Archive for the ‘Druid Healing’ Category
Apparently while I was somewhere over the Rocky Mountains yesterday, Blizzard made a change to the level 90 druid talents. I think that it is safe to say the it was pretty unanimously agreed upon that a change was needed, as the old talents were very lackluster and didn’t really offer any dynamic decisions. Druids sat by the wayside turning green with envy as other classes were tended to, and growing ever greener as new things were announced and druids seemingly continued to be overlooked by the developers. Well, the crab himself emerged and gave us a bit of hope and a lot of needed developer presence. While my green isn’t entirely gone, I have gone down a few shades with yesterday’s announcement. While I’m still pretty sure that none of the devs are playing a druid, at least I know we are finally getting some much needed attention.
The question that we have to address with the announced changes is “are these the changes we were looking for?”. Well, in an attempt to answer that from a resto perspective I think we need to take a look at what we were presented and talk a little bit about what the changes offer us. As such, let’s take a look. Read the rest of this entry »
I had some time this weekend to fraps the four bosses in the first instance in the beta, Temple of the Jade Serpent. At level 85, I’ve yet to have any mana problems, but will touch back on this subject when I hit 86. I haven’t reforged back any spirit, and I’m still sitting at about 2600. A few things to note: I had some trouble dropping mushrooms on the last boss, I would drop them, but the third shroom just would not drop. It was getting increasingly frustrating. Tree of Life, when utilizing the lifebloom glyph, is currently instantly adding 3 stacks of lifebloom to each target you cast the spell upon (you can see this on the third boss). And lastly, I found a particularly nasty bug on the last boss involving ToL and Mushrooms. If you pre-plant your shrooms and swap into ToL during the shadow phase of the encounter, and then try to detonate them, you will critical error out. I only caused us to wipe three times to this😉
I’m a little clunky as my keybinds still aren’t second nature to me yet, but it should give you a relative feeling for how healing is looking so far.
Please don’t hesitate to let me know if you have any questions!
I am the owner of three raid ready resto druids, each of varying gear levels. One who is almost full BiS and raids progression 25 man raids. One who is in a mix of LFR and normal mode gear and putzes around in a one day/3 hour a week 10 man alt group that just started toying with heroics. And lastly one who is a mix of BoE, VP and LFR gear, whose raiding pretty much extends to one LFR per week. One of the most rewarding things to come out of all of these druids is that I get to experience raiding in different raid formats, and at different stages of gearing. This helps me to better understand the different struggles and limitations that druids experience in more diverse settings than my main raid, which helps me better understand is happening at different levels of play. However, one of the side effects of this is that I also have the opportunity to observe my own faults along the way as well.
This post is going to talk a little bit about my experiences with the latter.
I pretty commonly log every raid that I participate in, be it a PuG BH or a LFR experience, so that I can take a look at how I did and analyze my play to look for areas of improvement. Earlier this week, I did the back half of LFR in an attempt to acquire any of the following: A helm (for the LOVE OF GOD, could I please get a meta gem already?!), an off hand or a Maw. When I finished, I perused through my logs, and noted that I had fairly exceptional uptimes on LB and strong uptime with Harmony for each of the four encounters that I participated in that night. Which, in turn, got me to wondering if I was as cognizant of these things when I was raiding on Beru. So I took a look and here is what I found:
Aryas – LFR Warmaster Blackhorn
Beru – Heroic Warmaster Blackhorn
Read the rest of this entry »
Last week I explored the problems that we saw in hard mode raiding with the resto druid toolkit. The identified issue was our significant lack of ability to deal well with burst AE healing situations. The next step is looking for ways to address this issue in MoP. To do this, I think we must first start with the solution Blizzard is proposing, and then discuss what issues we may have and why we may need changes to that proposal to make sure that it solves the issue, rather than exacerbate the problem. Since I’m a pretty firm believer of “don’t bring me a problem unless you have a suggestion for a solution”, I also think it’s important to offer some alternative thoughts on how the issue can be addressed.
