Tips and tricks continued- Where should you stand? Unless you’re deliberately trying to outrange some enemy ability, I recommend the following:
- As a general rule, about 15-20 yards away from the tank – comfortably within the maximum range of Feral Charge, Intercept, and Intervene, and comfortably outside the minimum range of those abilities. This way you are never so far away or so close that the tank actually has to run to you, but also far enough away to give an alert tank a few seconds to notice that he's lost aggro (also far enough away that he can see that a mob has detached itself from the pack). You don’t want the tank to have to run to get to you, ever. He isn’t faster than the mob, and the mob has a head start.
- If your tank is a paladin whose reflexes you trust and the mobs aren't quite instant death on legs, consider standing just outside the edge of Consecration. This way you’re out of melee range of the mobs being tanked, but any mobs that come for you will always be receiving threat from Consecration as well, minimizing the effort needed for the tank to regain aggro even if his taunt is on its cooldown. That way you might just save yourself even if your paladin is a little slow on the draw popping Righteous Defense.
- Remember that although your tank is your best defender, all the rest of your group is responsible for keeping you alive as well. If you have somebody else who can keep you alive, use them! Stand on the mage so he can use Frost Nova to keep you alive. If the hunter isn't CCing, ask him to put down a Freezing Trap for you to hide behind. Remember: you need to know what every member of your group can do.
- In all cases, obviously, the tank should be between you and the mobs, as well as any potential mobs that might add. This might mean standing somewhere other than where you just came from, but it would be foolish to place yourself so that you are closest to any potential adds or patrols.
- Do keep Faerie Fire up on targets that are being DPS’d. It’s an appreciable damage boost, but more importantly it’s a TPS boost, and thus makes you safer.
- Don’t use Moonfire on targets that are being DPS’d unless you have an extremely good reason. Your DPS is much more likely to pull aggro than it is to make much of a difference in the fight.
- In theory of course everybody is looking for adds, but because you aren’t actually engaged in combat you are uniquely well suited to keep a lookout (this is another one of those “great vs. good” healer skills). If you see adds, say something! You very well might have been the first one.
- When do you use Rebirth? Two circumstances:
- When it will actually save a wipe. In a raid situation you might want to ask your raid leader to authorize use of a battle rez. Ultimately, however, it is your responsibility to keep track of the fight well enough (and know everybody’s abilities well enough) to know when Rebirth will make a difference and when it will just add more to your target's repair bill.
- If there is another rezzer in the group (one with an out-of-combat rez) who is already dead, and the pull is looking like it’s going to be a wipe, you can cast Rebirth on the other rezzer and tell them not to accept until after the group has wiped. Then the other rezzer can accept the resurrection – presto, instant wipe recovery. Just like having a soulstone.
- Is your group taking the minimum damage and you're still pulling heal aggro? This often happens to healers just as their tanks enter heroics, where mobs suddenly hit a lot harder than tanks are really prepared for. If you've done all you can to reduce your heal aggro and you're still getting pasted, consider splitting the healing load with another healer for those problem pulls. The total amount of threat produced by the fight may be fixed, but it doesn't necessarily have to all be your threat.
Healing Talents
The actual resto tree is fairly lean, leaving room for lots of optional talents. This means there is a wide variety of possible resto builds available. For full raid healing it’s entirely permissible to spec into every single healing talent in the tree:
Talent Calculator - World of Warcraft
In fact, though, you can have all the critical healing talents by level 50:
Talent Calculator - World of Warcraft
Full Dreamstate builds require more talent points, but as discussed above they have a lot of variety in them as well. Two possibilities:
Talent Calculator - World of Warcraft
Talent Calculator - World of Warcraft
A discussion of the key healing talents follows:- 5/5 Improved Mark of the Wild – This is not a great talent, but Furor is of little use to a resto druid. Improved Mark of the Wild provides only +5 to all stats at level 70 compared to the unimproved version of the spell, but your group would rather have those +5 stats than not.
- 3/3 Intensity – A must-have for all healing druids. Even if your mana regeneration strategy focuses on mp5, you’re going to end up with a fair amount of spirit. This talent makes that spirit work for you even while casting.
- 5/5 Subtlety – Another must-have for healers. Remember that you have no way to lose threat, and no personal control over how much HPS you put out during a fight. Your only way to control your threat is through this talent.
