WotLK Restoration PVE RAID Druid Guide
WotLK Restoration PVE RAID Druid Guide
WotLK Restoration Druid Guide
Hello and welcome to the Restoration Druid Class guide. In this guide I will cover all of the information you
need to know about healing as a druid. This information is compiled
for patch 3.5.5, and as such some or all of it may become obsolete.
In this guide I will discuss the spells you will use while healing as a
druid, how to properly spec and glyph your character, as well as
enchants, gems, and item enhancements that will make your job just a
little bit easier.
Within the restoration tree you can opt to choose talents that will
make you an exceptional raid healer, or a capable tank healer with raid
support. Let’s take a look at the spells we will most commonly use as
restoration druids:
Nourish
Rejuvenation
Wild Growth
Regrowth
Swiftmend
Lifebloom
Spells not as commonly used by most resto druids include:
Remove Curse
Abolish Poison
Healing Touch
Tranquility
Although these spells are not as commonly used, it will still be
beneficial for you to know what they do and have them readily available
at a moment’s notice, should the need arise. In fact, there are a few
encounters as to which some of these abilities are vital to the success
or failure of your raid.
Here are a few other things to remember:
Each spell will scale with the amount of spell power you have. You
can also increase the effect of some spells by adding talent points into
specific places within the restoration tree or the balance tree. This
brings me to the next part of the guide: spec. There are many talents
available to the restoration druid, some are very important to you being
a successful healer, while others are interchangeable depending on your
role and the specific encounter for which you will be healing.
***SPEC***
Required Balance Talents:
Starting in the balance tree, you will want to take Genesis,
which increases the amount of healing done by your heal over time spells
by 5%. The next talent you will want to take in the balance tree is Moonglow.
Moonglow is useful because it Reduces the mana cost of your Moonfire,
Starfire, Starfall, Wrath, Healing Touch, Nourish, Regrowth and
Rejuvenation spells by 9%. The next talent is Nature’s Majesty.
Nature’s Majesty increases the critical strike chance of your Wrath,
Starfire, Starfall, Nourish and Healing Touch spells by 4%. This
becomes an important talent because of Natures Grace, which brings me to
the next talent you should take as a raiding restoration druid. Nature’s Grace
is a talent that proc’s off of spell critical strikes. Nature’s Grace
has a 100% chance to grace you with a blessing of nature, increasing
your spell casting speed by 20% for 3 sec when a spell critical strike
occurs. Moving over to Nature’s Splendor, this talent increases
the duration of your Moonfire and Rejuvenation spells by 3 sec, your
Regrowth spell by 6 sec, and your Insect Swarm and Lifebloom spells by 2
sec. This talent gives healing druids the ability to focus on other
damage sources while not having to worry about heal over time spells
falling off of a tank, or the ability to keep your heal over time spells
active on more raid members without having to refresh them as often.
Optional Balance Talents:
Brambles: This talent should ONLY be taken if you are lacking a
great deal of haste, and only 1 point should be spent in it to unlock
the next tier of talents in the balance tree. Brambles, at rank 1
enables damage from your Thorns and Entangling Roots to be increased by
25% and damage done by your Treants is increased by 5%. In addition,
damage from your Treants and attacks done to you while you have Barkskin
active have a 5% chance to daze the target for 3 sec. Brambles is only
taken to unlock Celestial Focus, which at 3 of 3 points reduces
the pushback suffered from damaging attacks while casting Starfire,
Hibernate and Hurricane by 70% and increases your total spell haste by
3%. As I said earlier, you should only take celestial focus if you are
lacking haste, which I will discuss the importance of later in the
guide.
Required Restoration Talents:
Any raiding druid will have the talent Improved Mark of the Wild,
which increases the effects of your Mark of the Wild and Gift of the
Wild spells by 40%, and increases all of your total attributes by 2%.
It is important for each druid to take this because of the 2% increase
in attributes.
The next talent is Nature’s Focus. This is an important talent
to take for both raiding and solo questing and/or Player versus Player.
Nature’s Focus reduces the pushback suffered from damaging attacks
while casting Healing Touch, Wrath, Entangling Roots, Cyclone, Nourish,
Regrowth and Tranquility by 70%.
