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Restoration Druid PVE Guide [5.4.0]
来自 Jasyla
[Last updated
2016/04/04,19:00
]
[View Changelog]
目录
小知识
目录
Welcome to my restoration druid guide for Mists of Pandaria. This guide is directed at PVE raiding (though most of this information is good for 5-man dungeons as well) and should answer most of your questions about how to be an excellent druid healer. This guide is originally from
Cannot be Tamed
, a World of Warcraft blog about Druids, healing and raiding.
Stats
Here are the stats you will find on healing gear and what they do for you.
Stamina
Each point of Stamina gives you 14 health. Stamina is not a stat you have to look for, it will be present on almost all gear. Your health will increase with your item levels.
Intellect
Each point of Intellect gives you:
1 spell power
0.00039% critical strike chance
Intellect is a throughput stat, it will cause your spells to heal for more. It also gives a little bit of critical strike chance. It no longer increases your mana pool.
Spirit
Spirit is our primary mana regen stat.
Haste
425 haste rating = 1% haste
Haste reduces the global cooldown (to a minimum of 1 second), reduces the time it takes to cast spells and can increase the number of times your HoTs tick. Haste is very important, especially to get in those extra ticks.
Critical Strike Chance
600 crit rating = 1% critical strike chance
All your heals, including HoT ticks, are capable of critting. Critical heals heal for 2x the amount of normal heals.
Mastery
482 mastery rating = 1% mastery bonus
The resto druid mastery is
Harmony
. It increases the potency of your direct healing spells (Swiftmend, Regrowth, Nourish, Healing Touch, Wild Mushroom: Bloom), and after casting a direct healing spell it increases the potency of HoTs for 20 seconds.
Spell Power
Spell power is only found on weapons. It affects the output of your spells.
Stat Priority
Intellect > Spirit > Haste to 3043/13163 > Mastery > Crit > more Haste
You should prioritize Spirit over the other secondary stats only until your mana regen is at a comfortable level.
Haste Breakpoints
With certain amounts of haste, you can squeeze in extra ticks of your HoTs. Each table below shows the amount of haste needed to get x extra ticks of each spell. There are two sets of values. First, if you do not have a 5% haste buff and second, if you do.
Lifebloom
Ticks
15
16
17
18
19
Without buff
base
1428
4229
7063
9937
With buff
base
0
2004
4703
7440
Wild Growth/Swiftmend
Ticks
7
8
9
10
Without buff
base
3028
9109
15206
With buff
base
860
6652
12458
Rejuvenation
Ticks
4
5
6
Without buff
base
5316
15947
With buff
base
3039
13163
Tranquility
*This only affects the small HoT portion of Tranquility, not the big tick*
Ticks
4
5
6
Without buff
base
5320
15940
With buff
base
3043
13157
Regrowth
Ticks
4
5
Without buff
base
7078
With buff
base
4717
So how much haste should you be looking for? First, figure out if you will consistently have a 5% haste buff in your raid group, and plan around that. Next, pick an attainable target. Here are the above tables organized a little differently to help you pick a good target.
Without 5% buff
Haste
Extra ticks
1428
16th tick of LB
3028
8th tick of WG/SM
4229
17th tick of LB
5316
5th tick of Rejuv
5320
5th tick of Tranq HoT
7063
18th tick of LB
7078
4th tick of RG
9109
9th tick of WG/SM
9937
19th tick of LB
12731
20th tick of LB
15206
10th tick of WG/SM
With 5% buff
Haste
Extra ticks
0
16th tick of LB
860
8th tick of WG/SM
2004
17th tick of LB
3039
5th tick of Rejuv
3043
5th tick of Tranq HoT
4703
18th tick of LB
4717
4th tick of RG
6652
9th tick of WG/SM
7440
19th tick of LB
10101
20th tick of LB
12458
10th tick of WG/SM
12834
21st tick of LB
13163
6th tick of Rejuv/Tranq
In tier 14 or 15 gear, 3043 is an easily attainable haste target. This gives you 2 extra ticks of LB, one extra tick on WG/SM, one extra tick on Rejuv and one extra HoT tick on Tranquility. The next haste target is 13163 which would give you another 4 ticks of LB, an extra tick of RG (if it’s not glyphed), 2 more ticks of WG and and extra Rejuv tick. (These number assume you will have a haste buff in your raid). If you can get here, which you should be able to do in T16 gear – go for it.
