Tag Archive: World of Warcraft Cataclysm


The wind of change is blowing through the World of Warcraft. Whether we like it or not, PvP’s focus in the expansion will shift from arenas to the battlegrounds. Blizzard has announced that they’ll be shipping Cataclysm with at least one new battleground, the Battle for Gilneas City, and the promise of much more throughout the course of the expansion. MMO-Champion’s datamined screenshots from the alpha — before Blizzard ordered everything taken offline — revealed a zone speculated to be a battleground, situated in the Twilight Highlands where the Dragonmaw clan of orcs and the Wildhammer clan of dwarves are locked in deadly combat. From all indications, this battleground will be ready by the time Cataclysm ships. That’s exciting and is indicative of Blizzard’s commitment to the new directive. Maybe we’ll even see more than two battlegrounds on ship.

On top of that, wouldn’t it be fantastic if the old-school battlegrounds such as Warsong Gulch, Arathi Basin and Alterac Valley got some cosmetic changes to reflect the geographical upheaval that Deathwing wreaks upon Azeroth? It only makes sense, after all. Blizzard wouldn’t need to adjust gameplay mechanics, just reshape the landscape a little bit. It would go a long way towards making the old battlegrounds feel new again and could even provide an opportunity for Blizzard to make Alterac Valley slightly more symmetrical. Charred earth, dilapidated structures — these should serve to remind players that it’s a broken world out there instead of feeling a blast from the past every time they zone in. Blizzard has gone all-out for Cataclysm and has confirmed that old instances will be getting some tweaks, so while I’m not holding my breath, it just might happen.

As much as the change seems to favor the casual player, the truth is that the battlegrounds can potentially become a very hostile environment for them. While Blizzard has mentioned that the best PvP gear can be obtained without ever stepping into the arenas, it should be pointed out that players need to perform well in rated battlegrounds in order to do so. Rated battlegrounds, or RBGs as people are calling them, will be an extremely different environment from the casual PUG battlegrounds most players are accustomed to. They will be harsh. In fact, for most players who’d never set foot in the competitive environment of arenas, they’ll make their world spin.

Some players have already gotten a taste of this in the form of premade groups going against PUGs — often with the aid of the Preform AV Enabler addon. In the battlegrounds, an opposing team comprised mostly if not completely of players from one realm almost always indicates a premade and almost always results in an ugly loss for the rag-tag team. The best premades demolish PUGs who operate with no clear direction or leadership, and although matches are over pretty quickly, it can be very demoralizing for opponents who typically don’t expect such competition.

When Cataclysm hits, premades will be commonplace, even in unrated Battlegrounds. Teams will use the unrated battlegrounds to practice or grind honor points in a fast and efficient fashion. To the casual player, this can be a ruinous experience, especially to those trying out the battlegrounds for the first time. Although matchmaking systems are in place to ensure that premades encounter other premades, it’s easy enough to game the system by coordinating queues over Vent or even automate the process through an addon. Blizzard doesn’t normally allow that sort of thing, but there have been ways to circumvent that.

Players need to be prepared for this. The battlegrounds are going to change in a big way, and competition will elevate considerably compared to relatively relaxed pace of today. This can potentially make the environment inhospitable to casual players who take to the battlegrounds to unwind and might not be conducive to those who queue solo. Even those who have experience in premades will have to ramp up their games, since most premades today actually avoid any real competition by going up against PUGs. Premade vs. premade battles last considerably longer and are counterproductive to the honor grind. Rated battlegrounds will be a completely different experience altogether.

While battlegrounds will allow for greater flexibility in group composition than arenas, some classes and specs will be desired for abilities that work in the battleground environment. Blizzard is giving everyone new and exciting abilities in Cataclysm, some of which seem designed specifically with battlegrounds play in mind. As I’d mentioned in a previous column, some classes will seem like perfect fits in certain situations — for example, druids will be even more desirable in Warsong Gulch because of Stampeding Roar, an ability that gives the druid and his allies a 40% increase in movement speed for eight seconds.

