Topic (Sticky) Resto 90 PvE healing guide (v5.3)
Edited by Lissanna on 5/21/13 7:11 AM (PDT)
****** The 5.3 resto druid healing guide is also available here:
Version: 5.3, level 90 (updated 5/21/2013)
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 5.3 changes:
• For 25-man raids, Tranquility will hit 12 people. In 10-man, it will continue to hit 5 people.
• The radius for the ground-targeted AOEs of efflorescence (from Swiftmend) and wild mushrooms is now slightly larger. In addition, wild mushroom heals for more overall.
• Ironbark cooldown will be 1 minute instead of 2 minutes (the PvP set bonus change means that this won’t really impact PvP).
• Your smart heals will be a little bit smarter, and won’t heal the hunter pets quite as often.
• Force of Nature is is now one big tree (without a pet bar). This new tree friend is a little bit smarter, and should chain-cast spells more often. Your tree friend also now casts Swiftmend. With the overall changes, this should be competitive versus the other talent options, especially for new players who benefit from having a “fire and forget” spell.
Overall healing style changes in 5.3: Resto druids got an improved AoE healing toolset, which should be helpful for raiding. You should definitely be using wild mushrooms more often (if you weren’t already using them), but wait until they “charge up” before blooming them. You should also be casting ironbark more often, and note that you don’t have to only save it for tanks – but instead can sometimes cast on raid members likely to need that damage reduction. In addition, force of nature is now a viable talent option for resto druids, especially at a beginner level.
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 5/21/13 6:50 AM (PDT)
Part 1: Description of Healing tools – Getting to know your spells
(Updated 5/21/2013 for healing in 5.3)
Before I describe how to heal, I need to introduce you to the spells and how they will work.
Single-target Direct Heals:
There is a “trinity” of 3 direct heals for all classes. Our “fast” heal is regrowth. Our “efficient” heal is Nourish. Our “Big” heal is Healing touch. While you will use these fairly often in in scenarios or 5-mans, they are much more situational in raiding.
• Healing Touch (2.5 sec cast time after Naturalist, mana expensive). Heals for a large amount, but has 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’s our largest direct heal.
• 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.
• 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.
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. The Glyph of Lifebloom is helpful in tank-swap fights in raids, because it will transfer the 3-stack from one target to another.
• 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.
Multi-target AOE heals:
Your Area of Effect (AOE) healing choices are somewhat limited, which is why Rejuv ends up being used as filler between your multi-target HOTs. Swiftmend counts in this category, since you will have to be mindful of making sure you are making the most use out of Efflorescence.
• Swiftmend (instant, 15 sec cooldown) puts a medium-size direct heal on a target effected by a rejuv/regrowth HOT, and then efflorescence will sprout an 10 yard circle around that target. Up to 3 people standing in that circle gets healed for up to 7 seconds. Moving out of the circle stops healing. Since swiftmend activates the Harmony mastery, in addition to the incredible amount of healing done by the spell, you really should use this spell every time it comes off cooldown. While you should use this every cooldown, make sure you are trying to maximize the amount of healing it does with the large direct heal and AOE HOT.
• 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 10-man (or smaller) content, this heals up to 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, 10 second cooldown) - Place down three shrooms 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(s). 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. Overall, this will make shrooms heal more if you wait and let them grow before you bloom them. This is a situational spell, since you have to target them on the ground and you have to wait for them to “charge up” with rejuv ticks. Thus, it helps if you can pre-place them on a designated stack-up spot, especially for dealing with heavy burst damage. If the damage already happened, then you are better off just casting WG/rejuv than trying to set up shrooms and bloom them. You can also stack them up before a pull. The mana cost is tied to the bloom & not placing the shrooms, so if you have to move them, you don’t have to double-pay the mana cost.
Edited by Lissanna on 5/21/13 6:51 AM (PDT)
Part 2: Additional resto spells & mastery (updated 3/3/2013 for 5.2)
Other abilities for resto druids:
• 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. Reduces damage you take. Can only be cast on yourself.