Talents
The new talent system is very different than the one we saw in Cataclysm. For the most part there is wiggle-room in which talent you take on each tier. Different raid encounters will undoubtedly favour different talent choices. It’s very easy to change specs now, and it will definitely be worth it to change up talents from encounter to encounter.
Level 15
Feline Swiftness
– Faster movement speed is always a good thing. This is a good choice for any encounter.
Displacer Beast
– This talent has situational uses for fights where having the ability to ‘blink’ outweighs the movement speed increase from FS. A number of mechanics can be made much easier to deal with by using DB.
Wild Charge
– Not great for PVE.
Level 30
Ysera's Gift
- Boring, but somewhat useful. This provides a steady stream of heals to you, or another person it’s you’re at full health, and will likely provide the most healing in this talent tier.
Renewal
- This is not a viable option for a resto druid. We’ve got plenty of other ways to heal ourselves.
Cenarion Ward
– This talent could have situational uses. If you are tank healing or focusing on someone else taking large amounts of damage this spell could be useful, but it doesn’t really offer anything that we don’t already have in our toolkit. In most cases it will result in a lot of overheal and won’t be as useful as NS.
Level 45
Faerie Swarm
– A single-target slow is likely the least useful talent from this tier. Most bosses will be immune to this type of thing.
Mass Entanglement
– On a fight with adds this could come in handy, however on any given fight there’s likely to be AoE damage from your dps flying around and this effect will get broken quickly.
Typhoon
– This is likely the talent that you’ll get the most use out of. On any fight where you want to prevent adds from reaching something (or someone), Typhoon will come in handy.
Level 60
Soul of the Forest
– This is a very powerful talent, especially if you follow up every Swiftmend cast with a Wild Growth. The biggest problem is that the cooldowns on SM and WG are so far apart that maximizing the talent is difficult. It can also make for a really fast, powerful Tranquility.
Incarnation
– This is another powerful talent. It will not only increase your healing output, but will also help you be more mana efficient by letting you spam your cheapest spell (Lifebloom) which will give you more Omen of Clarity procs which can be used on free Regrowths.
Force of Nature
– This can provide a good deal of healing, but one of the other talents will generally be more useful.
Level 75
Disorienting Roar
– May be useful on fights with adds.
Ursol's Vortex
– Very useful on fights with adds.
Mighty Bash
– Provides a long stun and an interrupt which are useful, but again, it’s situational.
Level 90
Heart of the Wild
– The extra 6% Intellect, though boring for a top tier talent, will always be useful. The cooldown effect is good at times when there is a need more dps than healing (or you can make use of the 25% healing increase), but the long cooldown means you won’t be able to use it much.
Dream of Cenarius
- This makes us into weak versions of Atonement healers. This talent should excel on fights where the boss/mobs take extra damage but otherwise, one of the other talents will be better.
Nature's Vigil
– A very nice output cooldown. Not only makes our heals more powerful for 30 seconds, but also makes our single-target heals damage nearby enemies. Any single target heal (Rejuv, SM, HT, Regrowth) will also heal another person for 25% of the heal. This should be to go-to talent for most fights.
Spells
Healing Spells
Lifebloom
Cost:
5.9% of base mana
Cast time:
Instant
Use:
Lifebloom stacks up to three times and if it expires, it will bloom and heal the person it was applied to for a large amount. Only let Lifebloom expire if the person it’s on desperately needs a big heal and be sure to stack it up again immediately after. Lifebloom ticks every second (faster with haste) so it provides a nice, steady stream of heals. It is also our only source of Omen of Clarity procs so be sure to keep it up on someone all the time. Lifebloom lasts 15 seconds and can be refreshed with either another application of Lifebloom or a Nourish, Healing Touch or Regrowth.
Rejuvenation
Cost:
16% of base mana
Cast time:
Instant
Use:
Rejuvenation is a strong single-target heal over time and will be one of the spells we cast most often. Keep one rolling on the tank, use it as a precursor to Swiftmend and use it to counter damage over time effects and heal moderate damage.
Regrowth
Cost:
29.7% of base mana
Cast time:
1.5 seconds
Use:
Regrowth is fast but expensive. It heals for a good amount, has an increased crit chance and leaves a 6 second HoT on the target. Use it when you have a Clearcasting proc or when fast heals are needed.
