Blog Archives

Repost: Gearing your dual-spec Resto-moonkin

So, in my guild’s 25-man raids, I end up being a true Restokin, where I DPS the majority of the time but also have to fill in for when healers are absent or for fights where we need more healing. One day, I may DPS every fight, the next day I may heal every fight. Most raids for both Firelands and Dragonsoul, I’ve ended up healing one or two of the bosses pretty consistently and being DPS the rest of the raid.

I switch between my moonkin spec and my healing spec frequently enough that I end up having to maintain gear for both. This requires me to juggle two things: My moonkin hit rating cap of 17%, and my Restoration haste rating breakpoint (2005). In an ideal world, I would have two completely different sets of gear. In the actual world, I tend to see half of my gear pieces shared between the two specs. I have eight pieces shared between my moonkin and healing sets right now, with the other half being different between the two specs (though I get to spend several hours this weekend re-working my healing set so I can use the new healing mace that dropped from LFR last night). So, how do you survive the frustration of having to deal with shared gear pieces for your caster hybrid? Here are some considerations and hints to keep in mind when trying to fill in for moonkin and healing on the same character.

Pick one main spec and one off-spec for gearing purposes, and stick with it! This main gear set for me ends up being my Moonkin set because I found it very hard to keep up with the required DPS if I was doing DPS in primary resto gear, whereas I could keep up healing even if I favored my DPS gear. This gives me access to DPS trinkets and accessories in raids, and means that I pick up my moonkin set pieces first. I use Graylo’s moonkin loot list as a general guide for thinking about what items I want to use for my moonkin set. If you primarily heal (with occasional DPS), you may want your main spec to still be healing.

You will still need to pick up some off-set pieces (either through points, LFR, or picking up off-set things from your normal raiding) to keep some pieces that are not shared between the two sets. This may mean that you have a couple lower ilevel pieces for one set, but try not to let your off-set fall too far behind your main set. You should read both moonkin & healing guides to know what your gearing priorities are, but you can’t just rely on some reforging addon to make both sets work out. Instead, you have to be very careful about how your gearing for one set impacts your pieces of gear that are shared between the two specs and know how much non-shared loot you need to keep everything in balance.

Resto Gearing Stat Considerations:

  • Restoration druids use the same stats as moonkin, so most pieces can be shared between the two specs. Intellect is the gearing priority shared for both specs, where sometimes higher ilevel moonkin set pieces can end up being better than lower ilevel off-set pieces for restoration druids. The one stat that isn’t shared is HIT rating which may be found on weapons and accessories.
  • Restoration druids want to be above 2005 haste rating. Most haste above this break-point will be a wasted stat, but you generally never want to fall below 2005 haste rating. This is the first thing I check on my resto set when I’m upgrading gear & reforging.
  • After 2005 haste rating, the other stat priorities are to get as much mastery and spirit as possible. You may want to pick up some Spirit/Mastery pieces that are not shared with your moonkin set, as moonkin will have a cap on how much spirit is useful to them, and they still value haste over mastery past the 2005 resto-specific break point. Crit is the least desirable stat for both specs. I will end up with higher spirit and mastery in my resto set compared to my moonkin set.
  • If you can’t get access to the Tier 13 set pieces for your resto set right away, then your two piece T12 set bonus is very important for you to keep as you gear up (and is easily attainable from the Justice Point vendors if necessary).

Moonkin Gearing Stat Considerations:

  • Like restoration druids, INT, spirit, haste and mastery are important for moonkin.
  • Unlike restoration druids, moonkin can benefit from Hit rating on gear (though I prefer picking up spirit instead when possible, since Spirit gives your moonkin hit rating). They don’t make leather with hit rating, as they expect you to use Spirit instead. However, moonkin have a cap of 17% hit (1742 hit rating) where you stop benefiting from spirit/hit. So, you want to be as close to 17% as possible. You never want to fall below 17%, and you don’t ever want to be above ~17.5% hit. This is the most important number I watch when gearing my moonkin set. In my healing set, my spirit ends up giving me way more hit rating than that, even with some of the shared pieces between the two sets having spirit reforged into haste or mastery.
  • Moonkin value haste rating past the 2005 breakpoint. I will pick up a few pieces with more haste rating on them for my moonkin set. For moonkin, Haste is more valuable than mastery and mastery is more valuable than crit, so that I can try to sit a couple hundred haste rating higher for my moonkin set and have slightly lower mastery and spirit as a result.
  • The moonkin 4-piece Tier 12 set is very powerful. Your moonkin set should hold onto the 4-piece T12 (if possible) until you can get the 2-piece T13 normal-mode or heroic-mode (don’t use the LFR set pieces if you have access to the T12 4-piece bonus for either moonkin or resto). With the 4-piece buff for moonkin T13 on the PTR, you will eventually want to upgrade everything to get the 4-piece normal or heroic T13 by the time the next patch hits if possible (after the patch, it may be possible for the moonkin T13 LFR pieces to be worthwhile, and you’ll want to pick up T13 LFR if you don’t have access to the T12 4-piece).

