Showing posts with label pvp. Show all posts
Showing posts with label pvp. Show all posts

Tuesday, April 15, 2014

The Weekly Innervate - World of Warcraft - Weak Auras for Restoration Druids

Anyone who watches my stream knows that I like to use Weak Auras. I don't like to have a lot of action bars on my screen and would rather just have an icon pop up somewhere when it is off cooldown. I use Weak Auras a lot on new healers to remind myself to use abilities. I've been a Restoration Druid for 10 years so I don't need to remember how to use abilities in sequence like I do with my Resto Shamans Unleash Elements/Healing Rain combination. But even after 10 years I still suck at remembering to use Lifebloom.


So I finally decided to sit down and show people how to do the Weak Auras that I have. Some people might ask how I'm able to play like this. Easy, most of the stuff that's on the middle of the screen is never up at the same time because it's all proc based. So there's only ever one or two icons up at any given time.

Innervate Key Steps To This Guide
  1. All of these Auras are set for Restoration Druid Specced Druids only except for the Low Mana Aura which will appear on all characters. If you'd like to use the Meta Gem/Legendary Cloak Proc Weak Auras on another healing character be sure to go the top and click the Load tab and uncheck the Class and Specialization boxes.
  2. All of these Auras (except for your Buff icon, Symbiosis and the icons at the bottom) are In Combat only. So if you want to test them out to see if they're working properly then go to the Load and be sure to uncheck the In Combat button twice (if you click it once it will give you an Out of Combat red text and it won't show up in combat).
  3. These Auras aren't set in stone. They're customizable even if you import them. I don't like spell icons and like to have other icons that are a bit smaller or more see through because I've been playing a Druid so long I know what they are. If you'd like to change the icons or make them look like the actual spell icon then right click the Aura after you import it and select Icon under Convert To.
  4. Have fun with Weak Auras! They don't affect anyone else but you and can really help your master your class whether it's a Restoration Druid or not! You can make it look however you want! There's no wrong way to set up a Weak Auras.
Top 3 Icons - Raid Mana Cooldowns

These are the three big mana cooldowns. The left one will appear when a Priest in your raid is using Hymn of Hope. The middle one is when a Shaman in your raid has placed down a Mana Tide Totem. These two icons will only appear when they are in use. The right one is Innervate. This icon will stay on the screen anytime your Innervate is off cooldown.

Hymn of Hope

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Mana Tide Totem

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Innervate

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Spirit Mender (2 Set Bonus)


This Aura will only appear when you have 5 stacks of Spirit Mender which gives you an instant cast Healing Touch.

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3 Icons in the Middle - Healing Cooldowns to Track


These are healing cooldowns for Druids to keep track of. If you're raiding in Normals/Heroics then you're going for the 13,000 Haste breakpoint which can be reached at around 560 ilvl with pretty much all Haste gear (there's a lot of it this tier thankfully). Once you hit this breakpoint you should be switching over the Soul of the Forest talent which gives you 100% haste on one ability after you cast Swiftmend which is usually paired with Wild Growth to give WG a zillion ticks. 

The tree icon in the middle is for Lifebloom. This icon will only appear when Lifebloom cannot be found on any targets in the raid. I'm actually considering changing it because it can be hard to see but it is useful if you're like me and forget to restack if it gets hectic. The blue one is for when Swiftmend is off cooldown and can be used. This will appear when anyone in the raid can have Swiftmend used on them (and not just you) since when making a standard WA for Swiftmend can be tricky since if you don't have Rejuvenation on you it is considered unusable unless you have something else targeted. The green one is when Wild Growth is off cooldown and can be used. I used to have a huge problem remembering to use WG when it started getting strong in Cata because I had gotten so used to Regrowth spam. The icons spin in different directions. If you don't want them to spin you can turn it off under the Animations tab.

Lifebloom (Not On A Raid Member)

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Swiftmend (Action Usable)

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Wild Growth (Action Usable)

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Legendary Item Procs


The orange icon on the left is for the Legendary Cloak when it procs. With Druids, if you use the Treant Glyph the Cloak animations will just not show up. This just lets me know to use Genesis instead of wasting mana blanking hurt people with Rejuvenation. The dark blue glyph is for the Legendary Meta Gem when it procs. This lets you know you can blanket the raid without using any mana. You can usually get off around 8 Rejuvenations with no cost if you're fast. Reminder: The Load settings are for Restoration Druids only, non-RDruids need to go to the Load option at the top and uncheck these boxes for them to work.

