Buburuza mica, mica,
Aripioara si-o despica
La prima raza calduta de soare
Martie-i toata o Sarbatoare!
Desmorteste Sufletelul
Si ne-aduce Martisorul
Alb si Rosu de o ata,
Ce Ne parfumeaza Viata!
by Pascal Alina-Laura (Ashena)
Ashena's Corner
miercuri, 17 martie 2010
joi, 11 martie 2010
WOW Druid ~~ Restoration PvE~~ The Green Tree is waving at you!
THE HEALAREATOR GREEN TREE!!
1. Tank healing – HOTs
Nourish is a spell with a 1.5 base cast time. This was designed to be our flash-heal ability (heal for a moderate amount in a short amount of time).
The effect heals for 20% more (before glyphs & set bonuses) if you have one Heal over time effect (HOT) on your target. The druids have 4 HOT spells that will increase the healing effect: Regrowth, Rejuvenation, lifebloom, and Wild Growth. The Tier 7 set bonus and the Nourish glyph increase the amount healed by nourish by 5% and 6% (respectively). With one of these bonuses, and 3 HOTs, nourish is a really incredible healing spell.
About your other healing spells for tank healing:
- Regrowth: 2 second cast direct heal, with long HOT component. This is great as a HOT to put on the tank, since the HOT lasts a long time (and can be swiftmended). In 3.3, the cast time is going to be shorter because of having more haste from gear, so it may work better as a raid and tank heal.
- Rejuvenation: Instant cast HOT that lasts a moderate amount of time. This should be on the tank all the time, especially since it can be swiftmended.
- Lifebloom: Instant cast HOT (with a large heal “bloom” at the end). Lasts short amount of time. Can stack between 1 and three times. See lifebloom healing strategy section.
- Swiftmend: instant-cast direct heal. Nice if you need some instant burst healing on tank.
- Nature’s Swiftness + Healing Touch: large instant burst. Don’t cast Healing Touch without using Nature’s Swiftness.
Nourish tank healing strategies
Tank Healing with Nourish strategy: Using nourish with the Nourish glyph:
With the nourish glyph, you gain 6% healing per HOT you have on the target (in addition to the 20% bonus for your 1st HOT). This makes Nourish and your HOTs having really awesome synergy for tank healing. Most healers will keep at least regrowth and rejuvenation on the tank at all times, with one of the lifebloom stacking strategies described below. Then, on the remaining time before refreshing your HOTs, you can cast Nourish on the tank as a direct heal. You can use your instant heals (swiftmend or Nature’s Swiftness + Healing touch) to top off tanks as needed.
With the nourish glyph, you gain 6% healing per HOT you have on the target (in addition to the 20% bonus for your 1st HOT). This makes Nourish and your HOTs having really awesome synergy for tank healing. Most healers will keep at least regrowth and rejuvenation on the tank at all times, with one of the lifebloom stacking strategies described below. Then, on the remaining time before refreshing your HOTs, you can cast Nourish on the tank as a direct heal. You can use your instant heals (swiftmend or Nature’s Swiftness + Healing touch) to top off tanks as needed.
Other general tank healing advice (5’s & 10’s):
The strategies for 5-mans and 10-mans may more closely resemble the tank healing w/nourish strategy, where you will also (more regularly) cast wild growth & rejuvs on party/raid members. You will also be able to cast nourish or your other direct heals on those raid/party members (especially with HOTs on them). Tranquility is only recommended as a heal for 5-mans when everyone is taking pretty heavy damage, and has little use outside of 5-mans.What about healing touch?
Healing Touch (HT) works best if you pair it with Nature’s Swiftness (NS), and don’t cast it outside of that combo. The glyph for HT should be dropped when you hit level 80, in favor of the nourish glyph. When you need instant heals on the tank (or raid!), you will swiftmend or use the NS+HT combo
Healing Touch (HT) works best if you pair it with Nature’s Swiftness (NS), and don’t cast it outside of that combo. The glyph for HT should be dropped when you hit level 80, in favor of the nourish glyph. When you need instant heals on the tank (or raid!), you will swiftmend or use the NS+HT combo
Here is the macro I use for Nature’s Swiftness + Healing Touch:
- /cast Nature’s Swiftness
- /stopcasting
- /cast [help] Healing Touch; [target=player] Healing Touch
2. Tank healing – Lifebloom
For PvE healing, in most cases you will no longer be able to “roll” triple-stacks of lifebloom on more than one target, because you will spam yourself OOM without doing enough healing to be worthwhile to your raid. So, these lifebloom strategies are intended for one tank target, in addition to using your other heals on that target (see Tank healing part 1).
