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By popular demand, here are my Power Auras exports.
For information on how to set up Power Auras, and for druid-related PA inspiration, here is a great list of links:
Power Auras on WoWInterface
Power Auras Wiki
No Stock UI
Dreambound’s exports
Revive & Rejuvenate’s exports
| First, this is what my PA looks like when I’m resting, and everything is off cooldown. Just so you can get an idea of how the auras fit together and whatnot. Note: They will only look nice and neat around my character like this if I am zoomed out a certain amount; if I have to zoom in or out, obviously the relative size will change. | ![]() |
Barkskin
Barkskin ready (shield), or on cooldown (timer)
Version:st3.0.0E; gcd:bofalse; b:nu0.070588235294118; anim1:nu1; g:nu0.54117647058824; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Nature_StoneClawTotem; size:nu0.3299999833107; torsion:nu1; r:nu1; y:nu-8; x:nu-142; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu21; alpha:nu0.75; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; stacksOperator:st>=; realaura:nu1; spec2:botrue; threshold:nu50; exact:bofalse; InactiveDueToState:botrue; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu6; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stBarkskin; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0; timer.a:nu1; timer.dual:bofalse; timer.HideRequest:botrue; timer.id:nu6; timer.cents:bofalse; timer.HideLeadingZeros:bofalse; timer.enabled:botrue; timer.Showing:bofalse; timer.y:nu-8; timer.h:nu1; timer.ShowOnAuraHide:botrue; timer.Transparent:bofalse; timer.UpdatePing:bofalse; timer.InvertAuraBelow:nu0; timer.x:nu-103; timer.Texture:stDefault
Missing buffs – Well Fed/Flask of the Frost Wyrm
Missing flask (left), missing food buff (right) – only visible when in a raid
Flask:Version:st3.0.0E; gcd:bofalse; b:nu1; anim1:nu1; g:nu0.43921568627451; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\INV_Alchemy_EndlessFlask_04; size:nu0.19999998807907; torsion:nu1; r:nu0.48627450980392; y:nu-106; x:nu-29; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu1; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu10; alpha:nu1; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu0; stacksOperator:st>=; realaura:nu1; InactiveDueToState:botrue; threshold:nu50; exact:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu5; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stFlask of the Frost Wyrm; inRaid:botrue; tooltipCheck:st; customtex:bofalse; stance:nu10; spec2:botrue; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu2; inverse:botrue; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Food:Version:st3.0.0E; gcd:bofalse; b:nu0.2078431372549; anim1:nu1; g:nu0.4; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Misc_Food; size:nu0.19999998807907; torsion:nu1; r:nu0.5843137254902; y:nu-106; x:nu33; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu1; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu10; alpha:nu1; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; stacksOperator:st>=; realaura:nu1; InactiveDueToState:botrue; threshold:nu50; exact:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu4; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stWell Fed; inRaid:botrue; tooltipCheck:st; customtex:bofalse; stance:nu10; spec2:botrue; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu2; inverse:botrue; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Innervate ready
With a telephone noise to remind me that it is ready to go.
Version:st3.0.0E; gcd:bofalse; b:nu0.44313725490196; anim1:nu1; g:nu0.30980392156863; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Nature_Lightning; size:nu0.62999999523163; torsion:nu1.3999999761581; r:nu0.4; y:nu-48; x:nu-4; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu1; alpha:nu0.25; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:nu0; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; spec2:botrue; stacksOperator:st>=; realaura:nu1; threshold:nu50; exact:bofalse; InactiveDueToState:bofalse; textaura:bofalse; sound:nu21; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu1; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stInnervate; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:nu0; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
80% mana – use Innervate now
This pops up with a “bam” noise to tell me when I should consider using Innervate.
Version:st3.0.0E; gcd:bofalse; b:nu1; anim1:nu1; g:nu1; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\icons\Spell_fire_meteorstorm; size:nu0.75; torsion:nu1; r:nu1; y:nu-30; x:nu0; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu9; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu9; alpha:nu1; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu2; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu0; stacksOperator:st>=; realaura:nu1; spec2:botrue; threshold:nu80; exact:bofalse; InactiveDueToState:botrue; textaura:bofalse; sound:nu22; wowtex:botrue; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu12; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:st???; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:botrue; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu1
Nature’s Swiftness ready
Version:st3.0.0E; gcd:bofalse; b:nu0.39607843137255; anim1:nu1; g:nu0.53725490196078; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Nature_RavenForm; size:nu0.28000000119209; torsion:nu1; r:nu0.27843137254902; y:nu-46; x:nu-37; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu15; alpha:nu0.15000000596046; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:nu0; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; spec2:botrue; stacksOperator:st>=; realaura:nu1; threshold:nu50; exact:bofalse; InactiveDueToState:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu3; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stNature’s Swiftness; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu2; inverse:bofalse; ismounted:nu0; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Rebirth ready
Version:st3.0.0E; gcd:bofalse; b:nu0.1921568627451; anim1:nu1; g:nu0.21176470588235; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Nature_Reincarnation; size:nu0.75; torsion:nu1.3999999761581; r:nu0.13333333333333; y:nu-48; x:nu0; customname:st; groupany:botrue; isAlive:nu0; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu16; alpha:nu0.40000000596046; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:nu0; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; spec2:botrue; stacksOperator:st>=; realaura:nu1; threshold:nu50; exact:bofalse; InactiveDueToState:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu11; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stRebirth; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:nu0; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Rebirth down – with timer
Version:st3.0.0E; gcd:bofalse; b:nu0.14117647058824; anim1:nu1; g:nu1; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Nature_Reincarnation; size:nu0.14000000059605; torsion:nu1; r:nu0.22745098039216; y:nu-107; x:nu-26; customname:st48477; groupany:botrue; isAlive:nu0; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu33; alpha:nu0.75; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; stacksOperator:st>=; realaura:nu1; spec2:botrue; threshold:nu50; exact:bofalse; InactiveDueToState:botrue; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu19; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stRebirth; inRaid:nu0; tooltipCheck:st; customtex:botrue; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:botrue; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0; timer.a:nu1; timer.dual:bofalse; timer.HideRequest:botrue; timer.id:nu19; timer.cents:bofalse; timer.HideLeadingZeros:bofalse; timer.enabled:botrue; timer.Showing:bofalse; timer.y:nu-79; timer.h:nu1; timer.ShowOnAuraHide:bofalse; timer.Transparent:bofalse; timer.UpdatePing:bofalse; timer.InvertAuraBelow:nu0; timer.x:nu10; timer.Texture:stDefault
Swiftmend ready
Version:st3.0.0E; gcd:bofalse; b:nu0.77647058823529; anim1:nu1; g:nu0.54901960784314; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\INV_Relics_IdolofRejuvenation; size:nu0.22999998927116; torsion:nu1; r:nu0.62745098039216; y:nu-51; x:nu-55; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu25; alpha:nu0.30000001192093; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:nu0; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; spec2:botrue; stacksOperator:st>=; realaura:nu1; threshold:nu50; exact:bofalse; InactiveDueToState:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:stsoft_chime_beep.wav; combat:nu0; id:nu2; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stSwiftmend; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu2; inverse:bofalse; ismounted:nu0; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Wild Growth ready
Version:st3.0.0E; gcd:bofalse; b:nu0.007843137254902; anim1:nu1; g:nu0.2; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Ability_Druid_Flourish; size:nu0.28000000119209; torsion:nu1; r:nu0.28627450980392; y:nu-46; x:nu52; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu15; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu23; alpha:nu1; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:nu0; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; spec2:botrue; stacksOperator:st>=; realaura:nu1; threshold:nu50; exact:bofalse; InactiveDueToState:bofalse; textaura:bofalse; sound:nu0; wowtex:botrue; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu13; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; buffname:stWild Growth; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:nu0; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Possibly Related Posts:
- Healing Sindragosa
- Healing Dreamwalker: Channeling your inner warlock
- Resto druid tips for Icecrown: The Plagueworks

I’ll break this one into my druid tips, and some placement tips.
