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Restoration Shaman – PVE Healing Kilnara in Zul’Gurub – 4.1

Posted on: May 17, 2011 | Author: Savoire

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Now that you’ve gotten down Venoxis and Mandokir, your group will be heading toward Kilnara, the Panther Boss.  You find her area by going down the hill from Mandokir’s area and turning right.  It’s a temple structure on the eastern section of the Zul’Gurub map.

Healing the Kilnara Trash Mobs

The groups here are tough and you will want to use some crowd control (CC).   If your group elects to do without CC, it will be very hard on you to heal and even if you survive, you will probably lose one or two people.  You will also have trouble with mana depletion.  If all goes well, make sure the tank lets you have a drink to fill up the mana tank before continuing to the next group.

The best way to do this is to CC the casters.  They are the healers and can make the fight go much longer than it needs to.  Sap, sheep, and freeze trap can all be used.  Every class has some form of CC now, some better than others.

You can hex if needed, but unless you are hit-capped, which is unlikely and usually unnecessary for healers, you might miss.  Mobs can also break out of hex even if they don’t take splash or area of effect (aoe) damage.  With a one minute cooldown (cd) on hex, you won’t be able to re-apply it if hex breaks early.

Also important for healers here, each trash mob contains two panthers.  The panthers leave bleed effects on randomly attacked players.  These will need to be healed through until they wear off.  Individual bleeds aren’t too bad, but multiple bleeds on one player do stack up and can kill them.

Keep healing players with the bleed effect even after the fight.  Make sure you keep them alive, then drink, THEN you are ready for the next pack.  If your party rushes through this, you are making it too hard on everyone, but especially on yourself as healer.

Healing the Kilnara “Panther Boss” Fight – Phase One

Kil’nara is a caster with a room filled with panther adds.  They will not attack the party until they are engaged during this part of the fight.  Kilnara should be ignored until all or most of the panthers in the room are dead.   She will be casting Shadowbolt, which the tank should interrupt as often as possible since they cause unnecessary damage for you to heal.  Use Wind Shear if you like, although you will probably be focused on healing.  DPS will be on the adds so they won’t be focused on the boss to get the interrupts.

In phase one, her humanoid form, she will also cast Lash of Anguish often.  When it hits, it only does 1 shadow damage, but then it does around 20K damage every second for 10 seconds.  A priest’s shadow resistance buff or a paladin’s resistance aura is helpful here as the lash cannot be interrupted.

Another spell she casts in phase one is Tears of Blood.  This can be interrupted as well.   It is an area-of-effect (AOE) spell which causes around 10k damage to all enemies within 12 yards of the boss.  If she isn’t interrupted, you will see a trail of glittering blood streaming from her eyes to the target.

She will also cast Wave of Agony, which cannot be interrupted.  It looks like a

Healing the Kilnara “Panther Boss” Fight – Phase Two

Kilnara switches to panther form at 40% and all the panthers who are still alive will attack the group.    The panthers will randomly charge party members and leave bleed effects as they did on the Kilnara trash mobs.  Multiple bleed effects can be a problem. Kilnara has increased haste in panther form.

Additional Healing Tips for the Kilnara Boss Fight

If your party has trouble with this fight, make sure all of the panthers are dead before Kilnara changes form.  If the tank is having trouble staying alive, advise him to use his cooldowns.  Use your own cooldowns as soon as you need them, particularly Nature’s Swiftness and Mana Tide Totem.

The tank will probably take the most damage at the beginning of the fight with the panthers leaving bleed effects.  You need to keep him alive.  If he isn’t well-geared or is slow to pop his cooldowns, your group may be in trouble.  The panthers will also jump around the room, leaving bleed effects on other players which you will need to heal. The tank can control how many panthers he takes on at a time.  Make sure he doesn’t grab too many for what the group can handle.

When Kilnara changes form, she makes a sort of earthquake, shaking the temple, causing rubble to fall and some damage for you to heal through.  Party members should move from any damage so they don’t lose extra health.   At this point, Kilnara is engaged in panther form and there should be few, if any, panther adds left alive.  This phase is much easier to heal through.


Restoration Shaman – PVE Healing Bloodlord Mandokir in Zul’Gurub – 4.1

Posted on: May 14, 2011 | Author: Savoire

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With 4.1 going live, Restoration Shamans now have the added challenges of healing a new dungeon. The new Zul’Gurub is filled with bosses and mini-bosses. It is a level 85 heroic dungeon with bosses dropping level 353 epic items.

You’ll need to have an average item level requirement of 346 to join the dungeon queue. To finish the entire dungeon, be prepared to spend 2-3 hours.

After Venoxis – the Mandokir Boulder Hill

Once your group has successfully downed High Priest Venoxis, you will leave his area and go up the hill. Be careful, however! There is a very steep hill with huge boulders hurtling down it. If you just run up the hill, you will probably be squashed, receiving around 30,000 damage and a knockback effect.

The boulders can be avoided. As a healer, it is best to stay with the tank because when he reaches the top, he will engage the mob who was throwing the boulders. You could wait until the tank has engaged the mob and the boulders have stopped falling in order to run up the hill without danger, but the tank – and possibly any unlucky dps – will likely be dead.

Mandokir Trash

Your group can just dps the trash here if they are able to. Be warned if they take this approach – you will probably need mana breaks between each group as the healing is much more intense without crowd control. If your party uses crowd control, the groups will be very easy.

The cauldron for the trash mobs is a Frost Cauldron which helps with the crowd control (CC) if your party needs a little extra assistance.  If a party member has the frost cauldron buff and hits a mob, it will freeze it.

Healing the Bloodlord Mandokir Encounter

Players will be killed during the fight as a planned mechanic, so don’t blame yourself if someone dies.  You still need to heal people and to keep them alive when you can.  As a healer, you can also be killed and will have to wait for one of the spirt priests to resurrect you.

There are 8 Chained Spirits, so there can be up to 8 deaths with free resurrections.  Each time someone is resurrected, Mandokir goes up a level and his damage increases.  If you use all of the resurrections, he will be very hard to survive as he will be able to one-shot most tanks.

Additionally, Mandokir’s raptor, Ohgan will kill the spirit priests reducing the number of times people can get a free resurrection.  The party will need to kill Ohgan, then hit the boss.  Mandokir will resurrect Ohgan, and the party will have to kill the raptor again.

Mandokir puts Bloodletting on a random player, which drains 50% of the player’s health every 2 seconds for 10 seconds.  Mandokir gets healed for the amount he drains.  Do not heal the player until after the Bloodletting is done unless the player gets below 5K health.  The lower the player’s health is, the less total health Mandokir receives from the drain.  When Bloodletting is over, be ready to heal the player up very quickly.

