Tag Archives: resto

How to Evaluate Resto Druids with World of Logs – Updated!

Mists of Pandaria as been out for a year now, and Resto Druids have undergone a number of changes, especially in patch 5.4. I thought it would be a good idea to update my guide on how to evaluate Resto Druids with World of Logs. This has also been updated on my big WoL Guide page (where the pictures will be less squishy if you want to look at it over there).


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. In 5.4, a Druid’s healing output should be high.

Total healing done

Healing by Spell

WoL - Resto 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, Efflorescence, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility, Wild Mushrooms and passive healing from Living Seed. Depending on spec they should likely also have Ysera’s Gift and Nature’s Vigil.

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

Healing Touch, Nourish and Wild Mushroom: Bloom may more sparingly. Whether Nourish is used a matter of personal choice, though it will not provide much healing (I haven’t even had this keybound since all expansion). Healing Touch should only be used in combination with Nature’s Swiftness. Wild Mushrooms will mostly provide some healing on fights where 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 on any fight. Efflorescence should also be up there, especially on fights where the raid is grouped up. 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 high overheal because of the nature of their HoTs. This isn’t something to worry about. Lifebloom and Rejuv will 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

Lifebloom World of Logs

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). It should be pre-stacked before the pull, moved around to whomever needs it most and not allowed to fall off. 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

Tranquility WoL

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 at least 20 times (more if the Druid has a lot of haste or uses Soul of the Forest and casts it after Swiftmend). See the 12 direct heals in the screenshot above? This means my Tranquility was interrupted (I cast it before a Shock Pulse like a bad Druid).

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 but it should be used often (especially if the Druid is specced into Soul of the Forest).

Since Swiftmend is no longer mainly a vehicle for Effloresence, overhealing has become more important to look at. Since this spell is instant, overheal should not be too high.

Efflorescence

Efflorescence - World of Logs

Efflorescence should make up a good amount of a Druids healing, as it should be active pretty much all the time. It will do more healing on fights where the raid is stacked, but should do a fair amount even on fights where the raid is spread out or moving a lot, since it’s so easy to move now.

If healing from this looks low if could mean the Druid is not keeping the spell up via a Mushroom all the time, is not moving it appropriately, or is not using the Gylph of Efflorescence (which is terrible). If you’re in raid with the Druid, make sure the green Efflo circle is not often out in the middle of nowhere.

Wild Mushroom: Bloom

World of Logs - Wild Mushroom

How much healing WM does will depend on the fight. Personally, I don’t like to bloom Mushrooms much, unless the raid is stacked and taking significant damage. Blooming your Mushroom means 3 seconds before you can get Effloresence down again.

Nature’s Vigil

Nature's Vigil - World of Logs

NV is the strongest talent in the level 90 tier so you should see healing from it on most fights. If used close to on cooldown (as it should be, since the cooldown is short) it can provide a large amount of healing.

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.

Healing Touch should mostly be used in combination with Nature’s Swiftness, unless the Druid has the 2T16 set bonus, in which case you should see it used fairly often.

Spirit of Chi-Ji

This is the proc from the legendary cloak. The healing from this is not really controllable and how much healing it does will depend on the fight. Expect this to make up anywhere between around 4-10% of total healing.

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 - Resto 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 90%+ 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). If a Druid is only using it once or twice a fight they should be using it more.

Tranquility – As noted above, Tranquility should be used on every fight. You should see at least 20 ticks per use.

Nature’s Vigil – Nature’s Vigil has a 1.5 minute cooldown. The talent should be taken on most fights and it should be used close to on cooldown.

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 1 minute cooldown. It should be used often on every fight.

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, but you should see it used at least a few times 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.

Movement abilities – On fights that require movement or kiting, look for things like Dash, Stampeding Roar or Displacer Beast too see that the Druid is making the most of their abilities.

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

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.

Heart of the Wild – If the Druid has this in their spec, they should be using it on every fight for the 25% healing increase for 3o seconds. The cooldown is 6 minutes, so it likely won’t ever be used more than 2x per fight. 

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

Druids also have a new spell, Genesis, which speeds up existing Rejuvs. Unfortunately, this spell will only show up if you search for it in the Log Broswers or Expression Editor.

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!

Evaluating Resto Shaman with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Resto Shaman. Thank you to the amazing Vixsin of Life in Group 5, who reviewed the post and shared her wealth of Shaman knowledge with me.

(This post may be easier to read, with less squishy pictures, over on the guide page).


