Damien

Restoration Druid 6.2

101 posts in this topic

This thread is for comments about our Restoration Druid guide.

Share this post


Link to post
Share on other sites

I'm rusty on Druid healing overall, but Glyph of Efflorescence seems super useful, yet I don't see it mentioned at all in the guide. Forgive my ignorance, but what's the downside to using this glyph, what have I missed?

Share this post


Link to post
Share on other sites

Guys check on Cataclysm Flask/Food/Potion they are better than current MoP ones!

It's probably going to be fixed soon, so we'll wait for a few days and if it doesn't get fixed, we'll add these enchants.

Share this post


Link to post
Share on other sites

I'm rusty on Druid healing overall, but Glyph of Efflorescence seems super useful, yet I don't see it mentioned at all in the guide. Forgive my ignorance, but what's the downside to using this glyph, what have I missed?

The glyph no longer exists. In fact, Efflorescence no longer exists as such anymore, either. It's baked into Wild Mushroom now.

Share this post


Link to post
Share on other sites

Oh! I was confused since it was still in one of my glyph slots, but you are absolutely correct, it's not in the list. My bad, sorry! :)

Share this post


Link to post
Share on other sites

Ok this makes no bloody sense to me...

 

why would you go with haste over mastery? Cast times??? The one and only heal with a cast time you have is regrowth, EVERYTHING else is instant casts and we no longer have hastecaps on the hots so just wtf?

Share this post


Link to post
Share on other sites

Ok this makes no bloody sense to me...

 

why would you go with haste over mastery? Cast times??? The one and only heal with a cast time you have is regrowth, EVERYTHING else is instant casts and we no longer have hastecaps on the hots so just wtf?

I'll let Vlad elaborate on this, but on the technical side, you are wrong. It's not because a cast is instant that Haste has no influence on it. Haste lowers the global cooldown, so the higher your Haste, the less you have to wait before casting another spell. So, when it comes to Haste, instant-cast spells are the same as regular spells, they have a "cast time" of 1.5 seconds, just that this "cast time" takes place after the cast.

Share this post


Link to post
Share on other sites

Ok this makes no bloody sense to me...

 

why would you go with haste over mastery? Cast times??? The one and only heal with a cast time you have is regrowth, EVERYTHING else is instant casts and we no longer have hastecaps on the hots so just wtf?

I would say that between Haste and Mastery, it's pretty close. The consensus at the moment seems to be that it's Haste that wins, but frankly, I would say that the difference is so small that you won't even notice it by shifting around between these two stats pre-WoD.

Share this post


Link to post
Share on other sites

I'll let Vlad elaborate on this, but on the technical side, you are wrong. It's not because a cast is instant that Haste has no influence on it. Haste lowers the global cooldown, so the higher your Haste, the less you have to wait before casting another spell. So, when it comes to Haste, instant-cast spells are the same as regular spells, they have a "cast time" of 1.5 seconds, just that this "cast time" takes place after the cast.

Ok that explains it at least somewhat. But I think it wouldnt hurt to mention that in the guide. Also useful would be some information about how the scaling works like this much haste for a gdc of 1 sec this much for 0,75s etc... Also isnt the gdc reduction caped at some point?

Share this post


Link to post
Share on other sites

Ok that explains it at least somewhat. But I think it wouldnt hurt to mention that in the guide. Also useful would be some information about how the scaling works like this much haste for a gdc of 1 sec this much for 0,75s etc... Also isnt the gdc reduction caped at some point?

The GCD caps at 1 second, which you reach with 50% Haste. I too think we should mention these things in guides. I'll see to it that it gets added when we do the WoD update.

Share this post


Link to post
Share on other sites

To elaborate more on haste: it's true that there are no more breakpoints but that doesn't mean there aren't any more points in haste where we get a whole new tick.

With the partial tick system you will still gain more ticks of healing with haste, it just means you can be anywhere in between these points and still benefit fully.

This happens because the interval that the hot ticks happen is lowered with haste (just like before but you only got the extra tick at those points and not in between)

On SoO at 90 mastery in my opinion wins out because of terrible encounter mechanics and how they interact with absorbs, but with new encounters at 100 haste is going to compete with mastery, so much so that as Vlad said, you won't see much of a difference between the two.

Share this post


Link to post
Share on other sites

Ok this makes no bloody sense to me...

 

why would you go with haste over mastery? Cast times??? The one and only heal with a cast time you have is regrowth, EVERYTHING else is instant casts and we no longer have hastecaps on the hots so just wtf?

You forget Wild Growth now has a cast time.