The other main mechanic is Devastating Slam.  A triangle shaped wedge of the  ground will rumble, spikes will emerge, and the area will turn red.   You will have time to run out of the area before it does damage.  If a player doesn’t stop what they are doing and move immediately, they will be caught in it and likely die.

More Healing Tips for the Resto Shaman

The tank is immune to the one-shot kill mechanic, but as the healer, you are still vulnerable to it.  Expect you will get hit at the worst possible time and heal like crazy.  Keep everyone at full health, use your heals over time and your totems.  Earth shield should always be on the tank, keep using Riptide and Unleash Elements.  Healing surge is also good in this fight.

Do not worry about mana here.  If you don’t die, the party should need little emergency healing.  If you do die, your health and mana will be brought back to full when the troll priest resurrects you.  As long as the dps is doing their job, this is a fairly easy fight to heal.  The main thing is to be aware of the mechanics and to remain calm even though it feels like failure to have people in the party suddenly die.

The early part of the fight, before Mandokir gets a chance to level much, should be easy healing.  Feel free to put some damage on Oghan or the boss if you feel comfortable with the fight.  Be aware that each time he yells, “Ding!” that his damage will increase and your healing will have to increase as well.


Restoration Shaman – PVE Healing Zul’Gurub’s High Priest Venoxis – 4.1

Posted on: May 07, 2011 | Author: Savoire

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With 4.1 going live, Restoration Shamans now have the added challenges of healing a new dungeon. The new Zul’Gurub is filled with bosses and mini-bosses. It is a level 85 heroic dungeon with bosses dropping level 353 epic items.

You’ll need to have an average item level requirement of 346 to join the dungeon queue. To finish the entire dungeon, be prepared to spend 2-3 hours.

Starting Zul’Gurub

Before you get to High Priest Venoxis, also known as the Snake Boss, you will encounter some challenging trash mobs. Starting the instance, you’ll notice a path shrouded in green fog and filled with neutral mobs. If you attempt to run down the path and across the bridge you will die.

Notice a green cauldron, Zanzil’s Cauldron of Toxic Torment,  just beyond the quest givers. Click on the cauldron and you’ll get a debuff called Toxic Torment. It decreases nature damage by 90% and lasts for 30 seconds.

However, you can’t click the cauldron until the mob next to it has died. Be ready to heal as some groups pull the mob before you’ve even had a chance to get through your loading screen. The NPC you are killing will randomly select targets to give additional nature damage to. You’ll have to heal through it.

Once the mob is dead, you can finally click the cauldron. After you get the debuff, you have time to mount up, ride down the path and across the bridge.

Healing and Handling the Venoxis Trash Mobs

The trash mobs use two abilities that will also be in the Venoxis boss encounter. They are Toxic Link and Breath of Hethiss.

Toxic Link looks like a green line between two random players.  The two players need to run as far away from each other as possible while avoiding other players.  If the ranged (including yourself as healer) spread out, the mechanic becomes much easier.  If two melee get the Toxic Link, they will need to be aware and run away from each other and not towards any of the ranged.  When Toxic Link has been broken, a Toxic Explosion will occur causing AOE damage to nearby allies.  Toxic Link which is not handled properly will cause huge amounts of damage and may cause a wipe.

Breath of Hethiss is used by the large snake mobs found just prior to encountering Venoxis.  The ability is a cone-shaped AOE of 25,000-30,000 nature damage per second.  Survive this by clicking on a handy green cauldron in the area and get another 90% nature resistance debuff.  The tank should pull the adds toward the cauldron.  As a healer, make sure you constantly have the debuff as it only lasts 30 seconds.  Any dps who doesn’t have the debuff will die, so either tell them to get the debuff or resurrect them after.

Healing during the High Priest Venoxis Fight – Phase One

If you know what to avoid and how to do it, this fight is pretty easy to heal.  It certainly helps if your party also knows what to do and how to avoid unnecessary damage.  The mechanics used by the trash will also be used while fighting the Snake Boss.

To give your party 30 seconds of extra nature resistance, be sure to click on the cauldron just outside the Snake Boss’s room.  Everyone having the  Toxic Torment debuff will give your group a quick edge to reduce damage and make healing the party a bit easier, especially if anyone is new to the fight and needs a little time alive to get used to the mechanics.

High Priest Venoxis starts the fight as a troll, in his humanoid form.  He can be tanked at the bottom of the stairs, facing away from the group.  The tank will need to interrupt a channelled cast called Whispers of Hethiss.  If it’s not interrupted it looks like a green beam hitting a random player.

One of the new mechanics he gains in this phase include the maze he draws on the ground with neon green poison, called Venomous Infusion.  You can stand in the safe non-green parts of the maze, but you want to avoid touching the poison walls of the maze.

The Toxic Link mechanic will continue, so if you are linked run away from everyone else as quickly as possible.  No player should continue to hit, cast, or heal things.   Run through the maze until the Toxic Link is broken and heal through the AOE damage.

Healing during the High Priest Venoxis Fight – Phase Two

High Priest Venoxis uses Blessing of the Snake God to change into serpent form.  He deals 100% more damage and removes the ability to dodge or parry. He no longer uses Toxic Link or Whispers of Hethiss.

In this phase, he uses Breath of Hethiss, which you will remember from the trash mobs outside his room.   The tank needs to keep Venoxis pointed away from any of the players and to move out of the way to avoid the Breath of Hethiss damage himself.  With no cauldron providing a 90% nature damage reduction buff at this time, the tank may have to pop cooldowns to survive if he gets caught in the breath.

Before and after he casts Breath of Hethiss, he will also create a Pool of Acrid Tears.  Anyone standing in the pool will receive massive damage.  The tank should drag the boss from the pool before the breath, then avoid the breath, then pull Venoxis from the pool after the breath.

At the end of the phase, he will go up the stairs to his altar and send three beams of poison green light, called Bloodvenom, at three random people.  The bloodvenom tendrils move slowly but you must avoid them.  Run through the maze to avoid all damage. If you have to make a choice between getting hit by a beam and going through a maze wall, choose the maze wall as it’s less damage.  If everyone stacks up as Venoxis goes to his altar, you can all run together through the maze to avoid the tendrils.  You do not want to drag the tendrils to anyone else causing them extra damage.

After he finished Bloodvenom, he will be exhausted and suffer from Venom Withdrawal.  Make sure the team knows to save their cooldowns for when Venoxis becomes exhausted.  He goes up to his platform, rests, and takes 100% extra damage for only 10 seconds.  Use Bloodlust here.   His health should go down fast and the quicker he dies, the less challenging the healing will be.

