Tag Archives: patch notes

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!

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.

Mastery

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

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.

Crit

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?