While rolling lifeblooms on multiple targets used to be the best strategy, the doubling of mana cost makes this less favorable for PvE healing now. There are a couple lifebloom strategies you can use, though lifebloom (in general) is a lot less popular PvE heal now.
Strategy A: Traditional rolling lifebloom triple-stacks:
This is the strategy most healers have been using lifebloom for in Burning Crusade. What you do is get three lifeblooms on the target, and then refresh it before it falls off the target. This is now a rarely used healing strategy, as it costs too much mana – though some still use it on a single tank target. You will still sometimes let it bloom, but you would also generally stack it back up faster after a bloom.
Strategy B: Slow rolling & let it fall off
This is the “slow rolling” strategy. How it works: Slowly stack it: cast 1st LB, cast 2nd right before it falls off, then cast 3rd right before it falls off. Once it has 3 stacks, let it bloom and return mana to you. Then, slowly stack it over time again, let it fall off after third application. Rinse and repeat. NOTE: You can sometimes refresh it before it falls off if you want to have more timing control of the bloom.Strategy C: Less stacking strategy
This is the strategy most healers have been using lifebloom for in Burning Crusade. What you do is get three lifeblooms on the target, and then refresh it before it falls off the target. This is now a rarely used healing strategy, as it costs too much mana – though some still use it on a single tank target. You will still sometimes let it bloom, but you would also generally stack it back up faster after a bloom.
Strategy B: Slow rolling & let it fall off
This is the “slow rolling” strategy. How it works: Slowly stack it: cast 1st LB, cast 2nd right before it falls off, then cast 3rd right before it falls off. Once it has 3 stacks, let it bloom and return mana to you. Then, slowly stack it over time again, let it fall off after third application. Rinse and repeat. NOTE: You can sometimes refresh it before it falls off if you want to have more timing control of the bloom.Strategy C: Less stacking strategy
Some people may put up 1 or 2 before it falls off. This is more likely when you are assigned to raid healing and don’t want to spend a lot of time focusing on the tank. You may also want to only apply one as a way to buff nourish. You may also only cast lifebloom on the tanks when you get an Omen of Clarity proc, so that you can take full advantage of the mana return.
About your HOTs (and other spells) for raid healing:
- Wild Growth: Your primary raid healing tool. Will heal 5 to 6 targets (15 yards from eachother) for a moderate amount over 6 to 7 seconds. For info about wild growth’s targeting, please see Dreambound’s post.
- Rejuvenation: Instant cast HOT that lasts a moderate amount of time. This is one of your primary raid heals, even though it is a single-target HOT. You can spread it around on lots of people, and it is very mana efficient. It can also be swiftmended and it buffs the healing done by Nourish on raid members.
- Lifebloom: Instant cast HOT (with a large heal “bloom” at the end). Lasts short amount of time. Not recommended as a primary raid healing tool, and works much better as a tank heal. However, there are situations where it could be useful, so use sparingly and don’t spam it around.
- Swiftmend: Instant-cast heal that requires a rejuv or regrowth on the target. Good for getting some fast burst healing on someone that already has a HOT (regrowth or rejuv) on them. You should use this a lot when raid healing.
- Regrowth: A fairly mana expensive direct heal, with long HOT component. You can put this on the tanks while you are raid healing, and you can use it sparingly as a raid heal on the other raid members. It will benefit a lot from the haste changes in patch 3.3. This is going to be a relatively quick direct heal with a great HOT component at high amounts of haste, so it is going to increase in usefulness as a raid heal, especially since you can still swiftmend it. However, please don’t spam yourself OOM by using it too much.
- Nourish: A short cast time direct heal, which is stronger when there is at least one HOT on the target. Recommended use is as a direct heal for dealing with burst damage for raid targets that already have a HOT on them (especially if swiftmend is on cooldown). You can cast it occasionally on targets without HOTs only as an emergency heal, since it is a lot weaker without HOTs on the target.
