can also be strong tank healers.

Healing by Spell

World of Logs - Druid healing by spell
There are a number of things to look for on this screen, including:

Spell selection – Is the druid using all their available spells?

Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility, Wild Mushrooms and passive healing from Living Seed. Depending on spec they may also have: Cenarion Ward and/or Force of Nature, though these are weaker than the other available choices in most cases.

Healing from Lifebloom, Rejuv, Wild Growth, Regrowth, Swiftmend and Tranquility should be seen on every fight.

Healing Touch, Nourish and Wild Mushroom: Bloom may not appear, or appear only sparingly. Whether Nourish is used a matter of personal choice, though it will not provide much healing. Healing Touch should only be used in combination with Nature’s Swiftness. Wild Mushrooms may provide some healing on fights where mana is tight or the raid is stacked up.

You should not see healing from Renewal; this is a poor talent choice for a healer.

Top Spells

A druid’s top spells will vary depending on the nature of a fight and how spread out the raid is. Wild Growth and Rejuv will generally be at or near the top. When the raid is tightly grouped up Swiftmend will provide a lot of healing on fights where the raid is grouped up, but less when spread out. Tranquility can also be one of the top spells for healing done when it is timed well and can be used multiple times throughout a fight. If the Druid is tank healing, expect to see Lifebloom and Regrowth higher on the list.

Overhealing

Druids will generally have fairly high overheal because of the nature of their HoTs. This isn’t something to worry about. Lifebloom and Rejuv tend to have quite high overheal while you should see lower overheal on smart heals like Wild Growth or direct heals like Regrowth.

Notes on specific spells:

Lifebloom

WoL - Lifebloom

Uptime is the key metric here. Lifebloom is our source of Omen of Clarity procs and provides a steady stream of heals to whoever it’s placed on (usually a tank). Allowing a 3-stack to fall off, unless it’s timed perfectly to provide an emergency heal from the bloom, means you have to waste time and mana building the stack back up. Lifebloom uptime should be in the 90-100% range on most fights.

Tranquility

WoL-Tranquility

The first thing to look for is whether Tranquility was used at all. It is our best spell in terms of HPS and HPM and should be used on every fight. With a 3 minute cooldown it can be used 2-3 times on most fights.

Next look at the number of direct heals – Each Tranquility should tick 20 times. If this number is not a multiple of 20 it means Tranquility is being interrupted. This is most likely due to casting it at the wrong time and needing to move mid-cast, or interrupting it before it finishes.

Overheal should be fairly low, but the HoT portion of the spell can increase this number.

Swiftmend

WoL-Swiftmend

Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown (12 with the T14 4-piece bonus), so it can be used 4 or 5 times per minute. It’s unrealistic to use SM every time it’s available but it should be used often (especially if the Druid is specced into Soul of the Forest).

Note: Swiftmend has two different spell IDs. 18562 is the direct heal, while 81269 is the ground healing portion (previously known as Efflorescence).

Cenarion Ward

If the Druid has this in their spec, the most important thing to look for is overheal. If the overhealing on the spell is very high, the Druid is not using it optimally.

Direct Heals
Direct heals should not make up the bulk of a druid’s healing, but Regrowth should be used fairly often. Low use of direct heals will likely mean that Clearcasting procs are being wasted.

Buffs Cast

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

World of Logs Druid buffs cast

Lifebloom – As noted above, uptime should be as close to 100% as possible.

Harmony – This is Druids’ mastery which increases the effect of all HoTs while it’s active. Harmony should be up as much as possible, look for 95%+ uptime. If uptime is much lower, the druid needs to cast more direct heals to keep it active.

Barkskin – Barkskin can be used once every 45 seconds. It should be used often to mitigate damage taken (though not necessarily on cooldown).

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be a multiple of 20, indicating the druid channeled the spell for the full duration (Note: There are 2 Tranquility effects listed, the one to look at is spell ID 44203).

Innervate – Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown to get as much mana as possible.

Ironbark –  This is a damage reduction spell Druids can cast on someone else, it has a 2 minute cooldown. It should be used on every fight.

Clearcasting – Compare the amount of Clearcasting procs to the number of Regrowths cast (this is found in the Healing by Spell tab). The Druid should have at least as many Regrowth casts as CC procs.

