精華區beta WOW 關於我們 聯絡資訊
原文是由Earen撰寫並發表於Elitejerk這個網站上的Druid Fourm. 原文連結 http://elitistjerks.com/f73/t130799-resto_mists_pandaria_5_0_x_release/ 歡迎各位到EJ的論壇參與討論,但回文之前請先確認你已了解本文中的基本知識。 天賦、雕紋和種族 ˙天賦 新天賦基本上是以「沒有最佳唯一選擇」的概念去做,這讓你有了選擇的空間。 你應該要去體驗,並找出哪個天賦是適合你的遊戲風格並能用在不同戰鬥狀況。 試著去改天賦吧,你可能會發現某些天賦在不同場合會特別有優勢。道具現在很 容易取得,不要省那點小錢,別再用一成不變的組合去對付不同的敵人了。 表格說明: 推薦-這個天賦對大多數的恢復德都很有用,不過在某些副本你或許應該試著 去用其他的天賦。 選用:這個天賦在某些戰鬥中會很好用。 跳過:這個天賦在PVE 中能派上用場的機會很少,但也不要忽略它可能會在某 個意料之外的場合大出鋒頭。 LV 天賦 評價 說明 15 豹之迅捷 推薦 常駐的跑速加成在大多數場合都有用,值得選。 15 獸性位移 跳過 身為恢復德,應該很難有機會在PVE 中遇到使用此天賦 的狀況。 15 狂野衝鋒 選用 不差,雖然不像豹之迅捷是常駐。不過在可能需要快速 、瞬間移動的戰鬥中將會派上用場。 30 自然迅捷 推薦 冷卻僅有一分鐘,自然迅捷提供了一個快速又強效的治 療,這正是德魯伊最缺乏的能力。 30 復原 跳過 同層三個天賦中,PVE 的最差選擇。其治療量並非微不 足道,而是身為恢復德你有其他更強的法術可以自補。 30 塞納里奧結界 選用 弱點在於它是「週期性治療」,這代表你不能直接治療 ,而且有很大的機會溢補或者完全浪費。但也不能否認 ,某些情況下這會是個不差的選擇。 45 精靈群襲 選用 可堆疊破甲並緩速15秒。 45 群體糾纏 選用 可以纏住總共五個敵人。 45 颱風 選用 擊退並讓敵人眩暈六秒。更適合用來讓主坦到處追著怪 跑並且害近戰找不到背而打亂循環。 60 森林之魂 推薦 迅癒後50% 加速,和野性痊癒組合起來就是個強力的連 續技,適用場合如:大量AE需加重群體治療、預計坦克 承受嚴重傷害時刷新生命之花或回春。 60 化身 推薦 除了有增加治療的效果外,也有非常棒的回魔機能,因 為可以靠著大量低消耗的生命之花來觸發清晰預兆。 60 自然之力 選用 本層最弱的:一部分是因為樹人提供的治療量很可悲, 再加上樹人的笨AI... 75 掠魂咆哮 選用 就是三個控場技能,選你順眼的吧。 厄索的氣旋 猛力重擊 90 野性之心 推薦 雖然強化其他能力這點是否有用仍值得商榷。但6%的智 力可是威力十足。 90 塞納留斯之夢 選用 很沒吸引力,放憤怒後強化下個治療法術(不含寧靜) 。因為你花時間放憤怒只換來不太高的治療強化,而且 還對寧靜無效,這個天賦在 PVE中肯定不受歡迎。 90 自然警戒 推薦 主要是看上強化治療的效果,可以在需要增加治療強度 的時候開招。至於附加傷害的效果就當做是小贈品吧, 雖然不一定會派上用場。不過團隊副本中能多壓榨出一 些火力也不錯。 本篇推薦的起手天賦請看以下連結 http://www.wowhead.com/talent#dzdm| 有幾個地方你可以稍作考慮 森林之魂:如果你發現你的治療手法和森林之魂還蠻契合的,可以考慮用來取 代化身。 野性之心:如果你喜歡常駐型的智力加成而非需要主動使用的技能,不妨用野 性之心代替自然警戒。 天賦細節 幾件大家可能有興趣的事情: 清晰預兆:節能施法效果只會由生命之花觸發(瑪法理奧的贈禮現在是恢復德 基礎能力)。治療法術中,節能施法效果只會被癒合和治療之觸消耗。節 能施法持續15秒。 百花綻放:現在和迅癒結合,在戰鬥記錄中會顯示為迅癒。因為效果是取決於 迅癒的治療量,所以百花會被某些增益雙重影響,例如生命之樹和共生。 因為迅癒會爆擊,所以百花本身和後續每跳都會爆擊。 野性痊癒:基礎治療量每跳遞減,但法能提供的額外治療量會均分到每跳。 野性印記:只提供力量、敏捷和智力。 野性之心:是以總智力而非基礎智力來計算。 雕紋 極效:用[生命之花雕紋]、[野性痊癒雕紋]、[癒合雕紋]。若你不想損失癒合的 週期性治療,可以把[癒合雕紋]換成[回春雕紋]。另外因為現在被復生的 目標會恢復60%最大生命,所以[復生雕紋]改為選用。 [奔竄咆哮雕紋]在某些特定戰鬥效果很棒,也可考慮。 初階雕紋:現在基本上就是改變視覺效果或者有趣的東西。隨你意思去選吧。若 想找點新的樂子,在此推薦[雄鹿][虎鯨][媚惑林地生物]。還是你已 對施法者型態感到厭煩了?那麼就裝上[樹人雕紋]找回你的根吧! 另外你可能也會覺得[優雅]還蠻好用的。 種族 部落:食人妖最好,因為有狂暴,牛頭並沒有治療優勢。 聯盟: 狼人最好,因為有1%爆,(+40%跑速的暗月疾奔也很不錯)。夜精沒有治療 優勢。 不過以上的差別都有限。 裝備 後面會補上「進入團隊前裝備列表」 皮甲專精 恢復德被動能力,指定部位全部穿皮甲的話有5%智力加成,非常好拿且威力強大 ,千萬不要使用任何非皮甲裝備,絕對是得不償失。 屬性 略微照重要性排列 智力:每點提供1法能和0.0185%爆擊。 某些能力會影響屬性,因而提高了你從裝備獲得的智力。主要的三個是:皮 甲專精(5%)、野性之心(6%)、野性印記。(5%)。 因此,有皮甲專精和野性印記的話每點智力會提高到1.1025(有野性之心是 1.13)。 法能:主要來自智力,沒有天賦、爆擊加成,不影響法力獲取。基本上是智力的弱 化,通常只出現在武器和飾品上,不過還是很重要。 精神:因為智力不再增加法力上限,也不影響法力恢復(跟啟動)。精神變成主要 的回魔屬性。 1點精神大約等於1.12 MP5(戰鬥中0.56 MP5)。加上冥想的效 果,「每100點精神相當於戰鬥中55.68 MP5」。 精通:482 精通等級使共生加成提高1%。影響所有治療(屬於額外加成,效果比帳 面上略差)。到達加速斷點後,精通是強化治療能力的最佳副屬性。 加速:425 加速等級等於1%法術加速,,可降低施法時間和公共冷卻,最低可降到 1 秒(對回春無影響,因為恢復專精讓回春的公共冷卻自動變成1 秒)。加 速也會讓週期治療效果跳的更快,甚至多出一跳(請看下面圖表)。過了特 定加速端點的話,加速就變成了較弱的副屬性,因為多出的部份完全不影響 回春,還會加快法力消耗。 爆擊:600爆擊等級=1%爆擊,所有治療效果都會爆擊。但因為爆擊吃掉的物品分數 比較高,所以治療輸出上爆擊略弱於精通。 加速端點: 如同前面所說,加速的價值在於特定數值可讓週期治療多一跳。底下列出幾 個重要的加速端點。 5%加速可由平衡德、暗牧和元素薩提供。 法術 跳 總跳 百分比 5%團隊增益 無增益 生命之花 +1 16 3.36% 0 1428 野性痊癒 +1 8 7.12% 860 3028 生命之花 +2 17 9.95% 2004 4229 回春 +1 5 12.51% 3039 5316 寧靜 +1 5 12.52% 3043 5320 生命之花 +3 18 16.62% 4703 7063 癒合 +1 4 16.65% 4717 7078 野性痊癒 +2 9 21.43% 6652 9109 生命之花 +4 19 23.38% 7440 9937 生命之花 +5 20 29.95% 10101 12731 野性痊癒 +3 10 35.78% 12458 15206 生命之花 +6 21 36.71% 12834 15600 寧靜 +2 6 37.50% 13157 15940 回春 +2 6 37.52 13163 15947 感謝Binkenstein提供所有的數值以及他製作的超棒的治療者加速端點表。 屬性權重和重鑄 智力是最重要的屬性,在到達你覺得不會乾掉的數值前,精神也差不多重要。過 去我們偏好選用智力而捨棄精神。