Normally I don’t post strats because various other sites do a great job of them; but I spent the time creating the placement diagrams for my guild and though I would share them. It’s not a full strat, just some ideas for placement that might help you. You’ll need to check out a full strat to understand all of Sindragosa’s abilities and phases entirely.
As usual, this is mostly aimed towards 25man raids, but some tips will carry through to 10man raids also.
Quick tips
Talents
Use a raid healing spec for this fight, and make sure you’re at the haste soft cap – because other than when you have the Unchained Magic debuff, you’ll be casting something pretty much every GCD.
I highly recommend Imp Barkskin if you have room for it; it has saved me a couple of times when hit by Blistering Cold. If you think you might not make it out in time, hit Barkskin to be safe. I lagged once and didn’t quite get far enough away from the boss. I got hit for 27,000 with a 2k overkill; if I had used my Barkskin, I would have lived. If you’re playing with moderately high latency, Barkskin is your friend.
Even if you can’t fit Imp Barkskin into your spec, Barkskin should still save you – it might just be closer. If you have high latency, face yourself with your back to the dragon, so that when you get pulled in, you don’t have to turn – you can just run straight ahead and save a second or two.
Glyphs
I go with Wild Growth, Swiftmend, and Rapid Rejuvenation. WG is a must, mostly because melee will continue to DoT themselves throughout the course of the fight, and hitting 6 of them at a time is very handy.
If you run with another druid, go RR; if not, you may prefer greater raid coverage. If you don’t take RR, perhaps take Nourish (for helping to top up the tank/s in P3) or regular Rejuv, for anyone who can’t control their debuffs very well. We found that tank deaths were a major cause of our wipes in P3, not raid damage (if people learn to control their debuffs), so I value RR here for its ability to tick faster on the tanks.
Rotation
Generally a standard 5×1 (five Rejuvs, Wild Growth, repeat) rotation. In P3 the tank damage can be heavy, so try to keep HoTs on the tanks, especially during a transition, or when you know the tank healers are moving and not able to heal.
Special note: Unchained Magic
Unchained Magic is a debuff that Sindragosa places on random people. While the debuff is on you, anytime you cast any spell, it will add one stack of another debuff, called Instability. After 8 seconds of not casting anything, Instability will expire and do 2000 damage per stack. So if you cast 5 spells and then stopped, after 8 seconds, you would be hit for 10,000 damage. If you cast something again before the 8 seconds is up, the stack will go up by one, and the timer will start over from 8 seconds.
So what I usually do when I get UM (in P1) is to refresh Rejuv on the tank (when it runs out), and toss a WG through melee, to help with their Chilled to the Bone DoT (you should be at 2 stacks now). Refresh WG on cooldown and RJ on the tank. I try not to go past 5 or 6 stacks (10-12k damage); if I get that high, I wait 8 seconds for the stack to reset, then I go back to RJ on the tank, WG on the melee, to maintain a little healing.
Also, if your stacks got a bit high, hit Barkskin and wait your 8 seconds. This is also why I like having Imp Barkskin, because it gives you more wiggle room with those Instability stacks. You can also make Lifebloom your last cast on yourself, since it will bloom conveniently right after the 8 second stack expires; but you need to weigh up whether it’s worth doing that, or whether adding another stack of the debuff (by casting Lifebloom) might endanger you.
IMPORTANT: In P3, Unchained Magic will do more damage according to the number of Mystic Buffet stacks you have; so don’t go racking up as many stacks of Instability in this phase. You might get away with it in P1, but in P3 it could kill you. Keep HoTs on the tank, but don’t kill yourself!
Setting up Power Auras for Unchained Magic and Instability
The problem with Unchained Magic is that you can easily miss it if you’re busy watching health bars.
I set up Power Auras to put a big, fat, DANGER sign right across my character – but also to play a really annoying siren noise. This immediately tells me that I have the Unchained Magic debuff, and to be careful with the spells I cast for the next 30 seconds.
Plus, I set up Power Auras to show me the number of stacks of Instability, and the seconds left until that stack expires:

If you’d like to copy this PA setup, here’s the import code. Note: you’ll need to set up one code for the Unchained Magic debuff, and a separate one for Instability:
Unchained Magic
Version:st3.0.0E; gcd:bofalse; b:nu0.16470588235294; anim1:nu1; g:nu0.027450980392157; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Arcane_FocusedPower; size:nu0.75; torsion:nu1; r:nu1; y:nu-139; x:nu-8; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu2; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu43; alpha:nu0.75; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; buffname:stUnchained Magic; spec2:botrue; stacksOperator:st>=; realaura:nu1; InactiveDueToState:bofalse; threshold:nu50; exact:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:stburglar_alarm_going_off.wav; combat:nu0; id:nu16; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0
Note: you’ll need to choose your own sound effect and change the file name. I recommend finding a really annoying danger/alarm/siren noise.
Honestly, I really can’t recommend more highly the use of hideously annoying siren noises for debuffs like this, because even if you are terrible for tunnel-visioning your raid frames, you can’t miss a debuff screaming “AWOOOOOGA AWOOOOOOGA DON’T CAST” at you.
Instability
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Positioning tips
Here’s how we position Sindragosa. This isn’t a full strat – just some tips for how to position her and the raid. Click images to enlarge.
Phase 1 (ground phase)
We tank her on the floor, with her head facing the stairs. Other strats have her in the middle of the room, but by doing that you have to run further for the air phase.
Phase 2 (air phase)
Sindragosa will emote, “Your incursion ends HERE…” and then she will fly up into the air. When she does there, there won’t be any damage going out except for debuffs ticking (ie, no tank healing), so you can safely move to your next position as soon as she takes off.
Gather at the bottom of the stairs, wait for marks.
When marks go out, they assemble; everyone else runs to the top to avoid extra iceblocks.
Make sure you have the mark debuff (Frost Beacon) on your raid frames, so that you can Rejuv the people who get marked up so they are healed while they are inside (2 people in 10 man, 5 people in 25man – you have time to Rejuv them).
We have a set position for our marks:
DPS the back ones down fast.
Then we DPS the front blocks from right to left, so everyone knows which ones will die first.
Remember you have to LOS the bombs, but LOS doesn’t just mean standing directly behind them. You have to look at where the bomb is going to land (look for the white swirly) and put the ice block between you and the bomb spot.
Throw a regrowth & rejuv on the tank as she lands and runs back over to him, so he gets heals while everyone is getting into position.
Phase 3 (combo phase)
These ones basically speak for themselves – we tank her out have two designated ice block spots. Our second tank will run and put green flares down in these spots at the start of P3 (since he’s not doing much else at that point!) and it really helps people to get the positioning down.
The important thing is that as a healer, you should still have LOS on your tank, even when you’re standing behind the ice blocks to drop your debuffs.
The people marked for ice blocks alternate between the left and right positions, and the raid stands behind them each time to drop their stacks.
Your strat may vary – but hopefully these tips help a little. I definitely recommend Power Auras with an annoying siren for Unchained Magic – it could save you from killing yourself. Good luck!
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Brace yourself kids, this is a hefty one.
There aren’t many fights in the game as novel (for healers) as Valithiria Dreamwalker. The “boss” in this encounter isn’t DPSed down; instead, she begins at half health and must be healed to full, at which point she will do a massive AOE attack and kill all of the baddies in the room (and you win).

