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[EN] Restoration Druid PvE Guide 5.4.8
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katalyna
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Posted: 19-04-2015, 23:33:55
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Restoration Druid PvE Guide 5.4.8
Welcome to my restoration druid guide for Mists of Pandaria. This guide is directed at PVE raiding (though most of this information is good for 5-man dungeons as well) and should answer most of your questions about how to be an excellent druid healer.
Table of Contents
-
Race
-
Stats
-
HasteBreakpoints
-
Talents
-
Spells
-
Symbiosis
-
Glyphs
-
HowToHealing
-
TricksAndTacticsForSpecificSpells
-
Gems
-
Enchants
-
Professions
-
Consumable
-
Gear
-
ExternalLinks
Race
Horde :
Troll is best, since it gives Berserking. Tauren gives no healing benefit.
Alliance :
Worgen is best, since it gives 1% crit (Darkflight is also a nice perk). Night Elf gives no healing benefit.
Stats
Here are the stats you will find on healing gear and what they do for you.
Stamina
Each point of Stamina gives you 14 health. Stamina is not a stat you have to look for, it will be present on almost all gear. Your health will increase with your item levels.
Intellect
Each point of Intellect gives you:
1 spell power
0.00039% critical strike chance
Intellect is a throughput stat, it will cause your spells to heal for more. It also gives a little bit of critical strike chance. It no longer increases your mana pool.
Spirit
Spirit is our primary mana regen stat.
Haste
425 haste rating = 1% haste
Haste reduces the global cooldown (to a minimum of 1 second), reduces the time it takes to cast spells and can increase the number of times your HoTs tick. Haste is very important, especially to get in those extra ticks.
Critical Strike Chance
600 crit rating = 1% critical strike chance
All your heals, including HoT ticks, are capable of critting. Critical heals heal for 2x the amount of normal heals.
Mastery
482 mastery rating = 1% mastery bonus
The resto druid mastery is Harmony. It increases the potency of your direct healing spells (Swiftmend, Regrowth, Nourish, Healing Touch, Wild Mushroom: Bloom), and after casting a direct healing spell it increases the potency of HoTs for 20 seconds.
Spell Power
Spell power is only found on weapons. It affects the output of your spells.
Stat Priority
Intellect > Spirit > Haste to 3043/13163 > Mastery > Crit > more Haste
You should prioritize Spirit over the other secondary stats only until your mana regen is at a comfortable level.
HasteBreakpoints
With certain amounts of haste, you can squeeze in extra ticks of your HoTs. Each table below shows the amount of haste needed to get x extra ticks of each spell. There are two sets of values. First, if you do not have a 5% haste buff and second, if you do.
So how much haste should you be looking for? First, figure out if you will consistently have a 5% haste buff in your raid group, and plan around that. Next, pick an attainable target. Here are the above tables organized a little differently to help you pick a good target.
In tier 14 or 15 gear, 3043 is an easily attainable haste target. This gives you 2 extra ticks of LB, one extra tick on WG/SM, one extra tick on Rejuv and one extra HoT tick on Tranquility. The next haste target is 13163 which would give you another 4 ticks of LB, an extra tick of RG (if it’s not glyphed), 2 more ticks of WG and and extra Rejuv tick. (These number assume you will have a haste buff in your raid). If you can get here, which you should be able to do in T16 gear – go for it.
Talents
The new talent system is very different than the one we saw in Cataclysm. For the most part there is wiggle-room in which talent you take on each tier. Different raid encounters will undoubtedly favour different talent choices. It’s very easy to change specs now, and it will definitely be worth it to change up talents from encounter to encounter.
Level 15
Feline Swiftness
(wowhead link)
- Faster movement speed is always a good thing. This is a good choice for any encounter.
Displacer Beast
(wowhead link)
- This talent has situational uses for fights where having the ability to ‘blink’ outweighs the movement speed increase from FS. A number of mechanics can be made much easier to deal with by using DB.
Wild Charge
(wowhead link)
– Not great for PVE.
Level 30
Ysera's Gift
(wowhead link)
- Boring, but somewhat useful. This provides a steady stream of heals to you, or another person it’s you’re at full health, and will likely provide the most healing in this talent tier.
Renewal
(wowhead link)
- This is not a viable option for a resto druid. We’ve got plenty of other ways to heal ourselves.