在改版後你必須在治療輸出和回魔之間取得平 衡才行。 治療職的裝備會有智、耐,武器上還會有法能。再加上精通、加速、爆擊和精神 四種副屬性選二。 在你規劃裝備和重鑄時請遵循以下規則: ˙注意週期性治療的加速端點(請見上表)。 第一個端點是3039:回春多一跳。此外寧靜的第一個點是3043,只要多湊 4 點,可以試著挑戰看看。要注意的是,這只影響寧靜的後續週期治療,不影 響寧靜的直接治療部分。 就捨棄一些智力來到達加速端點吧(例如裝加速寶石或者換裝)。 時間和裝備允許的話,下個目標就瞄準野性痊癒多 2跳的6652加速。 此外,總是挑選等級較高的裝備(插槽加成能挑到高的最好)。目標定在同 時有精神和智力的項目上,直到你對自己的回魔覺得滿意為止。在這之後就 把目標轉移到副屬性上了。 過加速端點後,基本就是在治療量(精通、爆擊)和回魔(精神)間選擇。 因為不會讓週期性治療的跳數增加,加速超過端點後就變成最弱的屬性。因 為它不但不會強化回春術,還會增加魔耗速度。 在精通和爆擊之間,結論是精通的治療效益略佳。理論上來說,你可以盡量 堆高精通,在裝備等級高到某個程度後,精通才會輸給爆擊,不過大概要等 這個資料片末期或許才會發生。 爆擊在某些特定狀況下可能會比較好:特別是如果你經常連發直接治療並期 待產生高數值生命種子的時候(例如坦克需要大量治療)。 因為法力值和回魔機制更動,你應該找出適合自己治療手法的回魔數值,並 試著找出能提高治療輸出的設定。 結論:當你覺得不會乾了(精神夠高),就盡可能堆疊智力,並試著到達3039/ 3043加速(甚至是6652),之後盡量選精通。 套裝加成 T14 2 件:以起始的團隊裝來說非常有吸引力,因為它降低回春的法力消耗10%。 可以的話儘快入手。 T14 4 件:也是非常的棒,因為它降低迅癒冷卻使得森林之魂效果變得更好了。 飾品列表另發 備註:飾品列表中不包含爆擊飾品,入門飾品主要還是以回魔相關為主。唯一的 例外是恐酒飾品,這是個很容易入手的起始裝。 開飾品並取消錯誤警告音效的巨集 /script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE"); /console Sound_EnableSFX 0 /use [combat] 14 /console Sound_EnableSFX 1 /script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE"); (14 is the bottom trinket slot.) 消耗品、寶石、附魔和專業 消耗品 精鍊 煦日精鍊藥劑 1000智力 增加治療輸出 http://www.wowhead.com/item=76085 落葉精鍊藥劑 1000精神 增加回魔 http://www.wowhead.com/item=76086 食物 魔古燉魚 燉煮之道 http://www.wowhead.com/item=74650 特製清蒸螃蟹 清蒸之道 http://www.wowhead.com/item=74653 備註:這類最高等料理提供的屬性比盛宴多。 但烹飪滿的角色吃了有額外加成。 熊貓人盛宴、豪華熊貓人盛宴275。 http://www.wowhead.com/item=74919 http://www.wowhead.com/item=75016 各烹飪之道的盛宴和豪華盛宴250。 清蒸盛宴 http://www.wowhead.com/item=87238 豪華清蒸盛宴 http://www.wowhead.com/item=87240 藥水 凝神藥水 10秒內恢復45000法力,作用機制類似專注藥水。 http://www.wowhead.com/item=76092 大師法力藥水 瞬間恢復30000法力。 http://www.wowhead.com/item=76092 Master Mana Potion will provide 30,000 mana instantly. 寶石 變換寶石 甦活的原始鑽石 432精神/致命效果+3% http://www.wowhead.com/item=76888 適合初階裝備,提高回魔 餘燼的原始鑽石 216智力/2%最大法力 http://www.wowhead.com/item=76879 提高治療輸出並加大法力值,但2%法力值的效益不如甦活原始鑽石。 燃燒的原始鑽石 216智力/致命效果+3% http://www.wowhead.com/item=76092 等你確認回魔充足時,這將會是主要強化輸出的變換寶石。等你裝備變好 而且裝備數量選擇變多時再用。 寶石 明亮的原始紅寶石(紅) http://www.wowhead.com/item=76694 閃亮的大河之心(藍) http://www.wowhead.com/item=76638 純淨的帝國紫水晶(紫) http://www.wowhead.com/item=76686 魯莽的朱紅瑪瑙(橘) http://www.wowhead.com/item=76668 巧妙的朱紅瑪瑙(橘) http://www.wowhead.com/item=76672 附魔 不含專業加成你應該用: 頭 已經沒有了 肩 強效鶴翼銘文 http://www.wowhead.com/spell=126995 200智力/100爆 背 附魔披風 - 超強智力 http://www.wowhead.com/spell=104403 180智力 胸 附魔胸甲 - 光榮屬性 http://www.wowhead.com/spell=104395 80全屬性 附魔胸甲 - 強力精神 http://www.wowhead.com/spell=104393 200精神 腕 附魔護腕 - 超強智力 http://www.wowhead.com/spell=104389 170智力 手 附魔手套 - 超強加速 http://www.wowhead.com/spell=104416 170加速 附魔手套 - 超強精通 http://www.wowhead.com/spell=104420 170精通 腿 強效珍珠光澤法術絲線 http://www.wowhead.com/speel=125554 285智力/165精神 鞋 附魔靴子 - 熊貓人的腳步 http://www.wowhead.com/spell=104414 跑速/140精通 附魔靴子 - 強效加速 http://www.wowhead.com/spell=104407 武器 附魔武器 - 玉魂 http://www.wowhead.com/spell=104427 智力提高1650, 法力低於25%觸發 精神+750。 副手 附魔副手 - 極效智力http://www.wowhead.com/spell=104420 智力+165 專業 扣掉少數不尋常的,大部分的專業提供的加成都相同。 煉金:喝煦日精鍊的話混金術會多給你320智力並使時效加倍。 落葉 精神 製皮:護腕500智力取代原本的170智力,多了330智力。 鍛造:護腕和手套上各一洞,插上明亮的原始紅寶石後會多320智力。或者插上 兩個閃亮的大河之心,多出640精神。 附魔:戒指160智力*2,多320智力。 Enchanting: 160 Int to each ring gives 320 Intellect. 銘文:肩膀祕效鶴翼銘文520智力/100爆,比一般多320智力。 珠寶:兩個明亮的蛟龍之瞳多320智力或者換兩個閃亮的蛟龍之瞳多出320精神。 工程:神經突觸彈簧增加平均約320智力(1920智力,持續10秒,冷卻60秒)。 之前使用飾品的巨集只要將14改為10就可使用手套。 裁縫:光紋刺繡是2000智力持續15秒,施法20%機率觸發,冷卻60秒。