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  1. #1
    I am Murloc! Asrialol's Avatar
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    [Resto] Druid Guide & Discussion (6.0.3)

    Resto Druid Guide
    Currently updated for 6.0.3


    1. Introduction
    2. Stats
    3. Enchants, Gems & Consumables
    4. Talents
    5. Glyphs
    6. Spells and Cooldowns + Perks
    7. Macros
    8. Trinkets
    9. Proving Grounds / Encounter tips
    10. Changelog





    Thank you to the MMO Champion community for interesting discussion about Resto Druids. Thanks to Hamlet @ Mal'Ganis-US for his wowhead guide and spell descriptions. Thanks to wowdb.com for not having Glyph of Healing Touch in their database..


    This guide will be a collection of information that's already out there on various sites as well as my own experience and thoughts. I've played WoW for 9 years and have been playing the Druid class on-and-off since that time, most of the time playing Resto. I'm currently residing on Turalyon EU, in the guild <MM> where I will be preventing wipes for the foreseeable future.

    The guide already here is outdated, though it seems Aoroc will be updating it - I don't mean to step on someone's toes here, but I felt it was time for a little change so thought I'd write this up. Feel free to delete this one if his is way better ^_^. Also, by creating a new thread people wont have to read old comments. You can find the old guide Here.

    One thing to note is that this guide will be shorter than the previous guide, mainly because there are so many changes and mechanics that no longer needs mentioning (breakpoints, symbiosis, lots of enchants and gems, reforging, etc) thus the guide will shorter. Good, right? Let's get into it.

    See something you disagree with? Post about it - constructively! There is no need to be rude. Constructive criticism is always appreciated, and if you have suggestion for additional info or changes, feel free to post.









    Warlords changed a lot when it comes to stats, mainly breakpoints being gone from haste, as well as adding two new stats; Versatility and Multistrike. Also, Spirit is now only found on rings, neck, cloak and trinkets. Intellect is your main stat, and should be found on all of your items, except for trinkets, possibly.

    There are currently two stat priorities that's popular.

    Intellect > Spirit > Haste > Mastery > Multistrike = Crit > Versatility
    Intellect > Mastery > Haste > Multistrike = Crit > Versatility

    Haste: Reduces the cast time of your spells, and increases the amount of healing your HoTs do (extra ticks).
    Mastery: Increases the potency of your singletarget heals, and gives you the Harmony buff whenever you use a singletarget heal. Harmony increases the healing of your hots.
    Multistrike: Gives you a chance to deliver two extra heals at 30% strength. If your Healing Touch heals for 10.000, Multistrike would hit for 3000 twice.
    Crit: Increases the critical strike chance of your heals. Critical hits with Regrowth, Swiftmend or Healing Touch also grants Living Seed.
    Spirit: Increases your mana regeneration while in combat.
    Versatility: Increases your healing and reduces the damage you take.

    Haste and Mastery is our strongest stats since they are a guaranteed increase in healing output. Crit and Multistrike are unreliable, while Versatility isn't worth it since it's a expensive stat, as you can see below.

    Best pick: Haste is better than mastery, but mastery is still a very good stat. You should try to gear for both, but prioritize haste.

    _________________________________________________________________

    100 Mastery rating gives approximately +1.13636% increase in Mastery
    88 Mastery gives 1% Mastery

    91~ Haste gives 1% Haste

    100 Crit rating gives approximately +0.90925% increased Crit chance
    112 Crit rating gives 1% crit

    100 Multistrike gives approximately 1.5152% increase in Multistrike
    66 Multistrike gives 1% Multistrike

    100 Versatility gives approximately +0.76941 increase in healing
    131 Versatility gives a 1% increase in damage and healing
    ___________________________________________________________________


    The difference between Haste and Mastery is currently pretty small. Most people tend to favour haste since it reduces cast times and makes HoTs tick faster. Haste and Mastery works really well together, though, and all of your gear should have both Haste and Mastery on it, ideally.


    Note: Wild Growth is the only spell we have that has a haste breakpoint. Not sure if this is intended, but if you're stacking haste you should easily reach this breakpoint which is 900 haste.





    In Warlords, gems, enchants and food now gives you a secondary stat of your choice (exluding Spirit). That means that you can have all mastery gems, enchants and food, or haste if you prefer that. There are no socket bonuses anymore, only prismatic sockets. The only exception here is your weapon enchant, which should be
    Enchant Weapon - Mark of Shadowmoon

    You can now only enchant the following slots: Rings, neck, cloak and Weapon.

