Showing posts with label resto. Show all posts
Showing posts with label resto. Show all posts

Jul 16, 2010

Spells and Talents recap

 
This thread is a summary of our main spells. It suggests how to use them, what are their strengths as well as their weaknesses. With hindsight, it shows a comprehensive picture of the restoration druid potential in a PVE environment.

Other posts are dedicated to advanced gameplay, 10 vs 25 differences and specific boss role analysis so these topics will not be addressed in here.

Let's take a good look at our spellbook and talents.


Rejuvenation

It's what we can call our base spell. It's definitely the most powerful hot in the game and you must abuse of it. The Healing Per Mana (HPM) is very efficient and the Healing Per Execution Time (HPET) very strong which make this spell awesome.

Its primary use is raid healing and especially when there are constant heavy damages on the raid. By spamming Rejuvenation you will be able to cover high damages on many targets. It gives stability to raid health and allow flexibility on damages taken as it will heal without focus on the target.

Boosted by talent, it also receives modifications and improvements from Glyphs and Set bonus. Glyph of Rapid Rejuvenation allows your Rejuvenation to pulse faster (depending on your haste). The overall duration is lowered but HPS per spell is increased. The 4T10 bonus procs a new intelligent Rejuvenation on someone in the raid. Intelligent because it will automatically target someone with low HP. It could sometimes be frustrating when you throw a Rejuvenation on someone that has just been targeted by the bonus.

Rejuvenation works very well with Wild Growth when it comes to raid healing, with Swiftmend to save people and with Revitalize to boost raid mana regeneration and dps. You must also keep it up on tank.


 Wild Growth

Wild Growth covers 5 targets and 6 with Glyph of Wild Growth equipped. It has a cooldown of 6 sec and must be used on CD on boss with heavy raid damages. Even more than Rejuvenation, it stabilizes the raid HP. The typical combinaison with Haste cap is the so-called 5x1 rotation : 5 Rejuvenation for 1 Wild Growth.

Combined with Rejuvenation it provides you the best tools to succeed at raid healing. It always targets the lowest HP units and is considered as a hot, which works very well with Nourish. You can combine Wild Growth and Nourish to top up people when quick healing is needed.

Its 15 yards radius is often enough to target all 6 players but it's obviously more efficient on melee as you are pretty sure it will heal the maximum amount of targets. To get the best of Wild Growth you must keep in mind it has to target 6 units (or 5 without the Glyph). You must try to be aware of everyone's position to avoid targeting someone alone.

Also you will notice that Wild Growth usually targets pets. I would say it needs a fix but after all someone has to take care of them.


Lifebloom

Lifebloom is one of our multifunctional spell. Its main use is for tank healing but you will definitely understand is full potential as you get experienced.

The typical use of Lifebloom is stacked by 3 on tanks. Combined with Rejuvenation and Regrowth it helps a lot by keeping permanent incoming heal. The rate at which you have to stack it depend on boss.

As you might have understood, you can let Lifebloom bloom or refresh it. If you refresh the duration at 3 stacks, it costs a lot of mana. If you don't, it blooms and you receive mana back. The tank receive the heal but loose the hot and you have to stack it again which is 3 Global Cooldowns.

This leads me to my last point about Lifebloom : mana management. Letting Lifebloom fade gives you mana. It's up to you to know when to refresh and when to let it bloom. Lifebloom management and Omen of Clarity procs will be the key factors of your mana situation.


 Regrowth

Regrowth is quite an hard spell to use properly. Its cast time is long but not enough to give up casting it. First you must keep the Regrowth hot up on tanks. The hot lasts 27 sec and allow you to use Swiftmend with flexibility when Rejuvenation has faded.

More than a hot, it can also be used as a flash heal especially during Heroism/Bloodlust. You can prefer it to Nourish on boss with regular spike raid damages.

Aside these situations, you might prefere Nourish to top up damages.


Nourish

It's your flash heal. It needs a hot to show its full potential and it's why it works perfectly with Wild Growth. It helps a lot to top up someone but you must prefer Rejuvenation for raid healing. You should never use more Nourish than Rejuvenation on fight where raid healing is needed.

Combined with Glyph of Nourish (and even without it) and 3 hots, it's your main tank healing spell. You'll need to use it on pretty much every fight.

As you get more and more experienced at healing, you will usually use it with Nature's Grace because it helps you to top people up faster than any class (probably except shaman). Find out more on this post.