Trinkets – If the druid has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

The following are talents, so whether they appear in a Druid’s logs is spec-dependent:

Nature’s Swiftness – This spell makes your next spell with a cast time instant, larger and mana free. It has a 1 minute cooldown. This spell is often used for emergency heals, though if the Druid has it in their spec, you should see it used at least a few times on every fight.

Incarnation – Incarnation has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Nature’s Vigil – Nature’s Vigil also has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Heart of the Wild – If the Druid has this in their spec, you may not see it used. It’s generally only used on fights where the Druid has the room to stop healing and do some damage. Otherwise, it’s just taken for the intellect buff.

You should also check to see if the Druid is using abilities given to them by Symbiosis. For the list of those, check here.

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.

Mana

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.

Spells

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.

Talents

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.

Glyphs

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.

Playstyle

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

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.

Harmony

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?

Evaluating Resto Druids with World of Logs

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

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

Healing Done

Druid healing meters

Druids are an output class. We have nothing to offer the raid in terms of mitigation (/glare at Blizzard), so we need to make up for that in raw healing done. On any fight with a decent amount of raid damage (which is pretty much all of them), druids should be very high on HPS (healing per second) and healing done.

World of Logs - Active Time

The Active Time percentage should also be very high, close to 100%. HoTs should be ticking all the time, which keeps this number high.

Player Details

Now to get into the juicy details.

Healing by Spell

Druid healing by spell
There are a number of things to look for on this screen, including:

  • Spell selection - Is the druid using all available spells? Most, if not all, spells should be used on each fight. Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility. Some druids prefer to use HT and exclude Nourish (or vice versa), but otherwise all spells should be used.
  • Top 3 spells – Generally a druid’s top 3 spells will be Wild Growth, Rejuvenation and Lifebloom. If a druid is assigned to tank heal, especially in 10s, Healing Touch take the place of Rejuv or WG.

Some notes on specific spells:

Lifebloom

World of Logs - Lifebloom

Uptime is the key metric here. Lifebloom provides Replenishment to the raid, is our only source of Omen of Clarity procs and provides a steady stream of heals to whoever it’s placed on (usually a tank). Allowing a 3-stack to fall off, unless it’s timed perfectly to provide an emergency heal from the bloom, means you have to waste time and mana building the stack back up. Lifebloom uptime should be in the 90-100% range on most fights.

Overheal on Lifebloom is not a concern.

Tranquility

Tranquility World of Logs

The first thing to look for is whether Tranquility was used at all. It is our best spell in terms of HPS and HPM and should be used on every fight.

Next look at the number of direct heals – 20 is the number you should see. If this number is less it means Tranquility is being interrupted. This could be due to casting it at the wrong time and needing to move mid-cast or not using Barkskin before casting.

Overheal should be fairly low, but the HoT portion of the spell can increase this number.

Swiftmend

Swiftmend World of Logs

Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown, so it can be used 4 times per minute. It’s unrealistic to use SM every time it’s available (those with Efflorescence in their spec will likely want to line up its use with raid damaging abilities), but it should be used often.

Buffs Cast

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

World of Logs - Druid buffs castLifebloom – As noted above, uptime should be as close to 100% as possible.

Tree of Life – ToL has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Nature’s Grace – NG gives 15% haste for 15 seconds after casting regrowth. It has a 1 minute cooldown. Ideal uptime is 25%.

Barkskin – Barkskin can be used once per minute. It should be used often (though not neccessarily on cooldown). Check my guide to Barkskin in Tier 11 to get a grasp on when/how often it should be used on specific fights.

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be 20, indicating the druid channeled the spell for the full duration (Note: There are 2 Tranquility effects listed, the one to look at is spell ID 44203).

World of Logs - InnervateInnervate – There are two Innervate effects to look at. Spell ID 29166 is the primary effect. Spell ID 54833 is a secondary effect from Glyph of Innervate. If there are two resto druids in the raid, they should be swapping Innervates and be affected by both the same amount of times. If there is only one resto druid, you can tell how they are using their Innervate – If the primary effect shows up in their stats, they are Innervating themselves, if the secondary effects shows up, they are Innervating someone else. Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown.

Nature’s Swiftness - If the druid has this in their spec, it should be used on every fight.

Trinkets – If the druid has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

4.1 PTR Changes for Druids

A new set of patch notes from the 4.1 PTR were posted last night (Source). There were a few interesting changes for resto druids included. Obviously, nothing is final, and everything is subject to change, but I thought I’d toss in my 2 cents about the changes.

