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Restoration Druid 7.3

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7 hours ago, Guest Kîba said:

This guide is so bad :D

This post is so useless.  Just saying something is bad without pointing out its flaws doesn't help at all, as how are we to discern for ourselves what you consider bad about it?

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Guest Roar @ Grim Batol EU

'Power of the Archdruid' is currently heavily underperforming. It looks like a good choice but in reality it proccs much less frequently than 25% of the time, also 25% of Wild Growths even if it was truly that, is once every 40 seconds....weak, needs to be fixed and buffed significantly.

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On 5.9.2016 at 2:05 PM, Guest Roar @ Grim Batol EU said:

'Power of the Archdruid' is currently heavily underperforming. It looks like a good choice but in reality it proccs much less frequently than 25% of the time, also 25% of Wild Growths even if it was truly that, is once every 40 seconds....weak, needs to be fixed and buffed significantly.

Our general artifact path seems to agree and puts it fairly far down on the priority. Thanks for confirming it though!

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Guest Lamba@ShadowsongEU

Hey.

 

So I've played pala tanks and priest healer the past couple of expansions but stopped playing when the pre patch came out due to feeling more drawn by shadow than disc or holy, so now that I've finally fired up Legion, I went for my druid first. However, I can't really decided what's best and sadly, this guide sort of agrees with me. Higher output or lower mana cost?

 

Is option 1 really "the best", and how long do you guys think it'll take to get the full tree as a casual player? (Playing between 1 and 6 hours per days, put average at 2-3)

 

Good guide and good help, that aside. Thanks!

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13 hours ago, Guest Lamba@ShadowsongEU said:

Is option 1 really "the best", and how long do you guys think it'll take to get the full tree as a casual player? (Playing between 1 and 6 hours per days, put average at 2-3)

Putting the 20/20 trait aside, it honestly doesn't take long to fill the tree. You will find a HUGE amount of AP at max level, especially after researching the Artifact Knowledge. With your playing hours, you could probably max it in less than 2 weeks.

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41 minutes ago, Blainie said:

Putting the 20/20 trait aside, it honestly doesn't take long to fill the tree. You will find a HUGE amount of AP at max level, especially after researching the Artifact Knowledge. With your playing hours, you could probably max it in less than 2 weeks.

Maxing the artifact will take a lot longer than 2 weeks.  Getting the first 20 traits will take ~3 weeks and getting 34/34 traits will take ~14, and that's given you do everything you can per week (a whole lot of world quests, daily heroic, all mythical) but doesn't account for treasure drops from rates of chests.

source: https://docs.google.com/spreadsheets/d/11xQCzhiVM9gTZkUsu1UNs7z4dpwHpRQSUUZySY7xLv0/htmlview?sle=true#

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On 11/09/2016 at 0:40 PM, Orthios said:

Maxing the artifact will take a lot longer than 2 weeks.  Getting the first 20 traits will take ~3 weeks and getting 34/34 traits will take ~14, and that's given you do everything you can per week (a whole lot of world quests, daily heroic, all mythical) but doesn't account for treasure drops from rates of chests.

source: https://docs.google.com/spreadsheets/d/11xQCzhiVM9gTZkUsu1UNs7z4dpwHpRQSUUZySY7xLv0/htmlview?sle=true#

Orthios is right, my bad. I was still in Beta mode, using numbers I had for the order hall guides that factored in a LOT of research. Thanks for the correction, I just didn't think!

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Guest Seravon-barthilas

One very important skill you have not mentioned. Solar Wrath is a non mana consuming attack that also heals for a %age of the damage done (heal can range from below or over the initial heal of a regrowth) this provides resto druids with amazing damage and the much needed mana manipulation and also provides the class the ability to cope with light bursts of damage. This will also provide the group or raid with another dps if dps is needed on ads or bosses. Due to solar Wrath not consuming mana this allows the class to better deal with the 'oh im out of mana and can no longer heal' issues from overuse and mismanagement of spells.

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26 minutes ago, Guest Seravon-barthilas said:

One very important skill you have not mentioned. Solar Wrath is a non mana consuming attack that also heals for a %age of the damage done (heal can range from below or over the initial heal of a regrowth) this provides resto druids with amazing damage and the much needed mana manipulation and also provides the class the ability to cope with light bursts of damage. This will also provide the group or raid with another dps if dps is needed on ads or bosses. Due to solar Wrath not consuming mana this allows the class to better deal with the 'oh im out of mana and can no longer heal' issues from overuse and mismanagement of spells.

Wrong expansion. It was changed in Legion.

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6 hours ago, xeonio said:

Wrong expansion. It was changed in Legion.

Was this a baseline ability or was it added via a passive/talent/glyph?

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Guest Dangrod

When I'm testing on a target dummy, I seem to be getting benefit from mastery up to atleast 5 HOTs instead of just 3.  am I missing something? Can anyone confirm this?

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12 hours ago, Guest Dangrod said:

When I'm testing on a target dummy, I seem to be getting benefit from mastery up to atleast 5 HOTs instead of just 3.  am I missing something? Can anyone confirm this?

Well, yes. I found this difference too - the database (wowdb and wowhead tooltips) shows this:

m2.png

while the in-game tooltip shows this:

 m1.png

People are reporting a non-restricted to 3 buffs healing increase, same as all the big resto guides I checked.