 Swiftmend

Your main instant heal. It's an extremely powerful spell as it instantly heals a target for 10k+. It works better with Rejuvenation as the hot is stronger than the Regrowth one but it's still useful with Regrowth.

It helps a lot on tank when the raid needs to move. You must be ready to throw it on tank when movement is coming. It also helps to top up someone with the common Rejuvenation + Swiftmend.

The Glyph of Swiftmend allow you not to consume the hot as the tooltip says. This glyph is mandatory both in PVE and PVP.


Innervate

This is your main mana regeneration tool. It gives 225% of your base mana = 7866 mana. On bosses you continually spend your mana, you should use it at approximatively 65% mana.

You must consider it specific to your mana regeneration. But as you get experienced and especially on already cleared content you might not need it. In this case you can possibly throw it on another healer such as Shaman or Priest but also on Mage.

Undergeared druid can use Glyph of Innervate instead of Glyph of Rapid Rejuvenation to improve their mana regeneration as they don't have much Haste.


Living Seed

This talent works pretty much like the priest spell Prayer of Mending. Living Seed has a extremely good potential on tank and you must play with it. On bosses that hit really hard on tank, you should keep Living Seed up by looking for Nourish critical heal even if the tank is full HP.

Living Seed is hard to master and will sometimes overheal targets but it's definitely one of our best talent.
Unfortunately undergeared druids can't take it because they need Haste from Celestial Focus. You can possibly drop Revitalize if you really want to try it out.


 Revitalize

Primary use of this talent is mana regeneration. It can gives up to 9k mana to paladins (who have big mana pools) on some bosses. It boosts dps aswell especially on DK and Rogue.

This talent is definitely not insignificant. As we said just before, druids with Celestial Focus have to choose between Revitalize and Living Seed. Living Seed is more throughput oriented while Revitalize gives a raidwide passive utility to our main spells.


Nature's Swiftness

With a 3 min cooldown, you must use it carefully. Combined with Healing Touch, you might find it useful  to top up someone especially when movement is needed but it's usually considered as an emergency button for any situation.


 
Tranquility

Very powerfull spell especially in 10 man as it covers a full group. You won't probably spec into it so you may only use it once in a fight. It is a 10 seconds channeled spell and it will heal a lot more than necessary if you use the full duration. I recommend to wait for 2 pulses and stop the channeling.

It's only group wide so use it carefully and when at least 3 players on 5 are dangerously low.


Rebirth

Rebirth is a unique spell and define pretty nicely our class. It resurrects someone in combat giving it a second chance.

You should probably wait for a call of your raid leader instead of casting it on the first dead player. However you might use it mostly on healers or tank as they have usually a clever role in a fight.


Barkskin

This spell is very useful on pretty much every fight. By diminishing damage taken, it must be used on every dangerous and damaging ability bosses could do and so that when it's raidwide abilities or targeted spells. I'm sure you will find example of use for Barkskin on every boss in ICC.

Even with a 1 min cooldown, you should use it carefully.


Dash

Useful in many situations. Must be glyphed with the minor Glyph of Dash. It can be use to avoid abilities, make up faster a distance or catch up with your late.

Restoration basics

If you have the will and the faith to choose the healing path, the Restoration spec is the way to go. It gives you additional tools as well as improving your existing spells to keep people alive. Let's get everything we need to start in the right way with the Resto spec.


Stats


Haste

Haste helps to reach the incompressible 1s Global CoolDown (GCD) triggered by your instant spells. The faster you cast hots, the more you heal.

Haste has a soft cap from which it becomes less powerful. It depends on how many talent points you have spent in Celestial Focus. With raid buff, Haste soft cap is :
- with Celestial Focus : 735
- without Celestial Focus : 856

As you may have noticed, Celestial Focus is a 4th tier talent which means you have to spend 15 points in the Balance tree to reach it. The most you spend in Balance, the less you have in Resto.

The typical Celestial Focus spec is useful for fresh 80 druid and undergeared characters as the soft Haste cap is quite hard to reach without, at least, a full 251 gear. The loss in the Resto tree is definitely worth the Haste gain.
The more you gear up, the more Haste you get if you keep focusing on it (check my post about Gear progression pattern). A common 264-277 gear with 4T10 and good pieces from ICC will end up giving you just the Haste cap or a little more.