- 3/3 Improved Rejuvenation – This talent stacks additively with Gift of Nature, but it’s still a large improvement to our secondary spell. Most non-trivial fights will require at least a Lifebloom stack and Rejuvenation, so you’ll get a lot of use out of this talent.
- 1/1 Nature’s Swiftness – One of our major ways to address spike damage. Necessary for serious healing builds.
- 5/5 Gift of Nature - +10% to all healing done is a no-brainer. Stacks additively with Improved Rejuvenation, so a fully talented Rejuvenation has a 1.25 multiplier, not 1.265.
- 5/5 Improved Regrowth – healing spells crit for only +50% effect, and Regrowth can only crit on its initial burst, so this might seem like a poor talent at first glance. The +50% crit chance, however, has a surprisingly large effect on the mana efficiency of Regrowth, which is especially important since Regrowth is only used on the hardest-hitting fights, where mana efficiency is most crucial. Necessary for HoT-based builds.
- 1/1 Swiftmend – Our other major spike damage patch. Necessary for HoT-based builds.
- 5/5 Empowered Rejuvenation – If you’re this far into the restoration tree, you’re building a HoT-based build. Despite its name, this talent applies to Lifebloom, Rejuvenation, and Regrowth. It would be silly not to take this if you have the option.
- 1/1 Tree of Life – This form can be a little confusing to new druids. Note that “healing over time spells” means any spell with a HoT component – i.e., you can cast all your heals except for Healing Touch. If you’re using Tree of Life at all, it’s because you’re confident that your gear can sustain a HoT-based healing rotation, so the loss of HT is not a big deal. Coupled with the natural mana efficiency of a HoT-based rotation, Tree of Life form can produce some incredible efficiency numbers.
And honorable mention:- 3/3 Living Spirit – You might think this is a critical complement to Tree of Life, with its spirit-based +healing aura. It is a good complement to the tree aura, and if you’re taking tree form you should probably take this talent too. I don’t list it as critical because the tree aura requires 4 spirit to add 1 healing to targets affected by the aura, and this only increases spirit by 15%. In other words, it adds an extra 0.0375 healing per spirit to your tree aura (and 0.025 mp5 per spirit while casting, with Intensity). So even if you had 1000 spirit (which nobody does), this talent would only add 37.5 healing to your tree aura. Now, that’s better than adding 0 healing, and you probably have nowhere better to spend your talent points at this point. But you can hardly call that critical.
Healing Gear
First off, let’s discuss the cloth vs. leather issue. I know what you’re thinking: “I’m a druid, I should wear leather.” The thing to remember about leather is that it’s just another stat. You’re a healer. You aren’t supposed to get hit. If you are getting hit then something is terribly wrong. It would be foolish to wear leather that’s inferior for your job and instead gear yourself planning for things to go terribly wrong.
Now, that’s not to say that leather is bad. If two pieces of healer gear are equally good for you and one is leather, obviously you should take the leather over the cloth. But don’t make your healing capacity suffer because you refuse to wear cloth. Your job is to heal, not to get hit. True, you don’t have the same kind of control over your TPS that a DPSer does. But the truth is that there are few instances where wearing leather over cloth will save the day for you. Your first line of defense is your group. Your second line of defense is your CC. Armor is only your third line of defense. A good way to think of it is this: priests have to wear cloth. You get to.
Now that that’s out of the way, how should a druid prioritize different stats?