Special Tips for Restoration Shamans

As a restoration shaman, you can pop either your Resistance Totem to mitigate nature damage or you can place your Healing Stream Totem if you have glyphed it so that is heals as well as acts as a Resistance Totem.  This is also an excellent fight to use Spiritwalker’s Grace for healing on the run, instant heals such as Riptide, Earth Shield, Unleash Elements from Earthliving Weapon, and Nature’s Swiftness with a Greater Healing Wave.  You also should have the instant ghostwolf ability, Ancestral Swiftness, to allow you to run away from the green beams, stop and do a quick heal, and run again.

I have done this fight with the tank dying fairly early due to a mistake with the Breath of Hethiss/Pool of Acrid Tears.  The melee dps died quickly also.  The two ranged dps and I were able to stay alive for a very long time by avoiding damage.  One of the ranged died, leaving a shadow priest and myself to down the boss.  The tank joked that he wasn’t needed, but the lesson of this fight is to avoid unnecessary damage.  Being at range makes the fight much easier.  Encourage the ranged dps to stay spread out and at maximum distance from the boss. Tanks and melee will have a harder time avoiding damage.

This is a fun fight for restoration shamans, one in which we can really shine.  With our mail gear, our shields, our totems, our ability to heal on the run, and Bloodlust, we have a fairly easy time healing this boss, even if people in the party make mistakes.


Druid Tanking Rotation and Tips

Posted on: Mar 03, 2011 | Author: Garona

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Tanking Rotation and Tips for BearsDruid Tanks work in a very similar way to Warrior tanks. When in Bear Form you will have a Rage bar that builds up rage during combat. Many of your abilities require rage t0 be used so it’s important you can build up rage quickly at the start of the encounter. If you struggle to generate rage at the beginning of an encounter there are a few things you can do to help:

  1. Use a [Great rage Potion] on the pull to instantly acquire rage.
  2. If there are lesser mobs before your main group pull use them to generate a small amount of rage before you pull by attacking them just before you pull.
  3. Use [Enrage] to generate instant rage on the pull. Only do this if you know for sure you can handle the extra damage from the group you are pulling as it increases your damage taken by 10%.

Why should I be in Bear Form?

Bear form not only allows you to use many of your tank specific abilities but it also provides you with a whole lot more benefits which make bear form absolutely essential for tanking. [Bear form] provides 10% extra stamina, 120% extra armor contribution from gear, causes Agility to provide you with Attack Power (generating much more threat), prevents you from being Polymorphed and therefore losing your adds and finally increases your threat generation significantly overall. A tank should never be out of Bear Form during an encounter with only two specific exceptions:

  • You are not currently tanking anything (and do not need to currently tank anything) and someone needs a battle res (preferrably someone important only such as a healer or another tank) and you have no other methods of ressing the player.
  • You are not currently tanking anything (and do not need to currently tank anything) and someone needs an Innervate (preferably only for a healer).

Removing Bear Form in any other situation is highly reckless and can result in you getting flattened and wiping your group.

Druid Bear Rotation for Single Targets

  • Use Mangle as soon as you have enough rage. Keep using it whenever it cools down.
  • Keep demoralizing roar up on your target.
  • Keep Faerie Fire up on your target at 3 stacks unless someone else in your raid is doing this for you.
  • Lacerate to 3 stacks.
  • Dump excess rage by using Maul.
  • If lacerate is at 3 stacks, debuffs are refreshed and mangle is unavailable, pulverise and re-apply lacerate to 3 stacks.

Druid Bear Rotation for Multiple Targets

  • Use Mangle on your primary target as soon as you have enough rage.
  • Use Swipe and Thrash on every cool down as soon as they become available.
  • Use Demoralizing Roar and keep it up throughout the encounter.
  • Start tab selecting through each mob and apply Lacerate and mangle as much much as possible in between using swipe and thrash.
  • Dump excess rage using Maul.

Why use Demoralizing Roar?

[Demoralizing Roar] is one of the most important aspects of your rotation and must be kept up at all times on both single and multiple target rotations. This ability reduces your incoming damage and if kept up at all time will basically mean you take 10% less damage overall constantly. Unlike other tanking cool down abilities that reduce damage, this one can be used at all times and will make healing you significantly easier. This is even more important considering the stage of the expansion we are currently in as gear means balancing mitigation and avoidance are a top priority for all tanks.

Why Apply Lacerate to other Mobs?

Using Swipe and Thrash on their own to hold threat on multiple mobs will nine times out of ten prove unsuccessful, particularly with over geared DPS players in your group or raid. Use mangle on your primary target (Skull) to ensure you keep threat but in the meantime while the DPS are nuking skull, it’s important to start building as much threat as possible on the other mobs ready for when the skull dies. This will prevent DPS from pulling mobs from you as soon as skull dies or as soon as they open up with AoE abilities. If you use Lacerate on each mob in the encounter in between using Mangles, Swipes and Thrashes you will get a very strong threat build up and 98% of DPS players will not be able to pull anything from you regardless of which creature they attack next.

Movement and Threat

Sometimes a particular boss or encounter will force you to move your tank and your targets constantly. Minor movements out of painful AoE’s are usually easy to handle but constant kiting (such as Throngus with his mace equipped in Grim Batol) can cause you to have threat problems as most of your abilities are short range. To help avoid this, make sure the target has a full 3 stacks of lacerate on them as well as 3 stacks of feral faerie fire, these will continue to tick and give you threat even when you are not close by to the target. Taunt the boss if you lose control and take a moment to stack up your abilities again before you continue kiting or you will only end up losing aggro almost immediately after your taunt.

Reduce your Damage During Movement

To prevent taking unnecessary damage while moving invest in a movement speed enchant on your boots. This will help you quickly get to your new location. In addition to this try not to turn your back to enemy creatures as you will take much more damage if they are behind you at any point. Try walking backwards to keep your targets in front of you and move out of harmful effects. If you are taking excessive damage try using your damage reduction abilities such as Barkskin, Frenzied regeneration and any Trinkets you may have. If you see a healing circle on the ground move into it and make sure the melee DPS can also stand in it when stood behind your target.


Rogue Level 85 PVP Builds – 4.0.6

Posted on: Mar 02, 2011 | Author: Skorne

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With patch 4.0.6 out I would like to delve into some viable Subtlety and Assassination pvp builds and highlight the differences in play style between the two trees, primarily focusing on rotations, stat priorities, glyphs, pros and cons of each build, and the impact the patch has had.   

Prior to Cata coming out we saw Assassination as pretty much the only viable choice for pvp. Now in Cata with major talent tree changes we see Subtlety rise as a pvp contender. In the latest patch (4.0.6) Subtlety received a much needed damage boost and a slight utility nerf, while Assassination remained untouched (see Rogue Patch 4.0.6 Changes post). This change has made Subtlety competitive as a sustained damage dealer (but still substantially lower than Assassination) closing the gap between Assassination and Subtlety dps.   