    For instance, for the Mastery enchants you have:
    Enchant Ring - Gift of Mastery
    Enchant Neck - Gift of Mastery
    Enchant Cloak - Gift of Mastery

    Your flask will still be Intellect, the Draenic Intellect Flask.

    You longer gain any perks from professions, so it no longer matters what professions you have. Rocket boots and Goblin Glider from Engineering no longer works when you're in combat with a raid boss.













    Feline Swiftness is a passive ability that increases your movement speed by 15% at all times.
    Displacer Beast is an active ability that teleports you 20 yards forward, activates Cat Form Icon Cat Form, and grants you a 50% increase in movement speed for 4 seconds.
    Wild Charge is an active ability that differs based on the shapeshift form you are in. In caster form, you fly to a nearby allies position.

    Best pick: Displacer Beast
    You can choose Feline Swiftness if you don't want to manage an extra spell with Displacer Beast. Stay away from Wild Charge.






    Ysera's Gift is a passive spell that heals you for 4% of your maximum health every 5 seconds. If you are at maximum health, then it heals a random injured party or raid member within 100 yards for the same amount.
    Renewal is a self-heal for 22% of your maximum health with a 2-minute cooldown.
    Cenarion Ward is a buff that you can place on a friendly player, lasting up to 30 seconds. When the player takes damage, Cenarion Ward activates a 6-second HoT on the player, consuming Cenarion Ward in the process.

    Best pick: Ysera's Gift or Cenarion Ward
    If you expect a lot of heavy damage on one player (the tank, usually), Cenarion Ward is a good idea. In most other situations, Ysera's Gift will serve you better.






    Faerie Swarm is an improved version of Faerie Fire Icon Faerie Fire, which it replaces. In addition to Faerie Fire's effects, Faerie Swarm also slows the target's movement speed by 50% for 15 seconds.
    Mass Entanglement roots all enemies in an area around the target for up to 20 seconds.
    Typhoon is a spell that affects enemies in a cone in front of you, knocking them back and dazing them for 6 seconds.

    Best pick: Typhoon
    Situational, but Typhoon can also interupt spellcasting when used on mobs that aren't immune to knockback effects.






    Soul of the Forest passively grants you a buff when you cast Swiftmend Icon Swiftmend. The cast time of your next Healing Touch is reduced by 50%, or the healing of your next Regrowth or Rejuvenation is increased by 100%, or of the next Wild Growth by 50%, depending on which spell you cast first (the buff is consumed).
    Incarnation: Tree of Life grants you the Tree of Life healing cooldown. It lasts for 30 seconds (with a 3-minute cooldown), it increases all healing done by 15%, it increases your armor by 120%, it grants you immunity to Polymorph. It also improves some of your spells.
    Wild Growth affects 2 additional targets.
    Regrowth is instant cast.
    Rejuvenation has its healing increased by 50%, and its Mana cost reduced by 30%.
    Entangling Roots is instant cast.
    Force of Nature is an active ability that summons a treant which casts Swiftmend on your current target and heals it with Healing Touch Icon Healing Touch for 15 seconds. Force of Nature has a maximum of 3 charges, and a 20-second recharge time.

    Best Pick: Incarnation: Tree of Life
    Soul of the Forest is also pretty good, specially if you take Rampant Growth from the level 100 talent. Incarnation: Tree of Life is a very nice output cooldown, but also a mana saving cooldown since Rejuvenation is 30% cheaper when Incarnation is up.

    Force of Nature is currently not worth it outside Proving Grounds.






    Incapacitating Roar is an AoE incapacitate that lasts for 3 seconds and affects all enemies in a 10 yard radius. It has a 30-second cooldown.
    Ursol's Vortex is a targeted AoE slow, which slows down enemies in an 8-yard radius by 50%. When enemies first try to leave the slowing area, they are pulled back in. The vortex lasts 10 seconds, and it has a 1-minute cooldown.
    Mighty Bash is a single target 5-second stun.

    Best pick: Mighty Bash in most situations.