• Nature's Cure: (8 sec 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 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 3/3/13 4:05 PM (PST)
part 2a: Symbiosis for resto druids (Updated 3/3/2013 for 5.2)
Symbiosis is a new spell you get at level 87. When you cast it 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).
General recommendations: They gave tanks back their survivability cooldowns from symbiosis. This means that tanks are the preferred target for raids. Otherwise, choose the best survivability cooldown for yourself. Note that you can't cast symbiosis when you are in combat, and you can't cast it on other druids.
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 5/21/13 6:55 AM (PDT)
3. Tank and raid healing advice – (Updated for 5.0 on 8/23/12)
General healing advice:
• There are primarily two focuses for healing (focusing primarily on tanks, or raid healing with keeping HOTs on the tanks). With the toolset we have, over-specializing (ie. only healing your tank and never using wild growth, or raid healing without keeping up lifebloom on the tanks) ends up being detrimental to your group.
• Our direct heals are still important (especially for tank healing), but the druid class’ primary healing done is still HOT-based.
• You will use swiftmend for Efflorescence procs as an AOE heal, and you want to use Swiftmend every time it comes off cooldown. In addition, lifebloom should be on one tank target at all times (even when assigned to raid healing).
• You prime your Harmony mastery with a direct heal once every ~20 seconds. Since Swifmend is a 15 second cooldown and activates your mastery, just using swiftmend on cooldown should be enough.
Raid healing tips:
• 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. You can also now sometimes put ironbark on other raid members who need it to survive instead.
• 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. With the lifebloom glyph, you can swap your 3x stack to another tank during tank-swap fights.
• Use your swiftmend every time it comes off cooldown. Keep in mind that the efflorescence effect on harmony only heals up to 3 targets at a time, so it can be used effectively on small groups of people or even just one without losing too much effectiveness. You still don’t want to use swiftmend on targets at full health, as that can be too much overhealing, so choose a wounded target likely to be stationary for the next 7 seconds (this may often be the melee group or sometimes even your tank).
• Put Rejuvenation on your tanks and use rejuvenation on light to medium-wounded targets in your raid group. 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.
• 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.
• Set up shrooms on specific stack points before burst AOE phases and bloom them when needed. This is a situational spell. However, if you let the shrooms charge up to full capacity from rejuv overhealing, it should be more useful. The only drawback is that the setup time and wait time is problematic in fights with heavy movement. However, if you can use them effectively, they will do a substantial amount of healing.
• 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.
• This healing style will evolve a lot in various encounters, so you have to be able to adapt to the situation (fast reflexes). Keep in mind that in MOP, the most important thing at the start of an expansion is conserving your mana so that you’ll have mana for the fight.
Tank healing tips:
• Use ironbark on your tank during times where the tank is taking heavy damage and you want to reduce the damage they take.
• Put a 3 stack of lifebloom on the tank you are assigned to, and don’t let it fall off. Nourish, Healing Touch, and regrowth will refresh LB’s duration (and refreshing LB with a direct heal will give you the Harmony mastery buff). Use the lifebloom tank-swap glyph so you can shift your lifebloom from one tank to the other without having to re-stack it.
• Put rejuv on all the tanks & refresh as needed. Use a mix of direct heals as you find best suits the encounter and your group’s needs: Healing Touch when big damage, Nourish when little damage, Regrowth as an emergency spot-heal. With the regrowth glyph, it ends up being better to cast regrowth over nourish or HT. You can still swiftmend the tank, because if he’s standing still, he will benefit from the large burst heal and your efflorescence proc (and if melee are close, it will hit them, too). You can also use swiftmend, Wild Growth, and rejuvs to help out your raid with AOE healing even as a tank healer.
• Use Nourish when you need a mana efficient heal (to conserve your mana resources and reduce over-healing) during times where your tank isn’t taking that much damage. Try to use Nourish on tanks that already have a HOT on them. However, with the changes to rejuv, you should also be using rejuv on your raid members instead of spamming nourish at times of low tank-damage.
Edited by Lissanna on 5/21/13 7:09 AM (PDT)
Healing Talents in Mists of Pandaria (Updated 5/21/2013):
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.
Level 15: Take Feline swiftness.