Personally I prefer to play Subtlety as I believe its mobility and utility far outweighs Assassination’s sustained damage advantage. The current mobility state of Assassination is terrible. Assassination rogues are very exposed to kiting from classes such as hunters and mages and really only have sprint as a gap closer. Until mobility is addressed I will be sticking to Subtlety.

   

Pros
–> Large sustained damage
–> Spell damage debuff on opponents
–> Quick combo point regen
Cons
–> Little utility
–> Poor mobility
–> Dependency on poisons

Subtlety

Subtlety is an opener build that relies heavily on burst damage through abilities like Find Weakness and Shadow Dance and also cooldown usage to keep opponents controlled. It is regarded as the most challenging build to master due to its positional dependency (must be behind target to Backstab, Ambush, Garrote), its reliance on going in and out of stealth and its rotationless playstyle. But once mastered, it should be the preferred choice as it is really the only build of any sort of utility and mobility. Things such as  Gouge not breaking on your bleeds; using Shadowstep to easily stick to opponents and secure CC, and Shadow Dance effectively locking down opponents, not to mention having Preparation readily available is what makes Subtlety so attractive. There are two variations of Subtlety pvp builds that I have played around with.   

 

Subtlety Build 1 - 8/2/31   

    

   

Essential talents   

Secondary talents (handy talents to have)   

This build is regarded as the current cookie-cutter Subtlety level 85 pvp build. It skips Serrated Blades and Enveloping Shadows which are very lackluster in pvp.  Initiative  and Waylay are also rarely choosen by most rogues as other talents are more preferable and most rogues consider Waylay to be overkill when confident with their Crippling poison application.   

1 point is usually placed in HaT for the 5% crit buff and combo point generation (be wary when switching targets however). Sanguinary Vein is also recommended mainly for allowing Gouge not to break during bleeds. Cheat Death can regularly mean the difference between victory and death and has saved me countless times.   

The speed and healing buff from Quickening is the target in the Assassination tree. 3/3 Lethality and 2/3 Coup de Grace is your best option (dps wise) to get to Quickening and then put the remaining point into Puncturing Wounds for an increase in crit chance on your Backstab.   

    

Subtlety build 2 – 0/10/31   

    

  

Essential talents 
Secondary talents (handy talents to have)

This is the build I am currently playing and one which focuses on secondary talents from the Combat tree. The aim is to get to Improved Sprint in the Combat tree to enhance your mobility even further, making you virtually unkiteable. Once again Improved Recuperate  is taken and is pretty much a must have pvp talent for all pvp builds. A single point here is equivalent to over 300 resilience and the heal over time it grants is awesome, healing you for around 6K per tick with buffs! I find Precision coupled with the Glyph of Crippling Poison a handy talent in maintaining Crippling poison on my target. Aggression provides a nice dps increase on your Backstab and Eviscerate making it a good alternative to Lethality in the Assassination tree.

  

Pros
–> Good mobility
–> Lots of utility
–> 5% crit chance to party
–> High burst damage
Cons
–> Low sustained damage
–> Positional dependency
–> Challenging build to master

Assassination

Assassination is a build that has potent sustained damage. It is all about offensive pressure, utilizing your stuns, bleeds and poisons to chip away at an opponent until they’re dead. While being able to hit like a truck, the build has a big problem with mobility. Assassination rogues are therefore very susceptible to kiting and you will often find it hard to reach and stay on your target.

 

 

Assassination build – 31/2/8

 

 

As stated above this build is all about offensive pressure on your target. Realistically you could allocate points anywhere within this tree except Deadly Momentum and Murderous Intent. Skipping Cut to the Chase and Improved Exposed Armor is also recommended as they are weak talents when compared  to awesome Subtlety talents like Relentless Strikes and Opportunity. One modification to this build is to sacrifice the dps gain from Opportunity for the survivability that Elusiveness provides, but this is personal preference (also remember that Elusiveness received a nerf in 4.0.6). 

 

Subtlety stat priority, rotation, poisons and glyphs

Priority: 5% hit cap > Agility >Haste > Mastery > Crit

  

As with all rogue builds, agility is your priority stat. Haste is great for your energy regen and you should reforge crit or mastery to haste where possible. Mastery is a weak stat for Subtlety but make sure its at 10 for the Slice n Dice buff (2% faster attack speed vs 4.0.3 if you have 10 mastery) if you do make regular use of Slice n Dice in your rotation (but most Sub rogues rarely use it).

  

Rotation: 

 

As far as rotations go, there is no standard Subtlety rotation. Another reason why a Subtlety pvp build can be challenging to master. Depending on the target and their current level of hp I more often than not open with Garrote (which i have macroed with Premeditation), then always Shiv (unless I am going to use Kidney Shot), then hit Hemo, followed by Rupture. I rarely open with Cheap shot or Ambush because bleeds is what Subtlety rogues excel in so having Garotte and Rupture up is key. Furthermore opening with Garrote ignores armor and silences your target, an effect which can be extended with the Glyph of Garrote. I tend to leave Ambush for when I hit Shadow Dance or when my opponent is very low on hp.  

If I intend to use Shadow Dance on a target, I will usually use Kidney Shot instead of Shiv, and follow with up to 3 Ambushes and either Evicerate if they are almost dead else hit Rupture. 

 

After a 4-5 point Rupture, you can either apply a Backstab, get Recuperate up, then continue backstabbing until u need to refresh Recuperate, Hemo or Rupture. Or u can Vanish, Recuperate and Backstab.

  

After your initial attack on your opponent ensure that you keep Recuperate up at all times. Slice n Dice I rarely use and only really get up when I have a spare combo point handy.

  

Poisons to use: 

 

Wound Poison main hand, Crippling Poison off hand. Crippling Poison thrown. You can also try and use Wound Poison or Mind Numbing Poison on your off hand if you have specced in Waylay and are confident in its use.

  

Glyphs:

  

The Prime Glyphs I currently use include:

  

Glyph of Slice n Dice may also prove to be an option with the buff to Slice n Dice in 4.0.6.

  

There are a lot of options when it comes to major glyphs. The ones I currently use include:

  

Glyph of Preparation is considered as mandatory for Subtlety PVP builds and I will probably end up swapping it back in for one of my current glyphs after some more testing. Glyph of Cloak of Shadows is also a viable option if u can afford to replace an existing one. 

 

   

Assassination stat priority, rotation, poisons and glyphs

Priority: 5% hit cap > Agility > Mastery >= Spell Penetration > Haste > Crit 

Mastery is actually an awesome stat for Assassination. The increase in poison damage that it provides outweighs the benefits of other stats like Haste and Crit.

