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Restoration Druid Raid Encounter Tips
Di Jaydaa
[Last Updated]:
22/06/2018
Cronologia
Patch: 7.3.5
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This guide is currently updated and maintained by
Jaydaa
. I've been raiding in WoW for almost 11 years on various healers and DPS. Find me on
Twitter
.
Raids
General Raid Tips
Do your fight research beforehand. Watch videos, watch streams, go over logs, all to recognize damage patterns. Restoration Druid is all about proactively pre-HoTing before incoming damage and then reacting with
and other CDs.
Plan out your CDs ahead of time when possible. Try not to overlap large healing CDs (
,
,
,
,
,
) with your other healers, unless absolutely necessary to progress further in the encounter.
Reduce your damage taken and the overall encounter healing requirement by maximizing the effectiveness of your defensives.
and
is a very unique survivability combination that provides excellent damage reduction and throughput. Don't forget to utilize
with such a short CD.
While your role in a raid is primarily healing, don't be afraid to cast
,
, and
in your downtime. It might not seem like much but healer DPS can mean the difference between a kill and a wipe in progression.
This guide assumes that you already understand the mechanics of each boss. You can find links to the guides for each raid instance here:
Emerald Nightmare
Nythendra
Elerethe Renferal
Ursoc
Dragons of Nightmare
Il'gynoth
Cenarius
Xavius
Trial of Valor
Odyn
Guarm
Helya
Nighthold Encounter Guides
Skorpyron
Chronomatic Anomaly
Trilliax
Spellblade Aluriel
Star Augur Etraeus
Hight Botanist Tel'arn
Krosus
Tichondrius
Grand Magistrix Elisande
Gul'dan
Tomb of Sargeras Guides
Goroth
Demonic Inquisition
Harjatan
Sisters of the Moon
Mistress Sasszine
Desolate Host
Maiden of Vigilance
Fallen Avatar
Kil'Jaeden
Antorus the Burning Throne Guides
Gorothi Worldbreaker
Felhounds of Sargeras
Antoran High Command
Portal Keeper Hasabel
Eonar
Imonar the Soulhunter
Kingaroth
Varimathras
Coven of Shivarra
Aggramar
Argus
Primary Raiding Builds
The primary raiding build for T21 Restoration Druids in
is similar to what we've been running for most of Legion. I'll outline specific fights where we'll likely deviate from this build.
Talents:
Legendaries:
,
,
, or
.
Primarily focuses on sustained healing through
. Performs best when you have 4pc T21
filling other spots with high ilvl offpieces. Very low maintenance and excellent spot/tank healing.
As the first boss of the instance, this encounter is generally straightforward. Use cooldowns such as
and
on the
.
Use
to quickly reposition for the
or
.
Can use
and
to nullify the damage of the
because it's physical.
High raid damage occurs when
and
are being cast together. Use
,
, and
during those abilities.
Tank damage can be quite high especially on Mythic. Pre-HoT tanks to provide extra protection especially if tanking the boss opposite of their debuff.
can be quite helpful during these times as well.
Use
and
or
to nullify some of the damage of the
especially during periods of high raid damage.
Use cooldowns either after the
or slightly before if the raid is low. You can also use cooldowns if a large amount of mines have detonated.
Druids specifically restoration druids are excellent options for sitting in the first pod. We can
prior to jumping in the pod to gain a much larger health pool to take higher stacks of
Use
,
, and
during a
where the entire raid is in range or to stabilize the raid if multiple
s manage to cast
Can use
on
s to briefly interrupt
.
Do not dispel debuffs unless assigned to do so. These debuffs are necessary for certain platforms and improper dispels will only delay the moving of these.
Use
to avoid
.
This encounter is relatively straightforward, follow your assigned group and heal. This includes your Paraxis group on Mythic.
Can use
and
to group up enemies for increased damage.
can be quite helpful if you need additional mobility.
Cooldowns are generally used on bridge phases. As a mobile healing class a lot of your value will be healing people during these bridge phases because other healers won't be able to plant and heal during that time.
will require a lot of healing during these phases.
Dispelling
needs to be done timely but only once there are no surrounding players to avoid sleeping any players.
is invaluable on this fight. You can use it to blink through traps on the bridge but be sure to avoid blinking through one trap only to hit another ahead of it.
If you get hit with one of the
orbs, you can quickly shapeshift to remove the slow and the DoT effect.
Cooldown usage will vary based on the coordination with your fellow healers. Ideal usage will be during
add phases or when popping multiple
s.
Whoever is purposely popping
to make more room on the platform needs to be topped ahead of time. Be ready to use
on them if necessary.
You can
through the
, but be sure there is nothing that could obstruct the blink causing it to not travel the full distance.
can be helpful if you need the range or frequently find yourself separated from multiple members of the raid.