Blizzard’s Fix – Healing Mushrooms
In recognizing that something was missing in the resto druid toolkit, Blizzard made an effort to fill in the gap for MoP by implementing a change to the current level 85 ability that druids received in Cataclysm – Mushrooms. Rather than detonate them so that they explode, if you are a resto druid your mushrooms now “bloom” and heal. Read the rest of this entry »
It has come to my attention that as we move forward in trying to find a “good” place for druids with Mists, the first step in doing so is to pinpoint what needs to be fixed. And to do that, it’s important to explore where druids struggled in Cataclysm. In a world where there are not only multiple raid sizes, but multiple difficulties of each encounter, this becomes increasingly difficult to do. The issue is that not all problems are seen at all levels of play, so while you may have one druid screaming from the rooftops about the quality of their life, you may have another sitting around scratching their head going “I don’t know what they are talking about, I feel fine”.
This great diversity leads to a pleothora of thoughts on what is, and isn’t, working for druids currently. That is to say that where a druid whose raid experience is solely with LFR is likely to have a different perspective on druid healing than a druid who is running normal mode raids. And that druid is likely to have a different perspective on a druid who is healing in hard mode raids. As each raid difficulty grows, the challenge that each druid faces changes. Where mechanics seem fine in one setting, when they are being pushed in another they may feel underwhelming or insufficient. However, those who don’t experience that, don’t have a full understanding of those struggles.
As such, I want to take a few minutes to analyze the issues that arose in Cataclysm for those who were experiencing Hard Mode 25 man raid content. Which is where I, personally, feel many of the shortcomings of the druid class were highlighted throughout the Cataclysm expansion. It is my hope that in doing so, we can come to a consensus on what issues need to be resolved in Mists to put druids in a better place moving forward.
The Issue: Druids lack a effective and efficient way to deal with burst AE damage to the raid. Read the rest of this entry »
When I sat down to do the voice over for this guide, I thought to myself “there is no way I’m going to have twelve minutes worth of things to say about this horrible fight”. Boy was I wrong! Not only did I have twelve minutes of things to talk about, I had a whole list of things that I forget to mention, or ran out of time to discuss! As such, the moral of this is that Beru can talk about anything…a lot. Needless to say, there will be a fair bit of additional information in the notes below, and I do recommend taking the time to read through them, as there are a few “non-druid” related tips!
This video will be best viewed at one of the higher resolutions.
Tips and Tricks!
- Dispels. Uh, Beru, didn’t you kind of forget something? Well, it seems I sure did! You will need an assigned dispeller for this encounter, we’ve used both a disc priest and a druid for the chore, but any healer can handle the job. The key early in the encounter is the get the earth buff/debuff to your tanks. The debuff will jump across Deathwing’s spine each time it is removed from a member, so the easiest way to get it to the tanks early is to have the raid stand to the right of the spine, and the tanks to the left. After the tanks each have two stacks of earth, you want to get earth to as many raid members as possible in the time that the debuff is active.
- Trinket Talk. I know that I mentioned you should use your Jaws of Defeat if you have it for this encounter, but if you don’t or you don’t want to loose the extra intellect from your other trinkets, I can’t urge you enough to make sure you are using at least one regen trinket for the encounter. It really will make a large difference over the course of the fight!
- What gear set up did you run? I run this fight in 4 piece T13, with around 2600 spirit and just under 20 mastery. Mastery really helps so much in this encounter that if you aren’t already running a strong mastery build, I’d strongly encourage you to consider one. If you find that you just can’t sustain your mana with the 4 piece T13, don’t hesitate to utilize a 2 T12/2 T13 combination.
- Love your Barkskin. Barkskin will be a lifesaver for this encounter. Use it for rolls and when you are gripped. But it should be kept almost on cooldown for the duration of the fight.
- Nature’s Swiftness. Use it with a HT on a newly selected searing plasma target. Don’t wait for the “perfect time” to utilize it, unless you are on the third plate and worried about tank deaths, keep that sucker on cooldown.
- You are your number one best friend. Clear the debuff from yourself (or other healers) first. I always focus on removing my own debuff as quickly as I can without neglecting the raid too much. The reason for this is that I always get blood aggro by the end of the fight, and it’s much less panic inducing if I’m able to be healed up a bit. I always try to make sure that the healers are more actively cleared towards the end of the encounter, as a dead healer is just as likely to wipe your raid as a dead DPS.
- CLICK THE FUCKING LIGHTWELL!Holy priests can be very strong for this encounter, but it is important to make sure that your raid is clicking on the lightwell to assist with removing searing plasma. Divine hymn can be used the same as druid tranqs to help clear debuffs as well.