 

Why Spell Pen you may ask? Well if you are an Assassination rogue you rely on poisons for a large portion of your damage. You will therefore want around 120 Spell Pen to cut through resistances which reduce your poison damage.

 

Rotation: Assassination is much easier to play than Subtlety. Your standard rotation includes either Garrote or Cheap shot (usually Garrote for the bleed and 5 second silence if glyphed), Mutilate and then either Kidney Shot or Rupture at 4-5 combo points (Rupture is usually used for Venomous Wounds energy procs). Then Mutilate, get Slice n Dice up, Envenom at 4-5 combo points if Rupture and SnD is still up. Only use Recuperate when you really need it as it has no regen benefits like the ones provided in a Subtlety build. 

Poisons to use: 

Instant Poison main hand, Deadly Poison off hand. Wound Poison or Mind Numbing Poison thrown.

    

Glyphs:

 

The Prime Glyphs I used for Assassination:

 

Glyph of Slice n Dice is also a great option and should be used if you took Cut to the Chase. 

Major Glyphs include:

 

  • Glyph of Blind (Mandatory for Assassination)

Glyph of Garrote, Glyph of Gouge, and Glyph of Cloak of Shadows are other popular Assassination Major Glyphs. 

 

Final note

As we can see Assassination and Subtlety are two rogue builds that have very different playstyles. Some players like the easier playstyle of Assassination where you stun and wear down your opponent with superior sustained damage. Others prefer the more challenging Subtlety playstyle with its high mobility and vast array of tricks. If you are mostly running battlegrounds I recommend using Subtlety as you won’t have a dedicated cleanser and you will get very frustrated from being kited constantly. For arenas you may want to use Assassination in 2v2 if paired with a healer for the heavy pressure that will be needed to down your opponent. However in 3v3 Subtlety will be your best bet due to its superior utility. At the end of the day pick the build that suits you most, and the build that you enjoy playing.


Healing as a Restoration Shaman Level 85 – 4.0.6

Posted on: Feb 19, 2011 | Author: Savoire

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 Cataclysm has brought many changes to healing, especially to restoration shamans.  Gone are the days of mana regenerating as fast as we could Chain Heal.  Just as tanks have had to learn (or re-learn) how to use crowd control, resto shamans have had to learn (or re-learn) how to manage mana pools while keeping the team alive.  We’ve already had our first patch, 4.0.6, and a week to get used to it. 

 

Main healing spells are: 

  • Healing Surge- best single target heal per second, uses a lot of mana per heal.
  • Healing Wave- a medium level heal per second for single targets, uses the least amount of mana per spell but is a low heal per mana used.
  • Greater Healing Wave- takes more time than the Healing Wave but gives a larger heal on the single target so it’s a low heal per second with a high amount of heal per mana used.  This has been buffed in the patch and is a lot more useful for raid healing.
  • Riptide- low mana investment, a little heal over time.
  • Earth Shield – usually best on the tank, always keep this up.  This heal often counts for 10-25% of my heals depending on the damage the group is taking.
  • Earthliving Weapon – should always be on your weapon, increasing healing done.
  • Unleash Elements - when Earthliving Weapon is on your weapon, cast this for a nice heal, a healing boost, AND a cool swishy move.  Best used with Riptide before Unleash Elements.
  • Healing Rain – an awesome spell best used in certain situations, such as battlegrounds, raids, and heroics in which the party is grouped close together.  This has been increased from 30 yards to 40 yards, which is in-line with the distance of our other healing spells, making it a little easier to use. When used, everyone standing in the circle of blue healing happiness gets a chance to gain Ancestral Fortitude.
  • Healing Stream Totem – keep this totem out for nice heals all the while.
  • Chain Heal- I almost never used it prior to 4.0.6 due to the low hps and high mana cost.  It seemed to suck the mana out of my tank and leave people needing more heals.  Now it’s looking improved a bit with the patch and I am encouraged to start using it during raids once again.

Heal priorities

When dungeons, whether normal or heroic, keep your totems up, your Earth Shield on the tank, Earthliving Weapon on your weapon, then Riptide and Unleash Elements on the Riptide target.  For big, slower heals, use Greater Healing Wave.  For quick emergency heals, use Healing Surge.  If mana isn’t an issue, keep people topped off with Healing Wave.  By “topping off,” I mean if any member of the group is under 100% health but over 80%, a Healing Wave should do the trick.  If something happens, such as a lag spike, or any surprise which could lower someone’s health dramatically and unexpectedly, they have full health to help them survive.

If you’re not as confident with the timing of your healing, use Healing Wave until you feel comfortable with when to use Greater Healing Wave.  GHW takes significantly longer to cast than a HW.  It’s not a good heal for a tank taking a lot of damage with already low health.  I would use it in a situation such as the tank is at 60% health and being hit.  It is also nice to use as a pre-emptive heal.  If you expect your tank is going to be taking a big hit, but his health is at full or high, start your GHW and it will hit just after the tank takes the damage.  If he doesn’t take the damage, do a little strafe or hop or cancel the spell somehow. 

Greater Healing Wave had its effective increased in patch 4.0.6.  The cost for the mana of GHW was increased by 10% while the effectiveness of GHW was increased by 20%.

Totems and mana regen

 Because mana generally is an issue, using your Water Shield (WS) and your Mana Tide Totem (MTT) wisely is important.  Most dungeon boss fights will last less than 10 minutes so you’ll only be able to use the MTT once.  If I go below 50% mana and the boss is on more than 50% health, I will use MTT.

If I haven’t used the MTT and I’m out of mana, I use it and hope I didn’t wait too long.  MTT not only affects your party now, so if you’re in a raid, it will affect your whole raid. The WS should always be up and it’s easy to lose track of it.  If WS gets to 1, pop it up again, just to be sure.

The totems I use as my standard for most dungeons are: Stoneskin, Flametongue, Healing Stream, and Wrath of Air.  I will switch these around based on the group and situational needs.  For example, the Resistance Totem (instead of Healing Stream) is useful with its ice, flame, or nature damage prevention.

Another trick I use for getting mana is Telluric Currents.  There are many fights in which everyone is looking healthy and I am at less than full mana.  Throwing a few Lightning Bolts at a mob gives a small amount of dps and a little kickback of mana.  I’ve gotten huge amounts of mana on certain bosses, such as Magmaw when he’s slumped in the Blackwing Descent raid.

Glyphs

Glyphs will help increase your healing output as well.  The most popular prime glyphs for restoration shamans are:

I would recommend using the first three, unless mana is an issue, in which case, place Glyph of Water Shield in place of either Glyph of Riptide or Glyph of Earthiving Weapon.

Major glyphs to use include:

Final note

 Even though restoration shamans no longer have access to low-mana-cost spells and a seemingly infinite mana pools, we can still heal extremely well.  Keep practicing in normals and heroics until you feel you are capable in your ability to manage healing, movement, and your mana pool.  Soon you will be ready for raiding!