 

And does haste still affect the amount of times my HoT ticks? b/c then haste would be the better of the two with Nazgrim's Burnished Insignia because of how multi-strike works more ticks gives a greater chance multi-strike can occur. So for me personally with that trinket it makes more since to go haste. According to Recount my multi-strike is making my Wild Growth tick 800-1250 more times on most fights in Heroic and Mythic SoO. Causing about 30% of my Wild Growth heals.

 

Spell heals usually go as follow Wild Growth>Rejuv>(Efflorescence or Life Bloom)>Tranquility>Regrowth> and then healing touch living seeds, legendary, genesis and any other spells fall in after that.

Share this post


Link to post
Share on other sites

Thoks trinket doesn't work correctly any more. So it's pretty much useless putting nazgrims or seigecrafter as your 2nd trinket (siegecrafter probably not as good now with how much mana regen we have at 90)

Share this post


Link to post
Share on other sites

Also I think the guide is grossly undervaluing displacer beast. It's not even mentioned if it's useful or not.

In my opinion it's the best one there, where I use it of MANY times by waiting for the last second to blink somewhere or past something.

Just like wild charge it's a situational spell that should be considered.

In general I agree feline swiftness will be the default but not even mentioning the advantages of DB I find odd.

Share this post


Link to post
Share on other sites

Thoks trinket doesn't work correctly any more. So it's pretty much useless putting nazgrims or seigecrafter as your 2nd trinket (siegecrafter probably not as good now with how much mana regen we have at 90)

What do you mean by "useless" and whats not working about Thok's Trinket? Atm I'm using Nazgrims and Thoks but I do have siegecrafters also

 

Same person as before just thought I'd create account

Share this post


Link to post
Share on other sites

What do you mean by "useless" and whats not working about Thok's Trinket? Atm I'm using Nazgrims and Thoks but I do have siegecrafters also

 

Same person as before just thought I'd create account

For me it was either not proccing at all or not healing for much.

http://www.warcraftlogs.com/reports/NQ3FVArP17yRMckH#fight=15&type=healing&source=4

Look at my logs from Tuesday from immerseus -> Shamans. I switched to SC trinket after I noticed it wasn't doing anything.

Share this post


Link to post
Share on other sites

For me it was either not proccing at all or not healing for much.

http://www.warcraftlogs.com/reports/NQ3FVArP17yRMckH#fight=15&type=healing&source=4

Look at my logs from Tuesday from immerseus -> Shamans. I switched to SC trinket after I noticed it wasn't doing anything.

Ok I thought you were saying that nazgrims trinket was useless, I see that thok's Cleave is not working so I will probably switch out of it also for this weeks raid.

 

Thanks for the heads up.

Share this post


Link to post
Share on other sites

Also I think the guide is grossly undervaluing displacer beast. It's not even mentioned if it's useful or not.

In my opinion it's the best one there, where I use it of MANY times by waiting for the last second to blink somewhere or past something.

Just like wild charge it's a situational spell that should be considered.

In general I agree feline swiftness will be the default but not even mentioning the advantages of DB I find odd.

I'll amend this, thanks!

Share this post


Link to post
Share on other sites

I love Icy Veins and really appreciate your work on the guides!

 

I am curious about this statement -- "Since Genesis consumes your wow_icon_spell_nature_rejuvenation.jpg Rejuvenation effects, you must be careful not to over-use it, because re-applying Rejuvenation to multiple players is very expensive."

 

Even without raid buffs, I regen mana faster than I spend it casting rejuvenate. Is this just more of a warning for WoD?

Share this post


Link to post
Share on other sites

Greetings!

 

I noticed that Lifebloom was in the current rotation for heals. The tooltip states, 'Duration refreshed by casting Regrowth or Healing Touch on the target.' When I cast either Regrowth or Healing Touch on the target that has my lifebloom applied it is not being refreshed.

 

Is the tooltip incorrect or is lifebloom currently broken? Does this affect it's use in the healing rotation?

Share this post


Link to post
Share on other sites

In recent as raids earlier today, my Lifebloom's were being refreshed by both spells. I would double check. Could be an add-on or something showing you its not refreshed when it is.  If it's not that and it really is not working then, well, I don't know...You broke WoW  tongue.png

Share this post


Link to post
Share on other sites

Genesis: this is probably due to not being sure how mana regen would work when the pacth dropped, but it's also a warning for Wod.

Lifebloom: Yea definitely still refreshes for me.

Share this post


Link to post
Share on other sites

I love Icy Veins and really appreciate your work on the guides!

 

I am curious about this statement -- "Since Genesis consumes your wow_icon_spell_nature_rejuvenation.jpg Rejuvenation effects, you must be careful not to over-use it, because re-applying Rejuvenation to multiple players is very expensive."