Swiftmend
Cost:
8.5% of base mana
Cast time:
Instant
Use:
Swiftmend is a large instant heal with a 15 second cooldown that requires either a Rejuvenation or Regrowth HoT on your target in order to be used. After it’s used it restores health to the 3 most injured allies within 8 yards every second for 7 seconds. (This part used to be called Efflorescence)
Nourish
Cost:
10.2% of base mana
Cast time:
2.5 seconds
Use:
Nourish is a cheap, slow, small heal. Nourish heals for 20% more if the target already has a HoT on them. Nourish is no longer mana neutral and heals for very little.
Healing Touch
Cost:
28.9% of base mana
Cast time:
2.5 seconds
Use:
Healing Touch is a large heal with a long cast time and expensive mana cost. It is mostly inferior to Regrowth, so it should be used sparingly, mostly in combination with Nature’s Swiftness.
Wild Growth
(talent)
Cost:
22.9% of base mana
Cast time:
Instant
Use:
Wild Growth is a smart group heal that heals multiple targets over 7 seconds. Use Wild Growth when many people are taking damage.
Genesis
(talent)
Cost:
14.5% of base mana
Cast time:
Instant
Use:
Targets all party or raid members within 60 yards and accelerates the caster’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate.
Tranquility
Cost:
27.1% of base mana
Cast time:
8 seconds, chanelled
Use:
Tranquility is a huge, channeled, smart group heal that heals the 5 people with the lowest health and leaves a small HoT on them. With a 3 minute cooldown, Tranquility can and should be used 2-3 times per fight when multiple people are low on health. It provides a LOT of healing for a relative small mana cost.
Wild Mushroom: Bloom
Cost:
10.2% of base mana
Cast time:
Instant
Use:
Summon a single Mushroom on the ground beneath your target – placing mushrooms is free. Wild Mushrooms heal for a base amount, plus gain 100% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 200% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing is divided evenly amongst targets in the area of effect (10 yards). Mushrooms can be moved without losing their stored healing. If you’re using Glyph of Efflorescence (which you should be), Efflorescence occurs around the mushroom.
Cooldowns/Talents
Ironbark
Cost:
0
Cast time:
Instant
Use:
Ironbark reduces the damage taken by the target by 20% for 12 seconds. It makes a good tank cooldown but can also be used on any other player taking heavy damage.
Cenarion Ward
(talent)
Cost:
0
Cast time:
Instant
Use:
Cenarion Ward must be cast on someone who will be taking damage in the next 30 seconds in order for it to be triggered. The tank will usually be a good choice for this. It will heal every 2 seconds for 6 seconds. You’ll need to use this smartly to prevent too much overhealing. For example, casting it on someone at full health who has a Power Word: Shield on them, will likely make this spell mostly overheal. Use it when your target is missing a bit of health.
Force of Nature
(talent)
Cost:
0
Cast time:
Instant
Use:
Force of Nature summons a treant which will immediately cast Swiftmend on your current target then cast Healing Touch a few times. One FoN charge is accumulated every 20 seconds, up to a maximum of 3 charges.
Nature's Swiftness
(talent)
Cost:
0
Cast time:
Instant
Use:
NS is best used in combination with Healing Touch if someone needs a large heal quickly. It can also be used for an instant Rebirth. I use the following macro for NS/HT:
#showtooltip
/cast Nature’s Swiftness
/cast Healing Touch
Nature's Vigil
(talent)
Cost:
0
Cast time:
Instant
Use:
Nature’s Vigil will increase your healing done by 12% and cause single-target heals to both heal another person for 25% and also damage a nearby enemy. Use Nature’s Vigil during times of increased damage taken. It can also be used to help out with doing damage but that’s more of a secondary use.
Tree of Life
(talent)
Cost:
0
Cast time:
Instant
Use:
Tree of Life is a talent in the resto tree. It is on a 3 minute cooldown and it increases your healing, armor and modifies some of your other spells. When in Tree of Life:
Regrowth becomes an instant cast
Lifebloom can be applied to multiple targets
Wild Growth heals 2 extra targets
Entangling roots becomes an instant cast
Tree of Life should be used often, if for nothing else than the 15% healing increase. If you save ToL as an ‘oh shit’ button, you’re missing out on a lot of extra healing output. That said, if you know there is a particularly tough to heal phase on a fight, you can time its use around that.