 In many cases, healing a heroic dungeon is harder than healing a raid with your guild, so don’t lose hope if you have a bad pug run.  Some tanks will not wait for the healer to get mana.  If you notice they are running from group of mob to group of mob and you aren’t able to keep your mana up, ask nicely for a mana break.  Since they don’t always listen, I try to manage my mana tank filled by practicing mana-saving techniques throughout the dungeon.

Try to run as many heroics with guild members as possible as you build your confidence and increase your aptitude for healing in a variety of situations.


Cataclysm Holy Priest Basics – 4.0.3a

Posted on: Jan 27, 2011 | Author: Aura

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Cata Holy Priest Basics

Along with the sweeping changes to many other classes Blizzard have made in Cataclysm, the priest class has seen a particularly heavy dose of overhaul. Consolidating many different healing spells, bringing back Lightwell to the forefront of raid healing and many diverse talent build changes being but a few of the aspects that are now different for healing priests, much of what we knew before must simply be thrown away and the learning curve must begin anew. Fear not, however; in many ways healing as a priest is actually simpler now than it has ever been, and this guide is intended to give new, returning or continuing Holy priests in Cataclysm a leg up and a quick start.

The Holy Talent Build(s)

The recommended talent build for a raiding Holy priest at the moment is the 6/32/3 build mentioned on the Elitist Jerks forums. However, many of the talents here are somewhat flexible depending on your playstyle and personal preferences in addition to your gear level. For example, the haste offered by Darkness is quite cool and you will likely need it, but what good is haste without mana? Many people choose to go for a single point or even no points in Darkness and put two into Veiled Shadows for regen instead, it’s up to you.

The other option from EJ’s forums is the 5/34/2 intended for 5-man heroic dungeons. This build drops Darkness entirely, puts two points in Veiled Shadows and pulls one point from Twin Disciplines and another from Test of Faith in order to take Desperate Prayer and Surge of Light.

Glyph Choices

For prime glyphs, the Holy priest should not be without Glyph of Renew and Glyph of Prayer of Healing. The final prime slot should be filled with Glyph of Lightwell assuming you can get the raid to click it (which they should be, see below).

Major glyphs are not as important but there are still some choices that are better than others. For example, the Glyph of Circle of Healing is pretty much essential for raid healing. For the other options, Glyph of Mass Dispel is nice if you find yourself using it a lot (very handy in certain situations at least) and Glyph of Psychic Scream can be useful sometimes in 5-mans.

As always, minor glyphs are basically ignorable from a raiding standpoint, just take whatever you like the look of.

Raid Healing Rotation

Raid healing is what Holy priests do best, it always has been and probably always will be. In Cataclysm, however, mana is much more an issue again than it was at the end of Wrath content, and raid healing burns mana like there’s no tomorrow. Careful use of cooldowns and keeping a vigilant eye on your overhealing is the first step toward mana efficient healing and it is vital you nail this ASAP to avoid going OOM when it matters most.

The first rule of raid healing is to keep Prayer of Mending on cooldown constantly. This has always been the case with the priest class, and Circle of Healing should probably be used on cooldown too along with HW:Sanctuary if possible. Stay in Chakra: Prayer of Healing throughout, using filler Flash Heals where needed to haste PoH through Serendipity. Lightwell has made a return in Cataclysm as it has been fixed to make it useful once again. The whole raid should be using your Lightwell regularly to limit the amount of direct healing you need to do as it is the most mana efficient heal in the whole game. Make sure the raid are using it!

Tank Healing Rotation

Although not the best job for a Holy priest, you may occasionally be asked to tank heal. For this your bread and butter spells will simply be Heal and Renew most of the time. However, you will need to keep up stacks of Serendipity and use Flash Heal or Greater Heal to keep up with tank damage as Heal and Renew alone probably won’t cut it. An initial couple of Flash Heals followed by Chakra: Heal should be the opening sequence of choice. If the tank takes crazy spike damage you can use HW: Serenity with a GHeal and a couple Flash Heals to top him back up.

Final Thoughts

Playing a Holy priest can be a very rewarding choice. It is also a difficult role to fill and you must make sure you understand it well to be of use to your raiding team. Learning how to efficiently manage your mana while pushing enough heals through can be a challenge but keep at it and you will get there in the end. And remember, Lightwell is your friend, use it!


Cataclysm Shadow Priest Basics – 4.0.3a

Posted on: Jan 14, 2011 | Author: Aura

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Cataclysm Shadow Priest Basics

Playing a shadow priest is a little different in Cataclysm to what people may be used to. While playing with shadow remains largely DoT focused we have a couple of new mechanics that all players should be aware of, both for reasons of damage output and mana conservation. In this post we’re going to take a look at the new level 85 Shadow Priest talent build, optimal glyphs for raiding and some guidelines to follow in order to maximise the DPS from your rotation. Shadow priests are at this point in time great single target DPS; although the AoE of Mind Sear seems to have been nerfed somewhat, it should be possible for most players to reach 10-12k DPS in a mixture of 333-346 blue gear (starter raiding level).

Level 85 Shadow Priest Talent Build

The recommended talent build for a raiding shadow priest begins with 8/0/31 and leaves two talent points to be assigned where you want them. Most of the talents that have already been placed are not optional if you want the best DPS, although two of the points in Improved Mind Blast could arguably be moved elsewhere if you really need them.

Aside from the obvious damage increasing talents there are a few other key talents in this build that have slightly changed the way shadow is played. As an example, before Cataclysm the ability Shadow Word: Death was used almost exclusively in situations where the priest had to move in order to maintain some damage output during movement, and only then if the priest had enough health that the incoming damage wouldn’t kill him/her. However, with talents such as Pain and Suffering and the new Masochism, Shadow Word: Death has become an important part of the overall mana conservation strategy, giving the priest a whopping 10% mana back when they injure themselves with the spell. Another interesting new talent-based mechanic is Dark Evangelism /Dark Archangel. What this does in simple terms is make Mind Flay stack a buff on the priest which increases the damage of periodic shadow spells by 2% per stack and goes up to five stacks. This buff affects Mind Flay itself which is also now treated as a DoT on the target while channeled. This buff can optionally be consumed by using Dark Archangel, which will increase the damage of Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death by 4% per stack for 18 seconds, enough time to fire off some nicely buffed damage. Dark Archangel will also return 5% of the priest’s total mana, making it another great tool in the mana management arsenal of the priest.

Of the optional talents in the tree, there is much debate on the best place to put them (and the 2 points which aren’t strictly needed in Improved Mind Blast). Some would argue that extra raid utility could be gained from taking Improved Psychic Scream and Silence, which along with the Glyph of Psychic Scream can be useful for a little extra CC and an extra interrupt. Other options include Phantasm which adds a “get out of jail free” mechanic to Fade, and Psychic Horror which is a sometimes useful disarm.

