Apotheosis officially started raiding last week. We finished the week with 4/6 bosses killed in Mogu-Shan vaults so I thought it would be a good time to take a look at how resto Druids (or more specifically, this resto Druid) are doing in raids.
After the ease of healing all the heroic dungeons, the normal mode raids were a step up in difficulty. Mana was definitely a concern at times. When I fought my first raid boss, when Mogu’Shan Vaults opened I had about 4500 spirit. This was not enough. I’m now sitting around 6000 spirit, which feels much better.
The Stone Guard
Stone Guard on Tuesday was probably my best performance of the week, healing meter-wise.
I assigned myself to heal our Monk tank, who was tanking 1 add. Here’s what my healing breakdown looked like:
49% of my healing went to my assigned tank, 14% went to another tank and the rest of the raid split the rest of my healing.
Lifebloom did some really strong healing, mostly because I was the only healer assigned to my tank, I think, so it had the chance to heal (rather than overheal) a lot. Rejuv also did a lot of healing as it was constantly rolling on my tank and was used to spot heal the raid. Regrowth was my main direct heal. Because I used Regrowth so much, and was focused on tank healing, Living Seed had a good showing (comparatively), doing 4.3% of my healing.
Overall, there’s nothing too surprising here. The HoT portion of Swiftmend did very little healing as the raid is spread out for most of this fight. I also tended to use SM on my tank so he would benefit from it rather than try to place it so it would heal more people. Wild Mushrooms, as expected, are complete shit. I used them once on this fight and this week I will avoid them altogether. I used Healing Touch 7 times – 4 of those were in combination with Nature’s Swiftness, while the rest were out of habit. This week I will work on not hard casting HT at all, as it is inferior to Regrowth.
Sadly, I had an Amethyst Pool spawn under me just as I started channelling my first Tranquility, so that got interrupted after only one pulse.
Here’s what my buffs cast tab looks like:
As expected, it’s really easy to keep Harmony up 100% of the time. Boo. I’m happy that for the most part, I was good about using my new abilities. The fight lasted 5:46 and I used Ironbark on my tank twice. I used Symbiosis on a Monk and I remembered to use Fortifying Brew twice as well. I could up my Nature’s Swiftness uses a little bit. The one big omission I see here is a lack of tier 6 talent use. This tells me that I probably forgot to switch HotW (which I use in dungeons) for Nature’s Vigil before this fight started. Oops.
Besides a few small things regarding spell use that I can improve on this week, I was happy with my healing on Stone Guard. I felt very strong as a tank healer, much better equipped to handle it than I was in Cata.
Feng the Accursed
Feng is the boss that gave my raid the most trouble. It’s also the fight that hurt my mana pool the most. We ended up using 7 healers for this to compensate for all the damage going out in phase 3.
Those darn Monks. Our entire raid was stacked on top of each other for at least half of this fight, so Spinning Crane Kick and Chi Burst kinda destroyed everyone else in terms of healing. Still, I don’t think I did too bad.
I was raid healing on this fight, so my healing breakdown is a little different, a lot less of my healing comes from direct heals. The Swiftmend HoT is performing much better on this fight since we’re stacked up so often. I did use Mushrooms a couple times on this fight, but only because there are parts of phase 1 and 2 where there’s nothing to heal, so I wasn’t losing anything by setting them up. Still though, they hit for an average of 3500 (before overheal), that’s not even a drop in the bucket.
The only reason Harmony isn’t at 100% here is because I died near the end of the fight. Tree of Life and Nature’s Vigil were really useful on this fight, as there are so many times when the raid damage is incredible. I made sure to use them once in phase 1 and then again to help handle phase 3. Nature’s Vigil also did 750,000 damage to the boss, not a huge amount, but every bit helps. My NS and Fortifying Brew use could have been better and I didn’t use Ironbark at all, which is awful. And goddamn it, I need to stop interrupting my Tranquility cast.
This was a tough fight. I had to make sure I was conserving as much mana as possible in phase 2 in order to be able to handle phase 3. Having two big output increasing cooldowns (and Tranq) for phase 3 is really useful.
Gara’jal
Gara’jal was by far the easiest fight for me to heal. I was assigned to one of the groups that goes down into the spirit realm. The spirit realm was simple to deal with. The first time I went down I used Tranquility to heal everyone up. The 2nd time I just tossed out WG and a few Rejuvs then spammed Regrowth.. Tranq was back up for the 3rd. Because of the mana regen buff you get in the spirit realm, mana wasn’t a concern and I could spam my little heart out.
Because of phasing, the overall healing meters are worthless on this fight, but here’s how my healing breakdown looked.
Pretty standard for raid healing.
I felt really good on this fight. Tranquility was excellent for the spirit world. Ironbark (which I used 3 times on this) was very nice to put on a tank who had Voodoo Doll to prevent some incoming raid damage, and I thought that my HoTs dealt with Voodoo Doll on the raid quite nicely.
Spirit Kings
This was another fight that was relatively easy to heal, mostly because my raid did an amazing job at avoiding everything that could be avoided.
Those Monks… This is another fight where the raid is stacked up for 50% of the encounter. The combination of it being a single-tank fight, plus our raid avoiding all the damage meant there wasn’t a whole lot to heal.
The fact that Tranquility is was my highest healing spell is absurd. That, along with the HUGE amount of overheal on Rejuv and Lifebloom tell me 6 healers is too many.
There’s something a little odd about these numbers – pretty sure Living Seed didn’t have 100% uptime. Spirit Kings is a long fight with a 10 minute enrage, so you can use your cooldowns at least 3 times each. Nature’s Vigil did 850k damage to the boss. Hoever, now that I’ve seen how little healing is needed when things are done correctly, I’ll probably try using Heart of the Wild next time to see if I can help even more with dps.
Overall
Overall, I thought druid healing was fun and effective my first week in Mogu’shan Vaults. My new cooldowns were fun to play with and interesting to find the best timing for. Though it was a little disconcerting to see myself anywhere but on top of the healing meters more often than not, I never felt like I wasn’t equipped to handle the incoming damage. There are a few spots where I can improve my spell use and hopefully increase my healing.
Goal for this week: beat those Monks!























