Topic (Sticky) Resto 90 PvE healing guide (v5.4)
Edited by Lissanna on 9/9/13 8:05 PM (PDT)
****** The 5.3 resto druid healing guide is also available here:
Version: 5.4, level 90 (updated 9/9/2013)
How to heal as a 90 restoration druid in Mists of Pandaria.
This is an introduction to healing as a restoration druid. This is written at a beginner/intermediate level. Druids looking for advanced help should look at the additional resource links provided.
Highlights of 5.4 changes:
Restoration druids underwent a number of changes in the last patch that will ultimately have large impacts on healing style.
• Innervate restores mana based on spirit, with restoring at least 8% of total mana. This slightly increases the value of spirit.
• Wild mushroom changes: Only 1 shroom (total). It still absorbs rejuv overhealing. When you move your shroom, it keeps that absorbed value (so, moving it has no real cost). The shroom placement has a 3 second cooldown to prevent spamming abuse. Depending on glyphs, you can either target shrooms at the feet of a person or directly on the ground using the targeting circle (glyph of the sprouting mushroom – minor).
• Glyph of Efflorescence is now fairly important for raiding druids. Glyph of lifebloom (the target swap glyph) was baked in baseline. This was replaced with a glyph that moved efflorescence from swiftmend to mushrooms. When your shroom is out, anyone standing near it is healed by efflorescence. You can now use swiftmend as emergency burst healing, instead of a vehicle for efflorescence.
• Genesis is a new ability. It makes rejuv tick faster on all your targets. This is helpful when you need to speed up the healing from rejuv and/or charge shrooms.
• Talent changes: Dream of Cenarius, heart of the wild, nature’s vigil, and soul of the forest have both undergone some changes for resto druids (mostly buffs for all four). Nature’s Swiftness is now baseline for resto druids, and was replaced with a new talent: Ysera’s Gift (see talent section).
Overall healing style changes in 5.4:
The changes to the healing shroom spell are actually huge. You will now use shrooms as the center for your efflorescence. You can move the shroom along with the group during movement encounters. The changes to efflorescence, shrooms, and genesis overall make your AOE healing substantially stronger. When using the efflorescence glyph, you now change how swiftmend fits into your toolset (as a direct heal instead of the vehicle for an AOE heal). You will also have to watch your harmony mastery more if you find that you aren’t using swiftmend every time it comes off cooldown.
Table of contents:
1. healing part 1: Description of Healing spells http://us.battle.net/wow/en/forum/topic/2721584806?page=1#2
2. Healing part 2: Other spells http://us.battle.net/wow/en/forum/topic/2721584806#3
2a. Symbiosis information http://us.battle.net/wow/en/forum/topic/2721584806#4
3. Healing part 3: Tank and raid healing advice http://us.battle.net/wow/en/forum/topic/2721584806#5
4. Resto: Talents http://us.battle.net/wow/en/forum/topic/2721584806#6
5. Resto: Glyphs http://us.battle.net/wow/en/forum/topic/2721584806#7
6. Resto: Stats and Gearing http://us.battle.net/wow/en/forum/topic/2721584806#8
7. Consumables, Gems, and Enchants http://us.battle.net/wow/en/forum/topic/2721584806#9
Edited by Lissanna on 9/9/13 8:23 PM (PDT)
Part 1: Description of Healing tools – Getting to know your spells
(Updated 9/9/2013 for 5.4)
Before I describe how to heal, I need to introduce you to the spells and how they will work.
Single-target Direct Heals:
In addition to the instant-cast direct heal from swiftmend, there is also a “trinity” of 3 direct heals (based on the outdated assumption that people make choices about what heal to use in direct healing). Our “Big” heal is Healing Touch (macro this to nature’s swiftness). Our “fast” heal is regrowth. Our “efficient” heal is Nourish (not used much in high-end raiding). While you will use these fairly often in in scenarios or 5-mans, they are much more situational in raiding.