Best Glyphs for a Shadow Priest

In terms of Prime Glyphs, most shadow priests are currently running with Glyph of Mind Flay, Glyph of Shadow Word: Pain and Glyph of Shadow Word: Death for obvious reasons. None of these are really optional as there are no other choices which improve the priest’s DPS.

Major glyphs include Glyph of Psychic Scream, Glyph of Psychic Horror and Glyph of Scourge Imprisonment for raid utility, Glyph of Spirit Tap for a little extra help with mana on trash mobs, Glyph of Fade for extra threat management, and Glyph of Dispel Magic or Glyph of Mass Dispel if you find yourself dispelling a lot. As mentioned briefly above, Glyph of Psychic Scream is recommended as without it Psychic Scream is unusable in a dungeon/raid environment and it can be really useful to help with CC. Glyph of Fade is also extremely useful if you find aggro problems are frequent.

Minor glyphs are not really as important, but Glyph of Fading, Glyph of Shackle Undead and Glyph of Levitate are probably the most used.

The Shadow Priest Rotation

The top priority for a Shadow Priest remains largely the same in Cataclysm: DoT uptime. Keeping Vampiric Touch, Devouring Plague and Shadow Word: Pain up at all times on the mob/boss is vital. DoT clipping is no longer an issue, however, and so DoTs should be refreshed whenever possible in the moment just before they fall off. Mind Flay is also now treated as a DoT, meaning any buffs or procs that affect “periodic shadow damage spell” will also affect Mind Flay. There is an important new mechanic we have to watch for however: Shadow Orbs. Basically, whilst our DoTs are ticking or we are using Mind Flay we have a chance to create Shadow Orbs. These orbs are consumed with Mind Blast which turns them into a buff called Empowered Shadow which improves our DPS by a base amount of 10% plus whatever we add to that with the Mastery stat.

Maximising DPS as a Shadow Priest largely revolves around keeping DoTs active at all times, watching and managing Shadow Orbs and Empowered Shadow, and using Dark Evangelism stacks and Dark Archangel appropriately. It is also important to use Shadow Word: Death at appropriate times both for the extra damage and for the mana. The Shadowfiend is also non-trivial DPS which, if you can manage without it’s mana return you should use almost immediately in a raid boss fight with the hope of using it again during the same fight. This should be helped somewhat by the talents Veiled Shadows and Sin and Punishment. One other thing that not many people think about is the talent Shadowy Apparition; although often treated as a passive proc, it is important to realise that if you are moving, the chance to create apparitions increases by five times to 60% rather than 12% when SW:P ticks. Carefully timed movement can help to ensure you always have 3-4 apparitions moving toward the boss at any one time, maximising the small but still important DPS gain you get from them.

Twisted Faith and the Importance of Spirit

Just a quick note should probably be made here with regards to Spirit. Due to the new talent Twisted Faith, shadow priests no longer depend on pure hit rating to reach the spell hit cap and can use Spirit instead. This effectively means that while you can and still should roll on hit gear, if reforging or gemming to meet the hit cap choose Spirit and not Hit as it provides you with mana regen in addition to spell hit. Of course, you should also always remember that Intellect is your number one stat, regardless of how much hit you have. This means that even if you are below the hit cap after reforging for hit, you should never gem for pure spirit, and if you must gem it at all, do it only for the socket bonus and only with a split Intellect-Spirit gem.


Subtlety Rogue Guide 4.0.3+

Posted on: Nov 28, 2010 | Author: Garona

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Subtlety Rogue Guide 4.0.3

The Subtlety rogue has not always been considered in the past as a viable PVE talent build for rogues and usually only used in PVP situations where it is exceptionally strong. However, since patch 4.0.1 more and more rogues have been testing out Subtlety builds in PV situations and reporting great success. Since the 4.0.1 combat scare many combat rogues switched builds to subtlety too, so this guide should help you on your feet in this relatively new world of PVE DPS for rogues.

Talent Build

First of all you will need a talent build to get you started. At level 80 your talent build should look like this:

Subtlety Talent Build Level 80

If you are looking for level 85 talent builds these have not yet been decided upon but many rogues are leaning towards a Sub/Combat mix for level 85. A good place to start for a level 85 talent build is this:

Subtlety Talent Build Level 85

Rotation

The rotation for Subtlety is often seen by many rogues are the most complex rotation of all three builds. However, once mastered it is very powerful in PVE and particularly excels at single target “tank and spank” fights (i.e. Saurfang ICC).

1. premed/shadow step/ambush =  5 CP
2. SnD
3. hemo/backstab to 5 CP
5. rupture
6. shadow dance/premed/shadowstep/ambush
7. recuperate
8. ambush/backstab to 5 CP
9. eviscerate

It is thought you may want to leave Hemo out entirely except when target switching if you prefer. This is entirely up to you at the moment with the Subtlety rotation.

As you can see from the basic structure of this rotation the idea is to use your ShS/ShD/Ambush where ever possible and fill the remaining time with backstabs to generate combo points. In terms of finishers Subtlety rogues need to keep three main finishers up at all times:

  • Slice and Dice
  • Rupture
  • Recuperate

You may find the inclusion of Recuperate odd as a non damage dealing buff, however coupled with the talent [Energetic Recovery] every time your recuperate ticks you will gain extra energy making recuperate highly valuable. It may seem like a lot to keep up at first but Subtlety rogues also have the talent point [Serrated Blades] which refreshes your rupture every time you use eviscerate.

Therefore once you have all three finishers active you can keep them going by rotating Slice and Dice, Eviscerate and Recuperate finishers. This can be tricky at first so it’s recommended you get as much practice in as possible on a target dummy and in dungeons beforehand.

Glyphs

Glyphs for a subtlety rogue can be tricky to decide upon especially with the major glyphs. Make sure you have a good stock of all the glyphs your sub rogue could use as you may find them very situationally handy.

Major Glyphs

[Glyph of Backstab]

[Glyph of Slice and Dice]

Then one of the following:

[Glyph of Hemorrhage] – Remember that Hemo is worthless without this glyph.
[Glyph of Rupture] – If not using Hemo this will help keep your rotation smooth.

Major Glyphs

[Glyph of Sprint] (Improves Damage Uptime).

Then any other two major glyphs. Good examples are:
[Glyph of Premeditation]
[Glyph of Ambush]

Minor Glyphs

[Glyph of Poisons] (Optional)

[Glyph of Safe Fall] (Highly Recommended)

Then any one other minor glyph.