Cenarion Ward
(wowhead link)
– This talent could have situational uses. If you are tank healing or focusing on someone else taking large amounts of damage this spell could be useful, but it doesn’t really offer anything that we don’t already have in our toolkit. In most cases it will result in a lot of overheal and won’t be as useful as NS.
Level 45
Faerie Swarm
(wowhead link)
– A single-target slow is likely the least useful talent from this tier. Most bosses will be immune to this type of thing.
Mass Entanglement
(wowhead link)
– On a fight with adds this could come in handy, however on any given fight there’s likely to be AoE damage from your dps flying around and this effect will get broken quickly.
Typhoon
(wowhead link)
– This is likely the talent that you’ll get the most use out of. On any fight where you want to prevent adds from reaching something (or someone), Typhoon will come in handy.
Level 60
Soul of the Forest
(wowhead link)
– This is a very powerful talent, especially if you follow up every Swiftmend cast with a Wild Growth. The biggest problem is that the cooldowns on SM and WG are so far apart that maximizing the talent is difficult. It can also make for a really fast, powerful Tranquility.
Incarnation
(wowhead link)
– This is another powerful talent. It will not only increase your healing output, but will also help you be more mana efficient by letting you spam your cheapest spell (Lifebloom) which will give you more Omen of Clarity procs which can be used on free Regrowths.
Force of Nature
(wowhead link)
– This can provide a good deal of healing, but one of the other talents will generally be more useful.
Level 75
Disorienting Roar
(wowhead link)
– May be useful on fights with adds.
Ursol's Vortex
(wowhead link)
– Very useful on fights with adds.
Mighty Bash
(wowhead link)
– Provides a long stun and an interrupt which are useful, but again, it’s situational.
Level 90
Heart of the Wild
(wowhead link)
– The extra 6% Intellect, though boring for a top tier talent, will always be useful. The cooldown effect is good at times when there is a need more dps than healing (or you can make use of the 25% healing increase), but the long cooldown means you won’t be able to use it much.
Dream of Cenarius
(wowhead link)
- This makes us into weak versions of Atonement healers. This talent should excel on fights where the boss/mobs take extra damage but otherwise, one of the other talents will be better.
Nature's Vigil
(wowhead link)
– A very nice output cooldown. Not only makes our heals more powerful for 30 seconds, but also makes our single-target heals damage nearby enemies. Any single target heal (Rejuv, SM, HT, Regrowth) will also heal another person for 25% of the heal. This should be to go-to talent for most fights.
Spells
Healing Spells
Lifebloom
(wowhead link)
Cost:
5.9% of base mana
Cast time:
5.9 Instant
Use:
5.9Lifebloom stacks up to three times and if it expires, it will bloom and heal the person it was applied to for a large amount. Only let Lifebloom expire if the person on desperately needs a big heal and be sure to stack it up again immediately after. Lifebloom ticks every second (faster with haste) so it provides a nice, steady stream of heals. It is also our only source of Omen of Clarity procs so be sure to keep it up on someone all the time. Lifebloom lasts 15 seconds and can be refreshed with either another application of Lifebloom or a Nourish, Healing Touch or Regrowth.
Rejuvenation
(wowhead link)
Cost:
16% of base mana
Cast time:
Instant
Use:
Rejuvenation is a strong single-target heal over time and will be one of the spells we cast most often. Keep one rolling on the tank, use it as a precursor to Swiftmend and use it to counter damage over time effects and heal moderate damage.
Regrowth
(wowhead link)
Cost:
29.7% of base mana
Cast time:
1.5 seconds
Use:
Regrowth is fast but expensive. It heals for a good amount, has an increased crit chance and leaves a 6 second HoT on the target. Use it when you have a Clearcasting proc or when fast heals are needed.
Swiftmend
(wowhead link)
Cost:
8.5% of base mana
Cast time:
Instant
Use:
Swiftmend is a large instant heal with a 15 second cooldown that requires either a Rejuvenation or Regrowth HoT on your target in order to be used. After it’s used it restores health to the 3 most injured allies within 8 yards every second for 7 seconds. (This part used to be called Efflorescence).