Natural Shapeshifter, which reduces the mana cost of shapeshifting by 30%, is taken largely due to the talent that it unlocks below it is Master Shapeshifter.
Master Shapeshifter grants an effect which lasts while the Druid is
within the respective shapeshift form. For restoration druids this
would be Tree of Life form. The benefit received from Master
Shapeshifter as a restoration druid while in Tree of Life Form is that
your healing done is increased by 4% when you spend two points in this
talent.
In the same tier as Master Shapeshifter is Omen of Clarity.
This talent has the chance to allow a “free” spell. That is, each of
the Druid's damage, healing spells and auto attacks has a chance of
causing the caster to enter a Clearcasting state. The Clearcasting
state reduces the Mana, Rage or Energy cost of your next damage, healing
spell or offensive ability by 100%. On the left of the 3rd tier of
restoration talents is Intensity. Three points in intensity will
allow 50% of the druids’ mana regeneration to continue while casting
(While inside the five second rule.)
As I stated earlier, there are talents that increase the effectiveness
of your healing spells, and this is where those talents are located in
the restoration tree. Improved Rejuvenation, with 3 points spent in this talent, you will increases the effect of your Rejuvenation spell by 15%. Natures Swiftness is
the next talent that you should take. Nature’s Swiftness provides; when
activated, your next nature spell with a base casting time less than 10
seconds becomes an instant cast spell. This is a very powerful spell
when combined with a spell with a long cast time, such as healing touch.
In the same tier as Nature’s Swiftness is Gift of Nature. What this talent does is, at 5 points spent, increases the effect of your healing spells by 10%. Nature’s Bounty,
in tier 6 of the restoration tree increases the critical effect chance
of your Regrowth and Nourish spells by 25%. This is to make up for the
lack of critical strike rating on a lot of leather gear available, as
druids are not as reliant on critical strike rating from gear as
Paladins or Priests have become.
Living Spirit, the first talent in tier 7 increases the druids’
spirit by 15% at 3 points. Druids gain spell power and out of combat
health and mana regeneration from spirit, so this is a very valuable
talent to pick up.
The next talent in tier 7 is Swiftmend. This spell is a very powerful spell with a 15 second cooldown. Swiftmend
consumes a Rejuvenation or Regrowth effect on a friendly target to
instantly heal them an amount equal to 12 seconds of Rejuvenation or 18
seconds of Regrowth. Getting closer toward the bottom of the
restoration tree, Empowered Rejuvenation will increase the bonus
from your heal over time spells by an additional 20%. Since druids
mainly rely on their heal over time spells, this is a very important
talent to take for simply that fact, but it also unlocks Tree of Life
form, the shapeshift form that you will be healing in almost all of the
time during a raid. Tree of Life reduces the mana cost of your healing
over time spells by 20% and grants the ability to shapeshift into the
Tree of Life. While in tree form you increase healing received by 6% for
all party and raid members within 45 yards, but you are only able to
cast restoration spells in addition to Innervate, Barkskin, Nature's
Grasp and Thorns. Adding one point in to Tree of Life unlocks Improved Tree of Life,
which increases your armor contribution from items while in Tree of
Life Form by 200%, and more importantly increases your healing spell
power by 15% of your spirit while in Tree of Life Form.
The next talent you should take is Gift of the Earthmother.
This talent reduces the base global cooldown of your Rejuvenation,
Lifebloom, and Wild Growth spells by 20% at 5 points. Since these
instant cast spells have a 1.5 second global cooldown, the extra 20%
haste on these spells is an amazing talent to pick up.
The last “required” talent for the raiding restoration druid is Wild Growth.
This is the druids very powerful area of effect heal over time. This
spell heals up to 5 friendly party or raid members within 15 yards of
the target. The amount healed is applied quickly at first, and slows
down as the Wild Growth reaches its full duration. As I said earlier,
it is important to remember that each healing spell will scale with the
amount of spell power that you have. You may notice that you will not
be able to acquire the last few tiers of restoration talents with only
the talents I have discussed so far. The next part of the guide will
cover some of the filler talents that you will need to decide between
for your play style.