平均約為 500智力,和原本的披風 180智力多了 320。 但闇紋刺繡是3000精神持續15秒,20%機率觸發,冷卻50秒。平均約增加 了 900精神,這是個非常強的回魔效果。 以下這些專業較弱。 草藥:生命之血的2880加速持續20秒,冷卻 2分,相當於480加速。 剝皮: 480爆擊。 挖礦:增加 480耐力,當然不會提高治療量。 [top]Casting Mechanics It's important to not waste time between casts. This is an easy way to lose quite a lot of healing over the course of a fight without realizing it. This section contains a bit of information that you should know about spell targeting, timing, haste, queueing, and the GCD. [top]Targeting By default, a heal targets your target, if it exists and is friendly. Otherwise, if you have Auto Self Cast activated (Interface->Game->Combat), it will target yourself. If not, you will get the dreaded "blue hand" asking you to choose your target. You can control targeting priority using macros. For example, if you want to heal your target's target if your target is hostile: #showtooltip /use [@target, help][@targettarget, help] Rejuvenation Most healers use mouseover macros of some variety (either with Clique (see below), or with keyboard binds, or both). The basic form of a mouseover macro is this: /use [@mouseover, help] Rejuvenation You can any combination of click-casting and keybinds to heal effectively, so long as you don't use the "blue hand." But if you've never used mouseover functionality of any kind (either click-casting or mouseover keybinds), I recommend you try it at least for a while. Though some good healers stick with the "old fashioned" target-and-cast setup, that requires two inputs instead of one for each heal. You should try both before deciding. [top]Timing First, recall that the client processes events when you release the key. Keep that in mind for learning your timing. There is now an interface option allowing you to change this behavior if you like. When you send a spell command to the server, if your character is unable to cast immediately (typically because it's still casting or GCD-locked from your last spell), the server will see if you become ready to cast within a certain short window. If you do, it will begin the cast immediately. You can set the length of this window with an interface option called "Custom Latency Tolerance." You want to set this value to a high enough amount that you can always press the next spell key comfortably before the current spell finishes, and never have a gap between casts. But you don't want to set it too high, because you can't change your mind after you queue a spell, so your reaction time is effectively slower if you "lock in" each spell a long time before it begins casting. Experiment and find something you're comfortable with. We spend a large portion of our time casting instants, so you want to get very comfortable with the rhythm of your GCD spark. If done perfectly, each GCD begins as the previous one ends, with no visible gap. [top]Our spells This section is a summary of basic principles--detailed discussion of various healing techniques and spell usage will be largely be the focus of the discussion thread. Rejuvenation: Though we have to manage our mana, and will not be able to sustain blanketing the raid, this spell is still central to our healing. It does very high amount of healing, is quite efficient, and it enables Swiftmend. Because it is a moderately expensive instant, it can burn your mana quickly if you start spamming it. But whenever you