Monthly Archives: August 2014

Resto druid updates for Draenor

With the release of Warlords of Draenor just a few months away, I have started to receive a lot of questions about the state of druids, and especially resto druids. For people wondering about the current state of moonkin, you can read Cyous’ post on the Sentry Totem website. Cyous also has a post on the basics of how the new sine-wave Eclipse  works. For resto druid updates, the Sometimes a Tree blog has had fairly regular content updates recently.

I will likely still be maintaining my resto and leveling guides for Warlords of Draenor, but those are unlikely to be written until close to the release of the 6.0 patch, since Blizzard always changes things at the last minute.

What does the Resto Druid Toolset look like?

Overall, resto druid healing won’t realistically change all that much in Warlords of Draenor. So, if you enjoy resto druid healing now, you should enjoy it in Draenor. Resto druids are still primarily HOT healers, with some supporting direct heals. Our AOE healing toolset remains relatively unchanged. You will use tranquility, wild growth, rejuv, and shrooms as your main AOE spells. Our single-target toolset consists of lifebloom, healing touch, regrowth, and swiftmend.

A recap of the spells with major changes:

  • You will keep lifebloom on a tank. It now only has one stack, which means you don’t have to maintain the three stack anymore. Letting it fall off for the bloom may sometimes be worthwhile, since it doesn’t have the same ramp-up to maintain it.
  • Wild Growth now has a cast-time, instead of being instant. This does not, however, benefit from omen of clarity.
  • Wild Mushroom now only applies the Efflorescence ground effect, and no longer has a direct healing component. This expires after 30 seconds, and has a 30 second cooldown. We can no longer move or bloom the wild mushroom.
  • Tranquility‘s effect has been simplified. It does the main set of ticks without any additional HOT component. It should heal everyone in the raid.

Major stat changes:

  • Multi-strike causes your spell to have a chance to do additional damage or healing to your target. Our direct heals and HOTs can multi-strike, so resto druids can benefit from this stat. However, efflorescence won’t multi-strike.
  • You will still care more about mastery and haste than multi-strike or crit.
  • There are no more haste break-points for HOTs.
  • Versatility is a stat that provides a smaller benefit to multiple stats. This ends up being the worst of the resto druid stats.
  • Restoration druids get a 5% bonus to haste, as part of the new “attunement” bonuses.

Level 100 talents:

  • The level 100 talents are largely lackluster now, but Germination in particular is pretty good. I would suggest Germination as the best new player option of the three (extends rejuv’s duration by 3 seconds, and allows 2 rejuvs per person instead of 1).
  • I would avoid Rampant Growth, as this makes swiftmend consume your HOTs (and in most situations, this is almost always counterproductive). The trade-off of having no cooldown on swiftmend doesn’t seem a large enough benefit given that trying to maximize use of this talent will likely drain your mana. There may be specific situations where this is helpful, but that would likely be fight-specific.
  • Moment of Clarity allows more than one spell to benefit from the mana reduction of OOC, but only has a duration of 5 seconds (and starts from when the buff occurs, not when you first cast a relevant spell). This means that omen of clarity can sometimes fall off before you use it if it randomly procs at the wrong time in your healing rotation (omen of clarity traditionally only lets one spell benefit, but has a decently long time period for you to use that one spell). I have found it difficult to get off more than one spell that benefits from OOC when playing with this talent, so it will likely only be beneficial at high levels of haste for people who are good at maximizing the benefits. So, this may work as an advanced talent for players, but is likely to be more of a penalty than a help for newer resto druids.
Posted in Beta Feedback, Restoration Healing Trees, Written By Lissanna

Warlords of Draenor November Release

Yesterday, Blizzard announced that the Warlords of Draenor expansion will be released on Thursday November 13th, 2014. The opening cinematic primarily features the orcs. This seems to be inspired by the Warcraft 3 story, evoking nostalgia for people who played the earlier RTS games. The cinematic, however, doesn’t tell the whole story of the expansion. It’s just a teaser that shows one of the many plots.

The opening cinematic is good, but it doesn’t tell the whole story of the expansion, and it doesn’t tell us what the game will feel like when we play it. None of the other opening cinematic videos really have either.

For the Alliance!

In playing the beta for the expansion, I am overall pretty happy with the direction of questing for the alliance. The opening Shadowmoon Valley is shaping up to be a great zone that largely features  the Draenei. The alliance storyline carries through several of the zones I have quested in. Later in leveling, the battle for Shattrath is one of the most heart-wrenching quests I’ve ever done – and that’s before they even put in the cinematic videos for the quest and we’re left to using our own imaginations during <insert epic video here>. The alliance has a great story coming in Warlords of Draenor. It may just require us to actually read quest text as we level.

The video that actually shows the diversity of environments and story plots is actually the gameplay “Warlords of Draenor in action” video that people largely overlooked when waiting for the opening cinematic reveal. This shows much more of the environments you will encounter in the game. Even if the cinematic doesn’t inspire you to want more, the gameplay shots should be more intriguing. There are some great stories in store for us as we level. Uncovering these stories is part of the fun.

Posted in Warlords of Draenor, Written By Lissanna

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