Nourish
(wowhead link)
Cost:
10.2% of base mana
Cast time:
2.5 seconds
Use:
Nourish is a cheap, slow, small heal. Nourish heals for 20% more if the target already has a HoT on them. Nourish is no longer mana neutral and heals for very little.
Healing Touch
(wowhead link)
Cost:
28.9% of base mana
Cast time:
2.5 seconds
Use:
Healing Touch is a large heal with a long cast time and expensive mana cost. It is mostly inferior to Regrowth, so it should be used sparingly, mostly in combination with Nature’s Swiftness.
Wild Growth
(wowhead link)
(talent)
Cost:
22.9% of base mana
Cast time:
Instant
Use:
Wild Growth is a smart group heal that heals multiple targets over 7 seconds. Use Wild Growth when many people are taking damage.
Genesis
(wowhead link)
(talent)
Cost:
14.5% of base mana
Cast time:
Instant
Use:
Targets all party or raid members within 60 yards and accelerates the caster’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate.
Tranquility
(wowhead link)
Cost:
27.1% of base mana
Cast time:
8 seconds, chanelled
Use:
Tranquility is a huge, channeled, smart group heal that heals the 5 people with the lowest health and leaves a small HoT on them. With a 3 minute cooldown, Tranquility can and should be used 2-3 times per fight when multiple people are low on health. It provides a LOT of healing for a relative small mana cost.
Wild Mushroom: Bloom
(wowhead link)
Cost:
10.2% of base mana
Cast time:
Instant
Use:
Summon a single Mushroom on the ground beneath your target – placing mushrooms is free. Wild Mushrooms heal for a base amount, plus gain 100% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 200% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing is divided evenly amongst targets in the area of effect (10 yards). Mushrooms can be moved without losing their stored healing. If you’re using Glyph of Efflorescence (which you should be), Efflorescence occurs around the mushroom.
Cooldowns/Talents
Ironbark
(wowhead link)
Cost:
0
Cast time:
Instant
Use:
Ironbark reduces the damage taken by the target by 20% for 12 seconds. It makes a good tank cooldown but can also be used on any other player taking heavy damage.
Cenarion Ward
(wowhead link)
(talent)
Cost:
0
Cast time:
Instant
Use:
Cenarion Ward must be cast on someone who will be taking damage in the next 30 seconds in order for it to be triggered. The tank will usually be a good choice for this. It will heal every 2 seconds for 6 seconds. You’ll need to use this smartly to prevent too much overhealing. For example, casting it on someone at full health who has a Power Word: Shield on them, will likely make this spell mostly overheal. Use it when your target is missing a bit of health.
Force of Nature
(wowhead link)
(talent)
Cost:
0
Cast time:
Instant
Use:
Force of Nature summons a treant which will immediately cast Swiftmend on your current target then cast Healing Touch a few times. One FoN charge is accumulated every 20 seconds, up to a maximum of 3 charges.
Nature's Swiftness
(wowhead link)
(talent)
Cost:
0
Cast time:
Instant
Use:
NS is best used in combination with Healing Touch if someone needs a large heal quickly. It can also be used for an instant Rebirth. I use the following macro for NS/HT:
#showtooltip
/cast Nature’s Swiftness
/cast [@mouseover] Healing Touch .
Nature's Vigil
(wowhead link)
(talent)
Cost:
0
Cast time:
Instant
Use:
Nature’s Vigil will increase your healing done by 12% and cause single-target heals to both heal another person for 25% and also damage a nearby enemy. Use Nature’s Vigil during times of increased damage taken. It can also be used to help out with doing damage but that’s more of a secondary use.
Tree of Life
(wowhead link)
(talent)
Cost:
0
Cast time:
Instant
Use:
Tree of Life is a talent in the resto tree. It is on a 3 minute cooldown and it increases your healing, armor and modifies some of your other spells. When in Tree of Life:
# Regrowth becomes an instant cast
# Lifebloom can be applied to multiple targets
# Wild Growth heals 2 extra targets
# Entangling roots becomes an instant cast
Tree of Life should be used often, if for nothing else than the 15% healing increase. If you save ToL as an ‘oh shit’ button, you’re missing out on a lot of extra healing output. That said, if you know there is a particularly tough to heal phase on a fight, you can time its use around that.