- Nature’s Swiftness + Healing Touch I usually make a macro that pairs healing touch with nature’s swiftness (see above macro). I only use HT with that NS macro (NS+HT). I don’t have it on my cast bar otherwise. Don’t bother glyphing for the faster cast HT as a primary healing strategy, and don’t use the long/slow cast version without Nature’s Swiftness.
Primary raid healing strategy:
Cast Wild growth every time the cooldown is up and raid members are taking damage, especially if your targets are close enough for it to bounce to at least 3 people. Then, cast rejuvs on anyone else taking damage. Mix in other spells using your best judgment. Use a mix of swiftmend, nourish, & NS+HT to help top people off when HOTs aren’t enough. Some people in 25-man raids may have the majority of their healing coming from only rejuv & wild growth, though burst raid damage in some fights requires more direct healing than rejuv-blanketing.
Cast Wild growth every time the cooldown is up and raid members are taking damage, especially if your targets are close enough for it to bounce to at least 3 people. Then, cast rejuvs on anyone else taking damage. Mix in other spells using your best judgment. Use a mix of swiftmend, nourish, & NS+HT to help top people off when HOTs aren’t enough. Some people in 25-man raids may have the majority of their healing coming from only rejuv & wild growth, though burst raid damage in some fights requires more direct healing than rejuv-blanketing.
When your targets are too far spread out: Just do the best you can with rejuv, swiftmend, & nourishes. Avoid casting wild growth if it won’t heal enough people (at least 3) at the same time. The melee in the raid are usually grouped up enough to cast wild growth on them, even if the casters are really spread out. Then, use rejuv, swiftmend, & nourishes on the range DPS that is more spread out.
Combining tank & raid healing: A lot of responses to my healer survey responded that they use a combination of tank and raid healing. Almost no one responded that they only heal raid members without also healing tanks some, too. The most common tank/raid healing combination strategy is: putting HOTs on the tank (ie. rejuv, regrowth, sometimes lifebloom) and then raid healing with the primary raid healing strategy described above.
Variations on tank/raid healing combo strategies:
It is possible to go with a lifebloom tank healing strategy and then raid heal between lifebloom refreshes. The more common lifebloom strategies for the combo tank/raid healing are: slow rolling x3 with blooms, or more sporadic stacking where it may fall off even before 3 stacks. Another variable part of the strategy is how much Nourish gets used. Healing 5-mans and 10-mans will usually require more use of nourish than 25-man healing, but even 25-man healers will vary on how much they use Nourish on the tanks or raid members. Most druid healers will use a mix of various spells, rather than 2-button (rejuv + Wild growth) healing.
5. Glyphs for raid & tank healing
5. Glyphs for raid & tank healing.
All “major” healing glyph analysis:
- Glyph of Rapid Rejuvenation: NEW glyph in patch 3.3. What this does is makes the same number of rejuv ticks happen faster. So, if you originally had a 3 second time between ticks, you have 6 ticks over 18 seconds. You may be able to drop that to every 2 seconds, for 6 ticks over 12 seconds. This is more useful when you need faster HOT ticks, but don’t need to cast rejuv on as many people (since it lasts a shorter amount of time). This theoretically makes the new glyph better for 5-man or 10-man healing than 25-man raids.
- Glyph of nourish: Nourish heals for 6% for each additional HOT on the target. If you are doing any tank healing at all, you will want to use this glyph.
- Glyph of Lifebloom – Increases duration of lifebloom slightly. It’s an okay glyph if you are planning to roll lifeblooms on your target, to reduce the amount of mana it costs you, but this has become less popular. Not recommended in 3.3, given that there are better options.
- Glyph of Regrowth – Increases healing done by regrowth if your target already has the regrowth HOT on them. This is also less popular now, though some people have found uses for it.
- Glyph of Healing Touch – Most useful for people level 79 or below. Has very limited use at level 80.
- Glyph of rejuvenation – Requires target to be below 50%, so it has limited usefulness, too. The Rapid Rejuvenation glyph is going to be better than this one (to prevent the target from dropping that low in the first place).
- Glyph of swiftmend –Swiftmend doesn’t consume your HOT when you cast it. Nice to have if you use a lot of swiftmends (or if you raid with multiple resto druids and don’t want to hurt their healing done by eating their HOTs).