    Heart of the Wild is a 6-minute cooldown that grants you 35% increased healing when used. In addition to this, allows you to tank, and to deal competitive melee and spell damage. It lasts 45 seconds.
    When in Bear Form Icon Bear Form and Cat Form Icon Cat Form, you gain a massive increase in Agility.
    Your damaging spells are more effective.
    Dream of Cenarius is a passive ability that increases the damage done by Wrath Icon Wrath by 20%, and causes your Wrath to heal a nearby ally for 150% of the damage it does.
    Nature's Vigil is a 90-second cooldown that causes all single target healing spells to also damage a nearby target for 30% of the healing done, and all single target healing and damaging spells heal a nearby friendly target based on the amount done (30% for heals, and 40% for damaging spells or abilities).

    Best pick: Nature's Vigil
    Heart of the Wild is also decent, specially if there is a phase in a fight where your group/raid requires more damage. Dream of Cenarius doesn't increase your ouput, so take it if you want to contribute with some extra damage.







    Moment of Clarity modifies your Omen of Clarity Icon Omen of Clarity to last for 5 seconds, instead of for one cast.
    Germination allows you to apply two Rejuvenation Icon Rejuvenations to the same target, and increases the duration of Rejuvenation by 3 seconds. When Rejuvenation is already applied on a target, a second cast of Rejuvenation applies a second version of the HoT. From this point on, as long as both HoTs are active on the target, Rejuvenation will always refresh the HoT with the shortest remaining duration.
    Rampant Growth causes your Swiftmend Icon Swiftmend to consume your Rejuvenation Icon Rejuvenation or Regrowth Icon Regrowth HoT on the target, but Swiftmend has no cooldown.

    Best pick: Germination
    Germination is a steady heal increase and works well with Genesis.

    Rampant Growth works well with Soul of the Forest and has an interesting playstyle, but is pretty intense on your mana. Rampant Growth can be better than Germination for singletarget healing.
    Moment of Clarity is somewhat lackluster compared to the other two talents.

    Play around a bit and find the playstyle that suits you the best.








    What glyphs you use will be somewhat situational. Therefore, I will list the most useful ones.

    Glyph of Wild Growth: Must have for any content where you have more than 5 people in your raid.

    Glyph of Regrowth: Decent for tank healing. Personally I prefer having the Regrowth HoT there for Swiftmend usuage. If you use Rampant Growth, you shouldn't take this talent.

    Glyph of Healing Touch: Nature's Swiftness is a nice cooldown, and having it available more often is nice.

    Glyph of Stampeding Roar: Makes it a lot easier to have your entire group/raid buffed by Stampeding Roar. For raiding, this is very useful.

    Glyph of Rejuvenation: A decent boost to healing touch, but you shouldn't cast extra rejuvenations just to get this buff up. Germination works well with this glyph, since you can have two rejuvenations on one player.

    Glyph of Nature's Cure: Useful for when you have to dispel twice within a short time-frame. This will only be available each 24 second, however.

    Choosing a glyph I haven't listed here won't kill your group, and is down to a personal preference.

    Minor Glyph - Glyph of the Sprouting Mushroom This is a must have. Being able to place your mushroom wherever you want is ideal.







    Rejuvenation: Our main healing spell. This spell should be used in nearly every situation. You're able to have two Rejuvenations on one target with the Germination talent. You won't be able to blanket your raid with Rejuvenations like before, since the mana cost is somewhat high.

    Lifebloom: No longer has 3 stacks, so it's easier to maintain and you can now allow it to bloom without any worry. This should ALWAYS be up on someone, to increase clearcasting procs.

    Wild Growth: Our most expensive heal, but also very effective. You should use this whenever many people needs healing. Shouldn't be cast on cooldown mindlessly.

    Swiftmend: A instant heal you should use whenever someone needs fast healing. If you have Soul of the Forest and/or Rampant Growth, you will use this spell a lot more frequently and different than a 'normal' playstyle.

    Healing Touch: Our most efficient direct heal. If used on the target you have Lifebloom on, it'll have a 20% increased critical hit chance.

    Regrowth: A fast butexpensive heal. No mana cost if you have a clearcasting proc, though. Should be used when Healing Touch or Swiftmend isn't enough to save someone.

    Wild Mushroom: A very efficient heal, but has gotten a mana cost in Warlords of Draenor. It's worth using even though people doesn't stand in it for the full duration, but you should plan ahead and place it strategically. Can also be used where the tank stands for an extra hot.

    Genesis: Has a pretty high mana cost, so use it with caution. If you have the Germination talent, Genesis can be quite strong. Use if several people needs quick healing, and already has a rejuvenation or two on them. You are now able to track how much healing Gensis does in combat logs, which wasn't possible in Mists of Pandaria.