So it’s a fight where healers have to think as if they are a DPS class – and squeeze every last bit of extra healing out. Normally, we react to incoming damage, and choose the heals to counteract that damage. Sometimes it works, sometimes not; sometimes our heals land for full, and other times they overheal because someone healed our target first.
Not in this fight; there’s millions of health to be healed, zero overhealing, no such thing as sniping – just an open invitation to put out the highest HPS you possibly can. And because there’s no overhealing, druids can perform very well when pitted against the traditional single-target healers.
This is the one fight where the healing meters really DO matter.
So, in the interests of putting out as much healing as you can, what steps can you take to maximise your performance?* Below are some tips that may help you maximise your healing for this fight.
*Note: some of these tips may seem a bit extreme for you, particularly if you’re not in a guild that min/maxes for raiding. You may not be willing (or able) to swap gems and glyphs around for one single fight; that is absolutely your choice – but for those of you who want to maximise your healing potential, like a DPSer would – here are some options.
Also, obviously, these tips are aimed at healers who will be healing the dragon primarily. If you are assigned to heal the raid, then you should be throwing HoTs on Dreamwalker, but raid healing “as normal” – so I wouldn’t advise you to change to a throughput spec/set – you may run into mana troubles.
First: Ignore your mana and regen
Collecting green clouds will give you a stacking regen buff that will pretty much give you infinite mana (for an excellent guide on how to maximise these buffs, go check out Falling Leaves and Wings). This means that you can ignore mana regen from gear, gems, enchants, potions, etc – you won’t need them. This opens up options to regem, re-enchant, and respec for more throughput, without caring a whit for mp5.
Gear
T10 bonuses are very poor on this fight. T9 on the other hand will perform well, but you will be walking in with lower spellpower and you need to take this into consideration. I suggest that you plug your stats into Hamlet’s TreeCalcs spreadsheet to work out whether you’ll be looking at a nett increase in your healing by stepping back to T9.
Crit will serve you well in this fight; don’t dump a bunch of spellpower or haste for it, but any incidental crit is great to have.
Gems
Try to gem for as much spellpower as you can. I kept some Reckless gems in, to stay around the haste cap. If you are a little under the cap, Nature’s Grace will help bridge the gap in your haste from gear, since you’ll be getting lots of crits from Nourish.
For your meta gem, use either Revitalizing Skyflare Diamond or Ember Skyflare Diamond. The mp5 on the Revitalizing diamond is useless, obviously, but the 3% crit healing is great for Nourish spam (and critting Rejuvs, if you’re wearing your T9 set).
According to EJ, Revitalizing edges out Ember for this fight. Remember, 60-70% of your healing is going to be coming in from Nourish spam, so you want to grab some crit if you can. The Revitalizing diamond is an awful choice for us, normally – but great for this fight.
Enchants
Swap your spellpower/mp5 head and shoulder enchants out for spellpower/crit (Sons of Hodir, Kirin Tor). Again, this is a step that will cost you a little money to do (and if you want to swap back later), but it will depend on how much you really want to maximise your character.
Tailors can drop the 23 haste to cloak enchant and go with Lightweave Embroidery, which I believe averages out to 73.5 spellpower. Normally, proc-based spellpower boosts aren’t so great for us, because they may happen during a time when our heals will overheal (then we have to wait for the internal cooldown to use them again). But on this fight, there’s zero overhealing, so not a bit of that proc is wasted. It’s like enchanting your cloak with 73.5 spellpower, yum.
Glyphs
Nourish, Rapid Rejuvenation, and Swiftmend.
Consumables
Flask of the Frost Wyrm, +46 spellpower food, Potion of Wild Magic.
Spec
Depending on whether or not you are already haste soft-capped through gear, there will be a couple of different ways you could spec. If you still need haste, then you’ll need to stick with Celestial Focus, which will give you fewer points to spend in the resto tree.
Incorporating CF
If you need to spec into CF, I would spec something like this: 18/0/53
- Revitalize and Wild Growth are useless, skip them.
- 2 points in Natural Perfection for 2% crit (there’s that incidental crit we can pile on!)
- Living Seed is nice to have, but it is unreliable since she isn’t being hit very often and most of the seeds will be overwritten as you spam. It’s a nice bonus, but if it won’t fit, don’t worry about it.**
**Note: I believe you’ll get more out of 2 points in NP rather than 2 in LS. If you believe this isn’t the case, please let me know.
No CF
If you’re already haste capped (or almost) and you can free up those Balance points, I would go this way: 14/0/57
- 3/3 Nature’s Grace. Nourish should already be a <1sec cast, so NG won't help you there, but it will make a marginal difference to your Regrowth refreshes, and fill in the gaps if you are just shy of the haste cap. It's one of those "might as well fill it out" talents, for this particular fight.
- 3/3 Natural Perfection for 3% crit.
- 3/3 Living Seed – every little bit helps. LS will be unreliable and mostly wasted, but it came in at ~4.5% of my healing (and I wasn’t even critting for the big numbers that come with getting your buff stacks up).. so it’s another “nice to have” talent.
Non-negotiable talents
2/2 Empowered Touch and 5/5 Nature’s Bounty. 60-70% of your healing is going to come from Nourish, so you definitely don’t want to skip Empowered Touch, especially.
I’ve seen some people deliberately skip over these (probably because it has something to do with their every day spec). Don’t – Empowered Touch especially will provide a huge boost.
Rotation
Set Dreamwalker as your target and focus before the fight starts. On the pull, pop a Potion of Wild Magic. As you run in, toss a Rejuv up, hit your Nature’s Swiftness/Healing Touch combo (for a chunky heal before you lose Wild Magic), and Swiftmend. Find your position, and start your normal rotation.
The basic rotation should go like this:
- Keep Rejuv and Regrowth up at all times
- Slow-stack Lifebloom
- Nourish “spam” in between
- Swiftmend your Rejuv on cooldown. Note: you’ll need to make sure it’s Rejuv and not Regrowth; the easiest way to do this is to cast Swiftmend straight after you cast Regrowth, so that Regrowth is definitely the longer HoT, and it chooses to Swiftmend your Rejuv.
- When NS comes up again, it should be roughly in time for everyone to pop all their cooldowns (Bloodlust/Heroism, GS, potions, etc) because they have a large stack of portal buffs. When it’s called, pop another Potion of Wild Magic and hit your NS/HT combo, hopefully for some obscenely large amount
Note: Bloodlust/Heroism won’t help you here as you’re casting instant HT plus <1sec Nourishes, but timing your NSHT with all of the buffs and a potion means you should get an enormous HT crit.
- Try to Rejuv just before you enter a portal, and as soon as you come back out, for maximum uptime.
UI enhancements
HoT timers
First of all, unless you’re a Healbot user or an LUA guru and you can create your own HoT timers, you’re probably going to run into the problem I had, first attempt:
“AMG, I CAN’T SEE MY HOT TIMERS!” *flail*
I’m used to having all of my timers on Grid, and everything is precise and neat and in static positions. Since Valithiria isn’t a raid member, she won’t show up on Grid, so you can’t use Grid to track HoTs on her. Healbot users can set her as their focus, and she will show up on Healbot (yay!), but for Grid users, you’ll need a HoT counter to track your timers on her.
There are a bunch you can use – HoT Candy, Dotimer, Quartz, Class Timers, I think Lifebloomer does all HoTs too. So if you’re already using one of those, you’re fine.
