Yearly Archives: 2009

Glyph of rapid rejuv does NOT buff swiftmend

I’ve seen a few posts about how they think swifmend should be healing for more. However, this seems to stem from a lack of understanding of what swiftmend actually does, along with how that doesn’t interact with the glyph of rapid rejuvenation.

  • Here is swiftmend: Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 12 sec. of Rejuvenation or 18 sec. of Regrowth.

People seem to think that if you have more ticks in that 12 or 18 seconds that swiftmend would heal for more. HOWEVER, that’s not what is happening. Swiftmend is only healing for the same number of ticks with and without the glyph. Basically, swiftmend takes the # of ticks before your rapid rejuv glyph is factored in, and ignores that glyph completely.

  • How swiftmend should read now (but doesn’t): Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 4 ticks of Rejuvenation or 6 ticks of Regrowth.

That’s right. Regardless of if you have the glyph or not, it’s only healing for X number of ticks, rather than factoring in any other variables.I believe this to be “working as intended”, as it would be way too difficult to factor in scaling haste with how much swiftmend healed for.

Yes, I know this sounds obvious to most people, however, I felt the need to post it. :)

Posted in Restoration Healing Trees

What is the difference between Moonkin & Resto loot?

Since we just got a new raid dungeon, and the stat priorities for resto druids changed, I thought I should spend some time talking about how to gear your moonkin & resto druids. The short answer is: “not really that much”. However, there are subtle differences that I’ll describe below. Regardless of how I weight stats on paper, there ends up being not too much of a practical difference in how I decide to gear for upgrades, since higher item-level pieces are almost always better than lower item-level pieces. Set bonuses also change the value of your gear, and makes the process a lot more dynamic. I also expect people to disagree with me on points, and that’s fine.

Hit Rating – moonkin only

The most obvious difference between moonkin and resto gear is that moonkin needs hit rating, and resto doesn’t. However, there still seems to be a lot of moonkin that don’t know how much hit rating they need when they are fighting 10-mand or 25-man raid bosses. First, every moonkin should spec for Balance of Power that gives you 4% hit rating. Then, you should either be spec’d for improved Faerie Fire, OR you should be raiding with a shadow priest spec’d into Misery.

So, with those two sources of hit rating through talent/buffs, this means you have two possible numbers of haste rating that you will gear for:

  • BoP w/ Misery(IFF): 262.3
  • BoP w/ Misery(IFF) and Draenai: 236.07

Haste rating - Resto > Moonkin

The haste soft-cap for resto druids is 856 (or 735 with Celestial Focus), fully raid-buffed. This makes haste really super important for you to gear for now, especially if you have been running with really low amounts of haste before the patch.

The haste soft-cap for moonkin druids is around 400 with Nature’s Grace active. Before hitting 400 haste, this stat is more important than crit or even spellpower. After 400 haste rating, it’s not any better than your other stats. My goal is usually to aim for between 400 and 500 haste rating from gear. Some moonkin value haste more than I do.

Crit rating – Moonkin > Resto

Crit rating helps moonkin proc Eclipse & nature’s grace. AFTER moonkin reach the hit cap and have over 400 haste, Crit becomes the stat you should focus on boosting. I’ve found that crit increases my DPS more than theorycrafting says it should, since crit actually causes Eclipse to proc more often for me – and more Eclipse means more DPS. Theorycrafting says that haste & crit are valued about the same in terms of DPS increase after 400 haste, but I really just love crit.

For resto druids, crit and haste used to be equally sucky. Our HOTs don’t crit, other than for a brief couple months where you might have the T9 4-piece bonus to get crit rejuvs. We rely on a lot of spells that can’t crit. Now that haste is so valuable, crit becomes really unimportant for resto druids, though it doesn’t hurt to pick up gear with crit (especially if it’s the haste/crit gear).

Spirit: Resto > Moonkin

For resto druids, this is your main source of regen. You also increase your healing done by spells. It’s a yummy resto stat.