can cast a Rejuv that will not be mostly overheal, it is an excellent choice. In addition, you will often maintain Rejuvenation on a tank who's taking any significant amount of damage. In general, your "filler" healing is a mix of Nourish and Rejuv, based on your mana. It is also worth noting that your rejuvenation will now also instantly heal for the equivalent of one tick upon being cast. Wild Growth: This remains an excellent spell all-around. It will automatically target the 5/6 lowest-HP people within range (not necessarily including the target). Because the radius is now so high (30y), you can often just cast it on anybody and get a good result. Make sure to cast it anytime an AoE effect hits some people in the raid. In heavy damage situations you'll use Wild Growth on cooldown. Even though it is expensive, it does more than enough healing to be worth it. Wild Growth is unusual in that in can be targeted on a hostile unit and will still apply to the lowest-HP raid members in range of that unit. Additionally, you will want to consider that if you opt for Soul of the Forest you can “prep” your Wild Growth to be more powerful by using the haste bonus from Soul of the Forest to add a nice healing boost. To do this, simply cast a Swiftmend and make sure that Wild Growth is the next spell that you cast. This will be very useful during times when the raid is experiencing heavy damage and needs to be topped up quickly. Lifebloom: You want to keep this rolling on a tank at virtually all times. It is a strong, cheap HoT, has a very fast tick rate to help stabilize the tank. It is also helps to enable Omen of Clarity procs, so that you enter a clearcasting state. Try to get used to the timing of refreshing this on the last tick without breaking your casting rhythm, both with Lifebloom itself and with Nourish/HT/RG. With the increased duration of Lifebloom, you should always have an opportunity to refresh it in your healing rotation. Always have a Lifebloom stack on one person, even if there's no tank at the moment. Nourish: The Druid's cheap heal. Put simply, you cast this when you're not casting anything else. Gauge your mana consumption to know when you need to try to work in more Nourish, and when you can afford to fill time with extra Rejuvenations instead. The tank is always a good target for Nourishes in spare time because of the free Lifebloom refresh. Also, anytime you're using your Nourish to refresh Lifebloom (every 15 seconds), you will have 100% Harmony uptime. Healing Touch: Has the same cast time as Nourish, but is less efficient and much larger. A typical use is to top off a tank who needs a direct heal. It has less use in raid healing, because it's somewhat squeezed out by other heals (Nourish for a small heal, Rejuv for an efficient large heal, and Regrowth for a fast large heal). It is a good option on Clearcasts, however, whenever you don't need the fast heal from a Regrowth. Combined with Nature's Swiftness (now on a one minute coolodwn), it provides an emergency instant heal which is somewhat stronger than Swiftmend. You'll usually use it with Swiftmend when you need two consecutive instant heals on someone. Macro for this: /showtooltip Nature's Swiftness /stopcasting /use Nature's Swiftness /use [@mouseover] Healing Touch (You can replace the @mouseover with whatever