I quickly grabbed Class Timers and configured it to show me a large HoT icon (bars don’t work for me) and a simple timer next to it. As the HoTs tick down, they reshuffle to display the next-to-expire spell at the top. So basically all I have to do is keep an eye on whatever is on the top of the list, and refresh that next.
Alerts and alarms
Using Power Auras, I assigned some super annoying alarm bells and whistles to Swiftmend and Nature’s Swiftness, to make sure I use them on cooldown each time. I have to say – having Swiftmend chime at me is a much easier system than looking at a cooldown.
Acquiring your target
Most people set Dreamwalker as their focus target; unfortunately when you take portals, your focus resets, and you have to get it back again.
Kae from Dreambound suggests a couple of macros to get her back as your target ASAP:
/focus Valithria
/cast [@focus] Rejuvenation
/target Valithria
/cast Rejuvenation
Both of these macros will re-acquire her as either your focus or just your target (I recommend focus, because if you accidentally click on someone else in the raid, you’ll lose the dragon as your target again), but it also casts Rejuv, which saves you a keypress. Seconds count in this fight, so bundling a Rejuv in with finding your target is a great idea. Thanks Kae <3
HPS, HPET, and Rapid Rejuv

I've heard people discount the RR glyph because "it makes you refresh Rejuv more often, which means you are wasting GCDs that you could be using to spam more Nourishes."
I'll repost something my mage friend Cogfizzle posted, because it explains quite well why this thinking is incorrect (he's a creepy gnome.. but he's good at math, so I don't mind having him around most of the time).
As far as DPS (err… HPS?) strategy on this fight, basically think of yourselves as affliction warlocks in a general sense.
Your goal is to maximize healing done in a given time. Since you only have a certain number of seconds available before the boss dies (err… is healed?), if you want to maximize HPS, it stands to reason that on any given one of those seconds, you want to be using whichever ability you have at your disposal that will cause the highest amount of damage (err… healing?) to the boss. It’s not about the HPS of a spell per se, it’s about the HPET (Healing Per Execute Time) – so even though a Rejuv lasts 15 seconds (unmodified), it only costs 1.5s (unmodified) to cast. Its HPS may not be as large as nourish, but its HPET is enormous.
Since I’m not a druid, and also not active in wow anymore (so no parses from my guild to draw from), I’m going to pull the first set of HPET numbers I see off EJ, and sort largest to smallest. They may not exactly match your numbers, but they’re probably roughly proportional (poster did not state which glyphs were in use.)
Rejuv – 19603
Regrowth – 15756
Lifebloom – slow 3 stack w/bloom – 15067
Lifebloom – rolling – Once it is rolling, 1 cast is worth 7 ticks of 1893 or 13251.
Nourish(w/glyph 3 hot) – 12169
Nourish(w/glyph 2 hot) – 11640
Lifebloom – fast 3 stack w/bloom – 10649
Nourish(at least 1 hot) – 10582
And then you simply base your next spell on this priority list. Rejuv is at the top for HPET, so that’s going to always be your obvious first choice – spending a second casting rejuv is always going to give you more raw healing than spending a second casting nourish (no matter how many hots are buffing it). Rejuv, Regrowth, slowstack lifebloom, and use Nourish as a filler when there are no higher-value spells to cast.
Now, as for the rapid rejuv glyph causing you to need to recast rejuv more often? That’s a good thing. Because rejuv is your #1 top HPET spell – the more often you cast it, the more often you’re taking a second or so of time that would otherwise be spent on low-value Nourish filler and using high-value rejuv instead.
So you can see, the Rejuv, Regrowth, slow stack Lifebloom (w/bloom), and Nourish strat is going to give you the best output for this fight. Oh, and don't be tempted to fast-stack Lifebloom (a bad habit of mine), thinking that getting it ticking a 3 stack faster will mean more healing - as you can see from the example numbers above, it actually cuts the HPS quite a bit if you do that.
Again, if you use Hamlet's spreadsheet, you'll be able to plug in your own stats and spec to find your personal potential HPS for a Regrowth, Rejuv, slow stack LB and Nourish spam rotation.
So - do you have to do all these things to win against this fight? Nah.. as long as your healers are getting their stacks up, and doing a moderately decent job, you'll win. If you don't want to change your gems or spec etc, you'll probably still do fine (not sure how heroic mode be, though)... But this is the one fight where we can sit down and put together a proper rotation for maximum HPS - and theorycraft how to gem/gear/enchant/play in a way to maximise our potential output. It's so different and interesting to our usual buffer-style healing - I'm making the most of it
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This is part 2 of my Icecrown “tips” series; part 1 (Lower Spire) is here. These are literally all just off the top of my head as I sit here – so I may have missed some. If you have any others, please let me know and I will add them in (and credit you, of course).
The Plagueworks
Precious & Stinky
- Keep Rejuv up on as many people as you can, particularly on Stinky, who has a continuous damage aura.
- DBM (or similar) should give you a countdown to Decimate. Hit Barkskin just before Decimate goes off.
- Make sure the tank has HoTs going into Decimate; I Swiftmend him immediately and then focus on picking up others in the raid.
- If you can, put full HoTs on the tank who is temporarily unhealable, so that when the debuff lifts, he immediately gets healed.
Festergut
- We put some/most of our healers in melee range so they don’t have to run to get spores (and stop casting); but as a druid, you can easily run and heal, so being out at range is fine. Better you running around than a ranged DPS (as this fight is a DPS check).
Even so, during the third inhale, you’ll want to stand and heal the tank, so make sure you don’t have far to run to the designated spore point. - If you are raid healing, this is what I do:
- First inhale: Rejuv as many people as possible, WG the melee.
- Second inhale: HoTs on the tank; WG to cover limited raid damage, spot heal if required
- Third inhale: Full HoTs on the tank (I roll a 3 stack of Lifebloom), WG the melee, Nourish the tank between HoT refreshes. Pre-HoT the next tank before the switch.
- When Festergut begins to cast Blight, hit Barkskin, and begin Rejuving the raid again (return to first inhale).
- Resurrecting someone can be dicey if they won’t get at least 2 lots of Inoculated; other healers can protect them from dying during Blight, or you can wait to rez them until just after Blight, so they get a full set of Inoculated. Communicate with your other healers on this – and don’t forget to give the person Mark of the Wild when they pop back up.
Rotface
- If you are targeted for Mutated Infection, hit Barkskin to help mitigate the damage as you run over to the ooze kiter. Throw a Rejuv on yourself, too.
- Depending on your assignment, try to keep HoTs up on the MT and on the kiter; if the kiter goes out of range of heals momentarily, or the healers have to move briefly, your HoTs will act as a buffer on those tanks until everyone can reposition.
- Make sure you can see Mutated Infection on your raid frames. As soon as it pops up, I cast Regrowth on the victim as they run out; the direct healing will land at a good time to counter the first chunk of damage, and leave a small HoT on them to help to top them up while they are taking their ooze over to the kiter. This is personal preference; you may prefer Rejuv/Swiftmend – whatever works best for you.
- When Rotface starts doing his Slime Spray ability, hit WG on yourself, and it should pick up anyone in range of the boss who took a small amount of damage from Slime Spray (hopefully they got out after a tick or two!)
Professor Putricide
- I specced into Imp Barkskin for this fight (mostly), as there are a lot of predictable chunks of damage that he throws out, and that little bit more damage reduction can save you. For example:
- Glued to the spot by an ooze, and the boss throws a slime pool under your feet (more common than you might think)
- Malleable Ooze is thrown towards you and you only spot it at the last second – Barkskin to try to save yourself.
- Final phase – a bit more damage reduction means surviving longer and keeping the tanks up longer.