Weapons

Subtlety Weapon choices are at the moment the same as Mutilate rogues. Sub rogues need to use daggers in order to use Backstab in their rotation and the preferred weapon speed type is 1.8 in the main hand and 1.4 in the off hand.

Stats Priorities

This is the order of priority you should place your stats in when considering reforging and gemming. It is essentially the same as a Combat rogue which mean reforging crit for mastery when poison hit capped is not a good idea in general.

Agility >> Expertise > Spell Hit = Haste > Crit >> White Hit > Mastery > AP.

This means when considering other aspects of Subtlety rogues such as Consumables, Enchants and Reforging looking at combat rogue choices is a good place to start. You can find more information on these here:

Gemming for Rogues

Reforging for Rogues

Enchants and Consumables


Resto Druid Rotation Patch 4.0.1

Posted on: Nov 20, 2010 | Author: Garona

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Resto Druid Rotation and Spells

Firstly there usually isn’t a considered “rotation” for resto druids like you see with DPS classes. Healing will depend on the situation and requirements of your raid in most situations. However, this guide can help you through the process of picking and choosing spells in an encounter and hopefully stop those pesky DPS classes from dieing too much.

Resto Druid Role

Nothing much has changed in Patch 4.0.1 with regards to resto druid roles. You can adapt your talent build and glyphs to some extent to tailor your role in a raid but for the most part resto druid are designed to be strong supportive raid healers and extra hands on tanks. Most of the resto druid abilities are Heal over Time spells which means we will be mostly dealing with preemptive healing rather than reactive healing. This also means you will not be as strong as other classes when it comes to keeping up tanks or fast on the spot healing in general although good players can be quite competent in these roles.

If you are new to the life of a resto druid it’s a good idea to start with the basics, to master your rotation and spell priority and then start practicing more complex factors to your rotation as you become more comfortable with your druid.

Main Healing Spells or Abilities

[Rejuvenation] This is the resto druid’s main spell in raids. If you are operating correctly in a raid you should expect to see Rejuvenation as the most commonly used spell on the meters. This spell should be aimed firstly at tanks then on anyone taking damage or due to take damage especially if dot based and finally anyone expected to take damage within the raid for example melee DPS. If you have any spare time during a raid, throw Rejuvenations at anyone who doesn’t have one yet.

[Wild Growth] This is our group heal and our main way of coping with group damage in a raid. It has a very short cooldown so for heavy damage encounters it can be used almost constantly on every CD. It is often also used a reactive group heal and for topping up a group. Wild growth automatically targets the 5-6 people with the lowest HP but they must also be within range of the druid so make sure you are in a central location to those that need the heal the most. This often means melee clusters or centrally in the ranged area. You can now target the heal onto another player to set up a new radius for the heal around that person instead of yourself.

[Nourish] This is a cheap but slow heal mainly used if you’re in a tight spot and need a reactive heal without using up too much mana. However, with our large mana pools at level 80 it’s not likely you will need to use this heal.

[Regrowth] The better version of Nourish. This heal will complete a very quick reactive heal on your target especially useful if they are near death or a HoT won’t cut it. It then applies a HoT afterwards to ensure that pesky DPS stays alive. Regrowth is used on tanks coupled with Rejuvenation and also as a reactive and protective heal throughout the raid.

[Healing Touch] This spell is generally not used on it’s own as it’s very slow to cast and uses up a lot of mana. However it is a very powerful heal and very useful when used in conjunction with Nature’s Swiftness (NS) which makes it an instant cast. This heal is best used on tanks that are taking too much damage such as from soft enrages or general infrequent abilities. It can also be used to heal others in trouble but without Nature’s Swiftness you’ll find other healers beat you to the punch. NS has a 3 minutes cool down so it’s a good idea to save it for tanks and sticky situations.

[Lifebloom] This spell places a small heal over time on the target and gives them a small heal when it is removed or finished. This HoT becomes particularly powerful when stacked (up to 3 times) making it a very strong HoT which is especially useful for tank healing. When used in conjunction with rejuvenation and regrowth on the tank resto druids become very powerful tank support healers.

[Swiftmend] is now a Restoration specialisation. This spell provides a small instant heal on players that already have one of your HoT’s on them. Since you should be popping HoT’s left right and center this shouldn’t be a problem. Coupled with the glyph that allows you to use swiftmend without consuming the HoT buff this is a very good reactive heal for tight spots. It has a 15 second cool down so can be used frequently throughout the encounter on anyone with low health.

Tree of Life

[Tree of Life Form] replaces our ability to shape-shift into trees as standard during an encounter and is now a 30 second duration spell with a 3 minutes cool down. This cool down improves our healing in general as well as improve a few select healing spells in a specific way:

Lifebloom – Now cast-able on any number of targets.
Wild Growth – Now affects up to 2 additional people.
Regrowth: Now instant cast.

This means Tree of Life form is particularly useful when the entire group starts taking insane damage, when tanks start getting flattened or just in general when healing is tight. You will only be able to use this once or twice during an encounter so it’s best to save this spell for when you need it. If you know the encounter should have no need for it, you can pop it at the start of the fight and lifebloom your little wooden heart out and then again when it’s cooled down.

Tank Rotation

If the tanks are taking a lot of damage in general or if you are on tank duty use predictive heals:

Keep all HoT’s active on the tank at all times. You may also wish to throw some HoT’s on the off tank in your spare time.

For serious tank damage use reactive heals in addition to your predictive heals:

Group Healing

General rule of thumb:

  • [Rejuvenation] on all targets taking damage especially DoT based damage.
  • [Rejuvenation] on all targets you expect to take damage soon.
  • [Regrowth] on targets with low health and possibly taking damage.
  • [Swiftmend] on anyone with low health or in need of a top up on every cool down.
  • [Wild Growth] as necessary or when you predict group damage.

For intensive healing:

  • Same as above but with [Wild Growth] on almost every cool down with intensive HoT placement in between.
  • Use [Tree of Life Form] for emergencies.
  • Use Tranquility in emergencies.

Adapting your Rotation

The above rotations are just general guidelines for you to follow. Do not be afraid to adapt your rotation as necessary, this can be on a per fight basis or even mid-flow. As you progress with your druid healing skills you will learn to adapt and tailor your druid healing experience in your own way to fully develop as a raiding healer and become a valuable asset to anyone’s team. Remember that while your mana supply is copious at Level 80 this will all change at Level 85 in Cataclysm so be prepared for future mana management.

Tree Healing Calculator

To help you get to grips with your tree and your healing capabilities you may wish to try out one of the many Druid Healing calculators. Tree Calcs displays estimated HPS for a variety of standard rotations, estimated OOM time and mana regen expenditure and requirements. This can help you see how minor changes to your druid could affect your healing throughput and more. More information on this useful tool can be found at TreeBarkJacket.