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******A preview of the 6.0 guide for level 90s in WOD is available here:
The full level 100 resto guide is available here: http://www.restokin.com/resto-druid-healing-guide/
How to heal as a 100 restoration druid in Mists of Pandaria.
Version: 6.0 (updated 10/11/2014)
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. This is a preliminary guide for level 100 resto druids based on beta playtesting. This information is subject to change.
6.0 spell and talent changes:
Restoration druids underwent a number of changes this expansion that will ultimately have large impacts on healing style. Briefly are the biggest changes. See the level 90 survival guide for a larger summary of changes. http://www.restokin.com/2014/10/resto-druid-wod-level-90-survival-guide-6-0/
• Major changes to gearing and HOT mechanics mean that there are no HOT haste break points (haste now scales linearly with HOTs). Haste and mastery are the preferred stats, with crit and the new versatility and multistrike being slightly weaker. There is no more reforging. Spirit is only found on accessories, with regen balanced as a result.
• Wild mushroom changes: No longer has a bloom direct heal effect. Instead, it just provides a short Efflorescence ground-targeted HOT and then goes away after the 30 second duration ends. Swiftmend no longer provides efflorescence.
• Wild Growth change: Now has a cast time.
• Talent changes: Many talents have been modified. See the updated talent section.
• Spell removals: Nourish, innervate, symbiosis, and several other spells have been removed.
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
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 10/14/2014 11:18 AM PDT
Part 1: Description of Healing tools – Getting to know your spells
Before I describe how to heal, I need to introduce you to the spells and how they will work.
The primary tools of resto druids are our Heal over Time (HOT) spells.
• Lifebloom (instant) is your tank HOT. This only stacks once now. You can only have this on one person at a time. You can either refresh it directly by casting lifebloom or by casting any of your single-target direct heals. Now that it doesn’t stack, allowing it to bloom will often be worthwhile to heal your tank.
• Rejuvenation (instant) is a primary healing spell for you as a raid heal. Rejuv works best on 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. Feel free to spam rejuv around the raid as much as your mana allows.
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).
• Wild Growth(1.5 sec cast, 8 to 10 sec cooldown) is an AOE heal that costs a lot of mana. Use this when you have 3 or more wounded people who need immediate healing.
• Tranquility (channeled over 7 sec, 3 min cooldown) –When you channel this over time, everyone in your party/raid is healed for a generous amount. 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 in heavy AOE phases).
• Wild Mushroom (instant, 30 second duration) – This provides a stationary ground-targeted HOT (ticks on 3 people at a time) and then goes away after the 30 second duration ends. As this is mana-expensive to move around, the preference is to target groups of people who will be relatively stationary for the full 30 seconds. 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). Wild Mushroom no longer has a bloom direct heal effect.
Single-target Direct Heals:
We have three single-target direct healing spells. Note that Nourish has been removed. When Regrowth or healing touch crits, they apply Living Seed to the target. Living Seed provides a buff on your target that will heal them for 50% of the crit amount the next time your target is hit.
• Swiftmend(instant, 15 sec cooldown) puts a medium-size direct heal on a target effected by a rejuv/regrowth HOT. Swiftmend activates the harmony mastery; similar to the other direct heals. 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, mana expensive). Heals for a large amount, with a high mana cost and a 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. You want to macro your Nature’s Swiftness talent to this spell, since it is our largest direct healing spell.
• Regrowth: This is a mana-expensive, fast heal. Use this when you get omen of clarity for mana-free casts (note that this is the only spell Omen of Clarity works with anymore). The glyph of regrowth takes away the HOT component and increases the crit chance to 100%, making it more reliable as a quick burst heal, especially in 5-man situations. In 20-man mythics, the long HOT component (allowing for swiftmending) may be a better option, especially if you take the rampant growth talent.
Edited by Lissanna on 11/5/2014 2:22 PM PST
Part 2: Additional resto spells & mastery
Other abilities for resto druids:
• Ironbark: 1 minute cooldown. Can be cast on other people. Reduces the damage they take by 20% for 12 seconds. This is our 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.
• Barkskin: 1 minute cooldown. Can only be cast on yourself. Reduces the damage you take by 20% for 12 seconds. This is your personal survival cooldown.
• 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, intellect, and versatility. Same buff as paladin Kings (so only one of the two can be on someone at a time).