Legendary Cloak Proc

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Legendary Meta Gem Proc

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Low Mana Indiction (80% or less)


This icon will appear whenever you hit 80% mana or lower. It won't stay up the whole time, just about 5-10 seconds to let you know. When you hit 80% mana for the first time in an encounter you should pop Innervate and then use it on cooldown there after.

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Druid Buff Missing


This lets you know how many people in your group/raid do not have Mark of the Wild. Please Note: This is only for your buff so if other Druids/Paladins/Monks are buffing this will still appear. Also, if someone in your raid dies this icon will appear because technically they don't have the buff even though they can't receive it. Just keeps this in mind.

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Symbiosis Buff Missing


Yes, that is Alexstrasza looking down on my Druid with disappointment, she's even fully animated and moves around! This is for when you don't have Symbiosis on anyone in the raid. I decided to have fun with this one because Symbiosis should be cast before you ever pull and stays up even during wipes so she will never get in your way! And models are funny, I wanted to use Ysera but her model isn't an option. I'll be really sad when WoD comes out and this WA will go away along with Symbiosis. Please Note: The settings are for this to only appear Out of Combat (so it will disappear once you enter combat whether Symbiosis is up or not) and in 10 Man Raid Instances only so if you raid 25 mans just change the Instance Type to 25 Man under the Load option.) 

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Druid Cooldowns


In order of Left to Right is Nature's Swiftness, Ironbark, Tranquility, Wild Mushroom: Bloom (w/ Optional Overheal Progress Bar), Heart of the Wild, and Berserking, These are all of the Druid healing cooldowns you'll need to keep track of. If you're not a Troll Druid than you can replace Berserking with Heart of the Wild or Incarnation: Tree of Life if you use those talents or just not have anything there. The Wild Mushroom: Bloom is a two part Aura. The icon shows when Bloom is off cooldown and can be used. The progress on the bottom tracks how close the Mushroom is to being maxxed out on healing potential. Please Note: All of these icons will appear outside of combat, if you want them to disappear until combat starts go to the Load tab and select the In Combat box. PS: The Wild Mushroom Bloom icon will appear whether or not you have a Mushroom placed on the field. It keeps track of the cooldown.

Nature's Swiftness (Action Usable)

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Ironbark (Action Usable)

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Tranquility (aka the Jesus Heal)

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Wild Mushroom: Bloom (Action Usable)

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Wild Mushroom: Bloom (Overhealing Progression Bar)

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Heart of the Wild (Action Usable)

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Berserking (Action Usable)

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Special Bonus Round (Siegecrafter Blackfuse Healing Trinket Aura)


I actually made this while writing this post. This will show up when the buff Restless Spirit from your trinket off of Siegecrafrer Blackfuse is active. If you don't have this trinket or don't want it (don't know why, its best in slot for like every healer) then you can just skip it!

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Phew, and that's that. When you look at it all at once it sure does look like a lot, but trust me, once you're in combat everything disappears except for one to two icons at a time and it becomes much more manageable. Weak Auras are really great for min/maxing your performance during a raid.

If you have any questions or are having problems with any of the Auras don't be afraid to contact me! I'm available on Twitter @GGElaina or you can find me ingame through whispering me ingame at Innervate on US-Thrall, Battletag Elaina#1618 or by stopping by the stream and you can get a visual explanation!

Tuesday, April 8, 2014

The Weekly Innervate - World of Warcraft - Patch 6.0 - Druid, Class and Healing Changes Oh My!

The Pre-Expansion Patch Notes have been released and man is there a lot to go through here. This patch is the patch that will be released before the expansion actually drops and includes most of the changes we are going to see. We're going to go over the changes that are most important to Druids and Healing as a whole in this overview.