    How does Gensis work? Once you use it, Gensis removes all Rejuvenations you have on your targets and replaces them with the "Gensis" HoT. If you cast a Rejuvenation and instantly use Gensis, it will basically turn that Rejuvenation into a 3 second HoT instead of 15/18 seconds. If you use it on a Rejuvenation that has a 6 second duration left, the Gensis will heal the target for the remaining healing over 3 seconds.


    Remember to keep your mastery buff up at all times; Harmony. In most cases it'll stay up since you use Swiftmend and Clearcast Regrowths, but it's worth tracking it to maximise uptime.


    Cooldowns and Utility:


    Nature's Swiftness: Increases the healing of your next Healing Touch or Regrowth by 50% and makes it instant. Most commonly used with Healing Touch. Use this when Swiftmend or Regrowth isn't enough. It also increases the duration of the spell by 50%, giving Regrowth's HoT portion a 18 second duration.

    Ironbark: A great defensive cooldown for a tank or someone else will be taking damage. Also increases the healing of your hots on the target by 20% (perk)

    Tranquility: No longer has a HoT, but is still very powerful in a raid setting. Be cautious when you use this in a 5-man though, as it doesn't heal as well there. Use this when several people in the raid requires healing, often after a big raid-wide damage. This is usually coordinated by the raidleaders.

    Incarnation: Tree of Life (talent): The best part of this talent is the 30% reduced mana cost Rejuvenation gets. This means you can use this both as a throughput cooldown, as well as a mana saving cooldown.

    Nature's Vigil (talent): This talent shines when you have several rejuvenations up, as 30% of each Rejuvenations healing gets splashed to another target. Works very well with the Incarnation talent, which makes the mana cost of Rejuvenation lower.

    Force of Nature (talent): Summons a treant that heals for 15 seconds, with 3 charges on a 20 second cooldown. You should use this whenever extra healing is needed. Try to make sure it never stays at 3 charges for long.

    Heart of the Wild (talent): A decent healing cooldown. You can also use this to help with some extra DPS, that can be very useful on certain encounters that needs some fast DPS.

    Rebirth: Is now instant cast. Try to use it whenever you're not standing in/near any dangerous AoE effects. Usually it's coordinated between your raidleaders on who to use it on.

    Stampeding Roar: Giving your raid a movement boost is very useful on a lot of encounters. Try to keep an eye out for when your raid will benefit from it. Might also be called out by raidleaders.

    Barkskin: It should go without saying that you should use this whenever you will be, or are, taking damage. Reducing the damage you take reduces the healing you need, which is always a good thing.

    Cyclone deserves a quick mention. I've found myself using this in heroics and challenge modes somewhat frequently. It no longer has diminishing returns in PvE, so you can completely lock down a mob with cyclone. Useful to reduce damage on the tank if too many mobs are pulled, but requires some managing. It's also a spell I use a lot on trash in raids to annoy my guildmates. Nothing like a cycloned trash mob with 1% health left.

    Soothe: Dispels enrage effect on mobs / bosses. Can be very useful if you don't have a Hunter or Rogue who can do it.





    I'll list some of the macros that I use. I use mouseover macros for all of my healing spells and most cooldowns. I recommend everyone to use mouseover macros or an addon that makes you heal more efficiently.

    Most of these macros targets your mouseover first. If that target is hostile or someone you can't heal, it'll heal your target instead. If you have a hostile or no target, it'll heal yourself.

    Cenarion Ward
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Cenarion Ward

    Healing Touch
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Healing Touch

    Iron Bark
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Ironbark

    Lifebloom
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Lifebloom

    Rejuvenation
    #showtooltip Rejuvenation
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Rejuvenation

    Rebirth
    #showtooltip Rebirth
    /cast [@mouseover,help]Rebirth;Rebirth

    Swiftmend
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Swiftmend

    Wild Growth (You don't actually need a macro for this one as it targets 5 random damaged players)
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Wild Growth

    Nature's Cure
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Nature's Cure

    Regrowth
    #showtooltip
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Regrowth



    Trinkets


    Soon to come.




    Proving Grounds / Encounter Tips


    Did Endless Healer just now and it was a lot harder than MoP, mostly due to not having a silence through Faerie Fire. Had 5% mana left once wave 30 ended.

    Not going to post encounter tips before raid opens up and I get to try them out. Not going to post tips for Heroic dungeons. Possibly Challenge modes once they come. If someone wants to write up a little guide for PG/CMs, feel free to post in this thread or PM me.


