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New to WoW druid - a few questions
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Post by
mikar
Greetings,
I have recently started playing WoW and have settled on a resto druid - having extensive experience with healing as a cleric in EQ and liking it. I now have a few questions. I am currently level 28 and plan to play groups as resto (healer) with a dual spec in balance for soloing.
Keep in mind - I am very new to WoW.
Gear - what should I look for? I assume blue gear is about as good as it gets and that I should pretty much disregard Str and Agi while not looking too much on AC getting mana, mana regen and hp to survive. Anything else I should look for? Shields - druids cannot use those?
I assume I will be getting the better gear from dungeons - but is there anything (lowish level) outside dungeons that I simply must go get which isnt available inside dungeons?
Spells/Abilities - I get all of those from my class training, or do I need to look elsewhere as well?
Talents - I think I understand those and am picking my way through the resto ones at the moment.
Glyphs - I get 3 types, 1 of each at level 25, 1 of each at 50 and 1 of each at 75. I have looked around but I cannot seem to find a good list explaining in detail which Glyphs are available. Maybe someone has a link. Suggestions on which to take as a healer in the level 30-50 range would also be welcome.
Gems - or I believe thats the name. Maybe someone would explain or give me a link because I am currently completely in the dark about these.
Mastery - I think that becomes available around level 70 - so I can worry about that later.
Mount - is getting a mount worth much compared to using the feral travel form?
Potions - it seems that having some mana potions might come in handy for when I run oom during dungeons - but any advice would be welcome.
Food/Drink - is that worth using? It seems downtime is very low without but maybe that changes later. Btw, does sitting down increase mana regen even without food/drink?
Aggro/threat: How is aggro determines in WoW? I had a very delicate feeling for aggro and aggro management in EQ but sofar in WoW I havent got a real clue. I assume that proximity matters and obviously its bad to cast a large heal with many mobs in camp before the tank has proper aggro - though its not always avoidable - but how much aggro are the different heals / heal over time spells? Also, do I have any means to lower aggro?
Heals: How do I figure out how mana efficient the differet types of heals are? I cannot seem to find a description that tells me exactly how much each heal/hot heals for making it harder to compare them.
Ressurection: Is it possible to drag a corpse before ressurrection the person? Sometimes people die in slightly inconvinient places and moving the corpse would be nice.
Professions: Which professions offer the most to a healing druid - in terms of raw power - which cannot simply be bought (as potions or glyphs can).
Any advice including links to specific details would be most welcome - including things I didnt ask for. Thank you in advance and I apologise if I simply could have found this info myself but knowing where to look for _good_ info is rather harder when you are new to something.
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260787
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Post by
109094
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Post by
Shadax
Mobs will aggro on you if you attack them, aggro a mob that is near them and they are 'social', aggro a mob to which that mob is linked (Hunter and pet, for example), attempt to loot a chest or other item near a mob (sometimes they feel the need to defend 'their' items), or reach a given proximity which is based on the mob's level and your level (The higher the mobs level and the lower your level, the larger the aggro radius)
If I'm remembering right,
in general
1 damage will yield 1 threat on the mob the damage was done to, 1 health healed or mana regained will yield 1 threat on
all
mobs in range (you can consider this in combat, as healing will not generate aggro on mobs outside of your proximity .) There are modifiers to these, but i'm not sure how they have changed with the new expansion. It USED to be that heals had a 0.5 modifier applied, damage classes had a 0.7 modifier applied, and tanks had stances/abilities which applied >1 multipliers to threat gen. Once another player has aggro on a mob, you have to exceed their threat by 10% (or 30% if outside of melee range) in order to pull aggro off of them. For example, if I have 100 threat on a target, you need to generate 110.1 (or 130.1) threat to get the mob's attention.
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146485
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260787
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