• Swiftmend(instant, 15 sec cooldown) puts a medium-size direct heal on a target effected by a rejuv/regrowth HOT. When you aren’t using the efflorescence glyph, efflorescence will sprout a 10 yard circle around that target (See: efflorescence under AOE heals). Swiftmend activates the harmony mastery; similar to the other direct heals. So, even when using the efflorescence glyph, this is an important heal to keep track of. As a great single-target burst heal, to use on tanks or raid members that need a quick burst.
• Healing Touch (2.5 sec cast time after Naturalist, mana expensive). Heals for a large amount, with a high mana cost and a semi-long cast time. You can use this to refresh Lifebloom on your target. Use this when you need a big heal on a tank or raid/party member. Omen of Clarity procs will make this spell cost no mana to cast. You want to macro your Nature’s Swiftness talent to this spell, since it is our largest direct healing spell.
• Regrowth Heals for a medium amount and is now our “flash” heal instead of nourish. Use when you can afford the mana and need a fast heal. You can also use this when you are in tree form and get Omen of Clarity procs for mana-free instant regrowths. Can also be used in specific boss encounters that require fast direct heals. The new glyph of regrowth takes away the HOT component and increases the crit chance to 100%, making it more reliable as a quick burst heal. This is useful for activating your harmony mastery and refreshing your lifebloom stack, since it has a fast cast time.
• Nourish (2.5 sec cast time after naturalist, mana efficient). Cast time is the same as Healing Touch. However, it costs less mana and heals for less than HT, which is our “efficient” heal when you want to conserve mana. Not often used in raids, since casting things like rejuvenation is going to be a better use of your time.
The “bread and butter” of druid healing is not about direct heals, however. The primary tools of resto druids are our Heal over Time (HOT) spells.
• Lifebloom (instant) is your tank HOT. Now lasts 15 seconds. You can only have this on one person at a time (unless you are in tree form). You will need to keep a 3-stack of lifebloom up on your tank, even if you are raid healing. You can either refresh it directly by casting lifebloom or by casting any of your single-target direct heals. When in tree form, you can sprinkle this around raid members to try and get more Omen of Clarity procs. Casting lifebloom on another person can transfer the 3-stack from one target to another (just make sure it has more than 2 seconds left when you swap it).
• Rejuvenation (instant) is a primary healing spell for you as a raid heal. Rejuv works best on lightly wounded targets, or other people who are likely to be taking damage over time to benefit from the most ticks. You should use this as your primary heal for sprinkling around on raid members instead of using single-target direct heals when there is a lot of people taking damage. When your rejuv over-heals, it now buffs the healing done by your wild mushroom spell. Thus, feel free to spam rejuv around the raid as much as your mana allows. In addition, genesis speeds up the healing done by rejuv that makes it more useful on people with more serious injuries.
Multi-target AOE heals:
We now have a fairly good set of abilities for AOE healing, including an improved Wild Mushroom spell (with efflorescence tied to mushrooms when you take the glyph).
• Efflorescence: While not a spell you directly cast, this needs to be directly discussed since it can be attached to one of two different spells. This can either be attached to Swiftmend (by default), or it can be attached to having a Healing Shroom on the ground (when glyphed). When attached to swiftmend, up to 3 people standing in that 10 yard circle gets healed for up to 7 seconds. When attached to your healing shroom, it seems to continuously tick on 3 wounded targets at a time standing in the 10 yard circle, as long as you have a shroom on the ground. This makes efflorescence better when tied to healing shrooms. Moving out of the circle stops healing, so this is better when targeted on groups of people (especially those who would benefit from the healing shroom burst).
• Wild Growth(instant, 8 to 10 sec cooldown) is still a “smart” heal that hits multiple targets to heal over time. Use this often as an AOE heal, both when you are assigned to raid healing and when you are assigned to tank healing, since using it will help out your raid a lot in times of AOE damage.
• Tranquility (channeled over 7 sec, 3 min cooldown after talents) – In 5- and 10-man content, this heals the 5 low-health party/raid members. In 25-mans, this heals the 12 lowest health raid members. It has a big direct heal that hits about every 2 seconds, and also applies a HOT that stacks up to 3 times that lasts for the duration. Use this as your emergency AOE heal, and try plan in advance which phases to use it (in most raid encounters, it’s possible to plan ways to use it twice in heavy AOE phases).
• Wild Mushroom: Bloom (instant, 3 second placement cooldown; 10 second bloom cooldown) – Place down one healing shroom on the ground (last up to 5 minutes) and then hit the “bloom” button to trigger their direct heal for everyone within a 10 yard radius of the mushroom. Depending on glyphs, you either drop the shroom at the feet of your target, or target the ground directly using the targeting circle (depends entirely on your own preference). When your rejuvenation over-heals (e.g., ticks on people at full health), a portion of that overhealing will be absorbed by shrooms you have on the ground. This causes the shrooms to grow bigger in size, as well as to heal for more when you bloom them. When you move & re-plant a shroom, it will retain that over-healing value. When you bloom your shroom, it expends that value and you will have to start storing up healing again. With the efflorescence glyph, you want to leave your shroom on a spot where people are standing and would benefit most (such as a melee group in 25-mans). In some cases, you may not bloom your shroom every 10 seconds, but may want to leave it for soaking rejuv overheals and providing a vehicle for your efflorescence healing.
Edited by Lissanna on 9/9/13 8:13 PM (PDT)
Part 2: Additional resto spells & mastery (updated 9/92013 for 5.4)
Other abilities for resto druids:
● Genesis: Speeds up the healing done by your current rejuvenation spells on all raid members. The ticks will finish more quickly. A situational spell for burst healing periods when you need to get people healed up quickly, and for priming your shrooms.
• Ironbark: 1 minute cooldown. Can be cast on other people. Reduces the cooldown they take by 20% for 12 seconds. This is our new tank damage reduction tool. Work out with your tank & other healers in your raids to figure out when the most appropriate times for using this will be. In 5-mans, use this whenever your tank is getting hit pretty hard. With the new 1 minute cooldown, you may sometimes be able to cast this on people other than your tank who are taking heavy damage.
• Barkskin: 1 minute cooldown. Can only be cast on yourself. Reduces damage you take.
• Nature’s Cure: 8 second cooldown. Allows you to remove 1 magic, curse, and poison effect. All of our dispels are in this one button.
• Mark of the Wild: This increases your party/raid’s strength, agility, and intellect. Same buff as paladin Kings (so only one of the two can be on someone at a time).
• Innervate: When you cast innervate on yourself, you regen 20% of your mana. When you cast it on someone else, they regenerate 10% of their mana. You should use this on yourself to help you replenish your mana.
• Rebirth: In-combat resurrection. Cooldown is 10 minutes, but the raid group can only res 1 person per fight in 10-mans, or up to 3 reses per fight in 25-mans. Warlock & DK’s in-combat res abilities count towards this total. They now resurrect at 60% health without the glyph, so the glyph is no longer mandatory. You can use addons to track battle reses in raids.
Mastery: Mastery is a bonus you get for choosing restoration as your talent spec focus. Mastery is also a stat on high-level gear.
Our current mastery is called harmony.
Harmony increases direct healing, and casting direct healing spells grants an additional bonus to periodic healing for 20 seconds. Each point of mastery on gear increases each bonus by an additional amount. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. Note that the duration lasts long enough that using Swiftmend every time it comes off cooldown is enough to keep our mastery up all the time.
Edited by Lissanna on 9/9/13 8:22 PM (PDT)
part 2a: Symbiosis for resto druids (Updated 9/9/2013 for 5.4)
When you cast symbiosis on another player, you gain one of their spells, and they gain one of yours. This duplicates the spell, so that both players keep their existing tools. The person you cast it on will need to drag the new symbiosis spell button to their spell bar. So, when running PUGs with players you don’t know, assume that the other player won’t use it and just cast it on whoever gives you the best benefit (I’ll usually cast on mages when I’m running PUGs).
For raids, tanks are always the preferred target. After both tanks are covered in 25-mans, I’d recommend shadow priests to give them the healing cooldown and be able too use leap of faith to pull raid members out of bad (or to troll them if that’s how you roll). Outside of that, it may have fight-specific uses. After that, go with any fight-specific things that may be helpful. Otherwise, go with what gives you the best benefit.
Addons for managing symbiosis: Get an addon such as “symbioteller” or "symbiosis" to help you manage symbiosis. The symbioteller addon adds text to the symbiosis tooltip to tell you mouse-over someone that says what you will get & what you give to them.
Organized in the following fashion:
What that class gives you as a restoration druid
What they receive from you in return (sometimes differ by spec)
What I recommend about whether to cast it on them or not
Gives druid: Icebound Fortitude (survivability)
Tank: Might of Ursoc
DPS: Wild mushrooms spread plagues
Recommendation: Druid gets something similar to barkskin. We give a survival cooldown to tanks. For DPS, shrooms aren't very helpful.
Gives druid: Deterrence (survivability)
Receives: Dash (movement speed)
Recommendation: The survivability cooldown is okay for you, but they're unlikely to use dash.
Gives druid: Ice block (survivability)
Receives: healing touch (2.5 sec cast healing spell)
Recommendations: I would recommend iceblock over other options because it gives you something that isn't redundant with barkskin. Moonkin in your group will also likely want to target mages. The mages get limited use from healing touch.
Gives druid: Fortifying brew (survivability)
Tank: Survival Instincts
DPS: bear hug
Recommendations: The survivability cooldown is okay, but they won't use what you give them.
Gives: Cleanse (Remove disease)
Recommendations: The disease cleanse is only really helpful if the fight has diseases (unlikely). Tank gets a survival cooldown. In a 10-man, another rebirth could be helpful if you are the only other bres.
Gives: Leap of Faith (pull a target to you)
Recommendations: Use on DPS if your shadow priest will use the heal that fight. Leap of faith can be helpful for pulling people out of bad, and to troll them by pulling them into fire, if that's how you roll. :)
Gives: Evasion (survivability)
Receives: Growl (lets the rogue tank briefly)
Recommendation: Don't use this on the rogue unless the fight strategy specifically requires it. Since this gives you a bonus to dodge, it's only going to be helpful to you if you are taking melee damage that is possible to dodge (and not for spell damage).
Gives: Spiritwalker grace (cast while moving)
DPS: Solar Beam
Recommendation: Spiritwalker's grace is useful for being able to cast tranquility on the move. Solar beam and prowl have limited PvE use.
Gives: Demonic circle: Teleport (you teleport to where the warlock's demonic circle is) Receives: Rejuv (healing spell)
Recommendation: The teleport does have some situational uses. Rejuv for the warlock also has some situational use.
Gives: Intimidating roar (crowd control)
Tank: Savage Defense
DPS: Stampeding shout (AOE movement speed increase)
Recommendation: You are unlikely to need the CC ability. Tanks get a survivability cooldown. The DPS movement speed buff has uses in some fights.
Edited by Lissanna on 9/9/13 8:14 PM (PDT)
3. Tank and raid healing advice – (Updated for 5.4 on 9/9/2013)
Raid healing general advice:
● Use ironbark on your tank during times where the tank is taking heavy damage – remember that you should coordinate this some with your other healers and the tanks.
● Roll 3x lifebloom on a single tank. You can use direct heals (regrowth, nourish, or HT) to refresh lifebloom on your tank or refresh it directly with lifebloom. You can swap your 3x stack to another tank during tank-swap fights.
● Swiftmend works well as an emergency direct heal to save someone from dying, similar to how we use Nature’s Swiftness + Healing touch. This also works well for activating your harmony mastery. Since you should take the glyph that moves Efflorescence to your healing shrooms, this should no longer have an AOE attached to it.
● Put Rejuvenation on your tanks and use rejuvenation on light to medium-wounded targets in your raid group. Genesis allows you to get more burst healing out of your rejuv. If you hit a burst damage phase, genesis can help save the raid, especially in 10-mans where you have fewer targets to sustain rejuv on. Genesis is not quite as good if your raid is taking light but sustained damage, since your rejuv duration is shorter and will prevent blanketing as many people. There is still some debate over what situations are best for blanketing versus genesis, but it is better to use genesis sparingly and not rotationally.
● You can also use rejuv proactively to try to get several rejuvs sprinkled around the raid group on people likely to be taking damage in the near future (and to set up who you may want to swiftmend). Also, since the value of HOTs are determined by the buffs when they are cast, if your mastery falls off, it won’t affect remaining ticks on HOTs you have already cast. Your rejuvenation over-healing now increases the amount of healing done by wild mushrooms, so it isn’t as bad to put it on high-health targets now if you are using shrooms.
● Use wild growth as often as you can afford to depending on your mana.
● The new version of healing shroom is quite nice. You should place this somewhere that 3 or more people are standing (if possible) so that you can get the full effect of Efflorescence (you should really have the glyph). You only have one mushroom, but that mushroom saves the rejuv overhealing if you move it. So, place it where people are NOW (not where they will be later), and then move it when the group moves. You can always move it and get the full healing bloom on a stack point for burst healing when needed.
● Tranquility is also nice to use for heavy burst phases, since you should get several uses per boss fight during heavy AOE times. This is especially true for 25-mans, where your tranquility now scales with raid size.
● You won’t use much in the way of direct single-target heals for this role, since your frequent swiftmend casts should provide most of the direct healing you need, but there are fight-specific mechanics that require or favor direct heals. Regrowth works well with OOC procs if you take the regrowth glyph.
Edited by Lissanna on 9/9/13 8:19 PM (PDT)
Druid Healing Talents in Mists of Pandaria (Updated 9/7/2013 for 5.4):
In the current talent system, a set of talents is shared across all four druid specializations. Choosing your specialization now gives you a bunch of abilities as you level up. Then, you get to choose 6 additional abilities from the talent set. The purpose of these talents is to allow for choice, so I will spend more time explaining what they do than telling you which one to choose.
With the 5.4 patch, the druid has undergone a lot of changes to the healing style. Thus, the following section is still preliminary, pending results of how druid healing evolves on the live server. In general, it is recommended that you choose whatever talents best help you do your job (so, an optimal talent in one situation may be less optimal for another). There is still not a consensus in favor of one cookie-cutter talent build, which was Blizzard’s point in changing all the talents and making them better balanced.
While there is no true “cookie cutter” build, here’s a potential beginner talent build that you can go with while you play around with talents and see what works for you. With incarnation on a 3 minute cooldown and Nature’s Vigil on a 1.5 minute cooldown, this talent pairing plays well together.
General talent descriptions and advice:
Level 15: Take Feline swiftness.
● Feline Swiftness: Increases your movement speed by 15% at all times. This is the best talent for resto PvE, since it doesn’t require you to actively monitor and use it.
● Displacer beast: You teleport forward, and are shifted into a stealthed caster form. Has some situational uses, but not generally recommended.
● Wild charge: Gives you a different movement teleport effect depending on your specialization. Most importantly, in caster form, you teleport to the location of your targeted ally. In addition, travel form leaps forward 20 yards (helpful when outside). Other forms have additional movement bonuses. This has situational uses, so this could be a viable option.
Level 30: Choose Ysera’s Gift or Cenarion Ward. I prefer Ysera’s Gift for reducing button bloat.
● Ysera’s Gift - NEW: Every 5 seconds, this will either heal you for 5% of your health, or heal another nearby raid member instead (if your health is full). This is a great talent since it is passive, and healers often forget to keep themselves topped off under times of high pressure.
● Renewal: Instant cast that heals yourself for 30% of your health. Not recommended for Resto since you can’t cast it on other people.
● Cenarion Ward: A buff you put on your target that will apply a HOT to tick down after they get hit. With Nature’s swiftness removed, this talent becomes a lot more viable of an option. However, if you find that you don’t use this consistently, then Ysera’s Gift is a much better choice. We have enough HOTs that this may end up being redundant in most situations, and may contribute to button-bloat.
Level 45: Overall, I prefer typhoon for general purpose uses. However, this is really situational depending on encounters.
● Faerie Swarm: Your faerie fire spell slows your target’s movement speed. Situationally useful.
● Mass Entanglement: Will root multiple targets in place for a short time. Situationally useful.
● Typhoon: Knocks back your target and dazes (slows) them for a short period of time. Situationally useful.