Blizzard described the mage’s Wall of Fog ability in such a way that hinted at their vision for Cataclysm, mentioning how the ability could be used to protect flags in a battleground. The rogue ability Smoke Bomb also has obvious PvP applications. Clearly, the developers are designing with competitive battleground play in mind — they have a chance to redesign the PvP game from the ground up now instead of retrofitting it the way arenas were shoehorned into the game during Burning Crusade. This time around, Blizzard is designing class abilities while considering the PvP environment instead of merely having several PvE abilities that also happen to have PvP applications.

It will be exciting to see the entire list of abilities and talents that classes will be getting in the expansion and the strategies that arise from them. This is another reason why the battlegrounds will become extremely different come Cataclysm — for the first time in the history of the game, I think, the developers are designing class abilities for the battlegrounds in much the same way they design raid encounters with specific class synergies in mind. Players will be utilizing abilities that affect large-scale PvP in ways like never before. The closest thing we have to those new abilities are AoE damage spells or Bloodlust/Heroism. While arena teams timed their use of Bloodlust/Heroism, these new abilities also require positional consideration. It’s huge. It’s exciting.

When Cataclysm rolls around, we’ll need to rethink our way of approaching battlegrounds PvP. Because the changes are so overwhelming, this is true for the rest of the game as well, but the difference here is that for once, PvP and the battlegrounds aren’t an afterthought. They’re baked into the whole thing from the very beginning. Blizzard wants us to use Wall of Fog in Arathi Basin. They want us to huddle and rush with the flag in Warsong Gulch under the effects of a Stampeding Roar. They want us to field our rogues and obscure key objectives with Smoke Bombs. They want us to have fun with all these new toys they’ve designed for use in large-scale PvP, and man, we’ve only glimpsed a few of them.

Not only that, Blizzard appears committed to designing a lot of new battlegrounds, as well. They’ve taken some great ideas from other battleground-centric MMOs and applied them to the game over the course of Wrath, such as the ability to queue from anywhere and leveling in the battlegrounds. Maybe there’s a chance we’ll see additional maps using the same mechanics as other battlegrounds just to spice things up. It doesn’t have to be a completely new battleground with new rule sets every time.

Pretty much everything about Cataclysm is reason to be excited … Blizzard is remaking the world, and everything will feel new again. They had an opportunity to essentially reboot the game, and this time around, battlegrounds are part of the plan — not just adjunct to the game but as a core part of the experience. You can still opt to avoid PvP entirely, of course, but given the richness of the battleground content in the expansion, you’d be missing out on a whole lot. I always say that anytime is a good time to start hitting the battlegrounds, but I think I’m revising that statement. Cataclysm will be the best damn time to enjoy battleground PvP.

My not-so-gentle Spiritual Guidance readers, I have a confession to make. I’m filled with hate.

I hate cats. I hate Hummel figurines. I hate trifling gnome Wilfred Fizzlebang. I hate the taste of whatever brand ketchup they use at McDonalds. Lots and lots of hate. Oh, if only there were a way to channel this magnificent … shadowy hatepower.

Ask and ye shall receive, my brethren! Not from me, mind you — from Blizzard. (I mostly just give out shadow priesting knowledge with the occasional nod to pop culture.) This week, Spiritual Guidance is tackling the changes to the shadow priest spec that currently exist within the Cataclysm alpha. If you’re adamant on being surprised and don’t want anything spoiled, I recommend you stop reading now and instead invest your time in the following YouTube video. I feel it provides a respectable alternative.

But if you want to take your loathing for the formulaic CBS sitcom Two and a Half Men and channel it into a spiritual agent of death, and you just can’t wait until later this year to find out how … follow me past the break.

A ghostly aspect of our shadowy hatepower

For all the bitching and moaning that we do sometimes, shadow priest damage is actually pretty respectable right now. I definitely want that damage-dealing ability to keep pace in Cataclysm. But besides that, the main thing I want is a new ability or talent that makes me sit up and take notice. We don’t know if it’ll last through past the alpha or beta stages, but I think we finally have one: Shadowy Apparition. It takes the place of Misery on our talent tree.