So... I don't know, maybe a tooltip mistake or the opposite: the free rise was unintended and will be fixed.

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Guest ThjokeR

So I have a lvl 80 druid healer, what would be the best way to do the artifacts?, just pick the healer artifact and run balance?

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select whatever spec you want to use to level when you do the intro quest at 100, then pick up the resto artifact at 102 when the rest of the quests open up.  If you want to you can save the AP you accumulate from 100 - 102 to use on ghanir when you get it, but the amount will be pretty inconsequential so there's no real need to bother with that.

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On 7/18/2016 at 9:41 AM, Manaleaf said:

Hello, I am the Author of Resto Druid Stat Weights. A Weak Aura that computes the value of our secondary Stat Weights in real time as you play. While I am sure the Stat Weights here are designed as blanket values, the RDSW Weak Aura can show you the objective value of your secondary stats for both all healing, and boss-only healing.

Please see this thread for download information.

http://us.battle.net/wow/en/forum/topic/20743575960?page=31#601

In my personal experience I have found that versatility almost never out-performs mastery. On select encounters with I:ToL and Cult builds I have seen mastery jump around from 1st to 3rd. 
With SotF builds I have also seen crit out perform haste, but it is not consistent.

If you download the tiny addon in the link above, RDSW will record your session to a lua file. I am looking for volunteers with Beta Access and who are actively raiding on the beta to deposit their records in the google drive posted in the link. This is 100% optional, but the more records we compile, the better an image of our real stat values we can get.


Please visit the link above for more information and Feel free to add Leaf#1485 if you have any questions.

is this still working/up-to-date?  Your beta forum link is dead and the wowace page doesn't have a working link to the WA anymore

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2 hours ago, Cheze said:

is this still working/up-to-date?  Your beta forum link is dead and the wowace page doesn't have a working link to the WA anymore

It is, you can get it from here: https://wago.io/VkuAT-pHb

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On 9/16/2016 at 6:01 PM, lalamonq said:

My Naglfar Fare Icon Naglfar Fare ilvl 825 trinket does twice as much healing (including the absorption) as compared to my ilvl 850 Concave Reflecting Lens Icon Concave Reflecting Lens .... just a heads up, as you've put Naglfar as a secondary option. I'd put it on top.

Thanks for pointing this out, we'll take a look and re-assess if need be!

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Guest Gracemore
On 16/09/2016 at 9:31 AM, Pandacho said:

Well, yes. I found this difference too - the database (wowdb and wowhead tooltips) shows this:

m2.png

while the in-game tooltip shows this:

 m1.png

People are reporting a non-restricted to 3 buffs healing increase, same as all the big resto guides I checked.

So... I don't know, maybe a tooltip mistake or the opposite: the free rise was unintended and will be fixed.

I can confirm this as well.

I have a question about thhis. Is Germination and Efloresence counted as a buff to your Mastery stacking, as I senn different answers on this? If they both count that means that based on talent choises you can have up to 7 stacks of M:H on a single target (Rejuv, Regrowth, Scenario Wand, Life Bloom, Germination, Wild Growth and Efflorescence). Please correct me if I'm wrong.

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5 hours ago, Guest Gracemore said:

I can confirm this as well.

I have a question about thhis. Is Germination and Efloresence counted as a buff to your Mastery stacking, as I senn different answers on this? If they both count that means that based on talent choises you can have up to 7 stacks of M:H on a single target (Rejuv, Regrowth, Scenario Wand, Life Bloom, Germination, Wild Growth and Efflorescence). Please correct me if I'm wrong.

Germination does, I'm not certain about Efflorescence though.

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Guest Mitrez
5 hours ago, Guest Gracemore said:

I can confirm this as well.

I have a question about thhis. Is Germination and Efloresence counted as a buff to your Mastery stacking, as I senn different answers on this? If they both count that means that based on talent choises you can have up to 7 stacks of M:H on a single target (Rejuv, Regrowth, Scenario Wand, Life Bloom, Germination, Wild Growth and Efflorescence). Please correct me if I'm wrong.

Efflorescence doesnt count, but the Hot effect that gets added through the Spring Blossoms talent does. Germination also counts. But since you can't have both the Germination and the Spring Blossom talents, the max. amount would be 6.

Scenario Wand = cenarion ward, also counts but ofc only the Hot portion of it (so after it has procced from taking damage)

 

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Just now, Guest Mitrez said:

Efflorescence doesnt count, but the Hot effect that gets added through the Spring Blossoms talent does. Germination also counts. But since you can't have both the Germination and the Spring Blossom talents, the max. amount would be 6.

Scenario Wand = cenarion ward, also counts but ofc only the Hot portion of it (so after it has procced from taking damage)

Looks like we just posted at the same time! Thanks for clearing up the other half of the question that I couldn't answer.

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Guest Mitrez
12 hours ago, Guest Mitrez said:

Efflorescence doesnt count, but the Hot effect that gets added through the Spring Blossoms talent does. Germination also counts. But since you can't have both the Germination and the Spring Blossom talents, the max. amount would be 6.

Scenario Wand = cenarion ward, also counts but ofc only the Hot portion of it (so after it has procced from taking damage)

Forgot about cultivation, which also counts! So that actually makes it 7 ;)

 

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    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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