target you like). Note that this will cast both spells at once if you're still, but you'll need to press the macro twice if you're moving. Regrowth: The Druid's fast, inefficient direct heal. When people in the raid need immediate healing to avoid death, use this (also use Swiftmend if it's available). Whenever a Clearcast procs, you can more liberally throw a Regrowth on anyone in the raid who isn't topped off. With the [Glyph of Regrowth], Regrowth becomes a very powerful, fast, direct heal. Regrowth has another important use during Incarnation: Tree of Life, discussed below. Swiftmend: A strong instant heal on a short cooldown. Swiftmend now has efflorescence baked into it as one of the base effects of the ability, so in addition to the instant heal, you will also provide AE healing to those around the target. Additionally, if you are spec’d into Soul of the Forest, your Swiftmend will provide a haste boost to the next spell cast, and is very complimentary when used in concert with Wild Growth. Swiftmend is one of our best spells. Always be vigilant for people at low HP on whom you might use this. It's great for helping stabilize a tank anytime you see them sit low for more than a GCD, or making sure any raid member is safe while your HoT's do their work. You can Swiftmend another Druid's HoT's, so you want your raid frames to show who's Swiftmendable. Using Swiftmend on cooldown also helps to ensure high Harmory uptime. Clearcasting: Not a spell, but deserves an entry. Clearcasting lasts 15 seconds and can only apply to the expensive spells Regrowth and Healing Touch, so it's difficult to waste. When Clearcasting procs, you simply have to make sure to cast either a Healing Touch or a Regrowth in the next few seconds. A Healing Touch should generally be your first thought--it is both longer cast and more healing than Regrowth, generally making more effective use of the Clearcast. The tank is a good target; and HT on him for a free heal and LB/Harmony refresh is never a bad option. If, however, people in the raid are in need of a quick heal, a Clearcast is a good chance to throw a Regrowth on them as well. It should also be noted that OoC now has a 4% chance to proc, up from 2% in prior expansions. Incarnation: Tree of Life: In addition to the 15% healing bonus, this has a few effects on our healing spells: Lifebloom: now castable on any number of targets. This is handy since Lifebloom does moderate healing and is very cheap. In a fight where you don't need Tree for other purposes, shifting to cast primarily Lifebloom for 30 seconds lets you use ToL as a very good mana cooldown. Regrowth: now instant cast. Not a throughput gain since Regrowth is a 1.5 cast anyway, but this allows use while moving and also gives you much quicker reactive healing. Because of all the Lifeblooms you use during Tree of Life, you get a lot of Clearcasting procs from Malfurion's Gift, and can turn each one into a free instant Regrowth. The Regrowths even refresh the Lifeblooms. If many people in the raid need healing quickly, shifting to cast instant Regrowths can help hit people who need the most healing immediately. Be careful though, as this can be expensive. Still use a good amount of Lifebloom when people aren't in danger of death. Wild Growth: now targets 2 extra people. Simply makes WG slightly