Resto Druid – Mythic+: The Basics
Healing as a Resto Druid in Mythic+ is somewhat similar as healing a raid except you have to take on the bulk of the spot healing yourself and the damage patterns are often burstier. You’ll need to run each dungeon a few times to get a good feeling for the damage patterns since, like raid, pre-hotting is incredibly important. Make sure you’ve read through the ‘essentials’ section of the Resto Druid guide before you get started here since a basic grasp of your abilities is assumed.
This guide won’t go into the best ways to add DPS, nor will it cover any generic Mythic+ strategies. You can find that information here (links will open in a new tab):
- Catweaving: How to use Feral Affinity to maximise your DPS.
- Full Mythic+ Guides including routes, boss tips and useful Weak Auras.
Remember: You can contribute much more to a dungeon than just healing. Don’t forget about your powerful damage and utility.
Mastery > Haste >> Crit / Versatility
Mastery is our best Mythic+ healing stat due to the high average number of HoTs we can have on allies at any one time. Haste is second best since it helps us respond to the burst damage common in dungeons and because we can drink between packs we’re able to chain cast spells without issue.
Crit and Versatility are further behind but are still moderately useful. For more precision, download RDSW. It’ll sum your stat weights over each entire dungeon.
Take Feral Affinity if you want to contribute meaningful DPS, and Guardian Affinity otherwise.
- If you are wearing both 4T20 and the Soul of the Archdruid ring then Prosperity is usually a superior choice to Abundance in row 1.
- Incarnation: Tree of Life is useful in dungeons where an additional throughput cooldown is needed to survive dangerous burst periods. High Tyrannical Court of Stars and Darkheart Thicket keys are pretty good candidates.
- Moment of Clarity is a slight mana gain over Flourish but comes up the cost of reduced ability to reliably deal with AoE burst damage. It can find some very very niche use in high tyrannical keys.
- Renewal can be better than Displacer Beast in cases where the added mobility is of low value and there are no mechanics you can avoid with the blink. This is honestly pretty rare but keep it in mind for high Neltharion’s Lair or Court of Stars keys.
Tier sets, Trinkets & Legendaries
Two piece Tier 19 is almost a must-have, even if you’re carrying a lower ilvl version. Four piece Tier 19 is weak in Mythic+ and can be skipped.
Our Tier 20 bonuses shine with 2T20 pairing wonderfully with the Soul of the Archdruid ring (covered below). 4T20 isn’t quite as essential but can be worth pulling out for particularly healing intensive bosses like Hyrja, Medivh and Talixae.
Healing Light damage
Including most general pulls without notably dangerous mobs.
- Keep a rejuv on the tank and anyone who’s likely to take damage soon.
- Use Regrowth and Wild Growth to keep people healthy. If you’re DPS’ing you can often get away with throwing HoTs between pulls to maximise your DPS time.
Healing Medium Damage
Including moderate tank and party damage. Examples: A bad pug group on Volcanic, Parjesh, a tougher trash pull.
- Keep Lifebloom and a rejuv on the tank.
- Keep Rejuvenation and Germination on anyone you expect to take damage.
- This might include anyone with a DoT on them, or the entire party if you’re staring down a Lantern of Darkness.
- You really can’t be casting these reactively. You need to practice preempting damage so that HoTs are already rolling when it hits.
- Cast Wild Growth as the damage hits. You want to maximise both your 2T19 value and a possible Dreamwalker proc.
- Use Regrowth as your filler spell. With three HoTs on each target it’ll put out very high, very fast healing.
Healing Heavy Damage
Including everyone being near death. Examples: Raging Mariner that your DPS didn’t hold back on, Tyrannical Grievous Moroes, and just… Hyrja in general.
- Often the tank becomes your lowest priority during heavy damage since they have better survivability cooldowns than anyone. It still doesn’t hurt to throw them a rejuv but if you’re short on global cooldowns then use your own judgement.
- Cast Rejuvenation and Germination on anyone that’s going to be hit before the damage hits. This is quite a few global cooldowns so prepare early.
- Put down Efflorescence. If you’re wearing 4T20 or Soul of the Archdruid then Swiftmend as the damage hits.
- Cast Essence of G’Hanir and then Wild Growth.
- Use Regrowth on the lowest HP party member to try to stablilize.
- Flourish your Wild Growth for a second burst of healing.
- Ask your DPS to pop personal defensive cooldowns. These can make a huge difference and are often under-utilized.
- Use Tranquility if necessary and reapply Rejuvenation in between your Regrowth casts.
Remember: You can, and should, drink between packs to keep your mana bar healthy.
Resto pairs strong healing with powerful utility and to not make full use of it is to waste half your kit.
Ursol’s Vortex: Use it to kite mobs, or with Typhoon to tightly pack mobs together.
Typhoon: Use it to knock mobs out of Sanguine, interrupt most casters, or buy your tank some breathing room.
Entangling Roots: Use it to CC a melee mob in large packs like in Halls of Valor.
Growl: Use it with Bear Form to tank a boss for a couple of hits to let the tank drop Necrotic stacks.
Bear Form: Use it to survive almost anything.
We are well placed to deal with Grievous; however, it eats up quite a lot of our global cooldowns so expect your DPS contribution to take a hit. You really need to focus on prevention rather than trying to recover from 5 stacks on the entire party. Deal with Grievous stacks as they appear and use your big healing cooldowns regularly. Velens is particularly strong for this affix.
Dealing with 1-2 stacks:
- Keep Rejuv up on anyone you expect to take damage (and thus Grievous) in the next 15 seconds.
- Cast Wild Growth if more than 2-3 targets have Grievous.
- Use Regrowth (with Abundance) to heal each target to above 90% health.
I have utterly lost control and everyone has 5 stacks:
Don’t worry. It happens to all of us.
- Cast Wild Growth on cooldown.
- Get as much Rejuv / Germination coverage on the party as possible.
- Pop Velens and Essence of G’Hanir.
- Regrowth anyone who’s still a little low.
- Tranquility if EoG is on cooldown, or if all of the above still wasn’t enough.
We have some great cooldowns to deal with high stacks, but if you’re going over 6-7 stacks every pack then you’re eventually going to falter. The worst case scenario is 5-8 mobs dying within 4 seconds of one another since Bursting stacks refresh when a new mob dies which means you’ll have to heal through 5 stacks, then 6, 7, 8 without any real chance to recover. We blame the DPS when this happens.
- Double Rejuv your party when the first mob in the pack hits ~40-50% health.
- Cast Essence of G’Hanir as the stacks begin to hit if you’re expecting more than 4-5 of them. It lasts 12+ seconds so it’s almost never ‘too early’.
- Cast Wild Growth as the damage starts rolling in, and fill your other global cooldowns with Regrowth.