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.