better to use even than it ordinarily is. Also remember that in fights with short-term burn phases, you can shift to Tree and do a useful amount DPS with Wrath. As as final note, in my experience, I tend to use ToL form at fixed times each encounter (once I've seen the fight enough times to have a plan), rather than in much of a reactive way. Soul of the Forest: Similar to Clearcasting, this is not an ability, but also deserves an entry. If you opt to take the Soul of the Forest talent, you will have the ability to add 50% haste to your next every time you cast Swiftmend. The bonus is multiplicative and will result in a flat increase and a multiplier to your existing haste value. This can be very powerful when used smartly. The best way to utilize Soul of the Forest for maximum throughput will be as such: No 4T14 - Line up SotF with Wild Growth every other Swiftmend. During the alternating Swiftmend, utilize Rejuvenation to consume the Soul of the Forest proc. Continue to make use of Wild Growth on Cooldown, ensuring that every other one is lined up to be used in concert with Swiftmend. You will want to utilize the Wild Growth glyph, regardless of raid size, for maximum output. 4T14 - Once you obtain your four piece set bonus you will want to continue to utilize the Wild Growth glyph, but you will want to sync Wild Growth with Swiftmend every time it is cast. While this will result a small amount of downtime for Wild Growth, the benefit of syncing the two far outweighs the healing lost from the 3 second delay. The calculations supporting the above conclusions were done by Kjeldorian and can be reviewed here and here. Tranquility: This spell is very strong now, and outputs massive amounts of healing during its channeling time. Due to the new smart targeting mechanics, it's basically self-working. Can easily save people from dying if you mash it quickly when the raid takes a lot of damage. You can now use it 2-3 times per fight, so depending on the encounter, you might use it reactively when the raid is at low HP, or you might plan its use around certain boss abilities. The spell is now immune to pushback, so you no longer have to protect it with Barkskin. Wild Mushroom/Wild Mushroom:Bloom: You are able to place three mushrooms on the ground and then "bloom" them to heal all allies within 8 yards of the mushrooms. The mushrooms suffer from diminishing returns for everyone they hit beyond six people. Originally intended to help facilitate the burst AE healing gap in our toolkit, the version of Mushrooms that made it into Mists falls a little short. As such, you will need to determine when mushrooms will be a benefit to your healing, and when other options will be preferable. To utilize them, it will be important to have both placement and bloom keybound to easier facilitate the mechanics required by the ability. You should try to pre-place them in designated areas where the raid is going to group up, when possible; and should try to place them during lulls in damage when minimal healing is required. You should not completely ignore mushrooms, but you should also not neglect your other core abilities to make mushrooms a part of your standard rotation. Living Seed:While this is not an ability it is worthy of a note, as Living Seed is now baseline for all resto druids. Every time you