Other Spells
Barkskin
Cost:
0
Cast time:
Instant
Use:
Barkskin reduces our damage taken by 20% and prevents spellcasting delays. With zero mana cost and a 1 minute cooldown, you should be using Barkskin a lot. Use it whenever you are taking damage.
Innervate
Cost:
0
Cast time:
Instant
Use:
Innervate restores 20% of your maximum mana over 10 seconds. Use this early and often. Casting Innervate on another person grants them 10% of their maximum mana.
Mark of the Wild
Cost:
22.4% of base mana
Cast time:
Instant
Use:
This is the buff we offer to raid groups. It provides extra Intellect, Strength and Agility.
Nature's Cure
Cost:
15.8% of base mana
Cast time:
Instant
Use:
Nature’s Cure removes all Magic, Curse and Poison effects from the target. It has an 8 second cooldown. Use it judiciously.
Omen of Clarity
This is a passive effect. Lifebloom ticks have a chance to put you into a Clearcasting state, reducing the cost of your next spell with a cast-time by 100%. Clearcasting only affects Regrowth and Healing Touch. Nourish is not affected by it.
Use:
Don’t let Clearcasting procs go to waste, cast Regrowth whenever you get one.
Rebirth
Cost:
0
Cast time:
2 seconds
Use:
Rebirth is our in-combat resurrection spell. Use it wisely as it has a 10 minute cooldown.
Revive
Cost:
67.1% of base mana
Cast time:
10 seconds
Use:
This is our out of combat resurrection.
Symbiosis
Symbiosis is one of our new spells in Mists. When you cast it on another player in your group (it can’t be another Druid) you get one of their class abilites and they get one of yours.
You can find the list of what abilities we give and get from Symbiosis
here
.
In terms of what abilities you get, decent options for Symbiosis are Death Knights, Monks and Mages – all of which will give you some type of damage mitigation. Spiritwalker’s Grace from a Shaman also comes in handy on certain fights – casting Tranquility while moving would is excellent.
Glyphs
Here’s a review of the Major glyphs available to us.
Major
The good:
Glyph of Efflorescence
– The Efflorescence effect is now caused by your Wild Mushroom instead of by Swiftmend, and lasts as long as the Wild Mushroom is active. Additionally, increases the healing done by Swiftmend by 20%.
Glyph of Regrowth
– This removes the HoT portion of Regrowth but makes the spell a guaranteed crit. Regrowth is a fairly large heal when it crits and the HoT portion does very little healing, so this glyph is worthwhile.
Glyph of Wild Growth
– This glyph makes Wild Growth hit 6 targets but increases the cooldown to 10 seconds. This is useful anytime the majority of the raid is all taking damage at once.
The situational:
Glyph of Stampeding Roar
– This can be a good utility glyph if your raid needs a movement speed increase and you are short on feral/guardian druids.
Glyph of Innervate
– When Innervate is cast on a target other than the caster, both the caster and target will benefit, but at 40% reduced effect. This could be worthwhile if you have another reliable resto Druid to Innervate trade with.
Glyph of Healing Touch
– Every time you use HT, the cooldown on NS is reduced by 1 second. However, since HT has a longer cast time and heals for less than a glyphed RG, you won’t be using it all that often. Unless you have the 2T16 bonus, then this glyph is more valuable.
Glyph of Rejuventation
– When you have 3 or more Rejuvs active your Nourish is 30% faster. How useful this is to you will really depend on how much you use Rejuv and Nourish. Since Nourish doesn’t pack much of a punch, and is low in terms of Healing per Mana, you shouldn’t be using it much.
Glyph of Rebirth
– Causes your Rebirth target to come back to life at 100% health. Since we already bring people back at 60% health, this shouldn’t be necessary to make sure people don’t get killed immediately after getting rezzed.
The bad:
Glyph of Blooming
– This is a PVP glyph. You do not want a shorter duration on Lifebloom and you do not want to remove the ability for it to be refreshed by Nourish, Regrowth and Healing Touch.
Minor
Glyph of Sprouting Mushroom
- This allows you to place your Wild Mushroom on the ground, rather than under a player. Useful if you'd rather have a target reticule to place it.
Other minor glyphs don’t affect combat mechanics and are really a matter of personal preference so I'm not going to go over them.