New Row of Talents Unlocked At Level 100


Pretty obvious that we were going to get another talent to choose from with the new expansion. Things have changed with the new talent row this time around; the choice of talents now change depending on what specialization you are in. These changes do not occur in any of the old talents.



  • Moment of Clarity - Omen of Clarity now lasts 5 seconds instead of 1 cast.
  • Germination - You can now cast 2 Rejuvenations on a single target.
  • Rampant Growth - You Swiftmend consumes Rejuvenation or Regrowth but has no cooldown.

Assuming that healing is going to be the same as it was in Cataclysm and Pandaria in the beginning where all healers are mana hungry until we get some decent gear then Moments of Clarity is going to be the talent we initially pick up as it gives us the Legendary Gem as a passive ability. After that phase is over however, it isn't yet known which of the two abilities will be stronger in terms of throughput. Two Rejuvenations on a target or a non-cooldown Swiftmend. With Efflorescence no longer being tied to Swiftmend I'd like to think that two Rejuvenations will be stronger but they are nerfing HoTs and Instant Cast heals in Draenor so it isn't yet clear.

New Feature: Warlords of Draenor Perks

Blizzard is adding a new feature called Leveling Perks which means every level you gain from 91 to 99 you will receive a random passive perk. Since you will be leveling in a DPS specialization (more than likely) you won't get to see these perks until you hit max level. Here are the healing pertinent ones for Restoration:
  • Increases Healing Touch by 20%
  • Increases Rejuvenation duration by 3 seconds. This will give Rejuvenation an additional tick.
  • Rebirth no longer has a cast time.
  • Increases Regrowths periodic healing by 30%
  • Ironbark now grants increased healing from your period spells by 20% on the target.
  • Living Seed healing increased by 20% of your Critical Heals.
  • Healing Touch is increased by 20% on target of your Lifebloom.
Some pretty good perks in there. The instant Rebirth is going to be pretty awesome since this now makes ours unanimously the most powerful combined with the fact we're one of the few that can resurrect someone at full health. Also like the Ironbark perk and the extra tick on Rejuvenation as well.

Garrisons Available

Although Garrisons are in the 6.0 Patch Notes we can assume that since the Garrisons are in Draenor they won't be available until the game launches. However, it seems as though Garrisons are going to be unlocked through an "epic" Quest line. Not exactly sure how I feel about that because if I have to do this quest line for all of my alternate character I will be super demotivated to do it on more than one character unless it's like the farms in Halfhill where I get something out of it that's super important (ie Goldun Lotus) to my main character progression.

Statistic Squish

The long awaited item squish is occurring. Obviously this is going to be put in before the release of the expansion so that people can get used to it. This will also lay to rest the doubts of those we aren't paying attention about whether or not we can still solo older raid bosses with the squish. Obviously, you can, but people will still ask because they're dumb. I'm looking forward to the squish because I'm sick of all of the numbers.

Player Health and Resilience Changes

Basically what happened is that with the gigantic health pools in PvP and Warlocks still one shotting people anyway they wanted to change it so that people didn't take huge chunks of damage at a time in PvP but not changing anything for PvE. So they doubled players Health Pools after the Stat Squish and increased the damage that PvE mobs do. So Players don't chunk as hard without changing how hard PvE mobs hit. 

Now, Base Resilience has been removed but Battle Fatigue has been removed as well. This means that the healing reduction is completely gone from PvP which makes me a very happy tree. They've also increased the amount of healing effectiveness by 50% and decreased Healing Critical Hits to 150% of the normal heal in PvP from 200%.

Healing Changes

What was happening before is that Blizzard was pretty much forced to make all damage hard hitting and bursty because healers could heal 1/3rd or more of a health bar the more gear that they received. If someone wasn't at full health then there was always the worry that they could suddenly die. They wanted to make it so that players could spend time not at 100% without making the healers have anxiety attacks over their raid mates suddenly dropping dead. So they are making it so heals are a little less effective but they stay more consistant throughout the expansion. So the healing that we are doing at the end of the first tier won't change much from the amount of healing that we're doing at the end of the expansion because they're going to increase player health and healing output pretty identically.