  • Lifebloom’s bloom effect has been reduced by 20%. In addition, it now costs 11% of base mana, up from 7%.

No one likes nerfs, but I’m not overly concerned about this change. 11% base mana is still not very much and I generally consider the ‘bloom’ from Lifebloom a secondary effect. The one place this will have a real impact is when we are in ToL – currently Lifebloom spam is a great source of raid healing and OoC procs. We’ll have to be a little more careful now. When we aren’t in ToL, I don’t think this change will be too noticable especially if you generally refresh your Lifebloom stacks with direct heals (like I do) and don’t let the stack bloom very often.


Edit (Mar. 2):

  • We’re a bit worried about Resto being too powerful in PvP. We wanted to try out the Lifebloom changes to see if it fixed the problem. We don’t think it’s quite the right change though, so we’re going to revert the Lifebloom mana nerf, but keep the reduced bloom effect. We’ll have to keep watching this. (Source)

And like that, it was gone.

Also, an Effloresence change will be forthcoming:

  • The change to Efflorescence becoming a smart heal was actually originally just a bug. Since so many of you responded so favorably to it though, we’re actually going to redesign Efflorescence to work similarly. We expect the redesign to help the talent be more useful in 5 and 10 player content as well. We’ll have more details at a later time.

This is good news. Though Efflorescence can provide a good ~8% of my healing on some fights, the mechanic could definitely use some improvement so that the healing it provides is more meaningful. I look forward to getting more details on this.


  • Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.

While this sounds like a fantastic buff…I have a bad feeling about this. Being able to use Tranquility every 3 minutes sounds great, but if the healing output stays the same, this will be way, way overpowered. My biggest fear is that the healing will be reduced to compensate for that, and that would suck. I’d rather Tranquility be an awesome, high-output spell usable once a fight than a mediocre spell usable more often. I’d really hate for the healing to become lackluster, like Divine Hymn. Of course I may be overreacting, planning for a nerf before this even goes live, but I can’t imagine this kind of buff sticking around for long.

Also, the wording on this is very strange. It’s supposed to be part of resto specialization but it’s worded like a talent, with multiple reduction levels. I don’t think this is quite complete.

  • Efflorescence has a new spell effect.

Here’s a shot of the new effect (found by Keeva on the druid forums):

New 4.1 resto druid Efflorescence graphic

I actually prefer the current one, but this will make it easier to see bad stuff on the ground, especially when healing effects are stacked up.

There are also some interesting non-druid changes on the horizon.

  • Death Knight – Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.

DKs are creeping onto our combat rez turf. I propose a West Side Story style dance-off to solve this.

  • User Interface – Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one’s content.

I doubt I’ll ever go back to the default unit frames, but this is an excellent change for those who like to stay relatively mod-free. I have to say, the top left corner of the screen is a really stupid place for health bars. I’m surprised this took so long.

What do you think about the latest patch notes?

Resto Druid Guide: Healing Tips for Raiding

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 either Nourish or Healing Touch, depending on how big a health deficit the tank has.
  • Use Regrowth or Swiftmend when fast heals are needed.

Whether Nourish or Healing Touch is used primarily is really up to you. Many druids who raid 10-mans prefer Healing Touch. I prefer Nourish (in both 10s and 25s).  It all depends how much health your target needs and how much healing they’re receiving from the other healers.

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 number for 10s, while in 25s you can keep up more)
  • If someone gets dangerously low on health, hit them with a quick Regrowth or Rejuv then a Swiftmend. Nourish or Healing Touch can then be used to heal them to a safe level.
  • For those who are low on health but not in immediate danger of dying, get a Wild Growth or Rejuv up then top up with Nourish or Healing Touch.
  • Use Swiftmend to proc Efflorescence when people are grouped up.
  • If damage starts getting out of hand, use Tree of Life and Tranquility.

Tricks and Tactics for Specific Spells

Barkskin

Barkskin

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

  • Use it often.
  • Use it before channelling Tranquility.
  • 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. There are ways to increase the effect of Innervate:

  • Innervating while your mana pool is increased (such as when under the effect of Hymn of Hope or a trinket proc that increases your Intellect) will increase your mana gain, so try to plan the use of these things with your raid.
  • If you play with another druid, you should both use the Glyph of Innervate and Innervate each other to increase your mana return by 50%.