● Soul of the forest: For resto, using swiftmend gives you a 100% haste bonus to your next cast. Any of your HOTs will tick faster with this (rejuv, wild growth, tranquilty’s HOT, lifebloom). Your AOE HOTs will benefit the most (wild growth and tranquility). For single-target tank healing, pairing this with a rejuv can be situationally useful. The efflorescence glyph de-emphasizes the importance of Swiftmend, though SOTF may have situational uses now that you can easily delay swiftmend casts to line up with the wild growth cooldown (or you can squeeze in a swiftmend/rejuv pair). Don’t delay wild growth casts, however – use wild growth on cooldown during heavy AOE healing periods (especially with Tier 16 bonus).
● Incarnation (instant) is the old tree form cooldown talent that shifts you into the large tree and augments your spells: Lifebloom can be put on more than one target which allows you to briefly use it to stack with other HOTs on raid members for increased healing output. Regrowth becomes instant cast so you can use this when OOC procs to conserve mana. Wild Growth will hit up to 2 more targets (most useful in a 25-man setting).
● Force of Nature: 20 second cooldown (up to 3 charges). Summons treants to fight for you. Resto treants cast Healing Touch and swiftmend. This talent doesn’t cost any mana, and is pretty easy to “set and forget”, so this can be really helpful for new resto druids or people who first hit level 90. Not recommended for high-end raiding where Incarnation or SOTF would give you better control and output.
Level 75: I recommend Ursol’s Vortex since it doesn’t require you to be close to the target.
● Disorienting roar: Disorients all enemies within 10 yards (your targets won’t attack for the duration of the effect, but any damage you do will break the disorient effect).
● Ursol’s Vortex: Will slow the movement speed of enemies in the vortex.
● Mighty bash: A 5 second stun that requires being in melee range.
Level 90: Nature’s Vigil will likely beat Heart of the Wild if you remember to use it on cooldown. However, changes to all three talents make this decision a lot more difficult. Either Heart of the Wild or Nature’s Vigil will likely be the most generally useful. Dream of Cenarius is much more situational. The best talent may be much more personal, so put some effort into testing what works best for you.
● Heart of the wild: increases your Int by 6%. When you activate the 6 minute cooldown, it increases your healing done by 25% for 45 seconds. When you are soloing or get bored, you also get a temporary boost to your off-specs (so, you can cast balance spells, mangle things in cat form, or pretend to tank in bear form for a few seconds before meeting an untimely death).
● Dream of Cenarius: Your wrath damage is increased by 20%, and allows “atonement” style healing from casting wrath. Your wrath spell will heal another raid member for 100% of the damage done. Wrath costs 5,280 mana (whereas a rejuv costs 8,700 mana). So, this healing won’t really be all that mana-efficient. Thus, this situational talent is best when the fight doesn’t require a lot of healing and has steep DPS requirements (a priest with atonement can do this better anyway).
● Nature’s Vigil: Cooldown that increases your healing done by 12% for 30 seconds and your single-target healing does damage and healing for 25% of the heal to nearby targets (on a 1.5 min cooldown). The extra healing and damage also applies to rejuvenation and lifebloom. This talent is good if you are using a rejuv-heavy healing style, or are doing lots of tank healing in an encounter. However, you have to remember to cast this fairly frequently, while Heart of the Wild you only have to cast once or twice an encounter total.
Edited by Lissanna on 9/9/13 8:21 PM (PDT)
5. Resto Glyphs (updated for 5.4 on 9/9/2013)
Major glyph options: I recommend using Efflorescence, regrowth, and one additional glyph of choice.
● Efflorescence: They removed the lifebloom target swap glyph and replaced it with a glyph that is really equally mandatory for PVE. This new glyph allows your Efflorescence spell to be attached to your healing shroom location, instead of being tied to swiftmend. Since this new efflorescence doesn’t have a duration limit, it will be on the ground and active any time your wild mushroom is on the ground.
● Regrowth: Makes your regrowth have a 100% chance to crit, but takes away the HOT component. If you take this, you’ll definitely want to cast regrowths when you get OOC procs (more helpful with the Incarnation talent, as well).
● Healing Touch: When you cast HT, the cooldown on your Nature’s Swiftness is reduced by 3 seconds. This may be an okay option for 10-man resto druids, especially with the Tier 16 set bonus that interacts with Healing Touch.
