Resto Druid Legendaries – Shadowlands Preview
Last Updated: 27 October. Includes the
1st 2nd 3rd 4th Dark Titans Nerf.
One of Shadowlands major features is the addition of craftable legendaries using mats pulled from the depths of Torghast. This time around you only get to wear one at a time. We don’t have precise details on how long they’ll take to craft just yet but given the large power increases they offer you can expect your first few decisions to be impactful. We discuss each in some detail below. In addition to the Druid legendaries listed we can pick one of several “neutral” legendaries that are available to all classes. These will be covered in a separate article but most of them aren’t noteworthy. The only exception is Echo of Eonar which is overtuned on beta right now and will be an auto-equip for most healers if it goes live in it’s current state.
SP / Minute (or Spell Power / Minute) is an easy way to compare items without needing to include an intellect value.
- There are multiple assumptions included above that are discussed in individual sections below. Most are best case scenarios (particularly Dark Titans Lesson) and may not reflect the performance you’re able to pull from them in a live raid. Remember too that raw spell power or HPS is not the only factor when it comes to choosing a legendary.
- The precise value of a “mastery stack” can be analyzed at different mastery levels but is left as a raw component for now.
- Further tuning is still coming so expect things to change before the expansion goes live. Don’t get your shopping list ready quite yet.
Another thing worth mentioning is that the slot itself could be important too if legendaries end up similar in power. Legendaries are higher ilvl than other available gear (a little murky on Beta right now but should be true of live) which means that one available on a Chest or Helm slot will offer more stats than one that can only be crafted on belt / bracers for example.
Oath of the Elder Druid
- Available Slots: Wrist, Ring
- Pattern drops from: PVP Honor Vendor
- Preliminary Rankings: C (Raid) / B (Mythic+ – mostly owing to its HotW bonus)
- You don’t need to be talented into Heart of the Wild to get the bonus.
In raid we’re looking at +4.5% damage reduction from Guardian Affinity and about 2-2.5% healing from the Ysera’s Gift increase. It also turns Bear Form into an even chunkier defensive once per minute through Heart of the Wilds 20% stamina increase. An all-inclusive package, but it’s an incredibly defensive one too on a spec already loaded with survivability. The throughput portion also scales poorly with raid burst damage since Ysera’s Gift does a very consistent amount of healing. Ultimately this isn’t good for throughput and you’re unlikely to value it as part of your top three.
In Mythic+ you’ll be running Feral Affinity instead (with a chance Balance Affinity sneaks in too depending on tuning). The Ysera’s boost is mediocre to poor here, and the movement speed or range increases are very minor boons. We are more interested in the Heart of the Wild portion. As a reminder, Feral Affinity Heart of the Wild gives us a 30% damage increase (plus a few bonus combo points) while Balance Affinity offers a 30% damage increase and instant Starsurges. If we can make frequent use of the bonus as it comes off cooldown we’re looking at a 5-6% DPS increase. I think we’ll find we can get better elsewhere but full damage analysis will be done closer to release.
Overall this is a very “jack of all trades” legendary and like it’s Legion counterpart it’s unlikely to be best in slot anywhere. Merely “capable” whatever you’re doing. It just saw some nerfs too so it’s probably unlikely to get tuned to a spot where we use it as Resto.
The Dark Titans Lesson (Post-post-post-post Nerf)
- Slots: Neck, Cape
- Pattern drops from: Lord Chamberlain (Halls of Atonement dungeon)
- Preliminary Ranking: B (Raid) / B+ (Mythic+)
- Recent Changes: Lifebloom “bloom” increase removed. -10% Lifebloom healing penalty added.
- Full synergy with Photosynthesis.
Sometimes I wonder if Blizzard regret adding this legendary in the first place. It’s initial iteration gave you two lifeblooms and buffed your bloom healing on each by 200%. They’ve nerfed it four times (and Photosynthesis itself once) since then so where does it leave us? A 10% nerf to all lifebloom healing is a harsh penalty and I honestly have a strong dislike for a legendary item reducing the power of a core resto spell – regardless of balance. It makes equipping a legendary feel more like doing your accounting homework than the big exciting moment that it should be. Having to consider both sides of a ledger can be good design in general but I don’t think it suits the legendary system. Let’s see how the numbers shake out:
Numerically still ok, but we’re looking at a rather best case scenario. If you don’t use all of your mana (losing Lifeblooms efficiency over rejuv), miss Clearcasts (ridiculously common), or fail to keep both Lifeblooms up then it’s value drops off the face of the earth. So the once great Dark Titans Lesson joins it’s Legion equivalent in the middle of the pack. I’m sure this will see use somewhere, activating Photosynthesis twice is still good, but it’s no longer a juggernaut that you could have safely first picked and used everywhere. If our final Soulbind choices include a strong path to get multiple potency conduits then this will get a slight bump but for now I don’t see it competing in raid.
“Swiftmend HoT Extender”
- Slots: Shoulders, Hands
- Pattern drops from: Oranomonos (World Boss)
- Preliminary Ranking: C (Raid) / C (M+)
- The target of your Swiftmend does still require a HoT on them for the cast – even though it won’t be subsequently removed.
- Swiftmend cast as part of Convoke the Spirits do not extend any HoTs, nor do they have any other synergy with this item.
