Beta Feedback, All Things Resto

Intellect Changes

Normalizing mana across the board is going to force druids to change the way we play. Being an intellect based regen class, we were able to cut ourselves down to unreal amounts of spirit in favor of other secondary stats. However, we are now being forced into stacking spirit like the other healers. This has a positive side and a negative side. On the good side of the issue, our options on gear should open up a lot more. In the past, we have avoided spirit based pieces in favor of higher intellect gains, but now that we are going to be more reliant on spirit it will give us the option to pick up similar gear to other healers. The bad side is our primary regen ability, will no longer have the ability to be boosted by temporary stat gains. A well timed innervate along with multiple intellect procs, could restore 70 – 80% of our total mana, now innervate is going to be a stack gain across the board lowering the efficiency of our regen, and relying more our other healers to help us regen. With mana being a lot more tight, I’ve found it more difficult to efficiently keep harmony and lifebloom at near 100% uptime. My primary refresher had always been regrowth, because I had the extra mana to spare. This allowed me to keep lifebloom and harmony up at all times. Our dependency on nourish is going to go up, but in its current state we will need to see it reworked a little bit, either by lowering the cast time or raising the healing that it puts out.

Wild Mushrooms

Mushrooms have significantly been boosted from the initial release of the beta. The detonate on this ability is absolutely amazing in terms of efficiency, and gives us a solid burst heal. Granted that its dependent on spell power, I have been seeing each mushroom hitting for about 20k, so we are talking a 60k hit to all members within the radius of the effect. I am not sure what the AoE cap on this ability is, but I would assume that it will be similar to the boomkin version. The new placement method of setting mushrooms makes it more valuable in our rotation, and allows us to get them down quickly and effectively without wasting time like Liss pointed out earlier in a post. The only downfall I have found to this ability is trying to use it in pug groups were people run around, and you can’t get a good drop and detonate. This problem should be alleviated though, if you run in a constant guild group each week where the strategies are set. The only issue I think that really needs to be addressed with the mushrooms is their ability to refresh our mastery. It is a direct heal that costs 3 globals, it should activate harmony.


First of all, I just wanted to say that all of my concerns for resto druids were addressed in the forms of glyphs. Tree of life anyone? On a more serious note, glyph of lifebloom is something I have been requesting since they removed multiple target lifebloom. In a two tank fight, being able to swap lifebloom without wasting 3 globals will tremendously help our target switching, and effective healing. It is an almost must for a resto druid to take this glyph. I’ve been testing the benefits of glyph of lifebloom vs glyph of blooming, and there is absolutely no comparison between the two. Currently, letting your lifebloom expire will result in about a 90 – 100k heal, which is more than enough if you decide that its best to let your stacks drop off. Lifebloom is going to be our money maker in terms of mana return, because it has the chance to resto 2% base mana every 12 seconds, and should not be neglected.


The one thing that I really enjoy about the new talent set-up is that there aren’t many mandatory talents for a resto druid, and some of the ones that I would argue are mandatory probably really aren’t. You really have the option to make your game play both fun and dynamic by not being forced into a certain talent selection. We are gaining plenty of utility, as well as fun abilities. For example, wild charge could possibly have a use on encounters, but more than likely you are taking this talent to watch a tree go flying through the air and land on top of the target.

Cenarion ward is probably my favorite talented ability. The heal is really strong and it is a really passive ability. The best use I have found for it are people that are fixated by a particular ability, or ones that have aggro on a mob. The other thing to possibly consider if you run a balance spec, is that this ability can be cast while in moonkin form. As a balance druid, you will have the opportunity to provide a key heal at a moment when it might really be needed.

Incarnation vs Soul of the Forest, Round 1

I’ve been theory crafting these two abilities quite a bit, and from their current state (still early beta) they both will have their pros and cons. Right now I am in favor of Incarnation due to ToL and the bloom both being super powerful cooldowns, however Soul of the Forest will be a contender especially if it gets reworked. It really boils down to the question, do I want to go back after each fight respec to the ability that I am going to need. Some fights Soul of the Forest can be the more powerful ability in terms of throughput, however in most cases Incarnation is going to be the primary winner in terms of efficiency and throughput. I’d look for blizzard to rework these talents though, to make them a little bit closer together in terms of effectiveness.