    Some tips for Endless Healer:

    - Spec for Cenarion Ward, Typhoon, Force of Nature, Mighty Bash, Nature's Vigil and Germination
    - I used all 3 charges of Force of Nature at the start of each wave. That way I had all 3 up each wave, and they helped out since it's usually the most damage at the start of the wave. However, for wave 5 and 9 (and 15, 19, 25, 29) I hold them off until the Rogue and Mage has silenced the Hive Singer.
    - Nature's Vigil was mostly used on Wave 2, 5 and 9. Tranquility was only used once on wave 29. It's not as good now as it was in MoP.
    - Typhon used to interupt Hive Singer and the Flamecallers.
    - Cenarion Ward is mostly used on the tank, but also on the debuff that the Tunneler creates.
    - Prehot everyone on waves that has tunnelers and flamecallers.

    If relevant you can see my spell usuage here:



    Changelog:

    26/11/2014 - Added some additional information about stats. Rewrote some parts, added some spaces between spells and glyphs. Changed Rebirth macro.
    Last edited by Asrialol; 2014-11-27 at 05:24 PM.

  2. #2
    Glyph of Rejuvenation: A decent boost to healing touch, but you shouldn't cast extra rejuvenations just to get this buff up. Germination works well with this glyph, since you can have two rejuvenations on one player.
    Was this actually tested? The wording of the glyph implies that Germination isn't going to affect it since it says when Rejuv is active on three or more targets.

  3. #3
    I am Murloc! Asrialol's Avatar
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    Quote Originally Posted by Squishes View Post
    Was this actually tested? The wording of the glyph implies that Germination isn't going to affect it since it says when Rejuv is active on three or more targets.
    Tested it now ingame and it does indeed work with the Germination Rejuvenation. The glyph bonus is also active if you activate Genesis for these three rejuvs too.

  4. #4
    Deleted
    Quote Originally Posted by Asrialol View Post
    Tested it now ingame and it does indeed work with the Germination Rejuvenation. The glyph bonus is also active if you activate Genesis for these three rejuvs too.
    You can swiftmend off of genesis as well (iirc you can even rampant growth consume your genesis xD). For most purposes rejuv=germination=genesis, with none of them overwriting any other.


    Random thoughts on the guide:
    - Awesome job!
    - maybe mention grace glyph. I think there's no competetion and it helps at times (e.g. Ordos)
    - regrowth is actually not so bad hpm once you consider its crit chance and the living seed. Failing at wild growth is a way worse mana killer imo.
    - tranq is absurdly good hpm
    - maybe mention hamlets spirit post (spirit gear regen only makes up <=10% of your available mana in a typical encounter in full spirit gear)
    -maybe mention haste attunement

  5. #5
    Feral player here, toying around with Resto since my guild is lacking healers. Couple questions:

    1) Glyphed Regrowth vs Healing Touch - they largely seem to fulfill the same role to me. Is there any use of HT if you glyph Regrowth?

    2) I blew through Proving Grounds - Silver very easily, but really struggle once I get to W4 or W5 on Gold. Obviously it is a L2play issue, but I am not quite sure what I need to learn and it's a bit frustrating. My main issue is that damage quickly spikes and I find myself ooming. Any tips or suggestions on what you do in Gold that I could learn from?

  6. #6
    Quote Originally Posted by emidas View Post
    Feral player here, toying around with Resto since my guild is lacking healers. Couple questions:

    1) Glyphed Regrowth vs Healing Touch - they largely seem to fulfill the same role to me. Is there any use of HT if you glyph Regrowth?

    2) I blew through Proving Grounds - Silver very easily, but really struggle once I get to W4 or W5 on Gold. Obviously it is a L2play issue, but I am not quite sure what I need to learn and it's a bit frustrating. My main issue is that damage quickly spikes and I find myself ooming. Any tips or suggestions on what you do in Gold that I could learn from?


    Spamming Regrowth in most content as your primary heal, will drive you oom rather quick. As it is double the cost of HT in terms of mana. Glyphing Regrowth is more of just having a guaranteed fast high healing spell. Better for use in emergency situations, or with using Incarnation where Regrowth is instacast and your trying to power through high damage situations. The healing touch glyph is handy as well, if you are constantly using it. I find myself weaving both RG and HT in and out through fights as needed. I normally leave Regrowth glyphed for dependancy, and for situations where popping tree gains benefits from having it glyphed.