This was an incredibly powerful legendary, mostly owing to its ability to extend Cenarion Ward twice. This provided unrivaled single target sustained healing. Unfortunately a recent nerf reduced the extension from 10 seconds to 6 which breaks the ability to double extend CW. It still looks ok on paper but is unlikely to see any practical use post-nerf. Overhealing on single targets is often high, and the double lifebloom legendary fills the general niche better. An unfortunate and heavy handed change.
Lycara’s Fleeting Glimpse
- Slots: Waist, Boots
- Pattern drops from: Mordretha (Theater of Pain)
- Preliminary Ranking: B (Raid) / B+ (Mythic+)
- Resets at the start of every raid boss fight. First cast is 45 seconds in, rather than on pull like some similar effects.
A little boring and a little uncontrollable but fine on paper. Your decision making here is which form to be in when your free spell pops and you’ll have a weak aura to aid your timing. In raid it will be a rather straightforward decision most of the time. Stampeding Roar is fantastic but travel form is only rarely available; free DPS from Primal Wrath / Starfall is fine if non-burst AoE is good for a fight or when nothing else is going on but Wild Growth is going to be our bread and butter.
Weaker than our single target choices in net throughput and behind Memory of the Mother Tree in sustained healing. The raw strength of Wild Growth keeps this in rough contention but it’s unlikely to see play for now.
In Mythic+ this item is likely to be evaluated primarily by its DPS value. A free Primal Wrath or Starfall is much more powerful in a dungeon environment and you’re much more likely to be outside where Stampeding Roar adds further powerful utility. I don’t have any napkin damage calculations yet but we’ll make sure you’re sorted closer to expansion launch.
Vision of Unending Growth
“Rejuv Spreader, Tier 19 Redux”
- Slots: Helm, Boots
- Pattern drops from: Torghast
- Preliminary Ranking: B+ (Raid) / D- (Mythic+)
- Recent Changes: Chance to create a new Rejuvenation increased to 2.5% (from 2%).
- Rejuvenation HoTs spread by the item don’t remove the rejuv that procced the spread.
This is going to be a good item, eventually. It requires a bit of Haste to properly enable the spread and we tend to start each expansion with very little of it. Back in Legion we had the same effect for a tier and it was very very strong but it had the support of other effects that greatly increased the duration of our rejuvenation buffs. With it’s most recent power increase this slides into contention, though it’s still behind the frontrunners. This is a well balanced place for Unending Growth and you can expect to equip it at some point in the expansion when:
- We can reach 25%+ haste without making poor tradeoffs to do so and casting 15+ rejuvs per minute is a reasonable decision for the fight.
- A patch adds some effects that synergize well with Rejuv, or rejuv receives some form of power increase.
Remember that Mother Tree gives us about 5 free rejuvenations per minute. Unending Growth (Rejuv spreader) needs to beat that.
The % increase represents the net increase to your total rejuvenation healing.
This won’t see any play in Mythic+. You just have too few average rejuvs out at any given moment.
Circle of Life and Death
“Speedy DoTs / HoTs”
- Slots: Helm, Shoulders
- Pattern drops from: Stone Legion Generals (Raid, second to last boss)
- Preliminary Ranking: C (Raid) / A (Mythic+)
- In the current Beta build these do also reduce the duration of each HoT or DoT.
- The increased speed effect is separate from Haste and the two scale together multiplicatively.
In raid this is likely to be a non-starter for at least the first tier, if not the entire expansion. The first raid of every expansion usually has a large focus on mana efficiency since our pools are effectively smaller without the tools we’re later given and tanks are rarely as able to look after themselves. This legendary offers no real efficiency increase and 15% faster HoTs is not a large enough increase to our burst healing to justify its slot. You might pick it up a little later for specific fights once you have a larger collection.
In Mythic+ on the other hand this should prove powerful. Efficiency is of lower value, Rake / Sunfire / Moonfire make up a large portion of our damage and a 25% increase to their damage is significant. It’ll need some more field testing to see if we can spare the extra GCDs with lower haste, and from a healing perspective it’ll see tough competition from the double lifebloom legendary but this looks good in dungeons.
Memory of the Mother Tree
Free HoTs, but in a bad way
- Slots: Legs, Wrist
- Pattern drops from: Inerva Darkvein (Raid)
- Preliminary Ranking: A- (Raid) / B (Mythic+)
- Doesn’t use Deck RNG. You can happily proc it three times in a row or get nothing for six consecutive casts.
- Does copy the Regrowth initial heal as well as the HoT.
- Each copied spell crits independently.
- Soul of the Forest only applies to the initial cast, not to the copies.
- Currently slightly bugged on Beta and only spreading 2 free rejuvs / regrowths instead of the indicated 3. Likely to be fixed.
This was initially the weakest legendary in our collection. A recent change buffed the item by 300% and now it’s very good. I still don’t love the RNG aspect, but at it’s current power level you’re likely to take it on any fight that doesn’t have priority targets (where double lifebloom might be a better pick). Think of this as your “spread healing” option in what is shaping up to be a very Wild Growth dominant playstyle.
In Mythic+ this might prove too random, but Wild Growth into four Regrowths is powerful burst healing so it’ll need some hard testing before it’s completely dismissed. For now it’s in the “probably not” bucket. There’s also some testing taking place with Mother and Germination but I’d be surprised if that lasts until Live.