If you have space in your spec (ie, if you’re haste capped and can afford to spend the points), I recommend it, at least while you’re still learning the rhythm of his abilities, and the healers are getting used to the damage in Phase 3.
- Revitalize returns energy to the Abomination (see post here for more information). This may help you smooth out the fight by guaranteeing the abomination always has enough energy to slow the oozes, plus do damage as well. You may like to consider a talent build that has Revitalize in it.
- If you have Revitalize, keep Rejuv up on the abomination, and cast WG through it. You’re going to fall down the healing meters a bit, but giving energy to the abom will help the fight go more smoothly if you’re still learning it.
- If you are targeted by the green ooze (and rooted to the spot), or you are running over to stack on the person who is, hit Barkskin just before the ooze reaches its target, to mitigate some of the explosion damage.
- Try to Rejuv as many people as possible before that explosion, so they are healing themselves as they go flying across the room.
- If you’re targeted by the brown ooze, Barkskin, Rejuv yourself, run – and be ready to go to cat form and sprint if it gets too close to you.
- If it targets another person, put full HoTs up on them before they run away, so that if they run out of range of other healers for a few seconds, they still have HoTs as a buffer.
- In the final phase:
- Barkskin yourself.
- keep Rejuv up on the tanks at all times; if they die, Putricide heals for an insane amount, and it will likely mean a wipe.
- be ready to Swiftmend/NS+HT the tanks.
- blanket as much of the raid with Rejuv as you can, to try to counter the raid damage.
- Glyph of Rapid Rejuvenation will heal the raid faster, but you’ll be covering fewer people – so you may prefer only to use it if you are working with a second druid. Coordinate with your partner on which groups to cover. For example, I’ll cover 2&3, you cover 4&5, and we overlap on tanks. That way, almost the entire raid should have Rejuv up.
- if you don’t play with a second druid, you may find RR to be a hindrance because you can’t cover as many people, to counteract that huge raid damage.
- if you can, get extra HoTs up on the tanks to give them a buffer. In particular, find out what the tank rotation order is, and try to pre-HoT the next tank in line, so that when he takes the boss, he already has heals ticking.
- WG through the melee if you have any spare GCDs.
- Mana shouldn’t be much of an issue in the early phases, as there isn’t too much damage that can’t be avoided. So I can usually afford to toss my Innervate to someone else. If you find you are having problems with mana, particularly in the third (blanketing) phase, consider having your Idol of Awakening handy, to swap in for Phase 3.
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The Vezax fight is unique in that you cannot regen ANY mana during the fight (although you will get about 25% back from Lifebloom blooms). Pots, Innervate, MP5, spirit, none of it will help you get any mana back. On normal mode, you can stand in Saronite vapors to regen a little mana, but on the hard mode version, you can’t. So every little bit of mana counts, and once spent, you can’t get it back – so the more you spend, the harder it will be for you in the final moments of the fight.
Here’s an ultra-quick tip for those of you attempting hard mode. I use it each time and get a real kick out of it. You’ll need to practice the timing, but once you get into the groove, it’s easy.
- Just before the tank runs in, set him up with a full stack of Lifebloom, a Regrowth, and a Rejuv.
- As he runs in, refresh your Lifebloom, then Innervate yourself BEFORE you enter combat, to get back to full mana before the fight starts.
You may need to coordinate this with your tank – if he pulls too quickly you won’t get your mana back before you go into combat (remember, Innervate will stop working as soon as you enter combat) and if he pulls too slowly, your HoTs will drop off. - Quickly refresh your Rejuv also, while you have innervate. You should hit full mana before you enter combat.
- After the tank engages the boss, refresh your Lifebloom stack just before it expires.
- Refresh once more just before it expires – so that’s one initial stack, and two subsequent refreshes.
- Let your Lifebloom expire the next time. This will (hopefully) give you a heal on the tank, and will also return part of your mana back.
You’ve just given your tank a Regrowth, Rejuv, three cycles of full Lifebloom ticks, and possibly a Lifebloom bloom (if he took damage at the right time), and all for “free” – you should be back at full mana after you let your Lifebloom expire.
Most people will pre-HoT tanks before pulls anyway – but this way you can guarantee that you start combat with full mana, and keep those full-strength Lifeblooms rolling for a couple of cycles – all for “free”.
Oh, and don’t forget – if you need to battle rez someone (and you’re the absolute last resort – DPS druids should be doing it before you if possible) jump in the black puddle to do it, if you can – it will save you some precious mana.
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One thing I’ve always loved about Grid is that I can set up my frames to change to – OH-GOD-LOOK-AT-ME-I’M-BRIGHT-PINK – pink when someone has a nasty debuff. The rapid colour change to something bright and obvious immediately prompts me to bomb them with heals, run away from them, run to them, etc etc.
But with the release of TOC, it seemed that most (if not all) of the custom debuffs weren’t working. This was especially annoying for debuffs such as Jaraxxus’ Incinerate Flesh, which absolutely must be healed through to remove it, or the raid will take massive damage. If you can’t spot the person with the debuff, you lose precious seconds. Boss mods will announce their name, but having to scour through 10 or 25 people to find them (particularly bad in PuGs where you don’t know people’s names and classes) makes things very difficult. PLUS, if you can’t see the debuff drop off (either through being removed properly, or cloaked, iceblocked, etc), you’ll likely throw out 2 or 3 completely wasted heals to a target that no longer has the debuff. I know, because I did.
If you’re a Grid user and you haven’t tried GridStatusRaidDebuffs before, I really can’t recommend it highly enough. The reason I didn’t use it before was because I preferred to just set up my own custom debuffs; but the fact that TOC debuffs didn’t work, coupled with the fact that there seem to be more and more debuffs that I need to be aware of, pushed me to give it a try.
The one major problem for me though was icon placement. The icon needs to be large enough to see easily (since there are often 2 or 3 major debuffs in a fight and you need to be able to see which one your target has), but NOT obscure your frame information. And that’s exactly the problem I had: the icon was great, but it was sitting right over the top of my Lifebloom text, and obscuring the health bar. Bad.
To get around this, grab a module named GridIndicatorSideIcons – so you can place your icons at the side of your frame, not in the middle.

As you can see, the icon is clear, but it doesn’t obscure my HoT counters, texts, health, or any other information.
Perfect!
How to copy it:
1. Grab GridStatusRaidDebuffs here (Curse).
2. Grab GridIndicatorSideIcons here (WowAce).
3. Under Frame > Icon (Sides) > Left Icon, scroll down and check the box “Raid Debuff” (this will make sure that the GridStatusRaidDebuffs are placed on the left side).

4. To adjust the size and positioning, go to Frame > Advanced > Icon (Sides) and use the slider bars to resize and nudge the icon into the position that you want.

Note: if the icon is still showing in the middle of the frame, you may also need to go to Frame > Center Icon and uncheck Raid Debuff, and Status > Raid Debuff and uncheck “center icon”. Make sure the “enable” box is checked.
Your raid debuffs should be a lot easier to track, without obscuring your HoT counters or other information – it should make life a lot easier!
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Meta gems
In my mind, there are two standout choices for meta gems, the Ember Skyflare Diamond (ESD) and the Insightful Earthsiege Diamond (IED). Of those two, the IED is almost always the better choice, despite what people will tell you.
Here’s why.
Why the Ember Skyflare is hardly ever right
I’m bound to start some fights with this one, but it’s a genuine problem that I see all over the place, and very few people understand the mistake they are making. That’s not saying they’re dumb or “noobs” or anything – if nobody explained it to you, it’s quite logical to consider the ESD to be the best because it has our favourite stat – spell power.