  7. #7
    Been healing heroics for a while, ilv 630 and whatnot. I had never played druid before WoD, I was usually a dps.


    Today I learned there is a wild mushroom ability.

  8. #8
    Well put together. I would though love more clarification on how Nature's Vigil and Genesis works.

    Nature's Vigil: Is this just off of your heals / dmg or the group? Typically I have seen on this being active everyone in the party HP gets filled. A couple of times in high AoE dmg this was active and without me healing everyone, everyone was back at full health.

    Genesis: Does this use the used up portion of Rejuv and heals equivalent amount in 3 secs or how does it work? Also with the germination talent how does it affect Genesis?

  9. #9
    Quote Originally Posted by palthis View Post
    Well put together. I would though love more clarification on how Nature's Vigil and Genesis works.

    Nature's Vigil: Is this just off of your heals / dmg or the group? Typically I have seen on this being active everyone in the party HP gets filled. A couple of times in high AoE dmg this was active and without me healing everyone, everyone was back at full health.
    It works off of your single target damage and heals. So every one of your rejuv ticks, lifebloom ticks, Regrowth casts and tick, HT casts, Swiftmends, will all proc damage to a nearby enemy worth 30% of the heal. If you dps as well, your moonfire ticks and wrath casts will heal nearby raid members for 40% of the damage. Shroom will not proc anything, neither will Hurricane or Wild Growth.

    Quote Originally Posted by palthis View Post
    Genesis: Does this use the used up portion of Rejuv and heals equivalent amount in 3 secs or how does it work? Also with the germination talent how does it affect Genesis?
    Genesis consumes the remaining duration of any Rejuvs you have out, and converts the remaining healing into a 3 sec hot on the target.
    IE if you have 2 rejuvs out:
    1) one with 6 secs remaining (for lets say 4k heals) -->Genesis converts that into a 3 sec hot that heals for 4k total (1333.33 per tick)
    2) a second one with 9 secs remaining (for 6k heals)-->Genesis converts that into a 3 sec hot that heals for 6k total (2000 per tick)

    As for Germination - by adding 3 secs to the max rejuv duration, it adds more potential healing into genesis. As for the Germination(rejuv) - I believe its treated just like a regular Rejuv by Genesis (consumed and converted to a hot)
    Last edited by Keiyra; 2014-11-25 at 09:03 PM.

  10. #10
    Seems like a very rough draft. A lot of opinion and a lot of formatting/grammatical mistakes.

    I had a hard time discerning your opinion from what is actually best. It seemed from your wording that when you said something was best - you would also add a disclaimer and mention personal preference or early expansion. If something is best, this guide should say "this is best" - without the disclaimer.

    You also had a ton of "this is early expansion so it might change" - make a call, and if it changes edit the post down the road. All comments like this do is make people wonder if you really know what you are talking about or whether or not you just read the wowhead guide and decided to write your own.

    I don't mean offense by this, but if you want to be taken seriously you need to be firm about what you post. The difference when you take a step back and look at your wording is very noticeable. Which sentence below instills confidence that I know what I am talking about?

    Example:
    I think rejuvenation is a spell only druids have. I'm pretty sure it is also a heal over time spell.
    Rejuvenation is a spell only druids have. Rejuvenation is a heal over time spell.


    Feel free to delete my post when it's no longer relevant.

  11. #11
    Hi i was wondering where did you find the haste BP from WG. Is it a bug or it's intended?

  12. #12
    Quote Originally Posted by Whydrood View Post
    You also had a ton of "this is early expansion so it might change" - make a call, and if it changes edit the post down the road. All comments like this do is make people wonder if you really know what you are talking about or whether or not you just read the wowhead guide and decided to write your own.

    I don't mean offense by this, but if you want to be taken seriously you need to be firm about what you post. The difference when you take a step back and look at your wording is very noticeable. Which sentence below instills confidence that I know what I am talking about?
    Honestly I think its much better to inform people about unproven or theoretical preferences rather than stating them as absolute fact.
    A good guide shouldn't just be a checklist to tell people what to use and what to do, but also give them some insight on why this is done, and especially at an early time like this, also encourage some thought and feedback.

    Obviously your examples are silly, but I would rather have a guide tell me to explore two options because its not ultimately proven yet which is superiour, rather than just "pick" one for better or worse. Because if you pick, you're back at opinions, which you seemingly didn't want either.