This encounter causes the largest deviation from the standard raid talent build. Typically you'll want
,
,
, and
.
allows you to quickly heal players with
that have recently had
fall off. It's the same for
if that person with
is you.
provides an extra cooldown and mana savings and since people will not be dipping very low
has little value. Finally,
provides another constant ticking HoT on practically the entire raid at all times.
Major throughput cooldowns will typically be used for any significant dips in health or as mana savings.
Players with
can't be healed. Use
if necessary. If you have
, feel free to use
and
.
Players with
or
are your highest healing priority. If you are the target of
use
and
to nullify the damage.
Use
on the middle add of an Norgannon wall to fully CC a section for 30s.
Aman'thul adds will be the bulk of the healing requirement. Save cooldowns for this phase.
Damage will vary depending on your strategy for Aggramar. Typically you'll want to either save cooldowns for
, intermission phases, or multiple stacks of
.
and
can be utilized to root an add, but beware any damage will cause the roots to break.
can also be used to knockback and slow an individual or large group of adds. This fight is almost entirely add management.
and
can be used if going in low for a
during a
.
and
are both viable buffs for Restoration Druid, though I typically prioritize
.
In phase one, cooldowns should be used while
is out and
is happening.
Healers will always be the target of the
in phase 2 and 3. As such cooldowns are best used when a
is out because a healer is always out of range.
When you resurrect from the
, you have full mana, so spam till your hearts content. You can also heal the
while in its withered state.
As the first boss of the instance, this encounter is generally straightforward. Use cooldowns such as
and
on the
.
Use
to quickly position yourself to line of sight
.
targets with the
DoT to keep them stable.
High raid damage occurs when
or
are being cast. Use
,
, and
during those abilities.
When dispelling
, pre-HoT the targets before dispelling to ensure they will survive the dispel and to give them time to react and move.
Use
to quickly blink out of
zones preventing you from gaining extra
.
Prepare for
by watching timers or the boss's energy bar. Most of the Phase 1 damage will be from these burst windows but is generally not life-threatening.
After the boss casts
, he'll begin using
constantly hitting the raid with mild raid damage with each melee swing. Just continue to HoT players during this time.
After expelling all his stack, Harjatan will cast
which is a significant raid damaging ability, so try to plan out your cooldowns with your fellow healers ideally using
there.
Use
,
, and
during
to quickly clear the healing absorb. Be sure to coordinate with your fellow healers.
Tank damage is low on this fight so feel free to use
on targets affected by
,
or
. These should be your priority targets to heal in general.
Use
if you need to quickly clear your
.
Can use
and
if you get targeted with
or
for added safety.
Restoration Druids are extremely versatile on this fight allowing you to be in either realm.
In the shadow realm, the primary damage will be from the
. Use
,
, and
during this ability, especially when you need to catch up on incoming damage.
In the corporeal realm, the damage will primarily be spot healing and tank healing.
In either realm, use
early on so you can have at least two uses and to conserve mana.
Be ready with
, for those targeted with
that do not have a personal defensive CD.
When the Desolate Host finally appears, most of the damage will come from
and
. Use your cooldowns there and utilize
and
if necessary when soaking.
Use cooldowns on
but avoid overlap, these happen roughly every 30 seconds. If your
is looking sparse, then feel free to utilize
and
.
Players affected by
or
should be the primary target of your HoTs.
is invaluable on this fight. You can use it to blink through
, out of
, or to ferry
near the
to end
.
Players with
are your highest healing priority. If that player dies. it will explode and wipe the raid. Be vigilant with those targets.
Cooldown usage will vary based on the coordination with your fellow healers, but try to use
early in the
while the raid is still stabilizing. If you're lacking on healing CDs you can take
and
will be available for every
.
If your tanks are solo soaking
make sure they are topped before each cast. Be ready to use
on them if necessary.
As a healer you cannot be targeted by
, but you may be asked to help soak them. At the very least you should be cognizant of who will be soaking
so those players can be topped and given healing priority. Casting
after soaking will return you immediately to the ground and prevent you from taking fall damage.
You can use
and
to solo soak a
and heal it back up with
in every set even on Mythic difficulty. Be sure to communicate if you do this so no one else splits the damage and dies with you.
is best utilized after
damage.
Players who soaked
will have a DoT effect applied to them. They should be the primary target of your HoTs.
Be vigilant with tanks during
as they take a large amount of damage and should be fully HoT'd. Be ready with
.
,
, and
can be used during the
's
.
can also be utilized during
since you and use it on the move while other may have trouble healing during all that movement.
The fight is exceptionally long and has a high requirement at the end. Conserve your mana!
Casting
after
will return you immediately to the ground and prevent you from falling off the end of the platform if you're out of place.
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