Optional Restoration Talents:
Subtlety reduces the threat caused by your restoration spells
by 10, 20, or 30%, and reduces the chance for our heal and damaging over
time spells to be dispelled by a percentage based on the rank of the
talent you take. The second part of the talent is not nearly as useful
for Player versus Environment encounters as the threat reduction, but
will come in handy for other tasks outside of raiding. I recommend
spending two talent points here, largely because this talent is better
than naturalist and by using the required talents alone, you do not have
enough points spent to continue down the tree.
Naturalist reduces that cast time of healing touch by .1
seconds for each point you spend in this talent. It also increases
physical damage dealt by the druid in all forms. I do not recommend
taking this talent, as healing touch is hardly ever used unless it is
glyphed.
Tranquil Spirit reduces the mana cost of Healing Touch,
Nourish, and Tranquility by 2% per point that you spend in taking this
talent. I recommend putting one point into this talent.
The Empowered Touch talent increases the amount healed by
healing touch and nourish by 20% and 10%, respectively. Since neither of
these spells are used as often as our heal over times, I do not
recommend putting any points into this talent.
Natural Perfection is a talent that increases your critical
strike chance with all spells by 1% per point in the talent, and upon
receiving a damaging critical strike; you gain a buff that reduces
damage taken by 2% for 12 seconds (Which goes up by 2% for each point in
the talent as well.) The buff will stack up to 3 times. I recommend
putting one point into this talent.
Living Seed will place a seed on a friendly target of yours
that has received a spell critical strike. On the next attack, the seed
will bloom and heal them for 30% of the initial amount healed. I
recommend putting all three points into this talent.
Revitalize is similar to replenishment, but doesn’t have near
the up time that replenishment does. Revitalize gives your Rejuvenation
and Wild Growth spells a 15% chance to restore 8 Energy, 4 Rage, 1%
Mana or 16 Runic Power per tick. This may not sound like a lot, but
over the course of a fight these small restorations of power can be very
helpful in sustaining threat, damage, or healing. I recommend putting
all three points into this talent as well.
That should cover any questions you may have about talents, I’m going
to move on to gearing, gemming, and glyphs for the next part of the
guide
***Glyphs***
Major Glyphs that I recommend using are the:
Glyph of Wild Growth – The Glyph of Wild growth gives your Wild Growth spell the ability to hit one extra target, increasing the number to 6.
Glyph of Rejuvenation – This glyph increases the amount healed by Rejuvenation by 50% is the target of the spell is below 50% health.
Glyph of Swiftmend – This glyph will allow your Swiftmend spell to no longer consume a Rejuvenation or a Regrowth spell from your target.
Other options available for restoration druids are:
Glyph of Healing Touch - Decreases the cast time of Healing Touch by 1.5 sec, the mana cost by 25%, and the amount healed by 50%.
Glyph of Lifebloom - Increases the duration of Lifebloom by 1 sec.
Glyph of Nourish - Your Nourish heals an additional 6% for each of your heal over time effects present on the target.
These 3 glyphs are viable options to replace one of the 3 recommended
glyphs, but they will not as greatly increase your healing output. On
to minor glyphs! Minor glyphs are available in a wide array to druids.
The only extremely important one to have is the Glyph of Unburdened
Rebirth. This glyph allows your rebirth spell to no longer require a
reagent. Another valuable minor glyph to use is the Glyph of the Wild.
The Glyph of the Wild is great for buffing, as it reduces the mana cost
of Mark of the Wild and Gift of the Wild by 50%. This will not only
save mana and let you spend less time drinking to fill your mana back
up, but it is also beneficial to have when you need to buff someone who
has been the recipient of a combat resurrection. Other minor glyphs
that I recommend are either the Glyph of Thorns, which increases the
duration of your thorns spell by 50 minutes when cast on yourself; or
the Glyph of Aquatic Form, which increases your swim speed while in
aquatic form by an additional 50%.
***Gearing Your Druid for Healing***
This is how I rate stats in order of their benefit:
-Spell Power
-Intellect/Spirit
-Crit/Haste
Spell Power is the bread and butter stat for druids. This is
your most valuable healing output stat, and will always be on gear that
you should desire to have.