Shadowy Apparition

While moving or dealing damage with Shadow Word: Pain, you will sometimes summon a Shadow version of yourself which will slowly move towards a target which is afflicted by your Shadow Word: Pain. Once reaching that target, it will instantly deal damage equal to 15/30/45% of your Mind Blasts’ damage.

Commenter Hollow Leviathan describes the talent as “a ghostly aspect of your shadowy hatepower” that “consume(s) the life energy of your opponents.” In other words: awesome.

Aside from the visual appeal, the talent would insert a few new variables into the game for shadow priests. First, it appears that the damage we do would now be (at least slightly) contingent on how far we are from our target. This is something new for us — our current spells don’t require travel time the way a shaman’s Lightning Bolt does, for example.

Also interesting is the “while moving” part of the tooltip. How movement will factor into the talent, I’m not so sure, but if it provides a net benefit on a movement-heavy fight, I’m all for it. It also puts a little bit more power and interest behind Shadow Word: Pain, which became a somewhat forgettable and weak background DoT in Wrath.

I wasn’t entirely thrilled that Misery was being removed from the Shadow tree, but they exceeded expectations with this one. I hope it makes it to the live servers. Even if it’s not some kind of massive damage meter-breaking ability, it’d be nice to have another Fox Van Allen around the house, even if he doesn’t do much aside from blowing people up.

The ever-changing hit rating and hope for the off-spec

We already know that major changes are coming to hit ratings in Cataclysm. In March, we learned about Blizzard’s plans to let shaman convert spirit to hit as a deep-tree talent. This past week we learned that, if the new tooltip for Twisted Faith is any indication, shadow priests are getting the same treatment.

Twisted Faith

Increases your spell power by 20% of your total Spirit, and Your damage done by your Mind Flay and Mind Blast is increased by 2/4/6/8/10% if your target is afflicted by your Shadow Word: Pain, and increases your spell hit rating by an additional amount equal to 4/8/12/16/20% of your Spirit.

First off, this should be great news for those lost souls who wander aimlessly in the light — their conversion to the dark side is that much easier. Healing gear doesn’t have hit on it? No problem — your shadow tree has you (at least partially) covered.

Another piece of good news: So long as that talent remains in place, those of us who still have spirit in our gear can breathe easy when Cataclysm hits. Ideally, we’ll be going into our first level 85 raid with gear from the new expansion, but we won’t be helpless if we quest and run dungeons in old Wrath gear that’s itemized for healers.

Here’s where things get a bit sketchy, though: Spirit Tap and Improved Spirit Tap still exist in the shadow tree unchanged. This means there are two possible scenarios: (1) Blizzard is setting the hit cap high enough that they don’t expect us to reach it through gear alone, making the concept of a hit rating that fluctuates with time acceptable, or (2) the Spirit Tap talents are in line for a makeover.

Frankly, the second scenario strikes me as the most likely. When the changes for Cataclysm were first announced, I hypothesized that Spirit Tap would be changed to a straight mana regen talent, and I still think that will be preferred by designers over a wildly fluctuating hit rating for shadow priests. Still, you can’t quite rule out a new approach to hit. We’re already used to spellpower, crit and haste fluctuating with time, so perhaps it’s not unreasonable to expect hit rating to fluctuate too.

More about Shadow Orbs and mastery

There’s a little shuffling going on in the talent tree, and Shadow Focus was a casualty, as expected. To make up for its absence, you can get Shadow Weaving sooner (now level 15). I like that change, because it gives Shadow even more of an early boost over the holy tree as far as dealing damage is concerned. (Don’t tell anyone — especially Dawn — but as a low-level, Wrath-era leveling priest, I’d be sorely tempted to grab Searing Light and Divine Fury.)