• Feline Swiftness: Increases your movement speed by 15% at all times. This is the best talent for resto PvE.
• Displacer beast: Don't take this.
• 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 Nature’s Swiftness
• Nature’s Swiftness: makes your next healing spell, roots, rebirth, or cyclone instant-cast, cost no mana, and usable in all forms. This is helpful for getting off mana-free, instant Healing Touches. Macro this to Healing Touch.
• 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. Note that this costs mana and we really already have enough HOTs (CW is prone to over-healing), so I don’t recommend this. This does more healing in 5.2, but I recommend the big burst heal that will save lives over a situational HOT when we already have tons of HOTs.
Level 45 crowd control: 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.
Level 60: These are actually much better balanced after the 5.3 changes. For general purposes, Incarnation, followed by Force of Nature are my general suggestions. Soul of the Forest is only good for people who know how to min-max the talent, and in most situations, the reward isn’t worth the increased effort.
• Soul of the forest: For resto, using swiftmend gives you a 75% haste bonus to your next cast. You would want to cast a wild growth or tranquility after your swiftmend to get the maximum benefit. For high-end raiders, this is definitely a viable option now. However, since the wild growth and swiftmend cooldowns don’t always line up right, I don’t recommend this for beginner healers.
• Incarnation: 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). While SOTF has the potential for higher overall output, Incarnation is better for mana conservation due to lifebloom's low mana cost and the potential for generating more OOC procs for mana-free regrowths.
• Force of Nature: 1 minute cooldown. Summons a treant 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 and need more help with managing their mana.
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).
• 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: Choose Nature’s Vigil or Heart of the Wild . Each may have situational uses that are preferred over the other (e.g. passive that is active all the time versus a cooldown to give extra healing). They both contain some damage-increasing utility that may be helpful for some fights.
• Heart of the wild: increases your Int by 6%. 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: Casting wrath makes your next heal (except tranquility) hit harder, and your moonfire/sunfire hits harder after casting healing spells. I generally don’t recommend this talent, as you have to spend time casting damage spells to get any benefit. This ends up being too complicated for too little reward.
• Nature’s Vigil: Cooldown that increases your healing done by 10% for 30 seconds and your single-target healing does damage to nearby targets. This has a 1 minute cooldown.
Edited by Lissanna on 3/3/13 4:00 PM (PST)
5. Resto Glyphs (updated for 5.2, 3/3/2013)
Major glyph options: I recommend using Lifebloom, regrowth, and Rejuv for 10-mans or 5-mans. Use Wild Growth instead of Rejuv for 25-mans.
• Lifebloom: Target-swap glyph. Use when you have 3 stacks of LB on one tank and want to swap lifebloom to a different tank. The glyph will allow your 3-stack of lifebloom to swap to a different target. Note that the LB glyph doesn't work in tree form (you just spread single-stack LBs around like normal), and that you can't wait until the last second to swap because it won't swap properly when there are less than 2 seconds left on the duration. This is really helpful for tank-swap fights in raids and not useful outside of those situations.
• 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).
• Rejuvenation: When you have rejuv active on 3 or more targets, your Nourish cast time is reduced by 30%. I definitely recommend this for helping when you use more nourish for mana conservation.
• 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.
• 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.
• Healing Touch: When you cast HT, the cooldown on your swiftmend is reduced by 1 second. If you use a lot of healing touch, this can be useful. Otherwise, skip this in favor of others.
• Blooming (PVP-oriented): reduces the duration of your lifebloom & increases the size of the bloom. Don't take this unless you are PVP'ing.
Minor glyphs: These are mostly cosmetic things. There is a new perma-tree cosmetic glyph (Glyph of the Treant). Glyph of the Stag and Glyph of the Orca are also particularly nice cosmetic glyphs.
Edited by Lissanna on 5/21/13 7:10 AM (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”. This is the most important secondary stat and you should favor this over other stats until you can get your
• 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 3/3/13 4:04 PM (PST)
7. gems, enchants, consumables for level 90 (Updated 3/3/2013)
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. :)
I'm voting awful, lol. What IS really good is PB&J on waffles. But beware the diabetes.