Ever since the redesign of Resto’s mastery in Legion to Harmony, the playstyle and design of the spec has become more tedious, degenerate, and hard to balance, xpac after xpac.
Resto Druid needs to get away from proactive healing and lean far more into reactive healing.
Proactive healing provides nothing to the gameplay, except making it more tedious and difficult for regular everyday players to play.
The idea of turning Resto into a healing based Aff lock was already a bad idea, but then toss in the mastery effect and it becomes a full blown disaster.
I really think almost every single aspect of Resto needs to be scrapped and brought back to the drawing board.
The idea of Resto is cool but the execution and design is lackluster, and they could do a significantly better job while modernizing the spec as a whole.
This is the spec’s description from WoD:
The many gifts provided by nature must sometimes be reciprocated. Restoration druids seek order in the world by tending directly to its many life forms. Friend to flora and fauna alike, restoration druids celebrate birth and growth. Where there is decay, they bring rejuvenation. Where there is abatement, they summon regrowth. Life not only needs protection—it needs nourishment.
To foster this harmony, the restoration druid builds a bond with the things that grow, gaining inspiration from the flower’s bloom, the seed’s sprout, the mushroom’s spores, and the tree’s growth. Like nature, the restoration druid perseveres through patience and persistence, the foundation upon which all life is built and sustained. They use this power to mend wounds and provide persistent remedies that keep their allies from falling.
Funny part about that description, perseveres through patience and persistence, if I used that as guidance and had the patience to wait for my HoT’s to heal my party, they’d be dead in seconds.
- Starting from scratch, I think every single spec in the game should have 4-6 core rotational abilities to play through. Then add another 6-8 defensive,utility,offensive/defensive cd’s and you’ll have a clean spec without a bunch of redundant abilities that do the same thing (e.g. why did we get grove guardians when we already have 7 core healing spells that achieve the same thing? ya ya GG helps with burst healing…that’s the roll swiftmend is supposed to fill)
Core Spells
- Rejuvenation (add a new talent that reduces the amount of GCD’s required to spread Rejuvs - would allow Rejuv to target 3 allies, with smart targeting based on injured or not)
- Nourish (think the name and thematic fit’s Resto druid better than Regrowth or Healing Touch - would need the mastery portion removed/changed due to new mastery)
- Efflorescence (iconic skill that fills the roll of ground targeted AoE heal)
- Swiftmend (single target burst healing, would only consume Rejuv, and any remaining healing left on Rejuv would be added to the Swiftmend heal)
- Flex Slot - Not really a fan of any other healing abilities on Resto
Offensive Spells
- Moonfire and Sunfire need to be removed from Resto and left with Balance and Guardian, makes no sense for Resto’s thematic
- Give Resto Adaptive Swarm back with the VFX update done in Dragonflight
- Becomes a DPS spell, replacing both Moonfire & Sunfire
- Target an enemy, every 1 second, spreads to nearby enemies up to a max of 8
Defensive/Utility/CD’s
- Most of our defensive/utility spells are fine
- Personally don’t like using cat or bear form as Resto, wish I could use travel form indoor’s but nerf it to be the same movespeed increase as cat form aka 30% movespeed, just providing choice for thematic
- Travel form should be able to use Dash indoors with the above point
- Incarn: Tree of Life should be our one and only offensive CD, fits the theme perfectly, model could use a huge update, think Elothir from Legion, updated VFX as well, overall very cool CD
- Tree of Life should also have customization just like our other shifts do in the barbershop
Removed/Changed Spells/Talents
- Grove Guardians - removed - good riddance
- Wild Growth - removed - with the rejuv applying to 3 targets and being significantly buffed to be very strong, no point for this to exist
- Cenarion Ward - removed
- Flourish - removed - with less focus on being a healing aff lock, don’t need
- Lifebloom - moved in some form to the new mastery - similar to the old Living Seed passive from a long time ago
- Regrowth - Nourish replaces it
- Germination - changed - would be busted with new Rejuv, not needed, getting away from stacking 8+ HoT’s
- Photosynthesis - changed
- Invigorate - removed - unless it’s changed into the old Genesis skill, might be too strong though
- Convoke - removed
- Tranquility - removed
- Nature’s Swiftness - removed
New Mastery: Lore of the Ancients
Your heals plant a Living Seed on your ally, increasing healing received by x% and increasing their Versatility by x%.
Living Seed blooms after 6 seconds, healing for x amount.
Feel like this is much more simplistic and easy to balance, while also being far more thematic and fitting to a Resto Druid.
Also leans into the Ancient of Lore, which in the lore, is who would teach Druids about healing.
From the Warcraft RPG, which is considered “non-canon”, even though alot of lore still is canon :
An ancient of lore seems to be in a constant state of autumn - its leaves are gold and scarlet. Its craggy face bears a look of wisdom. Lanterns hang from its branches, symbolizing the light of wisdom. Ancients of lore instruct nascent night elf druids and priests about the ways of magic and the secrets of nature. Ancients of lore prefer to use their spells to bolster their allies, but in times of great conflict they turn their magic abilities and their powerful arms on their enemies.
ALSO, THE NEXT HERO TALENT FOR RESTO SHOULD BE THEMED AFTER THE ANCIENTS OF LORE
This post is long enough, maybe devs will see it, maybe they won’t, who knows.