Other Spells
Barkskin
(wowhead link)
Cost:
0
Cast time:
Instant
Use:
Barkskin reduces our damage taken by 20% and prevents spellcasting delays. With zero mana cost and a 1 minute cooldown, you should be using Barkskin a lot. Use it whenever you are taking damage.
Innervate
(wowhead link)
Cost:
0
Cast time:
Instant
Use:
Innervate restores 20% of your maximum mana over 10 seconds. Use this early and often. Casting Innervate on another person grants them 10% of their maximum mana.
Mark of the Wild
(wowhead link)
Cost:
22.4% of base mana
Cast time:
Instant
Use:
This is the buff we offer to raid groups. It provides extra Intellect, Strength and Agility.
Nature's Cure
(wowhead link)
Cost:
15.8% of base mana
Cast time:
Instant
Use:
Nature’s Cure removes all Magic, Curse and Poison effects from the target. It has an 8 second cooldown. Use it judiciously.
Omen of Clarity
(wowhead link)
This is a passive effect. Lifebloom ticks have a chance to put you into a Clearcasting state, reducing the cost of your next spell with a cast-time by 100%. Clearcasting only affects Regrowth and Healing Touch. Nourish is not affected by it.
Use:
Don’t let Clearcasting procs go to waste, cast Regrowth whenever you get one.
Rebirth
(wowhead link)
Cost:
0
Cast time:
2 seconds
Use:
Rebirth is our in-combat resurrection spell. Use it wisely as it has a 10 minute cooldown.
Revive
(wowhead link)
Cost:
67.1% of base mana
Cast time:
10 seconds
Use:
This is our out of combat resurrection.
Symbiosis
Symbiosis is one of our new spells in Mists. When you cast it on another player in your group (it can’t be another Druid) you get one of their class abilites and they get one of yours.
You can find the list of what abilities we give and get from Symbiosis
here
In terms of what abilities you get, decent options for Symbiosis are Death Knights, Monks and Mages – all of which will give you some type of damage mitigation. Spiritwalker’s Grace from a Shaman also comes in handy on certain fights – casting Tranquility while moving would is excellent.
Glyphs
Here’s a review of the Major glyphs available to us.
Major
The good:
Glyph of Efflorescence
– The Efflorescence effect is now caused by your Wild Mushroom instead of by Swiftmend, and lasts as long as the Wild Mushroom is active. Additionally, increases the healing done by Swiftmend by 20%.
Glyph of Regrowth
– This removes the HoT portion of Regrowth but makes the spell a guaranteed crit. Regrowth is a fairly large heal when it crits and the HoT portion does very little healing, so this glyph is worthwhile.
Glyph of Wild Growth
– This glyph makes Wild Growth hit 6 targets but increases the cooldown to 10 seconds. This is useful anytime the majority of the raid is all taking damage at once.
The situational:
Glyph of Stampeding Roar
– This can be a good utility glyph if your raid needs a movement speed increase and you are short on feral/guardian druids.
Glyph of Innervate
– When Innervate is cast on a target other than the caster, both the caster and target will benefit, but at 40% reduced effect. This could be worthwhile if you have another reliable resto Druid to Innervate trade with.
Glyph of Healing Touch
– Every time you use HT, the cooldown on NS is reduced by 1 second. However, since HT has a longer cast time and heals for less than a glyphed RG, you won’t be using it all that often. Unless you have the 2T16 bonus, then this glyph is more valuable.
Glyph of Rejuventation
– When you have 3 or more Rejuvs active your Nourish is 30% faster. How useful this is to you will really depend on how much you use Rejuv and Nourish. Since Nourish doesn’t pack much of a punch, and is low in terms of Healing per Mana, you shouldn’t be using it much.
Glyph of Rebirth
– Causes your Rebirth target to come back to life at 100% health. Since we already bring people back at 60% health, this shouldn’t be necessary to make sure people don’t get killed immediately after getting rezzed.
The bad:
Glyph of Blooming
- This is a PVP glyph. You do not want a shorter duration on Lifebloom and you do not want to remove the ability for it to be refreshed by Nourish, Regrowth and Healing Touch.
Minor
Glyph of Sprouting Mushroom
- This allows you to place your Wild Mushroom on the ground, rather than under a player. Useful if you'd rather have a target reticule to place it.