Additional Points for sharing pieces between moonkin & resto:

  • Moonkin and resto druids can share the exact same gems and enchants, keeping the above stat points in mind, though I will sometimes end up with less desirable gemming in some situations. For example, moonkin and resto specs can share a helm if you use the Burning Shadowspirit Diamond (as of the changes in 4.3, the burning shadowspirit diamond impacts both healing & DPS crits). Otherwise, gems tend to be: Int red gems, Int/Haste orange, and Int/Spirit purple.
  • The best trinkets available will usually NOT be shared between the two specs. Make sure you read trinket descriptions to make sure that Equip or Use effects are not being wasted by wearing a damage ability trinket in your healing spec (or vice versa). I almost never share trinkets between my two specs.
  •  With Dragonsoul, weapons with healing or damage-spell based casting procs, you won’t want to share those particular weapons between your gear sets, either. If you get something with pure stats on them, they can be shared between your sets.
  • Set pieces will often provide a lot of stat differentiation between your two sets. So, getting set pieces for both sets will help a lot with balancing your slightly different stat priorities between the two sets.
  • You will have to reforge gear for both sets every time you get a new upgrade that will be shared between the two sets. This can get pretty expensive, as I usually have to resort to trial-and-error for figuring out how to make the two sets work out right.
  • You want a different talent spec for healing and DPS (with different glyphs), since healing in moonkin spec or DPS in a healing spec sucks a lot. There is no such thing as a restokin talent spec, unlike feral right now that share a DPS and tanking spec.

The very most important thing to remember is to save your two gear sets in the equipment manager (either the base Blizzard UI feature or with the help of another addon), and make sure that you swap your gear at the same time as you swap your specs. Healing or DPS’ing in the wrong spec will hurt your output numbers, as I have proven over and over again.After 4.3, I transmog some of the gear pieces into different looking sets as much as I can to hopefully tell them apart visually.

Posted in Druid - General, Moonkin Balance DPS, Restoration Healing Trees, Written By Lissanna

Repost: Resto druids in 4.3: It’s a utility problem

So, my poll measuring how people feel about druid healing (for patch 4.3 dragonsoul) has ended at this point. I wanted to briefly go over some good news and some bad news as it relates to the data I’ve collected through the poll.

For the below poll results, I’m going to exclude the data for the people who don’t raid each raid size when reporting percentages of participants. The total number of people responding to my poll who had raided the content sizes are: LFR (454), 10-man Normal (365), 25-man Normal (152), 10-man heroic (130), 25-man Heroic (57).

As you can see, the LFR raid size is the most popular raid size, with 10-man normal coming in second. The other three raid sizes have much fewer participants. I likely got a pretty representative sample of players here, as fewer people usually raid heroics or 25-mans. The LFR is going to be run by people participating in all the other raid sizes in addition to people who don’t raid the other raid sizes, since people could vote in more than one poll.

Results for LFR & normal-mode raids

The good news is that the most common response for LFR and 10-man normal-mode raiders was largely that we were fine (48% and 38% respectively). However, by the time we hit 25-man normal, perspectives have started shifting such that only 27% of respondents think we’re fine.

For people who thought we had a problem, the overwhelming response was largely one of having a utility problem, with our healing being fine (25% to 30% of responses across the three polls). Only around 10% of people from each poll said that our utility was fine but our healing was lacking. The rest of the people are largely detecting that we are having both healing & utility problems for normal-mode raids. The 25-man normal-mode raids are much more likely than 10-man normal-mode raids to say we have a healing and utility problem.

