WOD alpha summary for resto druids

So, we finally got a first look at alpha patch notes for Warlords of Draenor. Much of the information we already knew from previous info releases. However, we have a better idea of what the system changes and spell details look like thus far. Keep in mind that the early Alpha patch undergoes significant class revisions, so what it looks like now isn’t necessarily what it will look like 3 to 6 months from now. Below is a summary of major changes, but isn’t inclusive of every change to the class.

Overall healing style changes:

  • As discussed before, we are having the anticipated stat squish. Health pools are increased relative to the size of the heals (post-squish).
  • Smart heals will be less smart: They will target any injured player (and still prioritize people over pets), but wont’ specifically target the most injured person.
  • They want people to use more single-target heals, instead of just spamming AOE heals, so single target heals should be more efficient when you need to heal 1 to 2 people for a large amount.
  • Based on the desire to make single-target heals more meaningful, Nourish is gone, leaving us with Regrowth and Healing Touch. HT and regrowth should heal for about the same amount, except that regrowth is faster and is less mana efficient.
  • Symbiosis is also removed, meaning that we can’t use tranquility on the move by putting symbiosis on a shaman anymore.
  • My Commentary: Keep in mind that they’ve always wanted us to use single-target heals in high-end raids, but the amount of AOE damage done to the raid since Wrath of the Lich King has largely made single-target healing less desirable in raids. So, the desire to increase single target spells hasn’t always worked out in raiding situations. The raid design will determine how much single-target versus AOE spells versus rejuv blanketing you actually do.

Mana Management:

  • There will be less spirit on gear, so we’ll be better balanced in terms of throughput at various gear levels. Gaining more spirit as we leveled meant that we had more room to use low efficiency spells at later raid tiers. The goal is to make managing your mana matter both at the first raid tier and the last raid tier.
  • On this same note of mana management, Innervate (and some other mana increasing spells for other classes) have been removed.
  • With these changes, the starting mana regen rate will be higher in WOD compared to Wrath or MOP. Thus, the mana regen growth curve across the expansion won’t be as steep, but mana issues shouldn’t be so great as to prevent your progress in the game. The goal is just to force players to make real deliberate decisions, instead of mindlessly mashing buttons.
  • They reduced the mana cost of resurrection spells so that mana won’t be as much of a limiting factor in recovery after wipes.
  • My commentary: Healing gets boring when you basically have a static rotation and don’t make decisions about who to heal. In this respect, encounter design actually matters just as much (or more) than the base toolkit design. The original “trinity” of single-target spells introduced in an earlier expansion was quickly made meaningless when single target spells couldn’t keep up with the damage done in raids. So, encounters will have to be designed around the mana and healing spell changes for any of this to be particularly meaningful.

Overall spell changes:

  • The list of removed abilities for resto druids includes Innervate, Nourish, Symbiosis.
  • Wild Growth now has a 1.5 second cast time.
  • Efflorescence is now permanently tied to shrooms.
  • Survival instincts is available to all specs, to make up for the loss of symbiosis: “Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3)” for resto druids.
  • They changed how tranquility works a little bit, to make it less confusing: “Tranquility now heals every Party and Raid member within range every 2 seconds for 8 seconds. It no longer places a periodic effect on each target.”
  • Swift rejuvenation was removed, making it such that it’s no longer starting at the GCD haste-cap (making haste more valuable to resto druids). One of the perks you gain leveling up from 90 to 100 is extending rejuv’s duration by 3 seconds (back up to 15 seconds), meaning that the removal of swift rejuv is probably a wash in terms of total blanket coverage.
  • Other leveling perks in addition to rejuv include: Increased healing to Healing Touch & Regrowth by 30%. Increased crit rate of Healing Touch on targets effected by Lifebloom. Increased HOT healing on targets effected by Ironbark. Increased living seed heal size by 20%.
  • Some glyphs are going to be automatically learned as you level up, instead of having to buy the glyphs. Here’s some of the more relevant ones: Rebirth (increased baseline health level), Rejuvenation (now that we don’t have nourish, I’m not sure if it will impact healing touch instead?), Healing Touch (reduces Nature’s Swiftness cooldown), Master Shapeshifter (reduces mana cost of shifting).

Talent changes: You can see the full level 100 talent tree on Wowhead (based on the data available to WOWhead at this time). Note that the talents change by specialization, so to see the resto talents and level 90 to 100 perks, make sure you choose the resto specialization. Some highlights below:

  • The current changes to resto talents relevant to raiding include primarily the level 90 and 100 talents.
  • They made changes to the level 90 talent design. Heart of the Wild won’t increase your int, and they’ve toned down main role bonuses for DOC and Nature’s Vigil.
  • My level 90 talent commentary: Based on the numbers I can see without doing math, Nature’s Vigil is still probably a net healing bonus to resto druids, whereas heart of the wild is probably something you would skip entirely for progression raiding. Dream of Cenarius is going to be a better damage talent than Heart of the Wild since it will still provide some healing benefit. These talents are still likely to undergo revisions when every resto druid just defaults to Nature’s Vigil.
  • The level 100 talents are new and provide different functionality to existing abilities, such as extending omen of clarity’s mana benefit, allowing 2 rejuvenations on the same target, or dramatically changing how swiftmend functions (e.g., munching your own HOTs with no cooldown on swiftmend).
  • My level 100 talent commentary: I’m not sure which level 100 talent will work out best until after we see what the WOD healing content is like. I don’t really like the swiftmend talent all that much, since eating our HOTs was never a part of swiftmend we liked at all (and Efflorescence isn’t attached to swiftmend anymore, making it not have AOE functionality).

In general, there may be fairly drastic changes to how healing works coming in WOD. We won’t really know how all the puzzle pieces come together until after we get a chance to play with the changes in 5-mans and raids in the actual beta client. Resto druid healing should overall still be pretty fun in WOD. We still have a lot of work to do!

2 Comments

  1. R
    Posted April 4, 2014 at 3:51 pm | Permalink

    I’m going to miss getting Eff off Swiftmend… I’m apparently one of the (lazy?) few who preferred that since my ‘shroom use is … uh, likely sub-optimal. Upside, I may have to learn to use ‘shrooms. Downside, see upside.

  2. Pakks
    Posted April 5, 2014 at 4:12 am | Permalink

    I’m ok with most of the changes but i really am going to miss symbiosis on a Shammy. Tranq it’s self is just a boring cooldown since you can tab out or grab a drink while it’s channeling, at least when we could use Spiritwalker we could move to position our selves. I will feel really naked without Innervate but I will get used to it. Overall I see them wanting to slow down healing, I can understand why they are trying to do that but it can be very boring.