Patch 5.2 resto druid buff update

Restoration druids are getting a pair of buffs in 5.2 that should help your overall healing. Lets take a look at what hit the PTR today.

10% overall healing buff

First, there is a “new” passive called “naturalist”. This is a straight 10% buff to all your healing spells. This helps off-set the fact that druids are trailing behind other specs on logs for raids, as well as struggling to keep up on PvP output with HOTs.

The name “naturalist” is from one of our old junky talents. However, this new version is quite welcome indeed.

Change to healing shrooms

Wild Mushroom will now gain 75% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 100% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

The change has two main things that I want to highlight:

  • Rejuv’s over-healing is now getting absorbed by the shrooms.
  • Their overall healing should go up, and they’ll likely provide decent burst healing in some situations.

The post on the healing shroom changes from the R4HT blog is particularly well written and I’d recommend reading it, so I won’t dwell too much on it here. Overall, the shroom changes don’t fix several quality of life problems (number of GCDs and overall setup time, lack of mobility, overall being awkward to manage). That said, they should overall heal for more in 5.2 than they do now, which increases the probability that they’ll be useful. I’m still not totally sold on the new version, but it is at least a step towards making positive changes. I’m sure this won’t be the last round of shroom changes. 🙂

Posted in 5.2, Patches, Restoration Healing Trees, Written By Lissanna

3 comments on “Patch 5.2 resto druid buff update
  1. Zy says:

    All spells have trade-offs, many have a downside to them. The problem with shrooms is they have multiple downsides and that is what makes them so awkward and UNFUN. The devs are making is so we’ll have to use them but most of us still aren’t going to like them until the mechanics are addressed. Make them so they don’t need four clicks to be used so they aren’t so clunky! Or make them so we can plant them on people so they are a bit more mobile and aren’t circles on the ground (I hate healing circles on the ground). Addressing either of those would get mushrooms off my hate list. I doubt I’ll ever like them but I’ll take “Useful and not hated” at the moment.

  2. kya says:

    It’s nice that they will heal for more, because right now they’re healing is almost not worth mentioning, but the fact still remains that they are clunky as all hell to set up. Having a GCD between each plant is ridiculous. In situations where they could be needed, you don’t have time to set them up w/o sacrificing healing. I’d like to see something where you can place multiple shrooms at once, or even plant them on people like Zy recommended.

  3. It would be nice to have the mushrooms be placed on a player and absorb any Rejuv overhealing done, and then you can activate the bloom effect when needed for a nice instant heal. I know, its sounds kinda OP, but if balanced properly can put resto druids at a nice place.


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