critically heal a target with a direct heal, you will plant a Living Seed on them that will heal for 30% of the underlying heal when triggered. This seed will be triggered by the next physical attack that the target receives. While not particularly useful for raid healing due to the restriction on how it is triggered, Living Seed can add a nice buffer when tank healing. The down side to the current iteration of Living Seed is that you have little control over when it is planted and triggered, which can lead to Living Seeds that are partially or completely overheal, somewhat reducing the benefits of the spell. Swiftmed, Noursih, Healing Touch and Regrwoth can all plant a Living Seed. Rebirth: This will allow for an in combat resurrection of an ally. The most important issue is to avoid wasting it, especially now that the raid can only use a limited number per attempt (3 in 25-man, 1 in 10-man). First, make sure to coordinate with other Druids/DK's/Warlocks in your raid using macros or Vent so two of you don't cast on the same target. Second, people love to accept the resurrection as soon as it appears and die to something immediately. It can be good to warn them if it's a bad time to accept. Here's a macro that casts Revive instead of Rebirth if you're out of combat, and also alerts your raid if Rebirth is used: #showtooltip /use [nocombat] Revive /stopmacro [nocombat] /use Rebirth /ra Rebirth on %t Innervate: In general, you will cast this on yourself on cooldown. Use the first one in any encounter after you dip slightly below 80% mana, and then on cooldown after that. Innervate is extremely weak when cast on targets other than yourself, and this is rarely going to be worth doing. Nature's Cure: On an 8 second cooldown, this will remove poison, magic and curses. It will be important to prioritize cleanses in order to make sure the most imported debuffs and/or the most important people are cleansed first. It will likely also be important to work with your healing team to organize cleanses on any encounter where the need to cleanse multiple people exists. Barkskin: Remember that this doesn't use the GCD, so you can cast it almost anytime without disrupting your healing. It should be on an easily-accessible bind, and you should make it second nature to hit this instantly when you foresee a threatening amount of damage coming. Iron Bark: Castable on a friendly target, it will reduce 20% of all incoming damage. It has a two minute cooldown, and should be coordinated with the other healers on your healing team and treated as a tanking/raid cooldown. Symbiosis: Creates a link with another member of your party or raid that gives you one of their abilities, and provides your ally one of your abilities. The strongest abilities for the raid will most often be for the tank to have Symbiosis as they generally gain an extra survivability cooldown. If they tank already has Symbiosis from another druid, the strongest abilities for you will most often be the extra survivability abilities offered, however it will likely be determined by your raid team where they would like Symbiosis for maximum benefit to the raid. Additionally, keep in mind that certain encounters may have mechanics that can favor a specific symbiosis set up. You can find the abilities gained and the abilities given in the charts below.