Runspeed is good, but the problem is that there isn't a level 80 runspeed agility enchant. Which means that if your boots are shared between bear and cat, you're either getting a runspeed/stam boost that doesn't help cat at all, or you're getting agility that gives both specs something at the cost of runspeed for bear.
Honestly I've yet to find a fight that needed it so much while staying in bear form; most of the time if I need to get somewhere fast, I can have the time to shift to cat and get out of the way, and run speed wouldn't help there.
Haste - Is stacking haste as important as I keep feeling i'm lead to believe? I have just re-gemmed all my gear, swapped out my main hand for the Dagger from ToC HC for the extra haste and I'm still 160 of getting soft capped. I was in a raid with a druid that spanked me for HPS and overall healing and I asked him about haste and he said, what is the point, he just has whatever is on the item but does not care about buffing it or looking for more.
So, the question is, Haste. Do you bother or what?
Thanks in advance.
I am assuming you are balance spec.
My experience has been, and this is a general statement, if you have a choice between two items, one with crit, and another with haste, try to go with the haste. This is even more true if you are under the soft cap.
I would, however, recommend against gemming for it. You should always (generally) gem for pure SP, except for where you need to gem for your meta, or if you are under the hit cap.
A painfully simple example of how good haste is:
With Heroism my Natures Grace Starfire cast is 1.5 seconds. I am not claiming that this is awesome, or amazing, but think about it, I can cast a Starfire in the same time a druid with no +haste and no NG can cast Wrath. That IS HUGE! More casts = more dmg. Also, when it comes to refreshing DOTs, or applying FF, or casting Force of Nature, or Starfall, more haste = Shorter GCD which means you can get back to the meat of your rotation faster. It also comes in handy if you have to Bres someone. A faster Bres cast means you can get back to dealing dmg faster.
My role would be OT for the most part, but setting the threat setting to OT winds up with mostly DPS gear, which doesn't seem right, especially since there will be times when I'm tanking the boss with the "MT" grabbing adds.
Keep different sets of gear. If you'll be on the main boss, use MT settings and your MT gear. If you'll truly be OT, remember that as OT, you don't get hit as much, and have to rely more on stuff like crit and dodge to get rage, and sometimes you have to burn things down. Depends on how your guild treats the OT position, of course.
My experience has been, and this is a general statement, if you have a choice between two items, one with crit, and another with haste, try to go with the haste. This is even more true if you are under the soft cap.
I would, however, recommend against gemming for it. You should always (generally) gem for pure SP, except for where you need to gem for your meta, or if you are under the hit cap.
A painfully simple example of how good haste is:
With Heroism my Natures Grace Starfire cast is 1.5 seconds. I am not claiming that this is awesome, or amazing, but think about it, I can cast a Starfire in the same time a druid with no +haste and no NG can cast Wrath. That IS HUGE! More casts = more dmg. Also, when it comes to refreshing DOTs, or applying FF, or casting Force of Nature, or Starfall, more haste = Shorter GCD which means you can get back to the meat of your rotation faster. It also comes in handy if you have to Bres someone. A faster Bres cast means you can get back to dealing dmg faster.
Unless HPS and healing are both typos, he's talking about Resto. Also, you really shouldn't favor haste over crit once you're past the softcap; see my guide for more detail.
For Resto, I personally place a lot of value on the haste cap. If you see my current Armory, I use a few gems to hit it. I know that's not what everyone would recommend--healing is never as clear-cut as DPS. But for our most common mode of operation, blanketing the raid with HoT's, a very DPS-like mentality I think applies to the haste/spellpower tradeoff. Reducing your GCD increases throughput significantly.
I can only agree Arawethion. Lowering your GCD to ~1sec is a really hugh benefit. Especially during HMs, there is a lot of DPS on the whole raid ... Ulduar: XT, Kologarn, Auriaya, Hodir, Mimiron, Yogg. TotgC: Twin Val'kyrs, Anub P3, full HoTs on the Tanks at Gormok, Faction Champions [where you're running around a lot and try to escape the enemy's melees] - to name a few.
If my math is correct, lowering the GCD from 1.08sec down to 1.0sec equals ~7% more heal (if you're spamming HoTs around, it is effective heal etc - a perfect situation).