Results for the Heroic-mode raids

These heroic-mode polls are harder to interpret upon inspection because the vast majority of people haven’t raided that content size. So, lets see the numbers when excluding non-raiders, and collapsing across raid size, since my sample of 25-man HM raiders is so low. This gives us a total of 187 votes (keeping in mind that a handful of people may have voted in each of the 2 polls).

  • Utility only lacking: 64 responses (34%)
  • Both Healing & Utility lacking: 58 (31%)
  • We’re fine: 31 (17%)
  • Benched or rerolled: 23 (12%)
  • Healing only lacking: 11 (6%)

So, for heroic modes, only 17% of responses say that we are doing okay, which is a large jump down from the look we got from LFR and 10-man normal-mode raiding. The vast majority of responses indicate that our utility is lacking for heroic-modes, with or without having a healing output issue for this raid content difficulty. There is definitely an indication that healing output could also be a problem for some healers in heroic-mode content.

Putting it together: It’s a utility problem, especially for HM raids

I did each of the polls separately because I expected to see that larger raid sizes and harder content would end up showing our weaknesses more than just looking at how we’re doing overall. I also knew that we couldn’t measure utility problems just by looking at WoL, since WoL doesn’t have a utility meter and doesn’t measure damage prevention cooldowns.

This poll is confirming WoL reports of our healing output being fine across most of the raid content sizes. The polls indicate that healing difficulties are happening in 25-man normal and both heroic raid sizes, which is likely due to not having good enough burst AOE healing. For 25-man healing, our HOT-blanketing doesn’t usually cover enough of the raid and we don’t have much in the way of burst healing to get people back up after they take a big hit. The other problem is that paladin healing output with HR spam still hasn’t been toned down to bring them in line with other healers, so they are out-shining druids. A nerf to paladin HR spam would probably help take care of the healing weakness resto druids are feeling in Heroic Modes compared to other healers.

Across all the raid sizes, the results also point to a problem with our Utility that we bring to the raid for pretty much every raid size (even LFR).

What does this raid utility problem mean?

For pretty much all of Cataclysm, when we have talked about our utility issues, we have talked about the lack of ability to reduce the amount of damage other people are taking. Bringing people’s health bars back up is fine, except when the hits they are taking are so big that your target dies before you can heal them.

With a lack of damage reduction tools, all we can do is rely on other people to throw out the damage reduction cooldowns, absorption effects, or death prevention cooldowns of some sort  (that all other healers have) and hope for the best. Especially in heroic-modes for Dragonsoul in 4.3, the damage reduction cooldowns are things that are being heavily relied upon, which leaves resto druids in a really awkward position of feeling like we lack important tools that everyone else brings to the table even when we come out fine on healing output meters.

MoP will fix it: We know that we are getting Ironbark (a damage reduction cooldown usable on other people) in Mists of Pandaria. We also know that we are getting a burst AOE healing ability (wild mushrooms). We also know we are getting other new tools through the new talent system. So, we know they already have a long-term solution to our major problems. Thus, the good news is that resto druids are going to be really awesome in Mists of Pandaria when we finally have a complete toolset for the first time.

However, the developers need to take a long, hard look at resto druids and decide if we need to be fixed before Mists of Pandaria. Also, it’s not enough to just look at healing output done, but to think about how the resto druid toolset is interacting with encounter design in Dragonsoul. In particular, we need to be looking at utility problems that don’t show up in any of the tracking tools we currently have for looking at healing output, since the problem is NOT just about HPS. It’s too soon to write off Cataclysm completely and Dragonsoul doesn’t seem to be that druid-friendly at the moment, especially for Heroic Mode raiders. Class balance still needs to be a concern in the tail end of Cataclysm, especially as more and more raiders complete normal-modes and start to hit Heroic-Mode content.

Disclaimer: To the resto druids -With the future outlook being good in MoP, it’s worth hanging in there for now, especially if we see more balancing fix patches in 4.3. Don’t panic!

Posted in Druid - General, Written By Lissanna

Repost: How symbiosis (MoP level 87 ability) likely works

Since it’s always my job to take what Blizzard writes and translate it into things that you guys can understand, I’m writing a quick post to talk about Symbiosis (the new MoP level 87 ability).

The new ability says:

Creates a symbiotic link which grants the druid one ability belonging to the target’s class, varying by the druid’s specialization. In exchange, grants the target  one druid ability based on their class and combat role. Lasts 1 hour and persists through death”

My interpretation of how this will work: You get something cool from them, and they get something cool from you. You both keep your ability and they just get a copy of your spell. So, it’s not actually stealing their ability. It’s borrowing a copy of their ability, it’s just funnier to say “stealin” in the above picture for comedic value.


  • Example 1: Moonkin casts symbiosis on mage. Moonkin gets mirror image and keeps starfall. Mage gets starfall & keeps mirror image.
  • Example 2: Resto druid casts symbiosis on disc priest. Rdruid gets Prayer of Mending & keeps innervate. Disc priest gets innervate & keeps PoM.

Further notes & explanations:

Symbiosis can’t give random abilities from ability lists, as that would make the talent too unpredictable and you would have to “fish” for a useful ability by casting it over & over dozens of times until you got what you wanted. Instead, it has to be fixed (so, in the above examples, a moonkin would always get mirror image from the mage). It also has to give you something you would actually want in your spell list, otherwise there is no point in having it at all (so, it can’t give you remove curse from mages as a moonkin, since moonkin can already remove curses).

No cooldown is listed, so it looks like in a raid, you could keep up Symbiosis on the same person through the whole raid if you wanted, or you could symbiosis with a different raid member on each boss to pick up the best boss-specific abilities.

That should clear up some of the questions I’ve seen about Symbiosis. I’ll get to other spells/abilities from the list as I have time, but I thought this was too important to wait, and I wanted to get this out early to help with the amount of confusion I’ve seen.

Posted in Blizzcon, Druid - General, Written By Lissanna

Repost: Lets talk about Healing Shrooms (5.0 speculation)

So, Blizzard has started talking about what new toys druids will get in 5.0 with mists of pandaria.

While I have to sometimes post about the bad things (like trying to explain why melee damage isn’t appropriate utility for moonkin druids), I also get to talk about the good things!

One good thing coming for resto druids in Mists of Pandaria is a Healing version of Wild Mushrooms. I’ve seen a lot of speculation and in some cases confusion about how they’d work or why we need them. So, I feel that it is my duty to help show why a healing Shroom spell is good, what it may look like, and realistically how it would fit into our healing arsenal.

How the DPS version of Wild Mushrooms works right now:

 Wild Mushroom is a balance druid spell that uses a targeting recticule to drop one mushroom at a time on the ground (up to 3 mushrooms), and then there is a separate detonate spell that you use to trigger the mushrooms to do AOE damage to anything standing near the mushrooms. An original version of the spell was supposed to be more “trap” triggered, but that was scrapped in favor of the detonate that allows you to choose when to force them to go off. The Wild Mushrooms themselves don’t have a cooldown (so you can place all three of them one after the other). However, there is a 10 second cooldown on the detonate.

How I think Healing Shrooms might work in MoP:

The Healing version of Wild Mushrooms will be a specialization ability for restoration druids in Mists of Pandaria. We have not yet seen a preview of how they will work, but I can make some guesses about their mechanics, based on what I know about how the moonkin version currently works.

  • Wild Mushrooms will have a direct healing component when you detonate them. They may also have some sort of HOT component attached, but would be particularly useless if all they provided was a HOT without any burst healing, since setting them up is a significant time-commitment.
  • With healing shrooms, you will be able to place one shroom on the ground & detonate it if you want a quick but small burst heal.  Moonkin don’t usually just detonate one shroom, since we require all 3 for DPS purposes, but it should be perfectly viable for healers to be able to choose whether to use 1, 2, or 3 depending on the situation. If you are worried about 3 doing too much overhealing, you can choose to just drop & explode a single shroom. This allows our one tool to have a lot of versatility in how we use it.
  • You will be able to place 3 shrooms in different parts of the room, or on the same “stackup point” of the room to prepare for a giant burst damage attack. This allows you to choose between blanketing the room more (ie. one on melee group, and one on each of 2 ranged groups), or getting a large concentrated amount of healing in one place.
  • If wild mushrooms are a direct healing spell, they should activate our mastery bonus when we detonate them (so that we don’t have to rely as much on single-target direct heals to activate mastery in AOE healing situations).
  • Wild mushrooms will be a “sometimes food”. I highly doubt that any restoration druid will have 3 GCDs to drop shrooms every 10 seconds, since we do have so many other spells to manage (and the mechanic is clunky enough that it would get frustrating if all you ever did was set up & detonate shrooms). I’m thinking that it may be something that gets heavy use on some fights and likely little to no use on others. It also may end up being better to have a 20 second cooldown on our healing shroom detonate so we don’t feel pressured into using it all the time (since they will be a different spell than the moonkin one, they can have different cooldowns). The use of wild mushrooms should also be  situational, and it’s possible that for some fights, you’ll set the shrooms on the stack up point before the fight starts and only explode them once on the stack up phase (they will sit there for up to 3 minutes waiting to be detonated). In other fights, you may be dropping and popping them more often than others.