I certainly don’t consider myself an expert on every facet of druidism; I learn new things all the time, and I’m constantly looking for ways to improve. So if you’re using the Skyflare – please don’t take this as a criticism – I would just like to make sure people are open to all of the information and don’t simply adopt a choice because it seems logical.
The catchcry of the diehard ESD fan goes like this:
I never have any mana problems, so why would I want a mana restore meta?
Makes perfect sense, right? Remember, too much regen is a waste – so if you have all the regen you need, why pick up a meta gem that gives you even more mana back? That would be a waste – might as well pick up a small amount of spellpower instead.
Wrong!
So what’s the problem with the above statement? Nothing, if it’s true. The problem though is that most people say “I never have mana problems” but when you look at their Armory – often they are wearing double mana regen trinkets. Some even admit to using mp5 flasks or regen food. You can’t really claim to “never” have mana problems if you are still using regen trinkets – or you wouldn’t be using those regen trinkets at all – you’d have swapped them out for throughput (spell power) trinkets long ago.
if you usually have pure regen trinkets equipped.
This is not a criticism of people who use pure regen trinkets. I just want to try to explain to people that the reason that you perceive yourself to be immune to mana troubles is due in part to the fact that you have those mana trinkets.
That’s not a bad thing. If you’re still using regen trinkets, I assume it’s because you believe you need them for adequate longevity in a fight. So you do need regen – it’s just a case of adjusting our thinking to make sure we’re getting it in the most efficient way. If you team regen trinkets and consumables up with the ESD and justify the spell power meta by saying you “never have mana problems”, then that’s not really true.
Follow me?
Expanding on metas and trinkets a little
It’s all about trade-offs.
The ESD gives you +25 spell power and +2% Intellect.
The IED gives you +21 Intellect and a chance to restore 600 mana on spellcast. This has no internal cooldown, and due to resto druids’ ever-casting style, can be equal to anywhere from 40mp5 to 100mp5, depending on the fight.
For druids with around 1000 Intellect, the Intellect on these two diamonds basically cancel (although the ESD will scale slightly). So let’s discard that and focus purely on the ESD’s spell power and the IED’s mana return.
So you’re effectively weighing 25 spellpower against 40-100mp5 (let’s say 60mp5 average). This is key.
I found some examples of people at Elitist Jerks who are better at explaining than I am!
Trismegistus:
I think the point here is the stats that are available in slot. The two major sources of MP5 are Meta and Trinket.
Let’s compare the four stats on these two gems.
[Insightful Earthsiege Diamond] – +21 Int and [assumed] 75MP5
[Ember Skyflare Diamond] – +25 Spell Power and [assumed 1000 Int] +20Int
If we look at the available trinkets, they offer significantly more Spell Power than this meta, but the MP5 is much lower. It is therefore better to sacrifice the Spell Power from the Meta slot and use it for MP5 because it is the best slot on the entire gear sheet for that stat.
Boevis:
The proc is actually 5% chance to restore 600 mana which works out to be 100 mp5 if you cast every 1.5 seconds, 75 mp5 casting every 2 seconds, or 50 mp5 casting every 3 seconds.
Considering the HoT nature of druids (and the everpresent haste on gear) it’s going to trend toward the upper values. In comparison, 25 spell power is fairly weak when you take into account what trinkets you could swap out, 100 spell power trinkets are easy to find ([Darkmoon Card: Illusion]) and the best ones easily exceed 100 [Illustration of the Dragon Soul], while the best mana regen trinkets are likely [Soul of the Dead] or one of the 3 high Spirit ones.
Bregalad:
if I trade off ember skyflare for IED, I’m getting 70+ mp5 at a cost of only 25 spellpower (the int roughly cancels for most trees). There is no place on your gear where you can get a 50+ mp5 effective result that only costs you 25 spellpower. It’s only on special procs for trinkets/rings etc. that it even gets as close as my example. On regular gear, you typically give up almost 3 spellpower to get 1Mp5. That’s a tradeoff you generally don’t want to make unless you already have IED and regen trinkets and *still* can run out of mana on hard fights.
IED is the most efficient tradeoff, so it’s the first thing you should do in the regen department.
(Note: since these comments were posted, new items have come into the game and there are better trinkets available – but the underlying principle remains the same – particularly if you’re not raiding hard modes and TOC25, for example)
So in short, the IED is better “value” because you’re getting ~60mp5 for a trade of 25 spell power, which is something you can’t get in any other slot. Provided, of course, that you still have a need for more regen. If you are gearing straight spell power, have spell power trinkets, and still find you are comfortable with your mana, then opt for the ESD.
If you’re using the ESD and you still have pure regen trinkets, that’s not an efficient trade. You would be better having the mana restore meta and spell power trinket than a (weaker) spell power meta and (weaker) mana regen trinkets. Even better, grab one of the yummy +Spell Power/+regen trinkets out there.
Better options than ESD + regen trinkets
If you’re still using pure regen trinkets for everyday encounters, but you’ve opted for the ESD, it makes more sense to change to the IED and replace your trinket/s with throughput (spell power). Obviously, some hard mode encounters may demand more regen, so you might swap gear around and put in a regen trinket – there are special cases. Plenty of people keep particular trinkets on hand for hard modes. But if your standard gear for your standard weekly raiding includes pure regen trinkets and the ESD, you should consider swapping in the IED and a throughput trinket.
If you find you have plenty of regen and you want to dump some of it, you should leave the IED til last – because it is simply the best value, the best bang for your buck. Swap out regen trinket firsts, and DEFINITELY stop using regen flasks and food.
Here are a few of the spellpower trinkets available:
- Embrace of the Spider (Naxx 10)
- The Egg of Mortal Essence (40 x Emblem of Heroism)
- Darkmoon Card: Illusion (crafted)
- Forethought Talisman (Naxx 25)
- Titan-Forged rune of Audacity (25 x Wintergrasp Mark of Honor)
- Scale of Fates (Ulduar 25)
- Illustration of the Dragon Soul (Sartharion 25)
Or, even better, go for a balance of spell power and regen:
- Je’Tze’s Bell (world BOE drop)
- Sif’s Remembrance (Thorim 10 Hard)
- Show of Faith (Yogg 25 Hard)
- Solace of the Defeated and Solace of the Fallen (Trial of the Crusader 25)
To have a look at all of your trinket options, try a Wowhead filter: http://www.wowhead.com/?items=4.-4&filter=minrl=80;maxrl=80
Once your normal gear and your usual content dictates that you don’t need regen trinkets, gems, consumables etc – feel free to swap to the ESD. Just make sure the IED is the last thing you ditch – because it really is the best value for regen.
If you need regen – the IED should be your first port of call.
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Lately I’ve noticed a lot of questions on the druid forums, plus a little general confusion surrounding gems choices. The topic of “how to gem” is something that has been done many times, almost to death, really – but it’s one of those fundamental topics that people will always ask about, because (as with my article on stats) there will always be new druids on the scene who want to know how best to gear themselves.
This won’t be an all-encompassing article on every option available to us; rather, it will be a quick rundown of which gems are best for each socket colour, when to gem for socket bonuses, and which meta gems to use (in part 2).
By all means you can experiment with your own gemming, but these are widely accepted as the best choice for resto druids.
How to gem
I’m going to quote another druid here – Ikagawa of Uther, because he said it perfectly:
Everything should be straight SP except for a few caveats.
1. If you need more regen, then use SP/Spi or SP/Int hybrids.
2. If you have a nice socket bonus, use a hybrid gem to activate it.
3. If you need to activate a meta, use hybrid gems to activate it.
If you follow this advice, you can’t go far wrong. Spellpower gems are your first choice, even in non-red sockets. Then, if you need more regen, if a socket bonus is particularly good (usually 5+ spellpower), or if your meta gem calls for different colours, use the hybrid (orange and purple) gems (orange gems count as both a yellow and a red gem, purple gems count as both a blue and a red gem).