Intellect is a stat that is commonly and mistakenly frowned
upon for restoration druids. Intellect both increases your mana pool,
which in turn increases your regeneration from Replenishment, but also
increases your spell critical rating. When specced properly, Druids
gain spell power from spirit. Spirit also increases your out of
combat mana and health regeneration. These two stats can be very
tricky; you should never stack one at the expense of the other.
Haste and Critical Strike rating are both very powerful
stats, but stacking one over the other is generally not the best idea.
It is best to at least reach the “soft cap” for haste before you begin
looking for items with crit. The soft cap for haste is almost exactly
365. Having more of this stat is never a bad thing, but at the soft cap
your global cooldown is at one second. As I noted earlier, spell
critical strikes will activate Nature’s Grace, which increases spell
casting speed by 20%, and if you are lucky enough to have the four piece
tier 9 bonus, rejuvenation now has the ability to crit.
Gems
Gem slots can also be very tricky. I’ll go over some recommendations
for you to use in this part of the guide. I’m only going to cover epic
gems, as they are actually quite easy to acquire via heroic dungeon
emblem turn ins or honor from PvP.
For blue slots you should always consider using the 12 spell power and 10 spirit gems. This gem is called the Purified Dreadstone.
When you have red slot for a gem, 23 spell power is the gem you should use. This gem is known as the Runed Cardinal Ruby.
For yellow slots, you really have two options. The first is the Luminous Ametrine, which is 12 spell power and 10 intellect. The other option you have is the Reckless Ametrine, which is 12 spell power and 10 haste rating. I only recommend using the Reckless Ametrine if you are low on haste.
For your meta gem, there are several options. The one that I use is the Insightful Earthsiege Diamond, which gives 21 intellect and has a chance to restore mana upon spell cast. Other meta gems you can use are the Ember Skyflare Diamond that gives 25 spell power and 2% intellect, and the Tireless Skyflare Diamond, which grants you 25 spell power and a slight increase to your run speed.
***Item Enhancements/Enchants***
For this section of the guide, I’m going to cover what you should and shouldn’t enchant your gear with.
Starting off with your helm, you should acquire the Arcanum of Blissful Mending,
which adds 30 spell power and 10 mana per 5 seconds to the item. This
item is available at revered from The Wyrmrest Accord. Alternatively,
you can choose to use the Arcanum of Burning Mysteries, which
gives 30 spell power and 20 critical strike rating to the helm slot.
This is available from the Kirin Tor in Dalaran when you become revered
with the faction.
Moving on to the shoulder slot, you should use items available from the Sons of Hodir faction. I choose to use the Greater Inscription of the Storm that adds 24 spell power and 15 critical strike rating. You may also choose to use the Greater Inscription of the Crag,
which adds 24 spell power and 8 mana per 5 seconds. Both of these
items are available once you are exalted with the Sons of Hodir.
You have two options for your cloak as well. Enchant Cloak – Greater Speed, and Enchant Cloak – Wisdom
are both very viable options. I personally choose to go with Greater
Speed because I find the 23 haste as being more beneficial than the 10
spirit and 2% threat reduction given by Wisdom.
On your chest, the best and only enchant that you should use is Enchant Chest – Powerful Stats. This gives you 10 points to all of your stats.
For your leg enchant, you should use the Brilliant Spellthread. Brilliant Spellthread adds 50 spell power and 20 spirit to your pants. This is more beneficial than the Sapphire Spellthread
due to the fact that we will find stamina on all of our gear, and the
benefits from the spirit available on the Brilliant Spellthread.
For your boots, there are several options as to how you may enchant them. The enchant that I choose to use is Tuskarr’s Vitality, which adds 15 stamina and a minor increase to your run speed. Other enchants you may want to use are Enchant Boots – Greater Spirit, giving 18 spirit, or Enchant Boots – Greater Vitality, that adds seven mana and health per 5 seconds to this slot.
For all other items, you should enchant them with the highest available spellpower enchant.
That wraps up the guide for the Restoration Druid. If you have any
questions or comments feel free to add them as a reply to this post!
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