Healing Guides

Here are a few links to healing guides from the WoW forums.

Sum Durids is 4 Heel: PvE Healing 1.0

To be a Tree: The Evolution of Healing

Complete Guide for Resto PvP v1.3


Potent Potables

Last night, I received from a guildmate this: Elixir of Major Mageblood. Very yummy indeed with the 16 MP5. I got curious as to what other potables are out there that would be beneficial for healing. So after perusing through Crafter’s Tome, I came up with this list. (I’m not including food and drink here since they deserve their own list, although you can check this list for other items I don’t include here.)
Continue reading

WoWWiki Leather Healing Gear

I just noticed that WoWWiki has a whole page devoted to BC healing equipment for leather. There are also ones for cloth, mail, and plate.

Mana-Tombs and Upgrades

Ran Mana-Tombs last night and got the following upgrades:

Binds when picked up
156 Armor
+22 Intellect
+16 Spirit
Equip: Increases healing done by spells and effects by up to 57.

Reward from Someone Else’s Hard Work Pays Off.


Haramad’s Leggings of the Third Coin
219 Armor
+29 Intellect
Yellow Socket
Yellow Socket
Red Socket
Socket Bonus: +5 Spell Damage
Durability 75 / 75
Equip: Improves spell critical strike rating by 16.
Equip: Increases damage and healing done by magical spells and effects by up to 27.

Reward from Undercutting the Competition


A couple of thoughts on Mana Tombs:

–Watch your mana. Mana Leeches suck away your mana (thus the name). Ethereal Darkcasters have Mana Burn.


–On the escort quest, be sure your party stays close to you as a healer. The attacking mobs come in from different directions. Once my group told me to keep to the back: I do so, only to have the mobs rush in from behind me. One time I had a mob come straight for me even though I had done nothing, hadn’t cast one heal (Ethereal Crypt Raiders can charge the furthest member of the group). So if healing on this quest, keep a close watch on your surroundings.




Patch 2.2

Word on the interwebs is that 2.2 will go live tomorrow. Here is the Druid section from the patch notes:

  • Cat Form (Night Elf) melee attack range was too short compared to Tauren Cat Form and other attack ranges. It has been increased.
  • Cyclone: It is no longer possible to Cyclone two targets at the same time in the outdoor world.
  • Cyclone: Paladin Auras, Trueshot Aura, and Aspect of the Pack will now be automatically reactivated when Cyclone wears off of a victim who had one of the abilities active.
  • Enrage: If this buff is clicked off early, the armor penalty it causes will now be removed as well.
  • Enrage and Furor should no longer initiate combat, though it will prevent rage decay for the duration.
  • Entangling Roots: It is no longer possible to have Entangling Roots on two targets at the same time in the outdoor world.
  • Entangling Roots: It is no longer possible to have more than one rank of this spell active on a player.
  • Force of Nature: Using this spell in a neutral town will no longer cause its victim to be attacked by town guards. It also will no longer cause nearby party members to lose stealth.
  • Hibernate and Entangling Roots duration against PvP targets has been reduced to 10 seconds.
  • Hurricane: This spell is now affected by area damage caps. Its bonus damage coefficients have also been increased.
  • Hurricane: A tooltip error in rank 3 has been corrected.
  • Lacerate: The damage from this ability will now stack properly when two different characters are applying Lacerate to a target.
  • Mangle: The duration remaining graphic will now display properly for Mangle after it has been refreshed on a target. It will also no longer sometimes apply the Mangle debuff to nearby targets when the Mangle victim is killed by Mangle.
  • Nature’s Grasp: This ability can now trigger while the Druid is sitting.
  • Tree of Life: The party aura from this shapeshift now extends the full 40-yard radius as stated in the tooltip.

Looks like a lot of PVP-oriented changes, although the increased melee attack range for cat form is most welcome. I can’t count the number of times I have chased a running mob, running right on top of it, and still not hit it. Or prowling up behind something and spamming pounce but having the mob see me before I hit it.

Replacing Hide of the Wild?

I was in Underbog last night and had Cloak of Healing Rays drop from Ghaz’an. I’ve been a pretty die-hard believer in my Hide of the Wild since its +healing is one of the highest I can obtain in a cloak at this time. Yet, let’s compare stats:

Cloak of Healing Rays
+12 Stamina
+13 Intellect
+15 Spirit
+33 Healing

Hide of the Wild
+8 Stamina
+10 Intellect
+42 Healing

If I use Healing Rays, I gain +3 INT, +15 SPI, and +4 STAM while losing 9 Healing. If I remember correctly (I logged out in my grinding gear so I can’t check it), my Healing is at 764 with Healing Rays. I’m thinking that the loss of healing points is compensated by the increases in the other stats. What do yo think?

Update: Have gone with Healing Rays since the tree aura probably compensates somewhat for the healing loss (not sure how much, though, need to find out exactly how much that aura gives you). Got a cheap armor enchant on it now, too.

Friday LOLCats

Because nothing says Friday like LOLCats…