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

Shaman are versatile healers who can do well at either tank or raid healing. They really excel on fights where people are grouped up and they can make the most of spells like Healing Rain and Chain Heal. Though Shaman do not have a huge assortment of healing spells to choose from, they a lot of buffs and cooldowns they need to manage throughout fights.

Healing by Spell

World of Logs - Shaman healing doneSpell selection – Is the shaman using the appropriate spells?

Resto shaman heals include: Healing Rain, Chain Heal, Greater Healing Wave, Healing Wave, Healing Surge, Riptide, Unleash Life, Earth Shield, Healing Stream Totem, Healing Tide Totem, Restorative Mists (from the cooldown Ascendance) and passive healing from Earthliving and Ancestral Awakening.

Top Spells

A shaman’s top spells will vary by fight, assignment and raid size.

In a 25-man raid, a Shaman’s top heals will generally be Healing Rain, Healing Stream Totem and Healing Tide Totem. On fights where the raid is tightly grouped Chain Heal will be up there, while Riptide will be higher on fights where people are more spread out. Earthliving and Restorative Mists can also provide a sizable amount of healing.

If the Shaman is assigned to tank heal, you should see more direct heals, like Greater Healing Wave, used.

In 10s, where tank vs. raid healing assignments are less stringent, Shaman will likely cast a variety of both single-target and group healing spells. Because there are fewer people to stack up in 10s, Healing Rain and Chain Heal will not account for as much healing as they do on 25, and you will likely see Riptide and Greater Healing Wave accounting for a lot of healing.

For any assignment you should also see healing from Earth Shield and Unleash Life, though they are unlikely to provide more than a few percent of overall healing.

Overhealing

Spells like Healing Rain and Earthliving will cause Shaman to be fairly high on overhealing, this isn’t something to be concerned about.

Notes on specific spells:

Unfortunately, the Healing Done and Buffs Cast tabs don’t give much useful information on many important Shaman spells and cooldowns, so use of the Log Browser is often needed. I’ve provided query strings that you can paste into the Log Browser to find the spells you’re looking for. Just remember in each one you need to replace the name “ShamanX” with the name of the Shaman you’re evaluating.

Earth Shield
Earth Shield should be up on a target all the time (more information in Buffs Cast section). The shaman’s direct heals are more effective on their Earth Shield target.

Healing Surge
Due to the high mana cost, Healing Surge should not be used as a staple heal. When it is used, it should have low overhealing compared to HW or GHW, otherwise the Shaman is wasting mana.

Unleash Life

WoL - Shaman-Unleash-Life
Unleash Life provides a small, mana-free heal and buffs the Shaman’s next direct heal by 30%. Healing Rain is included in this, so you should see Shaman casting Unleash Life before each Healing Rain. If Unleash Life use is low (or absent) there is a problem. Check the number of direct heals for Unleash Life – though use will vary per fight, you should be seeing at least 2 direct heals per minute of fight.

If you want to dive a little deeper, you can also check to see if the shaman is casting Unleash Life before Healing Rain in the Log Browser. Paste the following query (be sure to replace the Shaman’s name):

[{"spellNames": ["Healing Rain"], "eventTypes": [6], "sourceNames": ["ShamanX"]}, {"spellNames": ["Unleash Elements"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Then you can check the timestamps to see if Healing Rains immediately follow Unleash Elements casts.

Healing Tide Totem

WoL - Shaman Healing Tide Totem
Healing Tide Totem is an optional talent but because it is a very powerful cooldown, it’s what most Shaman will use on most fights. You should see a significant amount of healing from it on each fight. The number of heals the totem will do is dependant on haste levels when it is dropped (and is a little buggy, I believe), so there’s not an exact number of ticks you can look for. It will generally heal between 25-35 times per use.

HTT has a 3-minute cooldown and Shaman should be trying to get maximum use out of it.

Healing Stream Totem

WoL - Shaman Healing Stream Totem
WoL displays the healing from this very strangely. The Crits and Direct Heals columns are showing the same heals. The Ticks column is showing the number of non-crit heals. To get the total number of ticks from this, you need to add the numbers from the Ticks and Direct Heals columns. Like Healing Tide Totem, the number of times Healing Stream ticks is dependant on haste. You should generally see about 9 ticks per cast.

This is a powerful smart heal with only a 30 second cooldown, so you should see it cast often. If a Shaman’s healing is low, not using this spell enough is often the problem.