They're also changing our healing spells a bit. The cheap spells such as Heal and Holy Light are being completely removed. This means Nourish is going. Which I don't mind because I don't think I've used Nourish at all since iLevel 463. Also, the fast expensive spells (Regrowth) and the long cast medium cost spells (Healing Touch) are now going to heal for the same amount. So your Healing Touch is going to cost half as much as your Regrowth but heal for the same amount. This makes it so you choosing your spells is going to be based on how much mana and time before death you have. This seems like a really odd change at first but I like the consolidation of abilities. I never really liked having Flash Heal, Heal and Greater Heal all on my Priest. It also feels nice not to think about having to do two Regrowth to do as much healing as a Healing Touch but doing the same amount in terms of time spent casting (2 Regrowths can be cast during a Healing Touch cast).

Racial Traits

With the removal of so many secondary stats such as Hit, Expertise, Dodge and Parry there needed to be a rebalancing of racial traits.

  • Night Elf - 2% Increased Movement Speed and Dodge Rate
                      1% Haste Rating at Night, 1% Critical Strike Rating During the Day
  • Troll - Berserking Now Increases Haste by 15%
               Increases EXP earned from killing beasts by 20%
  • Tauren - Increases Critical Strike rating by 2%
                   Increases Stamina scaling with Character Level
First off, what on Azeroth is up with that Night Elf change? I mean, most people are going to be raiding at night so the 1% Haste will kind of be the raid racial but it just seems so freaking weird. None of the racials are very interesting for Restoration Druids other than the Stamina increase for Tauren to help with staying alive for the first few weeks of progression. I'll be sticking with the Troll for the ease of leveling and then I might change to Tauren but that will be based entirely on the new character models and which one I like better.

Abilities Being Removed

We already talked about Nourish getting removed along with all of the other cheap filler heals. Other Restoration spells getting the axe include Innervate and Symbiosis. I'm really disappointed to see Innervate go because... well I named my character and pretty much all of my other MMO Characters after this spell. When it was revealed in the WoW beta so many years ago I knew that it was something I wanted stuck to me forever. So to see it be taken away is actually really sad for me. Symbiosis being removed doesn't really make me sad at all. It was nothing but a huge mess that was a nightmare for balancing and players alike. For Restoration we only ever put it on two classes to either give Shadow Priests Tranquility or Shamans so we could run and Tranquility.

Crowd Control Changes

Lots of Diminishing Returns and Crowd Controls are being removed or changed. For Druids, Cyclone can now be removed from Immunities such as Divine Shield and dispelled from Mass Dispell. Also, Cyclone cannot be made into an instant cast spell from Nature's Swiftness. Some other good changes are that long duration fears are being reduced to calculate run back time and pet CCs such as Sucubus Sleep is being removed.

Instant Cast Heal Changes

A lot of former Instant Cast spells for healers are now getting cast times. Paladins are getting hit the hardest with this, most of the instant Holy Power consuming abilities are now getting a 1.5 second cast time. With so many instant cast abilities in the Druid Healing arsenal you would think we would get hit hard but Wild Growth is the only one getting a cast time. The cast time is equivalent to a Regrowth so it won't put a big hit on the timings.

Vengeance Changes

Vengeance was a weird ability that always seemed to get changed with each patch. It's getting removed now. It's getting replaced with Resolve which now increases self healing and absorbs from the Tank based on their Stamina and Health pool. This will be good for healers and survivability but will be for us who like to hog healing meters when the tanks start beating us.

Druid Class Changes

  • Survival Instrincts is given to all specializations and has been changed to be a 70% damage reduction with a 2 minute cooldown for Restoration. This was given to us because we are going to lose a lot of survivability cooldowns when they take away Symbiosis. I feel like this is a ridiculous cooldown to give us (I mean 70% is A LOT) and I expect it to get nerfed.
  • Tranquility is being simplified. It now heals all targets within range every 2 seconds for 8 seconds. No more HoT application like it does now. The healing output hasn't been changed with this.
  • Swift Rejuvenation is being removed. So Rejuvenations cooldown is 1 second which is going to seem like an eternity when this goes in after it being 0.5 seconds for so long. They removed this because Rejuvenation blanketing was too strong and was really the only option for Restoration Druids.
  • Efflorescence is now attached to Wild Mushroom by default, the glyph is being removed. I'm glad Blizzard is making this change since it was obvious that permanent Efflorescence was really good and instead of nerfing it or taking it away they just decided to give it to us without making us waste a Glyph spot for it.
Lots of information after a bit of a drought. As always, since these are Alpha Patch notes, everything is subject to change anytime after 04/04/2014 when these Patch Notes were released. Interesting changes for Restoration Druids and I'm sure there are more to come! It's good to be back!