Other minor glyphs don’t affect combat mechanics and are really a matter of personal preference so I'm not going to go over them.
HowToHealing
There is not a single correct way to heal. Spell usage really comes down to fight mechanics, group composition, healing assignment and personal preference. However, there are some important things that every druid should know about healing efficiently in raids.
Single Target Healing
Druids have a very good tool set for single target healing. If you’re assigned to tank heal, in general you will want to:
- Keep up 3 stacks of Lifebloom.
- Keep up a Rejuvenation.
- Direct heal (and refresh Lifebloom stacks) with Regrowth.
- Use Swiftmend when instant heals are needed.
- Use Ironbark during periods of heavy damage.
Multi-target Healing
- Keep 3 stacks of Lifebloom on a tank
- Use Wild Growth whenever 3 or more people need heals – this will generally be used on cooldown
- Use Rejuvenation to stabilize people – you should be able to keep up 3-5 Rejuvs at a time (~3 is a good target in 10s, while in 25s you can keep more up)
- Use Genesis when people who are affected by your Rejuvs need to be healed up quickly.
- Use Swiftmend when instant healing is needed.
- Cast a direct heal at least every 20 seconds to trigger Harmony.
- Use Omen of Clarity procs to spot heal with Regrowth.
- If someone gets dangerously low on health, hit them with a quick Regrowth, a Rejuv then a Swiftmend or Nature’s Swiftness/Healing Touch.
- If damage starts getting out of hand, use one of your cooldowns (Tree of Life, Nature’s Vigil) and/or Tranquility.
- Place and Bloom Mushrooms in areas where people will be grouped up and taking damage. Move your Mushroom as necessary to take advantage of both Efflorescence and the Bloom.
- Use Ironbark to either help out with tank damage or on someone else taking heavy damage.
A really important thing for any healer is excellent raid frames. I personally recommend VuhDo, but Grid is a decent option as well. The default raid frames have also come a long way.
TricksAndTacticsForSpecificSpells
Harmony
(wowhead link)
We want to keep our Mastery, Harmony, activated as much as possible. In order to do this, we need to cast a direct healing spell every 20 seconds. This really shouldn’t be a problem. If you use Swiftmend on cooldown that’s technically all you need to do to keep Harmony active 100% of the time. However, you should still be using direct heals other than Swiftmend.
Barkskin
(wowhead link)
Barkskin reduces your damage taken by 20%. It costs no mana. It triggers no global cooldown.
- Use it often.
- Use it anytime a boss if about to do a large, raid damaging ability.
- Use it if you get targeted for a damaging attack.
Innervate
(wowhead link)
Innervate returns 20% of your mana, so it makes sense to use it for the first time once you hit 80% and every time it's off cooldown from then on.
Omen of Clarity
(wowhead link)
Clearcasting makes your next Regrowth or Healing Touch a mana-free cast. Use your clearcasting procs every time. Be sure you are aware of when you get a clearcasting proc (the in-game power aura is quite good) so you don’t miss any.
Regrowth
(wowhead link)
Regrowth is our fastest direct heal without a cooldown. Though its mana cost is slightly prohibitive it does have a number of things going for it:
- Regrowth has a 60% increased chance to crit. With the Glyph of Regrowth it is a guaranteed crit. This makes Regrowth both large and fast.
- If you use Glyph of Regrowth using it will always proc a Living Seed.
- Regrowth costs approximately the same mana as Healing Touch, is a faster cast and with Glyph of Healing Touch heals for approximately the same.
- It's instant while in ToL.
- If you don’t use Glyph of Regrowth it gives you something to Swiftmend.
Tranquility
(wowhead link)
In general Tranquility will be usable at least 2 times per fight. Do not forget to use it. It provides a huge amount of healing for a relatively low mana cost. When you use Tranquility remember:
- Use it when you will not have to move for the next 8 seconds. You don't want to have to interrupt the channel(unless you get Spiritwalker’s Grace from a Shaman).
- Cast a direct heal beforehand to ensure than Harmony is in effect for the whole cast.
Tree of Life
(wowhead link)
Tree of Life has a 3 minute cooldown so you should be able to use it at least twice on most fights. It is best used in times of heavy raid damage. General tactics while in ToL:
- Use Lifebloom on multiple people. Single applications can be used on many raid members to give them a small HoT then a direct heal from the bloom at the end. If specific people are taking heavy damage, you can have multiple 3-stacks up. All the extra Lifeblooms ticking will give you many Clearcasting procs.