It’s that simple – prioritise spellpower gems in all sockets, UNLESS:
- you need more regen
- you need to match a good bonus
- you need to activate a meta gem
Easy!
Matching socket colours
If you need to match socket colours, here are the gems to use for each socket type:
| Type | Red | Yellow | Blue |
| JC only | Runed Dragon’s Eye +39 Spell Power |
- | - |
| Epic | Runed Cardinal Ruby +23 Spell Power |
Luminous Ametrine +12 Spell Power, +10 Intellect |
Purified Dreadstone +12 Spell Power, +10 Spirit |
| Rare | Runed Scarlet Ruby +19 Spell Power |
Luminous Monarch Topaz +9 Spell Power, +8 Intellect |
Purified Twilight Opal +9 Spell Power, +8 Spirit |
| Perfect | Perfect Runed Bloodstone +16 Spell Power |
Perfect Luminous Huge Citrine +8 Spell Power, +7 Intellect |
Perfect Purified Shadow Crystal +8 Spell Power, +7 Spirit |
| Uncommon | Runed Bloodstone +14 Spell Power |
Luminous Huge Citrine +7 Spell Power, +6 Intellect |
Purified Shadow Crystal +7 Spell Power, +6 Spirit |
As mentioned above, these are simply the “standard” gem choices, and are generally considered the best gems for resto druids.
I suggest Druid Heal’s section on gems if you are looking for further options.
In Part 2 I will examine meta gems, and the common mistake people make with them.
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Berinna is currently levelling to 80 and asked:
What stats do resto druids look for?
This is a very common question – but it bears revisiting because there are always new druids out there, wanting to know what stats they should aim for. There are a number of great blogs and resources to help, and I’ll link some of them through this post and at the end. Here are my thoughts on what you should aim for.
The super basic rule of thumb
Make sure you have enough regen so that you don’t go OOM, enough haste to be at or near the softcap, then wallow around in spellpower like a pig in muck.

At the most basic level, this is what you need to know. You need enough regen to be able to get through your current encounters without going OOM (and rendering yourself useless to the raid), enough haste to suit your role and your group size (more on this later), and then you can start piling on more spellpower for more healing throughput (more spellpower will give you bigger direct heals, and larger HoT ticks).
Here’s how I look at stats and what to grab:
- Am I struggling for mana? If so, swap in some more hybrid gems (Spellpower/Int and Spellpower/Spi), grab regen trinkets, use a mana restore meta gem, etc. As a last resort, use regen consumables.
- Do I have adequate haste from gear? If not, consider talents, a haste to cloak enchant, and examine gear that you have access to that has more haste. As a last resort I would use haste consumables or hybrid haste gems.
- If yes to both of the above – start stacking spellpower (including regemming to pure spellpower if appropriate).
My personal stat preference
My personal stat preference goes like this (your mileage may vary):
Although, at the moment, you might notice that my haste is very low – so I might temporarily prioritise haste over spellpower. Once I’m satisfied with my haste, I can go back to prioritising spellpower.
The nitty gritty
Regen
Enough regen is enough.
People often ask, “How much regen do I need for (raid dungeon)?” and they’re usually chasing a static number – XYZ unbuffed or XYZ raid buffed.
I’ll be perfectly honest – I wouldn’t have a clue what my current regen stats are without looking. I could probably tell you that my Int and Spirit are about ~1000, but my in-combat regen – no idea. Because it’s not really about a number; it’s about whether you have enough regen for what you are doing.
I realise it’s a little frustrating to ask “how much do I need” and get an answer that amounts to, “you need as much as you need”. Duh! Just give me a number to aim for!
Really though, there are so many factors that will determine how much you need:
- Raid size, difficulty, and damage – how hard are you going to have to heal?
- Raid make up – do you have replenishment? Wisdom?
- Talents – eg, do you have Revitalize?
- Number of healers
- Your assignment
- Your gear level
- Your tank/healing targets’ gear level
- Your items – eg, do you have proc/use items that grant mana or reduce the cost of your spells? This includes trinkets, idols, cloak enchant, meta gems, etc.
- Do you save your innervate for yourself, or do you have a mana-hungry hunter whining at you every 5 minutes on vent? (not mentioning any names..)
..and so on. It’s difficult to assign a number because there are too many things that will vary from person to person. Instead, you’ll need to experiment to find your own comfort levels. Basically – the answer to “How much regen do I need” is “enough to get through the fight”. It’s vague, but true.
Oh, and it’s worth mentioning something that should be common sense but is often overlooked: too much regen is a waste. If you have mana regen coming out of your ears, and you are finishing encounters with 3/4 mana, your regen is too high, and you could afford to lose some and boost your spellpower instead. Many healers like to have insane regen as some kind of “just-in-case” buffer – so they never have to worrry about mana, ever – but if you take it to the extreme, you’re really doing yourself a disservice and sacrificing throughput for a safety net that is probably rarely needed.
Don’t stack nutty regen, there’s no need to finish fights at 3/4 mana.
Haste
Haste varies, especially according to who is in your group. Many people aim for ~350 to 400ish to be comfortable.
Haste is another stat that depends heavily on your talents and especially on your group size and composition. Another vague answer for you, I’m afraid – but in this case we can calculate various levels of haste needed, taking into account your talents and the raid’s make up. Phew!
Haste affects our healing in two ways:
- by reducing the cast time on our direct heals, allowing us to cast our big heals faster; and
- by reducing our GCD, allowing us to cast more instant spells within a particular period of time, without twiddling our thumbs waiting for the GCD to be up.
So by increasing our haste, we can fire off our direct heals faster (great for saving the day!), and as raid healers we can toss out more instant heals and cover more of the raid.

The amount of haste that you need will mostly depend on your spec, your group size, and group composition.
- Spec: Talents such as Gift of the Earth Mother (GotEM) and Celestial Focus give you passive bonuses to increase your haste and reduce your GCD. If you have GotEM and Celestial Focus, you will need less haste than someone who does not take these talents.
- Note 1: Nature’s Grace also gives you temporary bursts of haste after you crit, but it is not a passive bonus with 100% uptime, and will depend heavily on how much direct healing you do.
- Note 2: Opinion is divided on whether resto druids should take CF; I’ve merely included it as an option.
- Note 1: Nature’s Grace also gives you temporary bursts of haste after you crit, but it is not a passive bonus with 100% uptime, and will depend heavily on how much direct healing you do.
- Group composition: Who you have in your raid will impact on your haste:
- Retribution Paladins have an aura that gives 3% haste
(Swift Retribution). - Moonkin Druids have an aura that gives 3% haste
(Improved Moonkin Form). - Shamans can provide a totem that gives 5% haste
(Wrath of Air Totem).
Note: The haste bonuses from Swift Retribution and Improved Moonkin do not stack.
If you can usually rely on having these buffs in your group, then you can afford to have less haste on your gear. For this reason, it is usually easier if you are running 25 man raids, because there’s a good chance you will have these three people in your raid; there’s less chance in a 10 man group. So if you are primarily running 10 man raids, you may need to consider higher unbuffed haste to compensate for not having those classes at the ready. - Retribution Paladins have an aura that gives 3% haste
If you would like to calculate your haste requirements to reach a 1.0s GCD, with or without talents and buffs, here’s a nifty calculator.
Spellpower
Spellpower is the bread and butter of the resto druid.