• Rebirth: In-combat resurrection. Cooldown is 10 minutes, but there is a limited number of times your group can resurect. They changed the combat res mechanic for raids. In a raid, your combat res ability will show the number of the shared pool of charges remaining for the boss encounter across all raid/party members. A 20-person raid would share 1 charge every (90/20 =) 4.5 minutes, or one charge every (90/10 =) 9 minutes in a 10-person raid.
• Genesis (instant cast) is a spell that eats all your rejuvs on all your targets and makes their remaining healing applied rapidly. This spell doesn’t add any extra healing, so it is an emergency burst healing button that should not be used very often. It takes a lot of time and mana to use Genesis, for very little in return. All new players should avoid using Genesis at all, since this spell is likely to hurt you more than help you. Advanced players are likely to find times when this is useful.
Mastery: Our Harmony mastery increases direct healing done, 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, 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 10/14/2014 11:14 AM PDT
3. General raid healing advice – (Updated 10/11/2014)
General healing advice:
Read part 1 of this guide about how our healing spells work. Your talents and how much responsibility you have with regards to tank healing will also modify your healing strategy. I will update this strategy section once we have seen more level 100 healing strategies emerge.
• Use ironbark on your tank during times where the tank is taking heavy damage – you can coordinate this some with your other healers and the tanks.
• Place your single lifebloom on a tank (this no longer stacks to three), or someone else taking heavy damage. While your direct heals will refresh lifebloom, the bloom is now much more useful as a burst heal if your tank is low.
• Put Rejuvenation on your tanks and use rejuvenation on wounded targets in your raid group. You should 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).
• Use wild growth as often as you can afford to depending on your mana, particularly if there are several damaged targets to heal.
• Swiftmend works well as an emergency direct heal to save someone from dying, similar to how we use Nature’s Swiftness combined with Healing touch (a NS+HT macro can be useful). This also works well for activating your harmony mastery. Your regrowth is mana-expensive, so the preference is to use this when omen of clarity procs.
• Healing shrooms should be placed somewhere that 3 or more people are standing still for 30 seconds (if possible) so that you can get the full HOT effect.
• Tranquility is also nice to use for heavy burst phases, since you should get several uses per boss fight during heavy AOE times.
Edited by Lissanna on 10/14/2014 11:13 AM PDT
4. Resto talents
Druid Healing Talents in Warlords of Draenor
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 7 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.
The following section is still preliminary, pending results of how druid healing evolves on the live server (and beta/live number balance changes). 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.
Here’s an example build for new players: http://wod.wowhead.com/talent#dzdi1|
Level 15: Take Feline swiftness for general purpose use. The other two can work if you need the specific escape mechanics.
• Feline Swiftness: Increases your movement speed by 15% at all times. As a passive talent, this doesn’t require any active maintenance in raids, making it the best for new players.
• Displacer beast: Makes you jump 20 yards forward, and then move more quickly in cat form for a few seconds. This is a good talent for quickly escaping.
• 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.
• Ysera’s Gift – Every 5 seconds, this will either heal you for 4% 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 22% 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. If you want more control over who is being healed, then use this over Ysera’s Gift. However, if you find that you don’t use this consistently (e.g., every cooldown), then Ysera’s Gift is a much better choice.
Level 45: Overall, I prefer typhoon for general purpose uses. However, this is really situational depending on encounters.
• Faerie Swarm: Slows your target’s movement speed and prevents stealth. More pvp-oriented than PVE unless the encounter requires slows.
• 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.
Level 60: Which talent is best depends somewhat on final number tuning. Your choice of talent will depend somewhat on your choice of level 100 talents. Right now, SOTF and Incarnation are ahead of FON for end-game raiding purposes, with Incarnation an easier talent for new raiders.
• Soul of the forest: Casting swiftmend makes your next healing touch faster; or makes your next rejuv, regrowth, or wild growth heal for more. Wild Growth is likely to benefit the most from this SOTF buff in raids, particularly if you take this talent without the rampant growth talent. This talent is more powerful when paired with the rampant growth talent, due to your increased use of swiftmend.
• Incarnation: Tree of Life (instant) is a cooldown talent that shifts you into the large tree, increases healing done, and augments your spells: Rejuvenation costs less mana and heals for more. Regrowth becomes instant cast. Wild Growth will hit up to 2 more targets. Roots is instant cast.