To see how many times the spell was cast, use the Log Browser, paste the following query:

[{"spellNames": ["Healing Stream Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Spirit Link Totem

World of Logs - Shaman Spirit Link and Steon Bulwark

This is another powerful cooldown that should be used on any fight. It has a 3-minute cooldown. To tell at a glance if it was used, check the general Healing Done tab. It will appear as a pet under the Shaman’s name. To see how many times it was used, you’re going to have to use the log browser:

[{"spellNames": ["Spirit Link Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Stone Bulwark Totem
Stone Bulwark is an optional talent. It has a 1-minute cooldown and should be used often if the Shaman is taking damage. To tell at a glance if it was used, check the general Healing Done tab. It will appear as a pet under the Shaman’s name. To see how many times it was used, you’re going to have to use the log browser:

[{"spellNames": ["Stone Bulwark Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Mana Tide Totem
Mana Tide is another important cooldown, not just for the Shaman, but for the rest of the healers in the raid. The only way to see how many times it was dropped is with the Log Browser. Mana Tide has a 3 minute cooldown and should be used as much as possible.

[{"spellNames": ["Mana Tide Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Call of the Elements
Call of the Elements is a talented 3-minute cooldown that resets the cooldowns on all totems will a cooldown of 3-minutes or less. It should be used as much as possible so the Shaman can get in extra uses of Healing Stream and Stone Bulwark, as well as utility totems like Grounding or Tremor on certain fights.

The only way to see how many times it was used is with the Log Browser:

[{"spellNames": ["Call of the Elements"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Buffs Cast

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

World of Logs - Shaman Buffs Cast

Earth Shield – Earth Shield should be re-cast whenever it runs out. However, on fights with heavier raid damage, the Shaman may prioritize other spells over refreshing this. Look for uptime of around 80% or higher for raid healers. For tank healers, uptime should be close to 100%.

Ancestral Vigor – Whenever a Shaman heals a target, the target’s maximum health is increased. Since the Shaman should always be healing, uptime should be close to 100%.

Riptide – If the shaman is tank healing, Riptide should have an uptime close to 100% overall. You can look at the tank’s Buffs Gained screen to see the uptime of Riptide on them specifically. When raid healing, uptime will be lower but should still be around 70% or higher.

Tidal Waves – Tidal Waves triggers when Riptide or Chain Heal is cast. Since Riptide and Chain Heal are two of a Shaman’s main spells, you want to see high Tidal Waves uptime. If focused on the tank, uptime should be over 90%. If focused on the raid it will be a bit lower, but should still be over 70-80%.

Earthliving – Every heal has a chance to trigger Earthliving. The only thing to look out for is that there is healing from Earthliving present. If it is absent, or extremely low, the shaman has likely forgotten their weapon enchant or it has run out in the middle of the fight.

Ascendance – This is a major cooldown that copies and distributes all healing done by the Shaman for 15 seconds. It has a 3 minute cooldown, and should be used often.

Spiritwalker’s Grace – This spell allows the shaman to cast while moving for 15 seconds. It has a 2 minute cooldown, it should be used on movement-heavy fights.

Astral Shift – If the Shaman didn’t spec into Stone Bulwark Totem, they will probably have this. It has a 2-minute cooldown and reduces damage taken by 40% for 6 seconds. It should be used when they’re taking a lot of damage.

Ancestral Swiftness – This spell makes your next healing spell an instant cast and has a 1-minute cooldown. If the shaman has this in their spec it should be used frequently.

Elemental Mastery – Another talent on the same tier as Ancestral Swiftness, this increases haste by 30% for 20 seconds and has a 2 minute cooldown. It should be used often.

Ghostwolf – This allows Shaman to move faster and how often/if it’s used will depend on the fight. You should see it used on a fight like Blade Lord, but not so much on more stationary fights like Wind Lord. If a Shaman is not using this, they are missing some opportunities to get around/out of bad faster. However, they also shouldn’t be using it too often as you can’t heal while in Ghostwolf.
Fire/Earth Elemental – If the Shaman is using the talent Prime Elementalist, an Elemental should be dropped once per 5 minutes of fighting (Fire Elemental can be dropped once every 3 minutes if glyphed). *See end of section for for more on this*

WoL - Water ShieldWater Shield – Water Shield provides passive mana regen along with mana return when the shaman is hit by an attack or critically hits with a healing spell. If it’s up all fight, you won’t see it in the Buffs Cast table, but the active mana returns will show up under Power Gains.

Telluric Currents – This is an optional glyph which causes Lightning Bolt casts to restore mana. If the shaman has this glyph you should see mana gained from Telluric Currents under power gains.

Other things to look for:

World of Logs - ReinforceWorld of Logs - Reinforce
If the Shaman has specced into Primal Elementalist their Elemental can channel a healing buff onto them. If you check the Buffs Gained tab, you should see the buff Reinforce (if an Earth Elemental is dropped) or Empower (if a Fire Elemental is dropped). This has a maximum uptime of 60 seconds per Elemental cast, the aim is to have it up as long as possible.