  13. #13
    I am Murloc! Asrialol's Avatar
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    Quote Originally Posted by Whydrood View Post
    Seems like a very rough draft. A lot of opinion and a lot of formatting/grammatical mistakes.

    I had a hard time discerning your opinion from what is actually best. It seemed from your wording that when you said something was best - you would also add a disclaimer and mention personal preference or early expansion. If something is best, this guide should say "this is best" - without the disclaimer.

    You also had a ton of "this is early expansion so it might change" - make a call, and if it changes edit the post down the road. All comments like this do is make people wonder if you really know what you are talking about or whether or not you just read the wowhead guide and decided to write your own.

    I don't mean offense by this, but if you want to be taken seriously you need to be firm about what you post. The difference when you take a step back and look at your wording is very noticeable. Which sentence below instills confidence that I know what I am talking about?

    Example:
    I think rejuvenation is a spell only druids have. I'm pretty sure it is also a heal over time spell.
    Rejuvenation is a spell only druids have. Rejuvenation is a heal over time spell.


    Feel free to delete my post when it's no longer relevant.
    I'll go through it later and make it a bit more clear. It's hard to say that Incarnation is better than Soul of the Forest, or Haste is better than Mastery, because while it might be true on paper, it can be different out in the real world.

    - - - Updated - - -

    Quote Originally Posted by soulstaz View Post
    Hi i was wondering where did you find the haste BP from WG. Is it a bug or it's intended?
    Not sure if it is intended or not, I doubt it is - would be weird to remove breakpoints from all spells but Wild Growth.

  14. #14
    /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Rebirth
    This macro looks pretty silly to me. You can't cast Rebirth on "nodead" people.
    Torty - Highmountain Druid - Turalyon EU

    Icy-Veins Guide for Restoration Druids

  15. #15
    Deleted
    [QUOTE=Asrialol;30806945]I'll go through it later and make it a bit more clear. It's hard to say that Incarnation is better than Soul of the Forest, or Haste is better than Mastery, because while it might be true on paper, it can be different out in the real world.
    - - - Updated - - -

    Then again, simply saying "this might be good on paper, in the real world it might be different" doesn't really help anyone. What would be helpful is explaining what to pick (or even better, how to reason) what is the best for each situation.

    There is a lot that can be said about the guide, as it does indeed seem like a very rough draft.

    If the writer would like my input then I would at least suggest to add some more formating, to make the guide more readable. Clearly separate different subsections with an empty line, and add an explanation for what each stat does and why the stat priorities are the way they are, and also why people choose the one or the other. In addition, when making the pictures for the each talent tier, you might want to show them without any choices locked in, as that might give the wrong impression that the picked talent is the recommended one.

  16. #16
    Great that you have taken the effort to write this guide up.

    You didn't mention Soothe. There's quite alot of enrage effects in the 5-mans.
    Regarding glyphs, you could say more clearly that Wild Growth is likely to be close to mandatory in a raid setting because of the increased mana efficiency, and that for 5-mans you need either Glyph of Regrowth or Rampant Growth, but not both, to be effective at tank healing.

    Also, the Regrowth hot lasts for 50% longer, 18 seconds, if Regrowth is cast with NS.

    Thanks for the heads up on Cyclone, that's a spell I never use, I'll try change that.


    One more thing: People using Cenarion Ward seems to typically get close to 10% healing from it nowadays. Is anyone still using Ysera's gift? How much healing, in terms of % of total, do you actually get from it?
    Last edited by Hildrande; 2014-11-26 at 01:56 AM.

  17. #17
    Deleted
    Quote Originally Posted by Torty View Post
    This macro looks pretty silly to me. You can't cast Rebirth on "nodead" people.
    or yourself

  18. #18
    I am Murloc! Asrialol's Avatar
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    Quote Originally Posted by Sertii View Post
    Quote Originally Posted by Asrialol View Post
    I'll go through it later and make it a bit more clear. It's hard to say that Incarnation is better than Soul of the Forest, or Haste is better than Mastery, because while it might be true on paper, it can be different out in the real world.
    - - - Updated - - -

    Then again, simply saying "this might be good on paper, in the real world it might be different" doesn't really help anyone. What would be helpful is explaining what to pick (or even better, how to reason) what is the best for each situation.

    There is a lot that can be said about the guide, as it does indeed seem like a very rough draft.