There’s really not much to say, here; spellpower makes our heals land for more, and our HoT ticks larger. This increases our HPS (heals per second) because we’re able to heal for more over the same period of time. And, importantly, it means that your heals will land for more, but for the same mana cost.
When you have enough regen and haste to be comfortable, it’s time to build on your spellpower.
Intellect and Spirit
Although they are valuable, there’s no need to “stack” these stats.
Intellect:
- gives us a bigger mana pool
- increases our regen
- increases our chance to crit
- gives greater returns from Replenishment and meta gems
- scales with buffs
Spirit:
- increases our spellpower through ToL
- increases our regen
- scales with talents (eg Living Spirit)
- scales with buffs
- Note: Innervate no longer scales with spirit; there is no need to “stack” spirit for bigger innervates.
Most of your gear will come with intellect and spirit on it (some may come with mp5). You should accrue enough and shouldn’t need to “stack” them by using pure intellect or pure spirit gems. Basically: they are valuable stats, but you will get enough just by picking up normal gear, and you shouldn’t have to worry about them too much.
If you want to supplement your intellect and spirit a little, you can use hybrid (orange/purple) gems, but you shouldn’t gem with pure intellect or pure spirit gems. You should get plenty of intellect and spirit from your gear.
Mp5
Mp5 is good, but not as good as spirit.
Mp5 isn’t a bad stat to take, but spirit scales with raid buffs and our Living Spirit talent, and boosts our healing in Tree form. Mp5 only increases your Mp5, and is not affected by buffs such as Blessing of Kings. Mp5 is also usually more expensive in terms of stat allocation on gear (so you’re often losing out on other stats in exchange for high values of mp5).
I wouldn’t actively stack either stat, nor would I shun Mp5 entirely, but I would generally prefer to take spirit over Mp5.
Crit
Crit is marginally better than it used to be, but still at the bottom of the list.
Crit benefits our direct healing spells, and can also affect Rejuv ticks if you have 4pc Tier 9. However, it is generally regarded as a sub-par resto druid stat because the majority of our healing does not come from direct healing, and larger Rejuv ticks can often simply go to overheal.
Some people choose to stack crit, particularly if they are assigned to healing tanks; but we already have a decent amount of crit on Nourish and Regrowth through talents, and you’ll likely pick up a fair amount of crit from gear, without trying.
Resources and further reading
If you’d like to read more about stats and how druids value them, here are a few sites that may help – particularly for haste and crit.
Elitist Jerks
Falling Leaves & Wings
Earth Shields & HoTs
Nerf this Druid
Druid Heal
Restoration Druid
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A couple of days ago, Turpster posted a video on WoW.com explaining how to do the Argent Tournament jousting quests.Ever so slightly annoying is the fact that I had actually planned to update my jousting for beginners guide, and make a video of it – just a day before he posted his. Darn it. So now I look like I’m riding around on his coattails.But I don’t care, I’m gonna do it anyway! Not exactly as polished as his, though
My small criticism of Turpster’s video is that while it does go through each of the abilities and explains what they do and how they all tie in together, it doesn’t really show you how to move around while you joust – there’s a bit too much close up melee mashing, and the inset Turpster screen often obscures your view of what’s going on. I think being zoomed in to almost first person mode doesn’t really help you get an idea of what is happening. Basically, what he’s telling you to do and what you’re seeing on the screen don’t match up very clearly.I wanted to show the method that I think the majority of people use, showing the positioning and movement (zoomed out), plus give a few tips that I have picked up from others.

Three methods for three skill levelsThere are probably a number of ways to do this, but here are three methods catering to various skill and experience levels.Note: For all methods, you need to begin by facing the center of the ring.Method 1 – for absolute beginners (or for those who just can’t seem to win!)1. Get 3 stacks of Defend up.2. Talk to the NPC.3. As he runs away, throw a Shield-Breaker, and then run towards him to close range (or he will charge you). If he took off any of your Defends, reapply.4. When you are in melee range, spam Thrust.5. Whenever the NPC runs away, throw a Shield-Breaker and then follow him to get back in range and to stop him from charging you.6. Get back into melee range and continue to spam Thrust.This method can be summed up as “never let the NPC get range on you to charge or shield-break, and slowly whittle them down with melee attacks.”It’s slow, but it is pretty much guaranteed to get you through the quest in once piece.Method 2 – Intermediate (the common method)1. Get 3 stacks of Defend up.2. Talk to the NPC.3. As he runs away, spam Charge until it goes off.4. Swing around in an arc, and throw Shield-Breaker as you move back around to melee range.5. Get back into melee range and spam Thrust.6. Whenever the NPC walks away from you, back up and spam Charge until it goes off, then repeat steps 4 and 5.The basic idea here is that anytime the NPC walks away, you want to Charge and Shield-Break them to remove stacks of their defend. Charge also does bonus damage. Then once his shields are down, you can spam Thrust as much as you can until he walks away again.Optional: some people prefer to begin by throwing a shield breaker and THEN charge the NPC. This will nett you more damage, because you’re removing one Defend with Shield-Breaker before you charge, which then makes your Charge do more damage. So this is a good way to do it.However, I don’t do it this way because of my high latency – I can’t time a shield breaker AND a charge before the NPC decides to charge me instead. On the other hand, it is extremely easy to mash my Charge button, then shield break afterwards. It is still a very effective method, and you’re only missing out on a small amount of damage at the very start. If you have high latency, or you’re not so great with keybindings, charge+shieldbreak is probably going to be easier for you than shieldbreak+charge, and it won’t make a huge difference.Method 3 – Advanced (very fast method)1. Get 3 stacks of Defend up.2. Stand behind the NPC to talk to him.3. As soon as you have hit “I am ready to fight”, hit Thrust.4. Back up a few steps as the NPC runs away, throw a Shield-Breaker, and then Charge. 5. As you charge, hit Thrust again, to do additional damage on the way past.6. Swing around in an arc, and throw Shield-Breaker as you move back around to melee range.7. Get back into melee range and spam Thrust.8. When your Charge cooldown is almost ready, run away from the NPC, then do a 180 degree jump-turn, and Charge him. Hit Shield-Breaker on the way back around, as above. Get back into melee range, spam Thrust, and repeat this step.Remember to try to keep your stacks of Defend up as much as you can. One mistake Turpster makes is that he says you should “mash” your Defend button – don’t do this. It will put your Charge and Shield-Breaker abilities on cooldown. If the NPC removes one or more of your charges of Defend, reapply – but don’t mash this button otherwise, there’s no need.I’ve made a very quick and dirty video showing how to charge/shield break at the start, as well as jump-turning and charging. It’s not as shiny and pretty as Turpster’s, but it shows the basics, I think. Try to ignore the pet birds in the background, and be gentle about my blatant keyboard turning in some parts (I actually use a weird hybrid method of half keyboard, half mouse turning).
Another excellent video can be found here: http://www.youtube.com/watch?v=jIE8RiFqpSI&NR=1. It’s nice and clear, easy to see exactly what the player is doing, and he steps you through everything. And another:http://www.youtube.com/watch?v=_hSCvj6uBsYThis one is in slow-motion to show you exactly what to do, and shows you the jump turns also.The above two videos put my little one to shame.. but I made mine to help people who have problems with charging and moving around. When I was first learning, I was frustrated by how wide the turning circle of my mount was – which usually caused me to have my Defends taken off, and I would take a lot of damage. I didn’t realise I could use this sweeping circle to my advantage to hit the NPC with Shield-Breaker on the way back (something that I hadn’t tried until blog commenters mentioned it). It’s something that beginners may like to graduate too after using the “safe” method. It’s a very amateur clip – but hopefully it helps someone
If you have other tips – feel free to comment and I will add them in.
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