Well just came back to Wow after a two year hiatus and I need some quick help with talent specs. I would really like a stock one for both Resto pve (as my primary spec) and feral pvp.
Honestly I've yet to find a fight that needed it so much while staying in bear form
Do you tank? Though I'm not sure why you'd be in bear form if you're not tanking. But while tanking it can be very important to have that extra run speed and tanks really shouldn't be shifting to cat while the boss is pounding them.
Best solution is to get two pairs of boots, one for cat with +16 agility and the other for bear with Tuskarr's. A new run speed/agility enchant really would be wonderful, though.
Do you tank? Though I'm not sure why you'd be in bear form if you're not tanking. But while tanking it can be very important to have that extra run speed and tanks really shouldn't be shifting to cat while the boss is pounding them.
Best solution is to get two pairs of boots, one for cat with +16 agility and the other for bear with Tuskarr's. A new run speed/agility enchant really would be wonderful, though.
I'm a pretty big fan of run speed enchants over stats on boots if only because the fights where it does come in handy, its a fairly large advantage. Ex: Anub'arak 25m heroic add tanking, you have to grab both adds, and position them 10 yards away from the other OT's two adds, but within 13 yards of them so AoE will hit all 5 mobs. It's really nice to have more time to do that with tuskarr's + a body and soul. And I can't even begin to tell you how many kills and raid saves rocket boots have produced. You can't really quantify it.
Edit: I meant Tuskarr's being useful supplemented by body and soul as it only lasts for four seconds, not stacking, sorry.
Body & Soul + Tuskarr's doesn't stack; Body & Soul overwrites the bonus you get.
In general, speed boosts don't stack.
Rocket boosters are another matter entirely in terms of value, but they're not really comparable to Tuskarr's.
Do you tank? Though I'm not sure why you'd be in bear form if you're not tanking. But while tanking it can be very important to have that extra run speed and tanks really shouldn't be shifting to cat while the boss is pounding them.
Again, I've yet to find a fight where it's mattered significantly that I am 8% faster while staying in bear form. Anub'arak add tanking might be a good example, save that because bears are horrible with interrupts they're better off on the boss, which is where I've done my tanking for the most part. Just going through the list of Ulduar hard and ToC:
FL: nothing
XT: no movement of the tank
IC: almost no movement of the tank, and run speed doesn't help significantly here.
Hodir: very little movement of the tank
Thorim: runspeed might help in the hallway, but doesn't help on Thorim or arena
Freya: could help slightly with kiting at the end. Might help a small amount with dealing with the three pack of adds.
Mimiron: lots of movement, but not a lot of running as fast as you can; running is controlled.
Vezax: no movement
Yogg: depends on the strategy, but not a lot of movement.
Beasts: none on Gormok, a bit on the mobile worm, none on Icehowl (you can shift to cat to get out of the way)
Jaraxxus: very little movement
Faction champs: probably the best argument for it
Valkyr: slight advantage when switching colors (though again, can go cat). Slight advantage when moving to get orbs
Anub: no real advantage when tanking boss; some small amount when tanking adds.
So there's nothing I see there that screams must have, though there are a couple fights where it would make a small difference.
I'm searching for a well-organized post such as Dots and you for druids, and I couldn't find it.
Sure, there are thread such as Resto (PvE) Healing Discussion, but I'm not searching for discussions, I'm searching for conclusions.
So, the question is: am I missing something, or there really isn't one?
There is no 100% right way to heal as any healing class. It depends on the encounter and raid composition. If you want to know spell coefficients, check out the Resto Druid Spread Sheet. For the soft haste cap look here. As far as rotation goes, it depends on the encounter. I suggest skimming through the PvE Healing discussion and then use some of your own knowledge and play style to make a decision on whats best for your raid and you.
So I've been looking through the topics on resto druids and while its all great information I am kinda behind the curve that most posters are at. So now I'm gearing up again after a summer hiatus and I can't decide what I should upgrade first with conquest emblems.
I'm not going to go through your upgrades one by one for you, it's fairly straightforward for you to compare what will give you the biggest increase in stats, plus you'll know what you are more likely to upgrade in the near future depending upon what content you are doing.