- Use your offspec tranqs and hymns. While you will only get one use out of them for the encounter, utilizing Moonkin and Shadow Priests tranqs/hymns can help alleviate some of the burden if your healers start to fall behind or if things start to get hairy. We like to use ours after the second and third rolls to help smooth out the healing and clear some of those extra debuffs from the raid.
- Mana Hymns. Don’t discount your priests mana hymns as a solid source of mana regen for your healers. We have our priests hymn after the first roll, and then on cooldown. Each priest should be able to hymn twice during the encounter.
- Killing Blood. First, I strongly suggest downloading the version of DBM (it might be the alpha or beta) that tells you how many blood you have dead on the ground. Otherwise much of your raid will be filled with “how many blood do we have?”, and believe me it can be heartbreaking to wipe at 11:30 because you miscounted and didn’t get that final plate lifted. As for killing them, we assign one person along with a “backup” for the job. We use a ret paladin, but really any DPS would probably do fine. If he needs help, we throw a rogue or a warrior in his direction. The key to killing the blood is to remember to do it over the course of the almag’s life so that there is 9 dead when the amalg is ready, but you aren’t doing immense amounts of damage to your raid by killing many of them all at once. Also keep in mind that your tank will do a fair bit of damage to them as well. Additionally, be careful where you kill them, so that they are not too close to a hole and creep back into one before it can be absorbed, and kill them in a position that a new amalg isn’t going to run over them on the way to the amalg tank. Sometimes your tank will have to move a fair bit when absorbing the blood, so don’t kill your amalg early! Wait for it to be in position to lift the proper side of the plate before bringing it down.
- Dealing with Corruptions and Grips. I mentioned that we use 4-5 DPS to break the corruptions, but regardless of how many you utilize the most important thing is to do just enough damage to break the grip without over damaging the corruption, so that you can time killing it while the tendon is exposed in such a fashion that it has a somewhat negligible loss to your tendon DPS. The best grip breaker are arcane mages, followed by hunters, and then shadow priests. That being said, your arcane mages will do some of your highest damage on the tendons, so you may want to assign different DPS to break the grip that comes during the tendon exposure (we usually have Hunters/Shadow priests do it). We never use more than 3 DPS on the corruption during the tendon, but if it’s timed properly no one should be gripped, or will only be gripped momentarily during this phase. That being said, if one or more of our grip breakers is gripped during the tendon on the third plate, we assign a back up who will swap to the corruption so we don’t lose people to that grip.
- Timing the Rolls. While it seems so simple, it can be very deadly. Rolls need to happen as soon as the corruptions are down. Everyone needs to be in position to roll and get locked down as soon as it’s called for. Even one person being slow on moving can wipe the raid in the second or third roll. For the second and third roll, there will always be a grip that come right before you need to roll. Have everyone be in position such that they are just a few steps away from the designated roll point, and have all of your range get on that grip ASAP and knock that corruption down. As soon as that grip has been cleared, Deathwing should roll.
- The Kite Tank. By the end of the encounter the kite tank will have so much blood on them that one mistake has the potential to one shot them. We utilize lifegrips to help keep him ahead on the kite, and all healers focus on his life so that if he takes a hit he is topped back up immediately. Our tank places a marker down for the grippers to stand and will call out for when he wants grips in his kite rotation. He will give them a head’s up that they are on deck to grip so that they know to move out of the pack and get to the “grip location”.
Whew! That is a lot! If I missed anything, or you have any questions at all, please don’t hesitate to ask! Good Luck and Have Fun!
I promised myself that I wasn’t going to make a post about MoP changes this early into the Beta process because everything is subject to change, and many things likely will be changed. I had the best intent of keeping that promise, I really did. However when I opened up my feedreader this morning and saw some of the datamined information on MMO-Champion, my resolve erroded. Mostly because I do have some strong opinions on some of the things that I’ve read about to date, and I don’t like a good deal of it. As such, I thought I’d go ahead and give my thoughts on some of the reworked talents and abilities, because if I complacently don’t say anything I don’t really have the right to criticize it later.
Let’s take a look at what we have coming down the pike, shall we? As we have this discussion, please take note that this is an extremely early examination of these abilities and they are all subject to changing as the beta progresses. I only pulled out the mostly resto-centric abilities and talents, so this is not a comprehensive list of all of the changes. I would recommend checking out the post over on MMO-Champion if you are looking for the full list. Read the rest of this entry »