LifebloomLifebloom

Lifebloom:

Always keep this stacked on someone (usually a tank). If your lifebloom target gets very low on health and your stacks are about to expire, let it bloom for a large heal, then stack it back up immediately. Your uptime on Lifebloom should be as close to 100% as possible.

Omen of ClarityOmen of Clarity / Clearcasting

Clearcasting makes your next Swiftmend, 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.

  • Use Healing Touch if you have the time and someone needs a large heal.
  • Use Regrowth if speed is more important, or to help set up a good Swiftmend target for Efflorescence.
  • Using procs for Swiftmend should generally be avoided as it is the cheapest of the 3 heals should be used strategically to place Efflorescence.

RegrowthRegrowth

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

  • With points in Nature’s Grace Regrowth increases our haste rating by 15% for 15 seconds (1 minute cooldown). Regrowth should be used to keep the uptime on this haste buff as high as possible (25%). The extra haste could push you over to a new haste break point and will also benefit your spells with a cast time.
  • With points in Nature’s Bounty Regrowth is the healing spell that is most likely to crit (both the direct heal and the HoT), this will apply Living Seed and increase its healing output.
  • It’s fast. In situations where multiple people get very low on health you can pump out almost double the amount of Regrowths in a few seconds as you could Nourish or HT.
  • It’s instant while in ToL.
  • It gives you something to Swiftmend.

Regrowth should certainly not be spammed, but the reasons listed above make it an excellent choice when you get a Clearcasting proc or if someone needs a heal fast.

TranquilityTranquility

In general Tranquility will only be usable once 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.
  • Use Barkskin before Tranquility. You don’t want to lose ticks if you take damage.
  • Use Wild Growth as a primer to increase the healing through Symbiosis.

Tree of LifeTree of Life

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. It is best to prime it with a Wild Growth to make the most of our mastery.

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.

A Note on Cooldowns

Druids have a limited amount of cooldown abilities to increase healing. We have Tree of Life, Tranquility, Nature’s Swiftness, plus any on-use trinkets you may have. Many people like to wait for emergencies to use these spells and they end up not being used at all. This is a bad idea. Tree of Life increases our healing by 15% in addition to the spell buffs it provides. If you are not using it, or using it less than you could be, you are gimping your healing. Tranquility provides a huge amount of health to your raid (for example, on my first Chimaeron kill it did 380,000 healing. In 8 seconds. That’s pretty awesome.) If you’re not using it every fight, you’re 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.

My full resto druid guide can be found here.

Resto Druid Guide: Spells

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

Restoration

Lifebloom Lifebloom

Cost: 7% of base mana
Cast time: Instant
Talents that improve it: Master Shapeshifter, Revitalize, Malfurion’s Gift, Gift of the Earthmother, Tree of Life, Moonglow, Genesis
Use: Lifebloom has become one of our most important spells again though it can only be stacked on one player (when Tree of Life isn’t active). It 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. It’s important to ALWAYS keep Lifebloom rolling as it returns mana to ourselves and the rest of our group. Lifebloom ticks every second (faster with haste) so it provides a nice, steady stream of heals.

Rejuvenation Rejuvenation

Cost: 26% of base mana
Cast time: Instant
Talents that improve it: Blessing of the Grove, Master Shapeshifter, Improved Rejuvenation, Revitalize, Gift of the Earthmother, Swift Rejuvenation, Nature’s Majesty, Moonglow, Genesis
Use: Rejuvenation is a strong single-target heal over time. Though we shouldn’t be spamming it like we did in Wrath, it can still get a lot of use. Keep one rolling on the tank, use it as a precursor to Swiftmend on melee and use it to counter damage over time effects.

Regrowth Regrowth

Cost: 35% of base mana
Cast time: 2 seconds
Talents that improve it: Living Seed, Nature’s Bounty, Nature’s Majesty, Moonglow, Tree of Life, Nature’s Grace, Nature’s Majesty, Moonglow, Genesis
Use: Regrowth is fast but very expensive. It heals for a good amount and leaves a 6 second HoT on the target. Because of the prohibitive cost of Regrowth you should use it when you have a Clearcasting proc or in emergencies only.