So, we need to put a new talent in our tree to make up the gap. Here’s what we’re getting:

Empowered Shadow Orbs

Increases the damage done by your shadow orbs by 2/4/6% and you have an h% chance to gain a Shadow Orb when critically hit by any attack.

Alright, that’s not very exciting. We knew we were getting Shadow Orbs. But a quick look at the tooltip hints that we’ve finally got a “first draft” of what these new spheres of doom will do — flat damage. Digging deeper, a datamined tooltip sheds some more light on the darkness, so to speak:

Shadow Orb

The priest is surrounded by Shadow Orbs, stacking up to 0 times. When the priest casts Mind Blast or Mind Spike, all Shadow Orbs are consumed, each increasing the spell damage done.

What does this tell us? While I doubt Blizzard is done playing around with the concept of Shadow Orbs (and further, the zero is obviously a placeholder), they’ve at least settled on an initial mechanism of what looks to be burst-type damage. That’s no surprise — burst damage seems to be a priority in the Cataclysm design of the shadow priest class. Don’t like it? Blame PvPers.

There’s one last tidbit of information about our new mastery mechanic that’s now known — where these orbs come from. The unearthed the shadow priest mastery tooltip reads:

Increases all spell damage done by a percentage.

Increases your spell critical strike chance by a percentage.

Gives a chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. Also increases the damage bonus to Mind Flay and Mind Spike granted by Shadow Orbs by a percentage.

The important stuff is at the end, of course. In the alpha build, we generate Shadow Orbs through our normal DPS activities — SW:P and Mind Flay. There’s something a little boring about that. It’s not really a neat new mechanic so much as it is something we won’t even notice. Orbs get generated during our normal rotation. Orbs get consumed during our normal rotation. Nothing changes except for a small boost of damage here and there. Maybe we’ll have to duel before raid bosses to build up orbs the way warlocks duel to build up Soul Shards.

A small boost of damage that’s going to be balanced and put on even level with the damage output of all the other hybrid classes. Yawn.

Mind Spike: A terrible threat

Finally, let’s take a look at what mysteries have been uncovered in our new offensive spell, Mind Spike.

Mind Spike

Blasts the target for 992 to 1048 Shadowfrost damage, and causes 31% of the damage up to 2182 to be frozen in the target’s mind for 12 sec. Mind Blast on the target will trigger any frozen damage instantly. The trigger effect causes a high amount of threat.

At first, I had figured that Mind Spike would be unspammable due to a high mana cost, though that’s not necessarily the case — its cost is “only” 17% of your base mana. Instead, we’ll be prevented from spamming Mind Spike via the threat meters. That’s fine in theory, but we’d be prevented from using burst damage on newly spawned adds in instances and raids, which may limit its usefulness. We’ll have to see how this one works on the live servers.

That sick spike in damage when that subsequent Mind Blast hits, unleashing the frozen damage and consuming a shadow orb … that’s going to be awesome. I love big, five-digit numbers.

Overall, the alpha has a definite hit in Shadowy Apparition (so far as I’m concerned) and a miss when it comes to Shadow Orbs. That’s fine — we’re looking at the first draft here, so to speak. Still, I’m getting more and more excited for what’s coming down the road. So bring it on, Two and a Half Men — we could all use that extra hatepower for Cataclysm.

Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration will show you how, brought to you by Joe Perez, otherwise known as Lodur from World of Matticus and the For The Lore podcast.

Back at the beginning of April, we were treated to the Cataclysm preview for all of the classes. Many people were excited, some were disappointed, but everyone had news to digest. This past week has seen the Cataclysm friends and family alpha start and since then, we have seen a plethora of leaks: everything from images of the changes to old zones and new instances up to some data-mined information about female worgen. Needless to say, it has been a pretty busy week.

This last week has also seen a lot of discussion about the leaked talent trees as they are in the alpha now. I thought now would be a good time to take a break from boss talks to talk about what we know so far about the shaman talent trees and maybe find out your opinions on them as well.