- Glyph of Wild Growth – Increases the # of people healed by wild growth by 1 additional target. Great for healing a group of melee, assuming you have 6 people that this would heal at one time. More useful for 25-mans than 10-mans (and incredibly useless in 5-mans).
- Glyph of Innervate – Increases the effectiveness of your innervate spell. Use this glyph if you are having mana problems. (At level 80, the glyph adds and extra 3146 mana to you, and no longer scales with spirit or any other stat).
Minor glyphs to use:
Unburdened rebirth
Glyph of the Wild
3rd – whatever you want.
Recommended glyphs to choose from for PvE healing at level 80:
In general, choose whatever 3 glyphs from this list of 4, depending on how it best fits your healing style:
- Nourish
- Swiftmend
- Wild growth
- Rapid Rejuvenation
For 5-man healing, you will want: Nourish, swiftmend, Rapid Rejuvenation
For 10-man healing, you may also benefit from using the nourish, swiftmend, rapid rejuv combo.
For 25-man healing, you may want to swap out the rapid rejuvenation glyph for Wild Growth.
6. Set bonuses and Idols
6. Set bonuses along with Relic/idols for Restoration druids. I’m keeping the older set info for new druids, though I expect most to be using Tier 9 & Tier 10 in the 3.3 patch.
Tier 7 restoration sets:
Hero’s Dreamwalker Regalia (10-man Naxx).Valorous Dreamwalker Regalia (25-man Naxx):
Hero’s Dreamwalker Regalia (10-man Naxx).Valorous Dreamwalker Regalia (25-man Naxx):
- A) The 2-piece set bonus for Tier 7 reduces the cost of lifebloom by 5%. The 2-piece tier 7 bonus is nice for saving you mana, however the 4-piece tier 8 is definitely worth trading up for.
- B) The 4-piece set bonus for Tier 7 makes your nourish spell heal for 5% more for each HOT that is on the target. This is great for tank healing, however the Tier 8 4-piece bonus really outshines this, too. It’s about equal to the swiftmend bonus, or maybe a little worse depending on how much small-group stuff you do.
Tier 8 Restoration Sets:
Valorous Nightsong Regalia (10-man Ulduar)Conqueror’s Nightsong Regalia (25-man Ulduar)
Valorous Nightsong Regalia (10-man Ulduar)Conqueror’s Nightsong Regalia (25-man Ulduar)
- C) The 2-piece set bonus for Tier 8: 10% more healing for Swiftmend. Not a great bonus on it’s own, but if people are low on health, it’s nice to be able to top them off for a big heal.
- D) The 4-piece set bonus for Tier 8: Your rejuvination instantly ticks for a normal tick amount instantly. This bonus is really awesome for raid healing, and is the most powerful set bonus.
Tier 9 restoration sets:
Totally Triumphant Malfurion’s or Runetotem’s Garb (Heroic/hard-mode 25-man token)
Triumphant Malfurion’s or Runtetotem’s Garb (Regular 25-man token & badges of triumph)
Conqueror’s Malfurion’s or Runetotem’s Garb (costs 30 to 50 badges of triumph each)
- The 2-piece bonus for Tier 9: Increases your crit chance with nourish by 5%. Not great for raid healing, but pretty good for tank healing. However, it costs you the rejuv instant heal bonus, so we may be slow to upgrade to this (you may be keeping different raid & tank heal sets in your item-rack for a while). I wouldn’t trade the 25-man Tier 8 for the Conqueror’s garb, however, since the item-levels are too close to warrant loosing our best set bonus.
- The 4-piece bonus for tier 9: Allows rejuvenation HOTs to crit. Probably worth trading your 4-piece Tier 8 for, especially since the stats will end up pretty much forcing you to need to upgrade your gear at some point. Definitely better than the 2-piece tier 8. It should also be interesting to see how this interacts (or doesn’t interact) with our talents.
Tier 10 restoration sets:
A lot of resto druids will probably only wear two T10 set pieces, since three of the other set pieces have crit on them, and it may be hard to BOTH be haste-capped and keep a 4-piece bonus.
- The 2-piece bonus for T10: The healing granted by Wild Growth spell reduces by 30% less over time. This means that your wild growth’s later ticks are going to heal for more than they do without this bonus. It doesn’t have any effect on the healing done by the first tick.