However it's a SOFT cap which means Haste continues to be useful even after the soft value.


Spell

Spell is the primary stat for a Resto druid. The more you have the stronger your heal will be.


Spirit

As well as giving you mana regeneration, it grants 0,15 spell per point with the Improved ToL talent. I've been asked about usual regen issues and my answer is still the same : you will get more benefits from spell and haste than from spirit. See below, things can be modulate to opt for more regen. Mana regen can be found in multiple other ways. However we don't forget spirit, you will find some on most interesting items in ICC and it scales with your gearscore which is largely sufficient.


MP5

MP5 is a pure regen stat and you must always prefer spirit over mp5 if possible.


Intellect

It gives you a larger mana pool as well as regen and crit. Like spirit, every relevant items have intellect and it's sufficient to let it grow up alongside your gearscore.


Crit

The impact of our gear in our critical chance is quite low. It mostly comes from Nature's Bounty and raid buff. In a raid environment, Nourish and Regrowth will roughly have 45-50% crit chance while our gear accounts for only 10-15%. I strongly recommend to ignore crit. Like other stats it'll automatically grow up alongside your gearscore.


Template Glyphs Gems Enchants and Consumables


Templates

You can find different templates online but they all have the same base :
11/0/53 and 7 points left to spend.

It's the spec for fresh 80 and undergeared druids. It brings the soft Haste cap to 735 while dropping Living Seed.

It's my current spec. You drop the haste bonus (as your gear becomes better) to get Living Seed and 1/2 Empowered Touch. A point in Tranquil Spirit has been moved to Subtlety for threat purpose.

A different spec without Nature's Grace more throughput oriented. It gives you 2% more crit and 10% additional spell bonus for Nourish. If you happen to read posts on this blog you will definitely understand why I really dislike this spec.

Pure tank healing spec. It's the spec you should go for on boss like LK HM. Living Seed takes advantage of Nourish spamming improved by Empowered Touch. This spec is linked with Glyph of Nourish.

Because this post explains basics, I won't go in specific spec for special boss.


Glyphs
Glyph of Swiftmend : mandatory glyph. read tooltip

Glyph of Rapid Rejuvenation : I recommend this glyph if you have more than 600 haste. You will have less Rejuvenation running at the same time. With 850+ Haste your Rejuvenation will last approximatively 12 seconds so a maximum of 12 targets in the raid will be covered. In 10m environment it's mandatory but in 25m you can possibly drop it.

Glyph of Innervate : especially for fresh 80 and undergeared druid that don't have much Haste and usually mana issues.
Glyph of Wild Growth : adding 1 target to your wild growth helps a lot on fight where there are heavy raid damages.

Glyph of Nourish : when raid healing isn't needed or when you need a good focus on tank, this glyph grants you a good boost to Nourish. Keep in mind that your Wild Growth will still cover 5 targets which isn't bad for raid healing.

Glyph of Rejuvenation : especially on new content when healing is not easily predictable and when your teammates are not experienced. It's still not a good glyph and you will see better results with others.

Typical glyph setup might be :
Glyph of Swiftmend + Glyph of Rapid Rejuvenation + Glyph of Wild Growth
Glyph of Swiftmend + Glyph of Rapid Rejuvenation + Glyph of Nourish
Glyph of Swiftmend + Glyph of Innervate + Glyph of Wild Growth (for fresh 80)


Gems

If you don't have the Haste cap, you should put Reckless Ametrine in yellow sockets and Runed Cardinal Ruby in red sockets, otherwise go for full Runed Cardinal Ruby. If you need Reckless Ametrine, try to choose spell socket bonus (+7 or +5).

Socketing is linked with your gear and your spec. If you are :

Over 800 haste without any Reckless Ametrine, you should choose a spec without Celestial Focus, and put Reckless Ametrine in yellow socket to reach 856.
Under 800 haste, choose a spec with 1/3, 2/3 or 3/3 Celestial Focus depending on your current haste value and socket with Runed Cardinal Ruby.

Spell is the most important stat for a restoration druid and if you dropped Spell to gain Haste (e.g. Reckless Ametrine instead of Runed Cardinal Ruby) in order to reach the soft cap value, you should just get back to full Runed Cardinal Ruby as soon as you have the cap. If you can have 856 haste without any Reckless Ametrine, go for it.