The information in the link above is leaked and is in no way official. If you are waiting for an official release or don’t want to see any potential spoilers, don’t click the link. Otherwise let us take a look at some of the potential changes.

When I first looked at the leaked restoration talent tree, I was a bit surprised. I had expected more restructuring and more changes than we we currently see. As with everything though, this will be subject to change. This is leaked information, it may not be 100% accurate and even if it is, we are still in an alpha phase. Things will change, and until Blizzard says that things are final and presents them to us, it is best to keep an open mind when looking at the information.

What we know so far

* Some of the talents have been moved around.

* Tidal Mastery has been removed.

* Thundering Strikes has been removed.

* Cleanse Spirit has been removed as a talent. The talent is now Improved Cleanse Spirit and allows for the removal of magic effects from friendly targets.

* Ancestral Knowledge has been changed. Instead of increasing intellect by 10% at max rank, it now increases maximum mana by 15%.

In place of Tidal Mastery, a new talent has popped up, Focused Insight.

Focused Insight

Rank 5/5

Requires 15 points in Restoration talents

After casting any shock spell, your next heal’s mana cost is reduced by 75% of the cost of the shock spell, and its healing effectiveness is increased by 25%

An interesting replacement for what used to be 5% crit rating. A few people have commented to me that they think this is purely a PvP talent. Looking at it though, I can’t help but see the potential for PvE. As it stands now, Riptide increases the healing effectiveness of Chain Heal by 25% when it is cast on the a player with Riptide on them. One would assume that these could potentially stack, allowing for even larger chain heals, but also this can be used for larger Healing Waves and, in Cataclysm, larger Greater Healing Wave. I can also see this talent playing very nicely with Tidal Force, and even Shamanistic Focus could begin finding its way into talent specs. The other part of it that really interests me is the mana reduction component. While it is true that in order to activate the talent you have to cast a shock of some kind, it could still potentially be useful. Think of some of the fights now like Festergut where you can find yourself placing a Flame Shock on the boss as you run in. This can help you recover some of the mana spent placing the DoT on the target. It also was not so long ago when we had boss fights in which we had to interrupt abilities with shocks as well, and that may see a comeback. Keep in mind, Blizzard has stated they wanted to make mana more of a commodity, and something like this can go a long way to help in fights where you are forced to do something else and could potentially have an impact on 5-man content for us as well.

Another new addition to the restoration toolbox is Ancestral Resolve.

Ancestral Resolve

Rank 2/2

Requires 25 points in Restoration talents

Reduces damage taken while casting spells by 10%

People have told me that this one feels like a purely PvP talent as well, but again, I can see the potential for PvE here. There are a lot of fights where there is a ton of environmental damage going around in both raids and heroics. Reducing the damage we take can be quite helpful for a few reasons. Taking damage forces us to focus on our own health as much as the group we are healing. While it should not be the case, diverting our attention from our healing targets even momentarily can sometimes result in their deaths. A lot of healers also suffer from tunnel vision. Sometimes we become so focused on the fight or our healing targets that we do not pay enough attention to our own health. Giving us a few more seconds to keep healing our targets or to realize we are dangerously close to killing ourselves can go a long way. Think of how useful this would be in a fight like Sindragosa, where you may find yourself standing in harm’s way to heal tanks. We already have Healing Focus to help reduce pushback from damage; having another ability that passively helps us heal while taking damage could be quite helpful.

So far, we have not seen any mention of talents that help augment the newly renamed Greater Healing Wave or Healing Rains. There has also been no mention of Spirit Link in the talents. Blizzard had previously mentioned a desire to bring Spirit Link back, but has not yet specified in what capacity they were going to try it.

Speculation

While it is true that this is still early information at best, I suspect we are going to see a few things happen from here. First, I think that there will be actual consolidation within the tree. Currently, many of the talents we have already come to know and love are still there. They have stated that they want to add more fun, flavorful talents to the tree and fewer must-have talents, but as it stands right now, I am still seeing a lot of must-haves. With the importance of mana conservation, I am also wondering if we will see more talents changed to include some form of mana conservation or reduction in mana cost for spells.