Sunday, June 2, 2013

Sunday Night Strolls - World of Warcraft (PvP) - Deepwind Gorge - The Map and How To Heal On It

General Overview – What The Heck Are We Doing?

There's a lot going on on this map and coming into it for the first time can be a little bit confusing. The map is a giant oval with three different capture points all in a straight line and one base on the North and South positions. Each individual capture point is the same distance for both Alliance and Horde so it's not set in stone which side point should be taken by either faction as either is an option. However, in my experience, 9 out of 10 games each team will have one or two players turn right coming out of the gate, leaving each faction with one captured point while the rest mass in the middle to fight for the center capture point.

The primary goal is to keep two of the three capture points taken for your side and then the “flag” aspect is brought into play. There are two bases on either side of the map that have a cart filled with mined gold. You must go to the opposite factions base, take their gold cart, and carry it back to your base to steal gold from your opponents. Taking a gold cart from the opposing factions base does in fact reduce their resources. This brings a whole new aspect to the gather resources type of map. If the enemy team is turtling two of the points with good AoE and you're unable to cap an objective you can run and get a mine cart which will either make them leave one of the points to come and kill you, which allows your team a chance to cap a point, or they allow you to just go and get the gold and make a comeback.

The overall goal is to get to 1600 gold before your opponent.

15-Man Raid – Whats Your Role In All This?

Healing. And that's it.

If only it was that simple! In PvP, specifically as a Restoration Druid, you have a quite a few jobs in a map like this. The most important job that you have that not a lot of healers understand is flag capping. The DPS are too busy channeling their AoEs, stunning and CCing the enemy teams healers and trying to kill the DPS that are targeting you. They do quite a lot and they don't have the ability to try and channel the flag capture. As a Resto Druid it is easiest for you to capture the flag as the heals that you are going to be using in PvP are going to be instant cast. Once you Rejuvenation Blanket and Wild Growth you have more than enough time to channel the flag.

As a Restoration Druid your secondary objective is both healing and CCing enemy healers. You always want to keep Cyclone up until your diminishing returns kick in and then Typhoon whenever possible. This is the same for any battleground but I feel the need to mention it because not a lot of people do it.

3 Capture Points and 2 Flags - Where Are You Most Useful?

When you have both points to capture/defend and flag carriers to take care of where as a healer are you going to be most useful? As a Restoration Druid, you always want to be where the most players are because that is where you will be the most useful with your kit. As a healer, you never want to be defending anything, there are always going to be skirmishes over a point whether you're controlling the majority or not and that is where you want to be. A good rule of thumb is you either always want to be in a fight or heading to a fight, if you're not, you're wasting a lot of your potential and a healer should rarely ever be sitting at a point defending (for the record, tanks or classes with not great AoE should be defending points on this map).

If the enemy team is leaving the points alone and are aggressively going after your flag carrier then going to keep them alive is always a priority but there are better healers for that position like Holy Paladins and Disc Priests. If you ever feel like you're not doing a lot or not really sure where you should be, open up your map and find out which mine has the largest clump of colored dots and head in that direction. Unless of course they're fighting on the roads then just let them die as a lesson.


All In all, I really enjoy the play of the map. It feels exactly like Eye of the Storm except it doesn't take six years to get from one point to another to help defend it. I've always really liked the smaller maps anyway as it gives Pugs less places to fight in that are completely irrelevant to winning and discourages just straight up honor farming in the middle while the flag carriers cry because they keep dying. This is definitely one of the better PvP maps of the expansion and will be one I plan on playing heavily in the near future.

Tell me what you think about this expansions ever growing PvP Map list? Do you have a favorite new map or has a Mists' PvP map annoyed you so much that it's been added to your blackout list?