Why do we need another healing spell?

As healing in 4.3 will show you, we really have huge weaknesses in our toolset. Getting a targetable barkskin will help with one of the problems (lack of a mitigation cooldown useable on others), but we still have a problem of not having a good tool to provide burst AOE healing.

  • First, While having an overpowered Wild Growth spell (and a cooldown reduction on tranquility) covered up that problem most of this expansion, getting a huge nerf to Wild Growth’s effectiveness exposes the weakness of resto druids. First, resto druids are only good for AOE fights where the AOE damage is frequent small ticks on a large number of people (and don’t have tools really designed to handle burst AOE damage). While an overpowered Wild Growth and really druid-friendly mechanics in Firelands disguised this weakness, it has still been there, festering all this time.
  • Second, Resto druids are very much dependent on having an overpowered Wild Growth that we just mindlessly mash when it comes off cooldown and makes it hard to tell the difference between good & bad resto druids. There is really only one way for restoration druids to AOE heal right now and it’s pretty hard to get wrong. Having to feel like you have to win at meters to be viable is also a really ridiculous place to be for our class right now, and just further exposes our toolset weaknesses. I’m pretty sure that by the end of 4.3, you will be eagerly awaiting having more buttons to be able to hit, based on how healing has felt on the 4.3 PTR thus far.

Does Healing Shrooms fill that gap in our toolset?

Yes and no. We needed more than just Healing Shrooms to keep up with all the new things healers in 5.0 are likely getting, which is why we also get targetable barkskin and other utility tools through our talents.

The criticisms and concern I’ve heard about Healing Shrooms at this point is that people are largely concerned about them being more difficult to use. However, I believe that this is both a feature and a drawback to the spell. You won’t really want to spend 3 GCDs every 10 seconds setting up and detonating shrooms. I really believe that would be a huge problem if the shrooms became so OP that we had to waste all our time deploying them. You also won’t use shrooms as much when you are tank healing, since they require a lot of set-up time that would take you away from your tank (in which case, WG & SM/efflorescence may be what you rely more upon in that role).

However, healing shrooms should give us something we didn’t have before: a bursty AOE healing spell we can use to mix in with the other tools that we have. In some situations, you may rely more upon rejuv for movement-heavy fights that favor HOT blanketing. In more static fights with heavy burst damage, you may pop more shrooms.

Having to choose what spell to use & when to use it will add some much needed decision making into our healing design. Most of the other healer specs already have ground-targeting AOE heals, and while they gnashed their teeth at the idea of having to do ground-targeting heals, it doesn’t seem like they had too hard of a time adjusting to the new mechanic. I’m looking forward to having to plan out how to use wild mushrooms on each encounter, and I’ll probably write up a number of ‘how to shroom’ guides along the way to help druids figure out how to integrate shrooms into their healing.

I believe that Wild Mushrooms are a good choice for filling the Direct AOE healing role for resto druids because it’s a spell the class already has that can easily be re-purposed to healing, and it’s also different from what other healers have in important ways. I’m happy Blizzard isn’t just giving us prayer of healing – it’s giving us something unique to the druid class that mechanically functions different than other ground-targeted AOE tools other healers have.


I hope in this post that I have been able to explain why Wild Mushrooms are a healing tool that resto druids should be looking forward to in Mists of Pandaria. There may be some mechanics issues to work out with fitting it into how resto druids heal now, but I believe that they’ll become an important part of our toolset that will grow on you after a while. ;)

Posted in Blizzcon, Druid - General, Written By Lissanna

Donate to Restokin



Featured Blogs