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%.

MoP Pre-raid Resto Druid Gear

Mists of Pandaria is just 6 weeks away. Here’s a list of the level 90 gear that is available to you outside of raids. I have only included gear which is ilvl 450 or higher, so it includes gear from heroic dungeons, reputation and crafting.

I’ve included gear without Spirit, but whenever possible you’re going to want to prioritize getting the stuff with Spirit on it.

As always, this stuff is all from the beta, so it may not be entirely accurate, things may be missing or it may change. I’ll try to keep it as up to date as possible.

Head

Item iLevel Location
Hood of Viridian Residue 463 Siege of Niuzao Temple – Vizier Jin’bak
Camouflage Retinal Armor 476 Engineering
Snowdrift Helm 489 Shadow-Pan rep – Revered

Shoulders

Item iLevel Location
Incardine Scarlet Spaulders 463 Scarlet Monestary – High Inquisitor Whitemane
Whitepetal Shouldergard 489 Golden Lotus rep – Revered

Chest

Item iLevel Location
Vestment of the Ascendant Tribe 450 August Celestial’s rep – Honored
Chestguard of Despair 463 Temple of the Jade Serpent – Sha of Doubt
Chestwrap of Arching Flame 463 Siege of Nizuao Temple – Commander Vo’jak
Wildblood Vest 476 Leatherworking
Mistfall Robes 489 Golden Lotus rep – Revered
Nightfire Robe 496 Leatherworking

Wrist

Item iLevel Location
Sudden Insight Bracers 450 Klaxxi rep – Honored
Star Summoner Bracers 463 Shadow-Pan Monastery – Gu Cloudstrike
Clever Ashyo’s Armbands 489 August Celestials rep – Revered

Hands

Item iLevel Location
Wandering Friar’s Gloves 450 Golden Lotus rep – Honored
Rattling Gloves 463 Scholomance – Rattlegore
Vellum-Ripper Gloves 463 Scarlet Halls – Flameweaver Koegler
Wildblood Gloves 476 Leatherworking
Ogo’s Elder Gloves 489 August Celestials rep – Revered
Liferuned Leather Gloves 496 Leatherworking

Waist

Item iLevel Location
Hurricane Belt 463 Mogu’shan Palance – Kuai the Brute
Klaxxi Lash of the Harbinger 489 Klaxxi rep – Revered

Legs

Item iLevel Location
Brambleguard Leggings 450 Shadow-Pan rep – Honored
Darkbinder Leggings 463 Shadow-Pan Monastery – Taran Zhu
Leggings of Whispered Dreams 463 Temple of the Jade Serpent – Lorewalker Stonestep
Wind-Reaver Greaves 489 Klaxxi rep – Revered

Feet

Item iLevel Location
Airstream Treads 463 Gate of the Setting Sun – Strider Ga’dok
Treads of Corrupted Water 463 Temple of the Jade Serpent – Wise Mari
Boots of the High Adept 489 August Celestial rep – Revered

Neck

Item iLevel Location
Skymage Circle 450 Jewelcrafting
Tiger Opal Pendant 450 Jewelcrafting
Pendant of Endless Inquisition 450 Golden Lotus rep – Honored
Temperature-Sensing Necklace 463 Scarlet Halls – Flamereaver Koegler
Necklace of Disorientation 463 Shadowpan Monastery – Sha of Violence
Mindcapture Pendant 463 Mogu’shan Palace – Xin the Weaponmaster
Mindbreaker Pendant 463 Temple of the Jade Serpent – Sha of Doubt
Links of the Lucid 489 The Klaxxi rep – Revered

Back

Item iLevel Location
Pressed Flower Cloak 450 August Celestials rep – Honored
Cape of Entanglement 463 Temple of the Jade Serpent – Liu Flameheart
Cloak of Cleansing Flame 463 Mogu’shan Palace – Gekkan
Cloak of Hidden Flasks 463 Stormstout Brewery – Hoptallus
Sagewhisper’s Wrap 489 Shadow-Pan rep – Revered

Finger

Item iLevel Location
Band of Blood 450 Jewelcrafting
Sorcerer-King’s Seal 450 Shadow-Pan rep – Honored
Triune Signet 463 Scarlet Monastery – High Inquisitor Whiteman
Ring of Malice 463 Shadow-Pan Monastery – Taran Zhu
Viscous Ring 463 Gate of the Setting Sun – Commander Ri’mok
Alemental Seal 463 Stormstout Brewery – Yan Zhu the Uncasked
Vithrak, Gaze of the Deadman 476 Scarlet Halls – Flamereaver Koegler
Leven’s Circle of Hope 489 Golden Lotus rep – Revered