 

Even without raid buffs, I regen mana faster than I spend it casting rejuvenate. Is this just more of a warning for WoD?

It's definitely more of a WoD thing. Mana regen for all healers is super lax now as you well know, but that doesn't mean we should be building bad habits :)

Share this post


Link to post
Share on other sites

how the tree of life affect other spells ?

 

answer :

While in tree form the druid can cast spells just as in caster form, and several spells are enhanced. 16px-Spell_nature_resistnature.png?versi [Regrowth] becomes instant cast, 16px-Ability_druid_flourish.png?version= [Wild Growth] affects an additional 2 targets, 16px-Inv_misc_herb_felblossom.png?versio [Lifebloom] can be cast on multiple targets, 16px-Spell_nature_stranglevines.png?vers [Entangling Roots] becomes instant cast, and 16px-Spell_nature_wrathv2.png?version=c9 [Wrath] has its cast time halved and damage increased by 30%. The instant cast regrowth and improvements to Wild Growth and Lifebloom make it an especially potent raid healing form, but the 15% bonus to all healing makes it a good cooldown for any healing crisis.

 

source : http://wowpedia.org/Incarnation:_Tree_of_Life

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Just when you thought they were gone, the hotfixes make their comeback! Today we get some Tol Dagor nerfs, some fixes and improvements for Island Expeditions, including some achievements now being account-wide and a brand new World Quest to win one! There's also the usual PvP and quest fixes, as well as another Heart of Azeroth tweak.
      September 21 (source)
      Dungeons and Raids
      Tol Dagor Overseer Korgus’ Incendiary Rounds’ damage and Blast Rounds’ pushback decreased by 25%. Island Expeditions
      A new world quest has been added to win one Island Expedition. Click on the map and set sail for adventure! Some Island Expedition achievements have been made account-wide. Resolved additional issues that could prevent players from gaining progress in Island Expeditions for the weekly quest “Azerite for the Horde / Azerite for the Alliance”. Items
      Fixed bugs that were preventing Truffles in Stormsong Valley from behaving as expected. Heart of Azeroth Ablative Shielding is no longer reduced by Stagger. Player versus Player
      The Weekly Quest "Something Different" can now be completed by participating in Shado-pan Showdown, as intended. “Something Different” now grants a 340 item level Dread Gladiator piece of gear from the Brawl Footlocker. Players who have already turned in “Something Different” this week can now complete it a second time. World Quests
      Fixed an issue where the "Pest Problem" did not count towards the Storm's Wake emissary. There are now a greater number of Ancient Texts that are “Past Due”. Previous Hotfixes
      September 18th September 17th September 14th
    • By Babblet
      Location: Horde, US Connected Realms: Aegwynn, Bonechewer, Daggerspine, Gurubashi, Hakkar. 
      Raiding Times: Mon/Tue 7:30 PM EST - 11:30 PM EST
       
      About us:
      We are former nolife raiders who now enjoy spending time outside our basements in the real world. Our total play time has decreased slightly but we still strive to meaningfully progress our characters through end game raiding. Currently we are recruiting new members to help us progress in the upcoming expansion. Join us and lets slay Dragons together!
      Apply if you are:
      interested in end game content; M+ Dungeons and Heroic/Mythic Raiding capable of critical thought and willing to contribute when discussing strategy a self-starter who plays to improve and keeps up to date with latest theorycraft always on time and reliable  
      Recruitment Status: minimum ilvl 345, recruiting Melee DPS/Ranged DPS/Heals.
       
      Contacts/Battle Tags:
      Shig#1825 (Guild Master)
      Silvadine#1273 (Officer)
      Discord:
      Shig#8835
      Silvadine#1277
    • By Starym
      A lot of Azerite trait talk today as Blizzard have announced a second round of tuning, focusing on tanks and healers, coming with the next reset. We also got a blue post commenting on the imbalance in the traits and the Mythic+ problem with Azerite armor not being available.

      There's also some PvP class tuning coming next week which you can check out here.
      Trait Tuning (source)
      With scheduled maintenance next week, we intend to make some targeted adjustments to Azerite Traits for tanks and healers. Here's what that currently looks like:
      Blessed Sanctuary bonus increased by 10%. Burst of Life healing increased by 20%. Craggy Bark bonus increased by 15%. Dauntless Divinity block increased by 20%. Depth of the Shadows healing increased by 20%. Ephemeral Recovery mana increased by 15%. Gory Regeneration healing increase increased by 15%. Judicious Defense absorption increased by 10%. Masterful Instincts bonuses increased by 10%. Permeating Glow bonus increased by 15%. Reinforced Plating Strength increased by 10%. Revel in Pain absorption increased by 20%. Savior trigger threshold increased to 50% health (was 35%). Soothing Waters healing increased by 10%.
      You'll see the final adjustments in our hotfixes update post on Tuesday.
       