How to Heal
There is not a single correct way to heal. Spell usage really comes down to fight mechanics, group composition, healing assignment and personal preference. However, there are some important things that every druid should know about healing efficiently in raids.
Single Target Healing
Druids have a very good tool set for single target healing. If you’re assigned to tank heal, in general you will want to:
Keep up 3 stacks of Lifebloom.
Keep up a Rejuvenation.
Direct heal (and refresh Lifebloom stacks) with Regrowth.
Use Swiftmend when instant heals are needed.
Use Ironbark during periods of heavy damage.
Multi-target Healing
Keep 3 stacks of Lifebloom on a tank
Use Wild Growth whenever 3 or more people need heals – this will generally be used on cooldown
Use Rejuvenation to stabilize people – you should be able to keep up 3-5 Rejuvs at a time (~3 is a good target in 10s, while in 25s you can keep more up)
Use Genesis when people who are affected by your Rejuvs need to be healed up quickly.
Use Swiftmend when instant healing is needed.
Cast a direct heal at least every 20 seconds to trigger Harmony.
Use Omen of Clarity procs to spot heal with Regrowth.
If someone gets dangerously low on health, hit them with a quick Regrowth, a Rejuv then a Swiftmend or Nature’s Swiftness/Healing Touch.
If damage starts getting out of hand, use one of your cooldowns (Tree of Life, Nature’s Vigil) and/or Tranquility.
Place and Bloom Mushrooms in areas where people will be grouped up and taking damage. Move your Mushroom as necessary to take advantage of both Efflorescence and the Bloom.
Use Ironbark to either help out with tank damage or on someone else taking heavy damage.
A really important thing for any healer is excellent raid frames. I personally recommend VuhDo, but Grid is a decent option as well. The default raid frames have also come a long way. If you're interested, I did a
comparison of VuhDo, Grid and Blizzard raid frames
that may help you decide which ones are right for you.
Tricks and Tactics for Specific Spells
Harmony
We want to keep our Mastery, Harmony, activated as much as possible. In order to do this, we need to cast a direct healing spell every 20 seconds. This really shouldn’t be a problem. If you use Swiftmend on cooldown that’s technically all you need to do to keep Harmony active 100% of the time. However, you should still be using direct heals other than Swiftmend. Create a
Weak Aura
to let you know when Harmony is about to run out to remind you to cast another direct heal if you need to.
Barkskin
Barkskin reduces your damage taken by 20%. It costs no mana. It triggers no global cooldown.
Use it often.
Use it anytime a boss if about to do a large, raid damaging ability.
Use it if you get targeted for a damaging attack.
Innervate
Innervate returns 20% of your mana, so it makes sense to use it for the first time once you hit 80% and every time it's off cooldown from then on.
Omen of Clarity / Clearcasting
Clearcasting makes your next Regrowth or Healing Touch a mana-free cast. Use your clearcasting procs every time. Be sure you are aware of when you get a clearcasting proc (the in-game power aura is quite good) so you don’t miss any.
Regrowth
Regrowth is our fastest direct heal without a cooldown. Though its mana cost is slightly prohibitive it does have a number of things going for it:
Regrowth has a 60% increased chance to crit. With the Glyph of Regrowth it is a guaranteed crit. This makes Regrowth both large and fast.
If you use Glyph of Regrowth using it will always proc a Living Seed.
Regrowth costs approximately the same mana as Healing Touch, is a faster cast and with Glyph of Healing Touch heals for approximately the same.
It's instant while in ToL.
If you don’t use Glyph of Regrowth it gives you something to Swiftmend.
Tranquility
In general Tranquility will be usable at least 2 times per fight. Do not forget to use it. It provides a huge amount of healing for a relatively low mana cost. When you use Tranquility remember:
Use it when you will not have to move for the next 8 seconds. You don't want to have to interrupt the channel(unless you get Spiritwalker’s Grace from a Shaman).
Cast a direct heal beforehand to ensure than Harmony is in effect for the whole cast.
Tree of Life
Tree of Life has a 3 minute cooldown so you should be able to use it at least twice on most fights. It is best used in times of heavy raid damage. General tactics while in ToL:
Use Lifebloom on multiple people. Single applications can be used on many raid members to give them a small HoT then a direct heal from the bloom at the end. If specific people are taking heavy damage, you can have multiple 3-stacks up. All the extra Lifeblooms ticking will give you many Clearcasting procs.