• 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 leveling. Not recommended for high-end raiding.
Level 75: I recommend Ursol’s Vortex since it doesn’t require you to be close to the target.
• Incapacitating roar: (renamed, but same effect as before). Incapacitates all enemies within 10 yards (your targets won’t attack for the duration of the effect, but any damage you do will break the 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: These talents no longer provides a large main-role bonus, but do have some small bonus healing. Nature’s Vigil will likely provide the most consistent healing bonus.
• Heart of the wild: When you activate the 6 minute cooldown, it increases your healing done by 35% 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, shred 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 150% of the damage done. This is a situational talent and is best when the fight doesn’t require a lot of healing and has steep DPS requirements.
• Nature’s Vigil: A 1.5 min cooldown where your single-target healing does damage and healing to nearby targets for 30 seconds. In addition, your single-target damage does splash healing to nearby targets. The extra healing and damage also applies to rejuvenation and lifebloom.
Level 100: Germination is the more consistently useful talent and easiest to use. Rampant Growth can also be a good choice, but changes the playstyle. Moment of Clarity is overly limiting.
• Germination: Allows you to have two rejuvs on a player at a time. This second rejuv is named “germination”. This also increases the duration of rejuv by 3 seconds. Given the changes in healing mechanics, being able to double up rejuv buffs on people will definitely have uses in raids and 5-mans.
• Rampant Growth: Your Swiftmend no longer has a cooldown, but it munches your regrowth and rejuv HOTs. This needs to be paired with Soul of the Forest to be worthwhile. Try not to eat new rejuvs that you just put on targets (and try not to waste any HOT that you buffed from SOTF). The HOT from Regrowth is less powerful, so it works better for swiftmending in this case. So, using rampant growth and SOTF effectively will be more difficult than using germination.
• Moment of Clarity: Omen of Clarity now only lasts 5 seconds, but more than one regrowth can be mana-free. This is a really difficult talent to use (since OOC is a random proc), and in most cases you won’t benefit from this, especially if you have lower haste levels at the start of the expansion.
Edited by Lissanna on 10/14/2014 11:06 AM PDT
5. Resto Glyphs for WOD
Major glyph options:
Note that the Efflorescence and innervate glyphs were removed. Most of these are minor upgrades for raiding in WOD. Glyph of stampede actually becomes a viable raid choice due to the reduction of movement boosts across most classes.
• Regrowth: Makes your regrowth have a 100% chance to crit, but takes away the HOT component.
• 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 Healing Touch cast time is reduced by 10%. This has been improved now that it buffs HT.
• Blooming: Increases the size of Lifebloom’s bloom (but reduces the duration and makes it no longer be refreshed by HT/Regrowth). More useful now that lifebloom no longer stacks to 3.
• Healing Touch: When you cast HT, the cooldown on your Nature’s Swiftness is reduced by 2 seconds.
• Rebirth: Your targets return to life with 100% health instead of 60%.
• Glyph of stampede: Allows you to use stampeding roar in caster form & increases the radius. Given that movement is critical in a lot of fights, this is potentially a useful glyph if you want to be able to use stampeding roar and still heal.
• 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.
• Glyph of the Treant – Gives you a cosmetic old-style tree form shapeshift.
• Glyph of the Orca makes your swim form into an orca form.
• Glyph of one with nature – teleports you to a random “natural” location.
• Glyph of Stag: Travel form has merged the ground travel, water travel, and flight form all into one single button that is supposed to morph when you change environments. The Glyph of Stag will split Flight Form from this merged travel form (in addition to letting party members ride on your back). However, the “travel form” will still go into the swim/water form even when someone is on your back. So, if you are carrying someone on your back in stag form, don’t go in water or you will drop them!
Edited by Lissanna on 10/14/2014 11:03 AM PDT
Resto stats & Gear (updated for 5.2 on 3/3/2013)
Secondary stat attunement and haste changes: Restoration druids gain a 5% bonus to Haste as their attunement, meaning that haste is going to likely remain the best stat for healing early in the expansion. As haste no longer has annoying breakpoints, gearing will be slightly easier. Also, HOTs & DOTs no longer “Snapshot” stats when cast. They dynamically update every tick.
In addition, reforging was removed. What you see on your gear is what you get on your gear.