Last but not Least, Funsies

I am going to be playing around on Lost Isle’s mainly, it is a PvE realm and I look to play with anyone that wants to play. Someone stole my name, so I had to pick the name Shakkix. Anyone that wants to come have fun before the raids open up, I’ll be around most nights and for those that can’t get into the beta you can always watch my stream and see what kind of shenaningans we are pulling today. As far as my fun ability combination of the day, I would have to say it was while doing some open world PvP with my guildies. A warrior decided that it was a good idea to charge a mage, and really give him a bad day with his bid sword. So I kindly Wild Charged over to the mage, and typhooned the warrior off the edge to his doom. When his friends were angry with me, I made sure to drop a vortex, intervene out and typhoon them down to their death. I proceeded to /flex because it felt good to be a druid again.

Posted in Beta Feedback, Restoration Healing Trees, Written By Shakk

11 comments on “Beta Feedback, All Things Resto
  1. Shakk says:

    Liss, you should add some pretty resto druid pictures to my post 😀

  2. michel says:

    I do hope so that they make our Mastery a passive one, why is it even an active one? After a few hours of wiping on a prog. Boss my focus on keeping Harmony and LB up is fading. Its so intensive to keep track of all those things and the things around you and the raidframes that it is no fun anymore after a couple of hours, so I start not keeping track of harmony and lb anymore and my place on recount is dropping from second to place six, not funny. And between this you have to place 3 muschrooms? Other healers have a much easyer time.
    My alt is disc/holy priest and I can be in top 3 easily by spamming a few spells without trying, but that is not going to happen with a resto druid, you have to really work and give your full attention to be in the top, there is a big difference between a good and and very good druid in cata, and even more in Mop.
    So blizz, Mastery=Passive, shrooms=1 click place all 3, give regrowth its full duration back like in wrath, for starters.

  3. Zie says:

    I’m looking forward to the resto version of treants. I hope they can balance the two relatively close so the choice is more on how you want to play. I’ve never really been a fan of how they made ToL a cooldown. New tree of life glyph ftw 😀 Numbers aside, i think thats the most exciting thing for the new expansion so far for me heh.

  4. Serath says:

    The glyph of rejuv should help with using nourish to keep up LB.

    • michel says:

      And why would that be? We have nature’s bounty already. The point is that you have to keep track of all these things. We dont need more things to keep track of. A passive harmony or 30 sec harmnoy would help us great.

      • Jason says:

        I kinda like that we’re the only active mastery, but I’d second your idea of a longer duration. I think the right amount would force us to not just blanket the group/raid in rejuvs, but not prevent a 5-7 rejuv run after or just before a large AoE damage. I think 15-20 seconds would probably be about right, leaving us 10-13 GCDs between having to refresh it. I’d be interested in testing longer durations like 30 seconds also. Maybe a glyph could be added to extend our Mastery duration but reduce the effectiveness slightly, or reduces the spells that can refresh it to just HT.

        • Shakk says:

          While these are both ideas that I would be in favor of I think the other issue is balancing. Swiftmending on cooldown on a longer duration harmony would make our uptime 100% and thats not counting other incidental direct heals. Reworking our mastery to a passive one, or tuning the numbers is needed so we dont feel GCD locked in our cycle. While I do agree we should have to manage some type of uptime, I dont feel our mastery fills that roll and is often times neglected.

  5. Jason says:

    You didn’t mention Force of Nature in the comparison between Incarnation and Soul of the Forest. Is it not in the running for effectiveness? I grabbed it for my first two dungeons and love it. They stay out for a full minute too, so it’s great for times of sustained damage around the group. Plus you look awesome with your trees in tow.

    • Shakk says:

      I haven’t been able to effectively test the treants, due to the raids not being out yet. Once I can evaluate their effectiveness with substantial numbers, I will make a post. I do not want to post information that would be largely incorrect when we reach our cap. Stay tuned for my streams, and further posts once we get in and start taking down the raids!

      • Lissanna says:

        Treant scaling is a level 90 balancing issue that we can’t really easily address at this point. If treants don’t do enough damage at level 90, it would be pretty easy for Blizzard to buff their output.


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