Spirit isn’t a good moonkin stat. Moonkin should avoid spirit when you can. Although it will give you a tiny spell power boost, it’s not as good of a stat as haste and crit are.

Intellect - Resto = Moonkin

Most caster gear will automatically have this stat. Also, both specs benefit from replenishment regen. While moonkin gain spell power from int, resto druids generally benefit more from replenishment. This stat isn’t really too much of a priority for either spec. You just take what comes on your gear.

Spell power - Resto = moonkin

In general, spell power is great for both moonkin and resto druids. It usually has a constant (fixed) value at each tier of item level. However, you want to gem for Spell Power for both sets of gear (red, orange, or purple gems) – so pieces with sockets are usually better than otherwise equivalent pieces without sockets, since you can boost spell power with gems.

Putting it all together – Conclusions & Examples

There are several types of caster loot itemization available. Obviously, gear with hit rating on it should be used for DPS and not healing. For the most part, I share a LOT of gear between my moonkin & resto sets. However, if you can choose the “best” stats kindof randomly, here are general guidelines.

  • Crit & spirit - Neither spec really places high value on this gear too much right now. Both moonkin & resto get mediocre use of this gear, though either CAN (and will) use some pieces with these stats. Moonkin do value the crit, so this is generally more moonkin-orietned than resto. As of 3.3, I’m more likely to use this for my moonkin set, though I do have some crit/spirit in my resto set. In general, Resto druids should be passing these to moonkin. I expect to see less of this stat combo on leather in Cataclysm. Example: Cord of Dark Suffering
  • Haste & Spirit - More resto-druid oriented than moonkin, mostly since these two stats are so highly valued by resto druids. This is, however, a very rare combination on leather ICC itemization. Moonkin somewhat value this until 400 haste rating, however after 400 haste rating, even the crit/spirit gear is more valuable.  Example: Blessed Cenarion Boots.
  • Haste & Crit – Good for either moonkin or resto druids all the time. While this used to be more moonkin-oriented, the sudden increased need for haste (along with the lack of haste/spirit gear) makes this gear really super great for both specs. Even above 400 haste rating, this is better for moonkin than spirit gear. Example: Belt of Petrified Ivy
  • Hit & Crit, or Hit & Haste - Moonkin-only gear. They don’t put this on leather, so moonkin need to get it from either cloth gear or accessories like: Loop of the Endless Labyrinth.
  • Mana/5 on Accessories – Is not that highly valued for either spec (ranked lower than spirit for both specs). However, I would take it for my resto set, only if it had haste rating on it to help me get haste-capped. I may periodically end up with mana/5 accessories in my moonkin gear if it was a huge Spell Power upgrade and other things weren’t available. Example: Ashen Band of Wisdom.
Posted in Uncategorized

Icecrown Citadel: First impressions

Conspiracy got down the first three bosses in Icecrown Citadel this week. Since we only spend 2 days on 25-mans, and Wednesday was really hard because of multiple healer DC problems, we had a slightly shorter raid week than we were expecting. I also got to go moonkin most of the time, since we had several healers come back to raid with us this week.

We did, however, manage to beat the first three encounters.

Lord Marrowar - Is actually pretty easy if your raid group has a little situational awareness. I did, however, find it particularly funny when my moonkin got impaled on a spike. I even forgot to take a kill picture on this one. Sorry Conspiracy!

Lady Deathwhisper - We struggled with finding a good strategy that would get us to phase 2 without having the tanks get overwhelmed with adds. I think this was the only real challenge we faced so far in the instance. We hit the 10 minute enrage timer a couple times before we figured out something that worked well for us. This is also the fight where raid members DC’d the most, both on Tuesday AND Wednesday. I’m starting to think there’s something about that room that causes people to get disconnected, though I don’t have any real proof of it. Also, this is a fight where moonkin DPS really shines. You pretty much get to stand & nuke with very little movement (though you do have to move out of goop).

Gunship Battle – Super fun & interesting. We wasted an aweful lot of time playing with our rocket bares! We did beat the encounter, however half our raid got stuck on the enemy ship, while half of us were on our ship, and there was much confusion at the end of the fight. Fortunately, our raid’s Master Looter still had access to the loot chest. OH and one more thing. The rocket packs need to stop shifting druids out of moonkin, cat, & tree form. If you have druids on the assault team, it’s really annoying for them to have to keep switching back into their form.

We didn’t have time to try out the Saurfang, but I hear that he’s also pretty challenging. I have my typhoon all unglyphed and ready to go kite!

Overall, we had a lot of fun with this new content, and I can’t wait to see more of it!

Posted in Patch 3.3 WotLK, Uncategorized

Leveling a druid: PvP from 10 to 19

So, Malchome/Lavata has been leveling up another alt. After getting one of each class to 80 (because he’s a little leveling-crazy), he decided to start up another druid. This time, he decided to supplement questing with PvP to make leveling more fun. I asked him for a short paragraph about that bracket of PvP to update my leveling guide, however it turned out to be long enough that it needs it’s own blog post, so he gave me permission to post it here. Here is his advice for new druids trying to break into the level 10 to 19 PvP bracket while leveling.

Battleground Basics

If you are a level ending with 0,1,2,3,4 try not to run them.  You can queue up but you are fodder, be prepared to die unless you luck into a battle ground that happens to be of other players near your level.

For level 10-15 WSG

  • If you choose to queue up in the lower half of the bracket then you have 2 very important roles available to you: Impede the Flag Carrier of the other team, and/or heal your own.

  • If you see another enemy player around your level, have at it. However, on average you will die a lot as you are at a numerical disadvantage being 1-5 levels lower than other players.

  • Don’t forget: When the going gets tough go bear form and run, since the extra armor may just help you live.

For level 16-19 WSG

  • You have Travel form, now WSG is fun, as you are now one of only 3 classes that truly have a speed advantage.  This advantage shared with Shaman with equal speed and slightly slower Hunters.

Balance/Resto advice

  • Your role here is not very different from the role you play in the 10-15. Your focus will be on slowing down the other Flag Carrier and helping your Flag Carrier survive. However, now you are more mobile; and mobility = survival.

Feral advice

  • If your raid is smart, you will be the primary flag carrier. You have the speed of the Shaman and Hunters however you can also cast a HoT on yourself and go to a more heavily armored form than either the shaman or hunter.  Yes, the Shield-wearing Warrior or Paladin may have more armor than you do, and they do make excellent Flag Carriers once the flag is safely in your base.  However, no one beats feral druids for carrying the flag mid-field from base to base in this bracket.

  • You can also toss around a few heals as needed, especially if you don’t have a healer in your raid.

A few tips for all:

  • Have Health and Mana potions.  Try to only use mana potions, mana = shifting = mobility = survivability.

  • If you see a Rogue, cast Fairy Fire or FFF on them.  Now they can not stealth.  For the armored characters (Warriors, Paladins and other Druids), casting Fairie Fire on them is also useful.

  • Hibernate druids and hunter pets, especially if they are harassing your Flag Carrier.

  • Cast Rejuvenation on yourself (it’s an instant-cast heal over time spell) before picking up the flag.

  • Go out the door you did not come in, unless you have info telling you otherwise, i.e. a hunter or someone else watching the escape routes.

  • Let them get 1 or 2 different slowing effects on you before shifting to break it.  Most players, unless they are very skilled, will not work together to chain speed decreases.

  • Do not shift on every frost bolt.  Eat the slow down unless you are getting heavily bombarded.  If you have a pocket healer or 2 (like your mobile Resto/Balance cousins), you can stay in Bear form to eat damage until you see a good clear path, then shift to travel form and go.

Posted in Uncategorized

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