You should, however, prioritise getting to 4t8 as soon as you can, as it's hugely powerful in the kind of healing role druids have found themselves in this patch cycle (if it moves, rejuv it). Even when it's nerfed in the next patch, it'll still be rather strong.
Please contact me via PM/Twitter regarding any issues with Wrathcalcs or Treecalcs rather than whispering me in-game.
About my UI: I am looking for a mod that monitors internal CD's (like Sqwak and awe or whatever that one was). Basically looking for Insightful, Sif's Rememberance, stuff like that?
I know Proculas has already been mentioned but there is also Antiarc's InternalCooldowns (haven't seen it mentioned yet). Addon description:
InternalCooldowns tracks procs from your trinkets (and potentially other equipped items), and can display cooldown swirlies/text/whatever for them.
It may be useful for lining up cooldowns with trinket procs.
Hey there guy, Quick question. What would the best glyphs be for a leveling feral-Cat- Druid? Also, as cat, should I bother with thick hide?
also glyph of dash and glyph of acquatic form: they are minor glyphs but are great both when you need to escape and when you just want to go somewhere faster.
Hey there guy, Quick question. What would the best glyphs be for a leveling feral-Cat- Druid? Also, as cat, should I bother with thick hide?
I recently levelled a second feral druid on the alliance side of my server, and I found that feral glyphs were rather lacking in usefulness.
Berserk - I'd recommend picking this one up as soon as you get Berserk (level 60). It really helps for soloing some of the elites and group quests in Outland/northrend.
Frenzied Regen and Growl are useless unless you regularly instance level. Mangle is useless as you will be spamming it as your main damage move. Maul is decent but you usually don't spent a lot of time in bear form. You rarely use Rip while levelling, and you don't get Savage Roar until 75 and even then you rarely use it while levelling. Shred is useless for the same reason as rip, although Survival Instincts can be decent for those rough mob pulls.
Rake is one I found extremely useful, as with normal levelling, fleeing mobs are the cause of one too many deaths. I'd recommend going Claw/Rake for your level 15 and 30 glyph, replacing Claw at level 60 once you get Berserk. For your minor glyphs; Dash, Aquatic Form, and Thorns are the only ones you'll find particuarly useful.
How valuable is T9.232 compared to T8.226 for healing druids? [Idol of Awakening] together with 4T8 is said to be supreme during T8 content, but at which point should I swap to T9.232 (can't get any Trohpies as far as I can see).
How valuable is T9.232 compared to T8.226 for healing druids? [Idol of Awakening] together with 4T8 is said to be supreme during T8 content, but at which point should I swap to T9.232 (can't get any Trohpies as far as I can see).
A discussion regarding this topic is currently taking place here. While there is no definite answer, I suggest you apply your own knowledge of your class along with what is shared on these forums to draw a conclusion that best fits your play-style and healing role.
Artificial Intelligence usually beats real stupidity.
I have seen a lot of discussion comparing druid t8.5 & t9.25 for set bonus value, and I have been following threads closly. My alt is currently a druid healer, and though I devote as much time to him as possible he still is my alt and will not be getting trophies for a long time. I am curious from the available Triumph badge gear what is the best method to upgrade my t8.5 set. With the t9 4 piece set bonus still being useful should I go for 4x t9 (ilvl232) or will the stat bonus of the off set pieces be better for me to just go for all of the 245 off set pieces? Mostly not counting legs and hands at first as I will be doing the VOA grind every week to try and g et 245 set from there.
Unless 4set T8 bonus will be nerfed you might skip the T9.25 pieces and just save your badgets for trophies --> T9.5 (or having luck in voa). It depends on the healers in a raid and the encounter itself what 4set bonus, T8.5 or T9.25, is better. While stacking more and more sp (along with the new idol) T9 is the winner.
Someone on my realm mentioned that blizzard was talking about taking shapeshifts off the global, is there any truth to this rumor? If so, can someone point me to a thread where I can read up on it? Thanks.
Also, I'm seeing a lot of feral arena players putting +25 spell pen's in their blue slots. What's the specific circumstance behind this? I'm utterly clueless when it comes to caster/spell-related stats/issues. I assume this is something to mitigate cyclone from being resisted, but I don't know how this mechanic works and so I'm wondering if I should be considering it myself or not.