Use Clearcasting procs for instant Regrowths.
Use Wild Growth on cooldown whenever multiple people have a health deficit.
If there are many people getting low on health, use Tranquility.
Wild Growth
Most raid fights have constant raid damage, so using WG on cooldown is almost always a good idea. Wild Growth can be cast on hostile targets. If you are fighting a large raid boss (like a dragon) and people are spread out, target the boss for your Wild Growth cast and it will hit people all around it.
Wild Mushrooms
Mushrooms can provide a moderate amount of burst healing if split among a large number of players, or provide a very large heal if split among only 1 or 2. Keep the following in mind while setting up mushrooms:
Set up Mushroom before the pull and charge them. Once the fight starts, you can reposition them as needed.
Set up Mushroom during downtime – but remember that you want to let them charge first, so you need to anticipate where the raid will be standing later.
Set up Mushroom when you are completely out of mana (placing them is free, only the Bloom costs mana).
Always make sure your Mushroom is positioned in a spot where the Efflorescence healing is needed.
A Note on Cooldowns
Many people like to wait for emergencies to use cooldowns and they end up not being used at all. This is a bad idea. If you are not using your cooldowns, or using them less often than you can be, you are gimping your healing.
When learning a new fight it can be difficult to know the best time to use these abilities. However, once you’ve learned the damage pattern plan your cooldown use ahead of time so you can make the most of them.
Gems
Meta
-
Burning Primal Diamond
. Or Courageous Primal Diamond if available.
Red sockets
-
Brilliant Primordial Ruby
Yellow sockets
-
Reckless Vermillion Onyx
to reach haste breakpoints or
Artful Vermillion Onyx
otherswise.
Blue sockets
-
Purified Imperial Amethyst
For the most part, the socket bonuses on gear are decent. I would try to match the sockets for the bonus unless it is terrible. Free stats are free!
Enchants
Head
Shoulders
Greater Cranewing Inscription
Secret Cranewing Inscription
if you are a scribe.
Cloak
Superior Intellect
Darkglow Embroidery
if you are a tailor.
Chest
Glorious Stats
or
Mighty Spirit
.
Wrists
Superior Intellect
Fur Lining - Intellect
if you are a leatherworker.
Gloves
Superior Mastery
or
Greater Haste
.
Synapse Springs
if you are an engineer
Legs
Greater Pearlescent Spellthread
Boots
Greater Haste
or
Pandaren's Step
.
Weapon
Jade Spirit
Off-hand
Major Intellect
Rings
If you are an enchanter, enchant both rings with
Greater Intellect
.
Consumables
Flask:
Flask of the Warm Sun
Do not be tempted to use a spirit flask instead, you'll get less benefit from it.
Food:
Mogu Fish Stew
Potions:
Potion of Focus
will provide the most mana return providing you can find 10 seconds in a fight where you don’t have to heal or move. For fights where this isn’t possible,
Master Mana Potion
is the way to go. If you are desperate for extra healing output and mana is not an issue,
Potion of the Jade Serpent
can be used.
Gear
See external links
External Links
Binkenstein's
Healer Haste Breakpoint Cards
provided all the neccessary druid math around Haste.
Evaluating Resto Druids with World of Logs
VuhDo
- raid frame addon
Grid
- raid frame addon
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评论
评论来自
asakawa
Great guide!(##RESPBREAK##)16##DELIM##asakawa##DELIM##
评论来自
lissanna
Having just done a guide myself, I can say that it likely took Jasyla a lot of time for formatting it to the point where it is (every tooltip link has to be hand-done, all the tables have to be hand-coded, etc).
评论来自
883224
This is definitely a good guide ,with lots of useful information for people speccing into the resto tree; the formatting is nice too.
评论来自
zerowingcats
This is a great guide!
I don't know if this is helpful to everyone, but I love guides that add in addon section. I know when playing resto druid, things like tellmewhen/weakauras or Grid+Clique help a lot. Just a suggestion!
评论来自
97239
Hey again!
I'd recommend the glyph
Glyph of the Sprouting Mushroom
as a minor glyph.
Lushi
Edit:
Oh, I'd also say that Displacer Beast is superior to Feline Swiftness! Try it out!
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我们用
Wowhead 客户端
保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧!
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧!