The following is an in-depth look at the increase in effectiveness of Druid healing brought about in patch 2.1 and is intended to inform both the Druid community and raid/guild leaders as to the potential Druids now possess. I apologize for its length but I feel a thorough explanation will benefit those interested. Thank you for your time.
I. Introduction
II. Styles of Healing, Old and New
III. Lifebloom goes on the Patch
IV. Multi-Target Healing
V. Spell Rotations
VI. Helpful Tools
VII. Math
VIII. Conclusion
I. Introduction.
There is a common misconception about restoration druids today. The problem isn’t that other classes misunderstand us, as every class forum would be happy to point out how unfairly they’ve been treated, but that resto druids are misunderstanding themselves. Druids post regularly that they shouldn’t deserve spots in raids, they don’t bring anything another class doesn’t, that restoration is a hopeless offspec and they should all just go feral. Marilyn, the Nihilum Druid Class Leader made a post about how resto druids don’t get a slot in Nihilum raids anymore because other classes bring more raid utility and heal just as well as Druids. Many Druids jumped on board and shouted out to the world just how woefully ineffective they compared to other healers.
And it’s just not true.
First things first, who am I? I’m Oxylos of <Relentless> on Shattered Hand US. I’m a Tree of Life healing druid, currently specced 5/0/56, and before switching to Tree I was a Dreamstate 33/0/28 spec. I have killed both Lady Vashj and Kael’Thas, and will be entering Mount Hyjal and Black Temple soon. I want to address the fact that in Marilyn’s post, he was referring to the game in Hyjal and BT. If it is true that Hyjal and BT are so completely different than SSC and TK that somehow nothing I will say below applies anymore, then so be it. SSC and TK are what I know best, and for the overwhelming majority of forum goers they are the raids they are either progressing on now, or wish to be shortly. Even if Hyjal and BT do drastically change gameplay, this information will still be very relevant for those working through SSC and TK and can at least help such a Druid be a more effective healer until the time comes to take their turn in Hunterville during the tier 6 instances.
** Since writing this I have finished both Hyjal and Illidan with great success **
II. Styles of Healing, Old and New.
Prior to Patch 2.1 there were several different styles of healing play used by Druids:
1.) Reactive Raid Healing with HOTs - Thought by many to be the primary job of a Tree of Life Druid. The largest concern raised with this style of Healing is that it requires other healers to trust in the Druid’s HOTs and not Flash Heal a target that just received a Rejuvenation. Often this would not be the case and most of the Druid’s HOT ticks would end up as wasted overhealing.
2.) Reactive Raid Healing with Healing Touch - Arguably the worst style of Druid healing possible. While mana efficient due to Balance talents, this was simply too slow to heal several raid members at 3 seconds per cast. Mana efficient due to balance talents but simply too slow to heal several raid members at three seconds per cast.
3.) Preemptive MT Healing with HOTs - Generally what a Tree of Life Druid would do when there is no raid healing to be done. Keeping HOTs up on a single target to help ease spike damage. While helpful to the raid, the majority of HOT ticks end up as overhealing because all other healers are spamming heals on the same target. Unfortunately mana inefficient due to the regular use of Regrowth.
4.) Preemptive MT Healing with Healing Touch - The benefits of this style are tremendous mana efficiency through downranking, especially with the Dreamstate talent, along with landing large heals and taking some of the sting of overhealing out by consistently having a heal ready to land on the target. The largest downfall of this is that by being locked to a three second cast bar throughout a whole fight the Druid loses not only mobility, but also some ability to adapt to changing situations.
With the release of Patch 2.1 a significant change was made to the Lifebloom spell that opened up a completely new and incredibly powerful style of play:
5.) Preemptive HOT Healing on multiple targets while Reactive Raid Healing with direct heals - The idea of this style of healing is to maintain three stacks of Lifebloom on two or more tanks while also throwing out Rejuvenation+Swiftmend or Regrowth on raid targets in need of small healing. This method of play dramatically increases the raw healing output of a Restoration Druid allowing them to heal for nearly twice as much that of an equally geared Paladin over the same amount of time using close to the same amount of mana (math at bottom of post).
III. Lifebloom Goes on the Patch.
Lifebloom is a Druid HOT that ticks for a small amount every second and, after the seventh tick, wears off and heals the target for a larger amount at the same time. Of particular note is Lifebloom's ability to be stacked three times. Stacking it refreshes the seven second duration, while also increasing the amount it heals each tick. Unfortunately when Lifebloom was first introduced, only the first stack got +healing benefits, and adding the second and third stacks only increased the amount healed per tick by the base value of a Lifebloom heal, 39. This is what changed in patch 2.1.
In WoW 2.1, each application of Lifebloom adds the full amount per tick, essentially doubling or tripling the amount healed each second. Now this is strong, no doubt, but there are several factors associated with Lifebloom that are what really make it shine.
1.) Once there are three stacks on a target it will stay at three stacks as long as it is refreshed before the Lifebloom expires and explodes, e.g. within seven seconds. By maintaining a Lifebloom triple stack the target will receive up to six ticks of triple healing for the cost of one spell each time it is reapplied.
2.) **This is no longer true. It was overpowered and the inevidable nerf came. Just leaving it in to honor the past** The amount each stack heals for is set by the +Healing at the time the stack was first applied. As long as it is not allowed to explode, the Druid could even remove all their Healing gear and still keep the Lifebloom ticking for the same amount.
3.) In a stacked Lifebloom, since the amount healed for is triple the normal amount for the spell, the effect of +Healing added to the spell is in effect also tripled. Because of this the +Healing stat gains more impact than it normally does in other situations or for other healers.
Due to this last factor the Empowered Rejuvention talent gives a much larger return than it previously had and is incredibly useful for increasing the amount of healing done.
**Additionaly, it is strongly recommended that a Druid equip themselves with trinkets that have abilities **that grant a large +Healing bonus on use for a limited time such as Oshu’gun Relic, Essence of the **Martyr, Zandalarian Hero Charm, or Eye of the Dead. By popping two of these trinkets for the initial **three applications the Lifebloom ticks will heal with the additional power of 500 or more +Healing for **their entire duration.
**SADLY ALSO NO LONGER TRUE. The best trinket is now Memento of Tyrande, but Essence is still amazing.
IV. Multi-Target Healing
The key to success with Lifebloom is that not only can it do a large amount of healing when stacked, but maintaining this only takes 1.5 seconds of cooldown out of every six to seven second casting sequence. This leaves the Druid free to use approximately five seconds of casting or cooldown time to cast other spells in-between refreshing the Lifebloom, and also allows them freedom of movement due to the nature of instant cast spells.
The most effective use of this extra time is to keep Lifebloom stacked on one or more other targets as well, effectively doubling or more the raw amount of healing done every second. Unfortunately not all encounters lend themselves to the optimal scenario for this, multiple tanks taking consistent damage. However, in both Serpentshrine Cavern and The Eye, enough battles do fit this mold to make this strategy successful. The following is a list of the encounters found in these instances and how a multi-target Lifebloom style can fit with them:
Serpentshrine Trash: All of it except for Colossi utilizes more than one tank.
Hydross the Unstable: Three tanks at most times (the phase MT + two OTs)
The Lurker Below: One tank in phase 1, several in phase 2.
Morogrim Tidewalker: One tank through the majority of the fight.
Fathom Lord Karathress: Four tanks early on, as the number of tanks used decreases the number of healers taking consistent damage increases.
Leotheras the Blind: Two tanks used, but the nature of this fight makes the Lifebloom strategy ineffective.
Lady Vashj: Several targets taking damage in phase 2.
TK Trash: Most of the trash except for the Phoenixes uses more than one tank.
Al’ar: One tank at a time in phase 1, multiple OTs to choose from in phase 2.
Void Reaver: Another fight out of tree, but still effective to keep a stack on the MT.
Solarian: If the Wrath of the Astromancer debuff is being tanked by two AR tanks Lifebloom is ideal for healing them.
Kael’Thas: One tank throughout phase 1, several tanks during phases 2, 3, and 4.
In the event that there is only one target in need of healing, the mana strain on the Druid will be light enough to maintain three Lifebloom stacks, and Rejuvenation.