The theoretical answer is to prioritize +heals until you can meet the HPS requirements of your point in the game, and then prefer mana regeneration stats. Now that’s not necessarily very helpful, since oftentimes the HPS requirements of a fight are beyond the capabilities of any one person, and you’re expected to heal as part of a team. Still, the point is worth making, because there is such a thing as as too little HPS, particularly when healing normal 5-mans and heroics. If you can’t transfer your HP fast enough to keep the tank alive, it really doesn’t matter how much mana you have. And to a certain extent +heals double as extra mana, since more powerful heals make your mana go farther than it otherwise would. So for solo healing I would recommend as a general priority:- +heals
- Mana regen*
- Intellect
- Spell crit
- Armor (i.e., leather vs. cloth)
When it comes to raiding, where healers work as a team on a fairly regular basis, opinions differ as to whether +heals or mana regeneration is more important. Personally I am of the opinion that even raiding druids should prioritize +healing, since our best spells are so cheap to cast anyway, and when working as part of a team a raiding druid’s spell rotation tends to be restricted to Lifebloom and Rejuvenation. So my personal recommendation for raid stat priorities would be the same as for solo healing:- +heals
- Mana regen*
- Intellect
- Spell crit
- Armor (i.e., leather vs. cloth)
* Mana Regeneration: mp5 vs. spirit
Tree druids often wonder about whether they should get their mana regeneration from mp5 or from spirit. I don’t think there’s a single mathematically correct answer to that question for all situations, but the following observations may be helpful. First, some facts about itemization costs:- +1 heal costs 0.455 itemization points
- 1mp5 costs 2.500 itemization points
- 1 spirit costs 1.000 itemization points
- 1 intellect (=15 mana) costs 1.000 itemization points
And now let's expand that a little bit:- 2.5 spirit costs the same as 1mp5
- 1mp5 is worth 20 mana from Innervate
- 2.5 spirit is worth 27.8 mana from Innervate
- 1 spirit is worth 0.16mp5 for a druid with 3/3 Intensity
- 1 spirit is worth +0.25 heals per healer for a tree without 3/3 Living Spirit
- 1 spirit is worth +0.29 heals per healer for a tree with 3/3 Living Spirit
There are two ways in which spirit is better than mp5: it provides more mana from Innervate, and for tree form druids only, it provides +heals. It’s important to remember that the +heals provided by spirit are applied to each source of healing. In other words, the more healers you have, the better your aura.
So, is spirit a replacement for mp5 for trees? The question can be phrased a different way: given all the “extras” a tree gets from spirit, if we translate 2.5 spirit to its usable components and look at the itemization point values of those components, do we end up with more itemization points than 1mp5? Strictly in terms of itemization costs, assuming you get to use your Innervate on yourself and you actually use it during the fight, and assuming you have 3/3 Intensity, spirit is the better “buy” for a tree even without 3/3 Living Spirit. It works out like this:
Code:
0.25 heals is 0.11375 itemization points
0.16mp5 is 0.400 itemization points
7.8 mana (the extra mana spirit gets you over mp5 from Innervate) is 0.52 itemization points
(0.11375 + 0.400 + 0.52) x 2.5 = 2.584375 itemization points, compared to 2.500 itemization points from 1mp5
You should take that with a grain of salt, since there is such a thing as a minimum mp5 requirement just as there is such a thing as a minimum HPS requirement for any given fight. But so long as you don’t ignore mp5 completely, and as long as you get to keep your Innervate, trees can probably feel safe preferring spirit to mp5. If you don’t get to keep your Innervate, even with all the extras a tree gets from spirit, you should probably weight your mana regeneration in favor of mp5.
* Mana Regeneration: mp5 vs. intellect
What about Dreamstate healers? A Dreamstate healer gets + 0.25 heals per intellect, and 0.10mp5 per intellect (which is itself worth another 2 mana per Innervate). Should a Dreamstate healer prefer intellect to mp5 for mana regeneration? We can look at the question the same way we did for spirit, but comparing intellect this time. Remember that 2.5 intellect costs the same as 1mp5.
Once again, from an itemization cost standpoint only, the answer seems to be yes. The itemization point calculation works out like this:
Code:
0.25 heals is 0.11375 itemization points
0.10mp5 is 0.250 itemization points
17 mana is 1.133 itemization points
(1.133 + 0.250 + 0.11375) x 2.5 = 3.7425 itemization points, compared to 2.500 itemization points from 1mp5
Again, take this with a grain of salt. What the above calculation shows is that the “extras” a Dreamstate healer gets from intellect make 2.5 intellect worth more itemization points than 1mp5. That’s actually pretty obvious, since 2.5 intellect is worth the same itemization points as 1mp5 without any extras. Most of the itemization points in the above calculation are from the raw mana provided by intellect, which as we know diminishes in value compared to mp5 in any fight over 75 seconds long. Thus, for short fights, intellect is clearly better for a Dreamstate healer than mp5. But we already knew that; intellect is better than mp5 for all healers in short fights.
A more useful comparison might be to compare the value of the extras from intellect alone. In that case the itemization point calculation works out like this:
Code:
0.25 heals is 0.11375 itemization points
0.10mp5 is 0.250 itemization points
2 mana is 0.133 itemization points
(0.11375 + 0.250 + 0.133) x 2.5 = 1.241875 itemization points, compared to 2.500 itemization points from 1mp5
What this suggests is that for long fights where you get to keep your Innervate, a Dreamstate healer can treat 5 intellect as roughly the same value as 1mp5.