Swiftmend Swiftmend

Cost: 10% of base mana
Cast time: Instant
Talents that improve it: Master Shapeshifter, Improved Rejuvenation, Living Seed, Nature’s Bounty, Efflorescence, Nature’s Majesty, Moonglow, Genesis
Use: Swiftmend is a large instant heal with a 15 second cooldown that requires either Rejuvenation or Regrowth on your target in order to be used. If you are specced into Efflorescence, make sure you are using Swiftmend on targets that are grouped up.

Nourish Nourish

Cost: 10% of base mana
Cast time: 3 seconds
Talents that improve it: Naturalist, Master Shapeshifter, Living Seed, Nature’s Bounty, Empowered Touch, Nature’s Majesty, Moonglow
Use: Nourish is a cheap, slow, small heal and is the only spell we are currently capable of spamming without running out of mana. Nourish heals for 20% more if the target already has a HoT on them. Use Nourish to refresh your Lifebloom stacks on the tank if they are not at full health. It is also used a lot for single-target raid healing.

Healing TouchHealing Touch

Cost: 30% of base mana
Cast time: 3 seconds
Talents that improve it: Naturalist, Master Shapeshifter, Living Seed, Empowered TouchNature’s Majesty, Moonglow
Use: Healing Touch is a large heal with a long cast time and expensive mana cost. It should be used sparingly. It’s best used to refresh your Lifebloom stack on a tank (or other player) who is getting dangerously low on health.

Wild Growth Wild Growth (talent)

Cost: 27% of base mana
Cast time: Instant
Talents that improve it: Master Shapeshifter, Tree of Life, Nature’s Majesty, Moonglow, Genesis
Use: Wild Growth is a talent in the resto tree. It is a smart group heal that heals multiple targets over 7 seconds. Use Wild Growth when many people are taking damage.

Tranquility Tranquility

Cost: 32% of base mana
Cast time: 8 seconds, chanelled
Talents that improve it: Master Shapeshifter, Nature’s Majesty, Moonglow, Genesis
Use: Tranquility is a huge, channeled, smart group heal that heals the 5 people with the lowest health and leaves a small HoT on them. With an 8 minute cooldown, Tranquility can and should be used once per fight when multiple people are low on health. It provides a LOT of healing for a relative small mana cost.

Nature's Swiftness Nature’s Swiftness (talent)

Cost: 0
Cast time: Instant
Use: This is an optional talent in the resto tree. It is best used in combination with Healing Touch if someone needs a large heal quickly.

Tree of Life Tree of Life (talent)

Cost: 6% of base mana
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
  • Wrath is faster and does more damage
  • Entangling roots becomes an instant cast and does more damage

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.

Remove Corruption Remove Corruption

Cost: 17% of base mana
Cast time: Instant
Talents that improve it: Nature’s Cure
Use: Remove Corruption gets rid of 1 poison, 1 curse and (if specced into Nature’s Cure, which you should be) 1 magic effect all with one button. This spell is not cheap and it will be cast even if your target is not affected by one of these debuffs. Use it judiciously.

Omen of Clarity Omen of Clarity

This is a passive effect. Your spells have a chance to put you into a Clearcasting state, reducing the cost of your next spell with a cast-time by 100%. The talent Malfurion’s Gift increases your chances of this happening. The tooltip on this is misleading. Clearcasting only effects Regrowth, Healing Touch and Swiftmend. Nourish is not effected by it.
Use: Whenever you get a Clearcasting proc, make the most of it. Use Healing Touch if someone needs a large amount of healing or Regrowth they need a smaller amount. Only use the proc for Swiftmend if you will get a decent Efflorescence placement from it.

Mark of the Wild Mark of the Wild

Cost: 24% of base mana
Cast time: Instant
Use: This is the buff we offer to raid groups. It provides the same buff as Blessing of Kings, so work out who will use it if you’re in a group with paladins.

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: 72% of base mana
Cast time: 10 seconds
Use: This is our out of combat resurrection.

Balance

There are also a few spells in the Balance spellbook that we should be using regularly.

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. You should also use Barkskin before channeling Tranquility to ensure you don’t miss any ticks.

Innervate Innervate

Cost: 0
Cast time: Instant
Use: Innervate restores 20% of your maximum mana over 10 seconds. If you raid with another resto druid, use Glyph of Innervate and trade innervates. Use this early and often.

Thorns Thorns

Cost: 36% of base mana
Cast time: Instant
Use: Thorns is a good way to help your tank build aggro, especially on multiple targets. Note the cost on Thorns though, only use when necessary.

My full resto druid guide can be found here.