      Trait imbalance and M+ (source)
      Couple things:
      We agree that the trait imbalance is a real problem right now. We made a bunch of tuning adjustments last week, and have more planned for the very near future (primarily focused on buffing underperforming traits). We see this as the source of most of the frustrations with the system; if the delta between your best and worst traits wasn't so big, it'd be less frustrating when a piece of Azerite armor doesn't have your best trait on it.
      We also agree that the Mythic+ Azerite Armor situation isn't ideal. However, we need to be careful with how we award Azerite Armor through M+. Right now, easier access to Azerite Armor is one of the main advantages that raiding has over gearing exclusively through Mythic+, and we want to keep some additional benefit there as compensation for the extra effort and coordination needed to organize a raid team. That's is why we're hesitant to do something like add a guaranteed piece of Azerite Armor to the weekly chest - it'd be too lucrative.
      But like I said, we do agree that the current setup can be frustrating. We're looking for better options.
    • By Starym
      There's a whole lot of changes coming next week, with the planned Azerite trait tuning and now this huge set of PvP class changes. Druids and Shamans get the most attention, as Demon Hunters, Mages, Rogues and Warlocks are left unaffected. The changes are coming on Monday, September 24th.
      September 24th (source)
      We’re working on a round of PvP balance adjustments, to be applied the morning of Monday, September 24. Here are the changes we have planned:

      Items Razdunk's Big Red Button’s damage reduced by 25% against enemy players.
      Death Knight Unholy Last Surprise (Azerite Trait) effectiveness reduced by 35% when engaged in combat with enemy players.
      Druid The healing of Rejuvenation, Swiftmend, and Wild Growth provided by Restoration Affinity is reduced by 30% when engaged in combat with enemy players. Regrowth healing reduced by 25% for non-Restoration Druids when engaged in combat with enemy players. Feral Raking Ferocity (Azerite Trait) effectiveness reduced by 50% when engaged in combat with enemy players. Restoration Grove Tending (Azerite Trait) effectiveness reduced by 25% when engaged in combat with enemy players. Focused Growth (PvP Talent) reduces the mana cost of Lifebloom by 15% (was 40%). Focused Growth (PvP Talent) increases the healing of Lifebloom by 15% (was 25%). All Restoration Druid healing reduced by 10% when engaged in combat with enemy players.
      Hunter Beast Mastery Damage done by the Hunter’s pet reduced by 18% when engaged in combat with enemy players. Survival Latent Poison (Azerite Trait) effectiveness reduced by 30% when engaged in combat with enemy players.
      Monk Mistweaver Mana regeneration reduced by 20% when engaged in combat with enemy players (was 30%).
      Paladin Holy Mana regeneration reduced by 20% when engaged in combat with enemy players (was 30%).
      Priest Discipline Mana regeneration reduced by 20% when engaged in combat with enemy players (was 30%). Focused Will decreases damage taken by 10% per stack when engaged in combat with enemy players (was 20%).
      Shaman Restoration Surging Tides (Azerite Trait) effectiveness reduced by 25% when engaged in combat with enemy players. Spirit Link (PvP Talent) mana cost increased by 50%. Spirit Link (PvP Talent) now has a 1.5 second cast time. Spirit Link (PvP Talent) redistributes 25% damage, down from 35%. Rippling Waters (PvP Talent) healing reduced by 33%. Riptide healing reduced by 15% when engaged in combat with enemy players. Elemental Lava Shock (Azerite Trait) effectiveness reduced by 35% when engaged in combat with enemy players.
      Warrior Arms Lord of War (Azerite Trait) effectiveness reduced by 55% when engaged in combat with enemy players (was 40%). Defensive Stance reduces damage dealt by 20% when engaged in combat with enemy players (was 10%).
      Note that we’re planning another round of balance updates for the near future after this round, which will include changes for other specs (including Warlock and Death Knight).
    • By Starym
      Here come Method and Limit's kill videos! We've already seen Method's kill, but now we get to see the multi-pov edition, showing off all aspects of the roles in the fight. We also get to see the raider reactions, since most of them streamed so the nerdscreams also have a video component this time! Also, keep in mind Limit's kill was done without the benefit of the extra reset's worth of loot from Mythic Uldir. Unfortunately Exorsus have said they wouldn't be making one of their signature videos for this raid, but will be for the next one.


      Check out the top 2 guilds' multi-pov kill videos for Uldir's final boss.