My healing guide is updated for the 5.2 patch launching today. Below are some general highlights for resto druids in 5.2. I’m also including the table of contents here, since the mouse-over menus don’t work right now. You can still click directly on the headers to see guide content. Moonkin didn’t change much in the 5.2 patch, but you can see general highlights on Sunfyre’s Nest.
5.2 spell and talent changes for resto druids:
- Naturalist (Passive): Increases all healing by 10%. This restoration buff will help resto druids stay competitive with other healers.
- Wild Mushrooms: When your rejuvenation over-heals (e.g., ticks on people at full health), a portion of that overhealing (up to a maximum of 33% of your health) will be absorbed by the shrooms. This causes the shrooms to grow bigger in size, as well as to heal for more when you bloom them. This additional healing is spread between the targets. Overall, this will make shrooms heal more if you wait and let them grow before you bloom them.
- Rejuvenation now costs less mana. This means you can cast rejuv more often.
- Cenarion’s Ward healing was buffed. I still prefer the utility and burst healing of Nature’s swiftness.
- Soul of the Forest grants more haste to resto druids (75% haste for your next spell cast after swiftmend). Bonuses for other specs were also buffed to be more attractive to better compete against incarnation.
- Force of Nature now does more healing/damage (I think most resto druids are still going to take incarnation ’cause tree form > temporary tree pets).
- Nature’s Vigil can now be cast twice as often, but gives half the bonus (e.g., now gives 10% healing on a 1.5 minute cooldown). They reduced the burst aspect of this for PvP reasons, but it is still attractive for PvE.
Overall healing style changes in 5.2: You can cast rejuvenation more often. In addition, to having a lower mana cost, rejuv over-heal ticks will now also buff the healing done to your wild mushrooms. You should now start using wild mushrooms more often, but wait until they “charge up” before blooming them.
Table of contents (Click on links to view pages!):
- healing part 1: Description of Healing spells
- Healing part 2: Mastery, symbiosis, and other spells
- Healing part 3: Tank and raid healing advice
- Resto: Talents
- Resto: Glyphs
- Resto: Stats and Gearing
A new patch has been found by both MMO-champion and WOWhead. It looks like moonkin are getting a substantial DPS buff (9% to wrath, starfire, & Starsurge). There are also adjustments to mages (a 23% buff to frostbolt for frost mages – which addresses some of my concerns about frost mage damage for the next patch) and also buffs to several other classes. In general, the patch notes really look like:
(except for arcane mages, though, since their stand-still damage came out too high. Also, thank you to whoever added this to the meme generator, lol).
That out of the way, it looks like the 5.2 patch is shaping up to overall be a net positive for Moonkin and Restoration druids. With the patch going live in a few weeks, things are really looking good for my feathered and leafy friends. I will have my 5.2 healing guide updates (along with any important updates for the leveling guide) ready to go on patch day.
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. 🙂
Happy New Year everyone! The 2o12 year was very exciting, with the release of the Mists of Pandaria expansion! The start of the new year will soon bring us a new PTR patch with new content and fixes.
Lets take a look at what is currently on the table for druids in 5.2:
- Cyclone was nerfed, especially for feral cat PVP. Only feral has the increased cooldown time, but I believe that the new diminishing returns affects everyone. In addition, typhoon given an increased cooldown for all specs. Faerie Swarm’s snare effect was limited to one target at a time. However, mass entanglement had the cooldown lowered significantly.
- A change to displacer beast, which was previously the least useful talent on that movement tier. the new talent is a teleport with a movement speed buff after teleporting. They removed the stealth mechanic from the talent, which wasn’t designed to actually work right in the first place. Overall, it’s a minor buff to the talent, but still won’t be my favorite for PvE.
- Buffed Cenarion Ward on the healing tier. There has been some math floating around that suggests the healing could be powerful for resto druids, but only if it doesn’t result in primarily over-healing. The mana cost (and the fact that it’s another HOT rather than a direct heal) means that we’ll have to wait and see how it plays out long-term compared to the other available burst heals on that tier for each of the specs.
- Several scaling buffs to bear guardian druids (tooth and claw, frenzied regen, and the guardian mastery all buffed).
- Buffs to the Force of Nature and Soul of the Forrest talents to help potentially make them more popular. We will need to see how these play out in PTR testing relative to the much more popular Incarnation talent on that tier.
- Nature’s Vigil had both the cooldown and effect decreased. This will make the burst effect smaller (a 10% damage bonus instead of 20% for the duration), and since it can now be cast twice as often, that will mean that it is no longer in synch with the Incarnation burst talent, which was being macro’d together by moonkin.
- Rejuvenation was buffed for restoration druids by having a lower mana cost. This will mean that you can use more rejuvenations before you run OOM.
Different day, same problem:
Healing Mushrooms still has not been addressed in the current set of 5.2 patch notes. We’ve been discussing shrooms since Beta and it would be really nice if the spell was actually worth putting on resto druids’ bars. Right now, however, healing shrooms are really a trap and need to be fixed so that they are a tool that makes sense in our toolset. It has been on the radar of the developers, but we still haven’t heard any real news. We really need to see some sort of fix for healing shrooms in 5.2. We’ve now had plenty of time for shrooms to show their design flaws on the live servers.