- Use Clearcasting procs for instant Regrowths.
- Use Wild Growth on cooldown whenever multiple people have a health deficit.
- If there are many people getting low on health, use Tranquility.
Wild Growth
(wowhead link)
Most raid fights have constant raid damage, so using WG on cooldown is almost always a good idea. Wild Growth can be cast on hostile targets. If you are fighting a large raid boss (like a dragon) and people are spread out, target the boss for your Wild Growth cast and it will hit people all around it.
Wild Mushrooms
(wowhead link)
Mushrooms can provide a moderate amount of burst healing if split among a large number of players, or provide a very large heal if split among only 1 or 2. Keep the following in mind while setting up mushrooms:
- Set up Mushroom before the pull and charge them. Once the fight starts, you can reposition them as needed.
- Set up Mushroom during downtime – but remember that you want to let them charge first, so you need to anticipate where the raid will be standing later.
- Set up Mushroom when you are completely out of mana (placing them is free, only the Bloom costs mana).
- Always make sure your Mushroom is positioned in a spot where the Efflorescence healing is needed.
A Note on Cooldowns
Many people like to wait for emergencies to use cooldowns and they end up not being used at all. This is a bad idea. If you are not using your cooldowns, or using them less often than you can be, you are gimping your healing.
When learning a new fight it can be difficult to know the best time to use these abilities. However, once you’ve learned the damage pattern plan your cooldown use ahead of time so you can make the most of them.
Gems
Meta
-
Burning Primal Diamond
. Or
Courageous Primal Diamond
if available.
Red sockets
-
Brilliant Primordial Ruby
Yellow sockets
-
Reckless Vermilion Onyx
to reach haste breakpoints or
Artful Vermillion Onyx
Blue sockets
-
Purified Imperial Amethyst
For the most part, the socket bonuses on gear are decent. I would try to match the sockets for the bonus unless it is terrible. Free stats are free!
Enchants
Head
- Head enchants are gone. -
Read here
Shoulders
-
Greater Cranewing Inscription
-
Secret Cranewing Inscription
if you are a scribe.
Cloak
-
Superior Intellect
(wowhead link)
-
Darkglow Embroidery
(wowhead link)
if you are a tailor.
Chest
-
Glorious Stats
(wowhead link)
or
Mighty Spirit
(wowhead link)
Wrists
-
Superior Intellect
(wowhead link)
-
Fur Lining - Intellect
(wowhead link)
if you are a leatherworker.
Gloves
-
Superior Mastery
(wowhead link)
or
Greater Haste
(wowhead link)
-
Synapse Springs
(wowhead link)
if you are an engineer
Waist
-
Living Steel Belt Buckle
Legs
-
Greater Pearlescent Spellthread
(wowhead link)
Boots
-
Greater Haste
(wowhead link)
or
Pandaren's Step
(wowhead link)
Weapon
-
Jade Spirit
(wowhead link)
Off-hand
-
Major Intellect
(wowhead link)
Rings
- If you are an enchanter, enchant both rings with
Greater Intellect
(wowhead link)
Professions
Aside from a few unusual ones, most professions provide roughly equal gains:
Alchemy :
Mixology with
Flask of the Warm Sun
will give you 320 Intellect as well as double the duration of your flasks. Alternatively you can utilize
Flask of Falling Leaves
(wowhead link)
which will provide an additional 480 Spirit, however this is a weaker option and is less desirable.
Blacksmithing :
is similar. An extra socket each in your wrists and gloves, each with a
Brilliant Primordial Ruby
, gives 320 Intellect. Alternatively, you can socket them with two
Sparkling River's Heart
for a 640 spirit increase.
Jewelcrafting :
2
Brilliant Serpent's Eye
in place of
Brilliant Primordial Ruby
ives 320 Intellect. Alternatively you can utilize two
Sparkling Serpent's Eye
in place of two
Sparkling River's Heart
for a 320 increase in spirit, however this is a weaker option and is less desirable.
Herbalism :
gives a haste cooldown via undefined. At 2880 haste for 20s every 2 minutes, it averages out to 480 haste. Additionally, you can loot
Water Spirit
Skinning :
gives 480 crit rating.