● Wild Growth: Wild Growth can affect 1 more target (6 instead of 5), but the cooldown becomes 10 seconds instead of 8. I recommend this for 25-mans. This is situational for 10′s, and not helpful for 5′s.
● Rejuvenation: When you have rejuv active on 3 or more targets, your Nourish cast time is reduced by 30%. Nourish isn’t used very often in the later tiers of content, so this isn’t really good for raiding right now.
● Rebirth: Your targets return to life with 100% health instead of 60%. This isn’t mandatory, but could be helpful if you are the only person who can bres in your raids. May work well in the third glyph slot for 10-man raiders in particular.
● Blooming (PVP-oriented): reduces the duration of your lifebloom & increases the size of the bloom. Don’t take this unless you are PVP’ing.
● Glyph of stampede: Allows you to use stampeding roar in caster form. Given that movement is critical in a lot of fights, this is potentially a useful glyph in 5.4 if you want to be able to use stampeding roar and still heal.
Minor glyphs: Choose 3 that you like the best.
• Glyph of the Sprouting Mushroom: You can use a targeting reticle to place shrooms on the ground, instead of shrooms being placed at the feet of your target. This allows for personal preference, since there isn’t a “best” targeting system that works for everyone.
• There is a perma-tree cosmetic glyph (Glyph of the Treant).
• Glyph of the Stag and Glyph of the Orca are also particularly nice cosmetic glyphs.
• Glyph of one with nature – teleports you to a random “natural” location.
Edited by Lissanna on 7/22/13 4:20 PM (PDT)
Resto stats & Gear (updated for 5.2 on 3/3/2013)
Basic Resto stat priority (subject to change):
Int > Spirit (until you have enough regen) > Haste to breakpoint (3043) > Mastery > Crit
Haste breakpoint chart for level 90: http://wtsheals.com/level-90-druid-healing-guide/
Important breakpoint for level 90: 3043
Between breakpoints, mastery is better. The 5320 breakpoint (and beyond) is currently difficult to achieve and not worth going for over being more mastery-heavy.
Stat descriptions & more details:
• Stamina – Base stat (primary stats can’t be reforged) – increases your health. This will be on all your gear, but it’s not super important.
• Intellect – Base stat (primary stats can’t be reforged) – Increases your spell power. This is your primary stat on gear. You no longer get any effect on your mana pool size or mana regen from INT. However, INT is important enough that higher ilevel pieces are almost always worth picking up, regardless of the secondary stats.
• Spirit – (secondary stat can be reforged) – Increases your mana regen. When you choose the resto talent tree, you gain more passive regen from spirit while “in combat”. While Int is still a better stat overall, you will want to pick up enough spirit that you aren’t running OOM before the end of a fight.
• Haste- (can be reforged) – Makes your cast time spells (ie. regrowth, HT, nourish) cast faster. Also makes the time between the ticks of your HOTs faster (You will gain additional HOT ticks with enough haste), and lowers the global cooldown (up to the 1 second). You want to gear to important HOT breakpoints (currently 3043). In between breakpoints, mastery is better.
• Mastery – (Can be reforged) - See section 2 for detailed information on what mastery does. This is the stat you should focus on between HOT break-points, since it will buff the majority of healing you do. This is a good stat for resto druids because it impacts all of our heals.
• Crit- (can be reforged) – Your direct heals and HOT ticks can all score critical strikes now. This is still our weakest stat at the moment.
• Spell power (can’t be reforged) – At 85, this stat is mostly only available on weapons, and maybe a few outdated enchants.
Reforging– You can turn up to 40% of a secondary stat into 40% another secondary stat. You can only reforge a stat into something that is not already on the item. If spirit is not on the item and you need more regen, then reforge the least desirable stat into spirit. In general, you want to reforge crit into a different stat, since crit is our worst stat. You want to use reforging to help you reach an appropriate haste breakpoint and then reforge to mastery after that point.
Edited by Lissanna on 9/9/13 8:20 PM (PDT)
7. gems, enchants, consumables for level 90
See beru's post on EJ:
Due to the difficulty of formatting on the forums, it is easier just to provide a link to a better formatted page. :)