As meta, opt for an Ember Skyflare Diamond. If you often have mana issues you can definitely go for an Insightful Earthsiege Diamond and 1 Reckless Ametrine + 1 Purified Dreadstone. It will allow you to get 2 socket bonus while optimizing your mana regeneration.


Enchants



Consumables

Food : Fish Feast


Gear


If you are looking for a good way to gear up your fresh 80 druid be sure to check this post.

Best items for Restoration druid in ICC are these with Spirit and Haste. Depending on the raid setup (10 or 25) you gear choice could change. Be sure to check my post about 10 and 25 differences to know more about it.

Basically I keep a 4T10 + Chest setup for 25 man raid and I drop 2 pieces of set in 10 man. Trinket setup depends on boss and mana regeneration requirement.

I'm not going to do a BIS table but let's have a list of interesting items. Also good in lower version (251/264).

Helm

Neck

Shoulders

Cloak

Chest


Bracers

Gloves

Belt

Legs

Boots

Rings

Trinkets

Weapon

Offhand

Jul 14, 2010

Gear up your Restoration Druid


In this post, I will try to ease and speed up your gear progression while maintaining stats coherence.

It starts before level 80 and should end before hardmodes. Results depends on your playtime, motivation, perseverance and a bit on luck. Moreover, another element must be taken into account : golds. I will try to always suggest an alternative when golds are needed. However, the more you have the faster it will be especially when it comes to Primordial Saronite and BoE items. I also assume you have access to at least the first ICC wing in 10 and 25 man every week.

So to make a quick recap, you will have to :
- do heroics
- do daily heroic and weekly raid quest
- farm golds (if you don't want it to take ages)
- try to join Trial of the Crusader raid
- do Vault of Archavon every week
- do at least ICC first wing every week (when your gear starts to be ok)

It definitely starts before level 80. From 70 you have the possibility to do daily normal dungeon for 2 Emblem of Triumph which, depending on how fast you get to 80, can help you start with a good amount of badges.

Once lvl 80 spec like this and use Glyph of Swiftmend, Glyph of Nourish (or Glyph of Wild Growth if you plan to raid) and Glyph of Innervate.

If you have golds, the first thing you should buy is mats to craft your Blessed Cenarion Boots :

If you have more golds to spend, you might take a look at the following items at the Auction House (in order of preference) :
Merlin's Robe (or the mats to craft it)
Bejeweled Wizard's Bracers (or the mats to craft them)

If you don't have enough golds, start doing heroics as much as possible. If you can't because your hidden gearscore does not allow you to enter heroics, buy cheap frost resist items or blue items at the Auction House and equip them to enter. Once you have access to heroics, stack Emblem of Triumph.

You must keep balance between spell and haste and it can be achieve with optimal gems setup. Play with Reckless Ametrine, Runed Cardinal Ruby and Quick King's Amber. You can do the same with blue quality gems if it's too expensive for you. When you start to get ilvl 251+ items, you must definitely aim for 735 haste (soft cap).

With Emblem of Triumph you should buy (in order of preference) :

Evoker's Charm (by changing to Emblem of Conquest)

All items you could find in heroics with Spell, Spirit and Haste (or crit) better than your green quest items are good too. If you can do ToC 25, try to upgrade your item set with Trophy of the Crusade and get some good upgrades :
Solace of the Defeated (extremely good trinket)

As soon as possible, complete the 3 heroics in ICC to get the 6 Emblems of Frost from the related quests. You might find some interesting item too.

Forge of Soul :

Pit of Saron :

Hall of Reflection :

While progressing with Emblem of Triumph you will start to have a good amount of Emblems of Frost. Now you will face hard choices. A 4T10 costs 310 Emblems of Frost and 4T9 bonus is better than 2T9 + 2T10 (even with stats upgrade). So in a perfect world you would want to drop your full T9 for a full T10. I can definitely imagine how hard it is to keep stacking Emblems of Frost till 310 so I'll not advise you to do that (even if it's what I did). Once you dropped 4T9 bonus, you can drop all the set.

What you should buy with Emblems of Frost (in order of preference) :
Circle of Ossus (if you don't have access to Professor's Bloodied Smock or don't have the gold to buy it at the AH)

In ICC you should focus on :

Keep in mind that Emblems of Frost need focus. Miss the least possible daily heroic, weekly quest, VoA 10 and 25, ICC 10 and 25.

Now it's up to you.

For advanced gear advices and specifications check this post.