- The 4-piece bonus for T10: Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration. We haven’t tested this mechanic yet in-game (as far as I know), but the assumption here would be that rejuvenation would randomly apply a new rejuvenation on other people. My bet is that a lot of people won’t pick up the 4-piece bonus just because it will be hard for them to get enough haste from gear.
______________________________
Idol/Relics for PvE healing
There actually aren’t that many choices. Your best options are likely going to be:
There actually aren’t that many choices. Your best options are likely going to be:
- Idol of Awakening - Reduces the mana cost of rejuvenation. This is useful if you are having severe mana problems. Should replace with Flaring Growth (equally accessible in 3.3) if you don’t have really severe mana problems.
- Idol of Flaring growth – Your rejuv ticks give you a chance to gain 234 spell power for 9 seconds. This is an awesome bonus, as it should proc all the time, even if you only do tank healing. I’m working on upgrading to this idol once I have enough Triumph badges for it. You can gain triumph badges from the coliseum 10/25-man, or from doing heroic 5-man dungeons, so even non-raiders should have access to this in 3.2.
- Idol of the Black Willow – Rejuv ticks increase spell power, similar to flaring growth. Once it is stacked up to 8 times, it gives you more spellpower than the flaring growth idol. Costs 30 frost badges. Not a big priority to upgrade from Flaring Growth to this one, since you also have to spend frost badges on Tier 10 gear. Get your set pieces first and then pick up this idol.
7. Consumables and enchants
7. Consumables and enchants:
For flasks, your options are:
- Flask of pure mojo (gives you mana/5)
- Flask of the frost wyrm (gives you spell power)
I use the Flask of the frost wyrm, since I haven’t really needed the extra mana/5 for a long time.
Potions:
- Runic mana potion – You can only use one per fight, but more mana is always better.
- Super Mana potion – For easy content where you need a little boost, but don’t want to spend all the gold. Don’t use these when learning newer content, or in fights where you’ll really need the extra mana that runic potions give you.
Gems:
With the new haste changes in patch 3.3, you will probably want to gem for haste in some slots, especially yellow slots. HOWEVER don’t just put yellow haste gems in every socket. You should at least go for orange (Sp/Haste) gems & such. I’m only listing the epic gem versions. You can also find the “blue” versions for less gold if it better fits your playstyle & budget.
- For red sockets: Spell Power (SP) Runed cardinal ruby.
- For jewelcrafters, you get to put in 3 Runed Dragon’s Eye into red sockets.
- For yellow sockets: If you are below haste cap, you should put in a haste gems: Quick King’s Amber. Or, the haste/SP one: Reckless Ametrine. If you don’t need haste, use SP & Int: luminous Ametrine.
- For blue sockets: SP & Spirit Purified Dreadstone,
- Meta-gem (for head pieces): Insightful Earthsiege Diamond for 21 int and a 5% chance to restore 600 mana on spellcast. Ember Skyflare Diamond for 25 spellpower and 2% int.
Enchants: (not changed from 3.3 – let me know if I should adjust something)
- Legs: Brilliant Spellthread is the best, but youc an subsitute this with any other spellthread with spellpower for gear that you won’t keep as long.
- Shoulders: Greater inscription of the crag or lesser inscription of the crag (if you aren’t exalted with Hodir). NOTE: you should be able to mail these from characters with high rep to characters without rep as Heirloom items.
- Head: Arcanum of Blissful mending or Arcanum of burning mysteries if you want crit more than the mana/5 (but Blissful mending is better for healing if you have that rep high enough). The head enchants should also be heirloom items that you can mail across your characters.
- Cloak: Subtlety for reduced threat, Wisdom for spirit, or greater speed for haste.
- Gloves: Exceptional Spellpower
- Chest: Powerful stats gives you +10 to all stats, or greater mana restoration for +8 mana/5.
- Bracers/wrists: Superior Spellpower (30 spellpower) or Greater spellpower (only 23 spellpower)
- Boots: Greater Vitality for 6 mana/5. or greater spirit for 18 spirit.
- Weapon: For 1-hand weapons: Enchant weapon: Mighty Spellpower for 63 spellpower or Enchant Weapon: Exceptional spellpower for 50 spellpower. For staves: Enchant Staff: Greater Spellpowerfor 81 spellpower, or Enchant staff: Spellpower for 69 spell power
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