    If the writer would like my input then I would at least suggest to add some more formating, to make the guide more readable. Clearly separate different subsections with an empty line, and add an explanation for what each stat does and why the stat priorities are the way they are, and also why people choose the one or the other. In addition, when making the pictures for the each talent tier, you might want to show them without any choices locked in, as that might give the wrong impression that the picked talent is the recommended one.
    Thanks for the feedback! I've tried to make it a bit more readable, so see if it's better now. Got any specific tips on how to improve it further on that part?

    I also added more info on stat priorities that I think will be useful, and showed the difference between 500 haste and 500 mastery. Might not be necessary, though.

    I'll change the pictures on talents once I get back to my other PC later today.

    - - - Updated - - -

    Quote Originally Posted by Teryx View Post
    Great that you have taken the effort to write this guide up.

    You didn't mention Soothe. There's quite alot of enrage effects in the 5-mans.
    Regarding glyphs, you could say more clearly that Wild Growth is likely to be close to mandatory in a raid setting because of the increased mana efficiency, and that for 5-mans you need either Glyph of Regrowth or Rampant Growth, but not both, to be effective at tank healing.

    Also, the Regrowth hot lasts for 50% longer, 18 seconds, if Regrowth is cast with NS.

    Thanks for the heads up on Cyclone, that's a spell I never use, I'll try change that.


    One more thing: People using Cenarion Ward seems to typically get close to 10% healing from it nowadays. Is anyone still using Ysera's gift? How much healing, in terms of % of total, do you actually get from it?
    Added Soothe, silly of me to forget about that one. Also added that WG glyph is a must have in a raid setting. Also added that Regrowth's HoT is extended with NS.

    As for Cenarion Ward vs Ysera's Gift, it really depends. You might find yourself not needing to use Cenarion Ward at all, since the tank damage isn't that high. Ysera's Gift pulls ahead there. Also, if you don't use Cenarion Ward on cooldown, Ysera's Gift will also pull ahead in pure numbers, but that Cenarion Ward might have saved someone - so it's still a very good talent.

    Cenarion Ward is also good to heal other people who has a strong undispellable DoT on them.

    Personally, I believe Ysera's Gift is better in a raid setting, while Cenarion Ward is stronger in a 5 man group setting.

  19. #19
    Quote Originally Posted by Asrialol View Post
    I also added more info on stat priorities that I think will be useful, and showed the difference between 500 haste and 500 mastery. Might not be necessary, though.
    That comparison is problematic at best, the results are actually false (haste is stronger than mastery on Rejuv).

    First, you forgot to include our haste passive, and the multiplicative haste buff, so 100 haste gives more than 1%. (You actually need about 91 haste rating for 1% haste).
    Second, base mastery and the additive mastery buff devalue the value of mastery. So, assuming 0 mastery from gear, 500 additional mastery only increase your healing by 4.87%. 500 haste would increase the healing by 5.25%.
    Haste and mastery become equally strong when you have 734 more haste than mastery, assuming all buffs.
    Last edited by Thalur; 2014-11-26 at 04:00 PM.

  20. #20
    I am Murloc! Asrialol's Avatar
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    Quote Originally Posted by Thalur View Post
    That comparison is problematic at best, the results are actually false (haste is stronger than mastery on Rejuv).

    First, you forgot to include our haste passive, and the multiplicative haste buff, so 100 haste gives more than 1%. (You actually need about 91 haste rating for 1% haste).
    Second, base mastery and the additive mastery buff devalue the value of mastery. So, assuming 0 mastery from gear, 500 additional mastery only increase your healing by 4.87%. 500 haste would increase the healing by 5.25%.
    Haste and mastery become equally strong when you have 734 more haste than mastery, assuming all buffs.
    Doesn't the character screen include the extra 5% haste stat we gain from gear? I have 517 haste and that gives me 5.17% haste, but maybe I'm being silly.
    Also, going from 0 to 500 mastery gives me a 5.67% mastery increase. With the base mastery, that's a total of 15.66%.

    I might be doing something wrong, did you calculate this yourself or is there a source? How did you come up with the 4.87% number for mastery, and doesn't our character screen show the 5% haste stat increase? :O


    Anyway, it's true that haste is multiplicative with the raid buff. As people on EJ mentions, Mastery and Haste is veeeery close. They say they favour haste because of faster cast times, which I can agree with.

    I'll remove my example, though.

    I recommend hearing Hamlets podcasts on Haste vs Mastery and Resto Druids in general. Nice stuff. http://iam.yellingontheinternet.com/...ion-podcast-2/
    Last edited by Asrialol; 2014-11-26 at 04:30 PM.

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