Mining :
provides 480 Stamina, but no healing gain.
Consumable
Flask :
Flask of the Warm Sun
(wowhead link)
Do not be tempted to use a spirit flask instead, you'll get less benefit from it.
Food :
Mogu Fish Stew
Potions :
Potion of Focus
will provide the most mana return providing you can find 10 seconds in a fight where you don’t have to heal or move. For fights where this isn’t possible,
Master Mana Potion
(wowhead link)
is the way to go. If you are desperate for extra healing output and mana is not an issue,
Potion of the Jade Serpent
(wowhead link)
Gear
1.
Mists of Pandaria - Restoration Druid - Pre-Raid Gear List
2.
Mists of Pandaria - Restoration Druid - Normal Gear List
3.
Mists of Pandaria - Restoration Druid - Best in Slot Gear List
Set Bonuses
T14 2 Piece Bonus :
The 2 T14 will be quite attractive as we enter the first tier of raiding, due to the reduced mana cost of Rejuvenation (10%). Use it as soon as you can get it.
T14 4 Piece Bonus :
The 4 T14 is also quite good for the decreased cooldown on Swiftmend. When used in conjunction with Soul of the Forest it helps to better synergize the cooldowns on Wild Growth and Swiftmend.
T15 2 Piece Bonus :
This bonus will be quite nice in a 25 man setting due to the likelihood of consistently having four targets grouped for Swiftmend, but may not be as useful in a 10 man setting.
T 15 4 Piece Bonus :
The value of this bonus is about a 16% increase to rejuv's healing, the later, more powerful, ticks are more likely to be overhealing - which synergizes well with the new mushroom format.
T 16 2 Piece Bonus :
I think that this is an interesting bonus. Essentially, at 5 stacks you have a completely free HT. I’m not 100% sure it will be worth picking up until you have your four piece bonus – as I’m not sure it’s worth losing your 4 T15 bonus. That being said, if you are not in T15 Heroic Gear and/or you don’t have your T15 4 piece bonus – the item upgrades may be worth moving to right away, so keep that in mind and consider it as you make a gear plan for yourself.
T 16 4 Piece Bonus :
This is a pretty powerful four piece bonus, and is something that you will want to try and pick up as soon as you can. It’s a very nice boost to Wild Growth, and give it something it sorely needs in today’s healing environment: the ability to offer a nice heal instantly.
Jina-Kang, Kindness of Chi-Ji
The Legendary Cloak - While not a set bonus, I do think that the cloak is worth mentioning. As a druid, this is going to be especially powerful given the nature of HoTs and the relationship that they have come to have with overhealing, especially in today’s healing environment. It is also worth noting that utilizing Wild Mushroom or Tranquility during a proc will be very effective. You will want to try to acquire your legendary cloak as soon as it’s feasible for you to do so.
ExternalLinks
-
VuhDo
or
Grid
raid frame addon
- Binkenstein's
Healer Haste Breakpoint Cards
-
BindPad
is an addon to make KeyBindings for spells
-
DeadlyBossMods
Boss mods for all raid bosses
-
ExtraCD
Display the internal cd or proc rate multiples(for rppm) text on spell icons with special animation overlayed.
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Crookers
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Posted: 20-04-2015, 16:51:01
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Nu era mai simplu sa dai copy paste la link?
http://www.wowhead.com/guide=280/restoration-druid-pve-guide-5-4-0
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lockherx
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Posted: 20-04-2015, 19:07:46
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Crookers wrote:
Nu era mai simplu sa dai copy paste la link?
http://www.wowhead.com/guide=280/restoration-druid-pve-guide-5-4-0
GG PT GHID SHNITZEL +1
Am toate titlurile PvP pe Freakz, am jucat in echipa cu toti Gladiatorii de pe Freakz si impotriva lor. Am fost foarte bun!
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Azet
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Posted: 20-04-2015, 19:26:30
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Bine Shnitzel
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Wipe
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Posted: 20-04-2015, 20:44:53
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Nu fiti rai, omul a muncit la aspectul guide-ului. L-a facut mai colorat, a pus linkuri la capitole, prima poza, etc. GJ Ceaunule.
Don't touch this
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, 22 April 2015 22:17
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