Trinkets

Item iLevel Location
Zen Alchemist Stone 450 Alchemy
Vial of Ichorous Blood 463 Siege of Niuzao Temple – General Pa’valak
Empty Fruit Barrel 463 Stormstout Brewery – Ook Ook
Price of Progress 463 Scholomance – Darkmaster Gandling
Scroll of Revered Ancestors 489 Shadow-Pan rep – Revered

Weapon

Item iLevel Location
Amber Spine of Klaxxi’vess 463 Klaxxi rep – Exalted
Amber Scythe of the Klaxxi’vess 463 Klaxxi rep – Exalted
Firescribe Dagger 463 Mogu’shan Palace – Xin the Weaponmaster
Melted Hypnotic Blade 463 Scarlet Halls – Flameweaver Koegler
Carapace Breaker 463 Gate of the Setting Sun – Raigonn
Greatstaff of Righteousness 463 Scarlet Monastery – High Inquisitor Whitemane
Gustwalker Staff 463 Siege of Niuzao Temple – Wing Leader Ner’onok
Staff of Trembling Will 463 Temple of the Jade Serpent – Sha of Doubt
Je’lyu, Spirit of the Serpent 476 Temple of the Jade Serpent – Sha of Doubt
Inscribed Crane Staff 476 Inscription

Off-hand

Item iLevel Location
Bottle of Potent Potables 463 Stormstout Brewery – Hoptallus
Inscribed Red Fan 476 Inscription

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?

Best Swiftmend Targets for Raid Healing

The bigger your Swiftmend is, the more your Efflorescence heals for. In order to make the most of Efflorescence, you need to choose your Swiftmend targets wisely. This means not only choosing a target who is grouped up with other people, but also choosing the person in that group who will take the most healing. Some specs have talents or abilities that cause them to take increased healing, so they make the best choices for who to Swiftmend when you’re trying to get out as much group healing as possible.

Here are the classes and specs who receive increased healing.

Constant Increased Healing Effects

Some of the talents mentioned here may not be part of standard specs. Be sure to take a peek at any of these classes pre-raid to see if they have them.

Feral Druid
2 points in Nurturing Instinct will give a feral 20% increased healing effect while in cat form.

Beast Master Hunter
2 points in Spirit Bond makes both the hunter and their pet take 10% more healing.

Paladin
3 points in Divinity makes a Paladin take 6% more healing. This talent is reachable for any spec, but you’re more likely to see Prot and Holy Pallies with full points in this talent.

Assassination Rogue
2 points in Quickening makes a rogue take 20% extra healing.

Restoration Shaman
3 points in Spark of Life increases a shaman’s healing received by 15%. This talent is reachable by all 3 specs, but unlikely to be taken by anyone but a resto.

Warrior
2 points in Field Dressing gives 6% extra healing received. This is obtainable by any warrior spec.

Increased Healing from Abilities

Some classes have abilities that cause them to take increased healing for a short period of time. Add these abilities to your raid frames so you can see when people are taking extra healing.

Blood Death Knight
Vampiric Blood gives the DK 25% extra healing received for 10 seconds. If they have this ability glyphed they will receive 40% extra healing.

Feral Druid
Glyphed Frenzied Regneration makes a bear take 30% extra healing for 20 seconds.

Holy Priest
With 2 points in Blessed Resilience the priest takes 30% increased healing for 10 seconds after taking damage that is more than 10% of their health.

So the best targets are…

The three on-use/proc abilities listed above will result in the biggest increases to healing done. If people are grouped up near someone under one of these effects, Swiftmending one of them will give you the most bang for your buck.

If these abilities are not up, an Assassination Rogue with Quickening or a Cat Druid with Nurturing Instinct will be your best Swiftmend targets in melee. A Resto Shaman with Spark of Life will be your best Swiftmend target at range.

If you don’t have these, a Pally with Divinity or a Warrior with Field Dressing will do. They only provide a 6% bonus, but it’s better than nothing.

One last thing

I just wanted to clear this up as I still see people who are a little behind the times on how Swiftmend works.

The size of your Swiftmend is in no way affected by the size of the HoT being consumed (or not consumed, because it’s glyphed). It doesn’t matter:
– Whether your Swiftmend target has a Rejuv or Regrowth on them
– How much your Rejuv/Regrowth heals for
– The amount of time left on the Rejuv/Regrowth