Other recommended reading: Wowhead guide to item changes. http://www.wowhead.com/news=238770/guide-to-item-changes-in-warlords-of-draenor
Basic Resto stat priority:
Stat Priority (subject to change): Intellect (higher ilevel is always better) > Spirit (On accessories such as rings and necklaces only) > Haste (there are no more breakpoints) > Mastery > Multi-strike > Crit > Versatility (if you see something with “bonus armor”, that’s a tank item).
Stat descriptions & more details:
• Stamina – Base stat – increases your health. This will be on all your gear, but it’s not super important.
• Int – Base stat – Increases your spell power. This is your primary stat on gear. Intellect is important enough that higher ilevel pieces are almost always worth picking up. Note that some gear you find will have agility greyed-out on it as you level closer to 100 – this is because your primary stat now swaps with you if you swap into feral/guardian spec.
• Spirit – secondary stat – Increases your mana regen. This is only available on accessories such as rings and necklaces. Your main gear (chest, boots, etc) will not have spirit on it.
• Haste– Makes your spells cast faster and lowers the global cooldown. They changed how HOTs scale with haste, such that you get a linear benefit (e.g., no more breakpoints) to the increase in number of ticks (e.g., a ‘partial tick’ is always paid out in the end).
• Mastery– Increases your direct healing, as well as the effectiveness of your Harmony buff that makes your HOTs stronger.
• Crit– Your direct heals and HOT ticks can all score critical strikes. In addition, your direct heals can apply living seed. Generally a weaker stat for resto druids.
• Multi-strike- Your direct heals and HOTs have a chance to heal for a bonus amount on your primary target. These bonus effects are at 30% effectiveness of the main heal.
• Versatility- Increases both damage and healing done, as well as reduces the damage you take. This ‘hybrid’ stat is slightly less effective at providing main-role bonuses than other stats.
Other gear augmentations: There is a chance for you to get items with various types of augmentations (though it would be highly unlikely to have more than one augmentation). These augmentations include: Warforged (higher item level), extra sockets (as sockets will be more rare), and tertiary stats (see below).
Tertiary Stats: Some gear has a small chance to roll random tertiary stats at level 100. These will have relatively minor impacts, and will not be frequently available. If you get tertiary stats on your gear, any of them have decent bonuses.
• Movement Speed: increases your movement speed
• Indestructible: Item does not take durability damage
• Leech: You are healed for a portion of damage/healing done.
• Avoidance: you take less damage from area-of-effect attacks.
Edited by Lissanna on 10/14/2014 10:54 AM PDT
7. gems, enchants, consumables for level 100
• Gems, enchants, and food provide secondary stats, where haste is generally going to be the preferred option.
• There is a spirit weapon enchant for healers, called Mark of the Shadowmoon.
• For flasks, they still provide primary stats, so Intellect is the preferred healer flask.
Gems: As bonus gem sockets are random, there will be fewer sockets on your gear. These sockets also only allow for secondary stats (such as haste), and no longer provide intellect or spirit. There are also no “color” sockets to match, or helm meta-gems. Thus, haste is going to be the primary gem option. These gems are: Greater Haste Taladite, which is more powerful (and expensive) than the “Haste Taladite”.
Enchants: There are also fewer items that can be enchanted in Warlords: only necks, cloaks, rings, and weapons. There are two tiers of enchants, where “breath of Haste” is more powerful than the “Gift of Haste”. For weapons, the Mark of the Shadowmoon provides a spirit bonus healers will want.
Flasks and potions: Intellect flasks are your only option for flasks (e.g., Greater Draenic Intellect flask, or the lesser Draenic Intellect flask). The Draenic Mana potions require fish rather than herbs to craft. If you are raiding, you will want to get an alchemy garrison building, even if you don’t have alchemy as one of your primary professions. This is because the “Alchemal catalyst” you will need to make flasks only comes from having the garrison building, and flasks will be difficult to buy early in the expansion on the AH due to the daily cooldown nature of these catalysts.
Food: The haste foods are: Frosty Stew (+75 haste) which is more powerful than the two lesser stat options: Pan-Seared Talbuk (meat version, + 50 haste) and Sturgeon Stew (fish version, +50 haste). There will be feasts available, with the best feast coming from the level 2 barn workorders, rather than via cooking.
Edited by Lissanna on 10/14/2014 10:52 AM PDT
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