I find the removal of 10% crit from talents falls in line with what Blizzard has said about reducing the overall healing numbers. They want it to feel more interesting and hectic in some ways. Reducing the amount of crit available to us from talents will play into this by reducing our overall healing output. This also affects any of our talents such as Ancestral Healing and Ancestral Awakening that directly benefit from a higher crit rating. Later in the expansion we may see this loss of crit compensated for with gear, but that is yet to be addressed.

So what do you think so far? What type of talents would you like to see Blizzard add to the restoration tree? What talents would you like to see them remove or consolidate? As more information becomes available, we will keep you posted and up to date. Remember to check back often.

Guilds who’ve been slower making the climb are having a harder and harder time finding raiders willing to commit to the final stretch. Everyone’s worried how the expansion’s changes to raid drops and incentives are going to affect the guild’s motivation and team spirit. The community is holding its collective breath, waiting for Cataclysm

How is your guild holding itself together during this time of transition? Our website is looking for an article on how guilds can keep from disintegrating during this pre-expansion period of transition. We’re looking for thoughtful strategies and suggestions, between 500 and 1,000 words, on ways that guilds can successfully survive the period linking the end of Wrath with the launch of Cataclysm. What is your guild doing? What alternatives are working for other guilds and raiding groups? Preferably, you’re the GM or an officer of a guild or the leader of a regular raiding group (although we won’t discount submissions from other types of players). As with all guest post call-outs, only the best submission will be accepted.

Here’s what to do: read up about the Seed guest writer program, sign up and then submit your article (you can’t see the article page unless you have a Seed account). Unfortunately, we are currently only able to take submissions from individuals living in the United States; we hope to be able to accept international submissions in the future.

Our website brings you another leak of Cataclysm information, this time provided to us by our friends that ran WotLK Wiki, who are now setup under Nihilum Cataclysm Wiki. The information is the first look at the new user interface strings. These provide key glimpses into what the UI[User Interface], and thus the player, will be doing in Cataclysm.

Obviously, they are not complete and there will be tons more added throughout the alpha and beta phases.

We want to be sure not to give any spoiler content for those that concerned about such things, so everything of substance is after the break. Don’t read on if you don’t like spoilers.

This post is currently being updated. Thank you for your patience.

UI Changes
Moonkin Eclipse bar added
Warlock Shard bar added
Flightpath window enlarged
String ID String Data
BALANCE_NEGATIVE_ENERGY Lunar Energy
BALANCE_NEGATIVE_ENERGY_COST %d Lunar Energy
BALANCE_POSITIVE_ENERGY Solar Energy
BALANCE_POSITIVE_ENERGY_COST %d Solar Energy
BINDING_NAME_TOGGLEPROFESSIONBOOK Toggle Profession Book
ERR_BG_DEVELOPER_ONLY This battleground is only available for developer testing at this time.
ERR_CURRENCY_SPELL_SLOT_MISMATCH The currency can’t be used in that slot
ERR_OUT_OF_BALANCE_NEGATIVE Not enough lunar energy
ERR_OUT_OF_BALANCE_POSITIVE Not enough solar energy
ITEM_MOD_MASTERY_RATING Increases your mastery rating by %d.
ITEM_MOD_MASTERY_RATING_SHORT Mastery Rating
ITEM_REQ_PURCHASE_ACHIEVEMENT Requires achievement: %s
ITEM_REQ_PURCHASE_GUILD Requires a guild
ITEM_REQ_PURCHASE_GUILD_LEVEL Requires guild level %d
POWER_TYPE_ARCANE_ENERGY Arcane Energy
POWER_TYPE_BLUE_POWER Lightning Power
POWER_TYPE_GREEN_POWER Poison Power
POWER_TYPE_LIFE_ENERGY Life Energy
POWER_TYPE_ORANGE_POWER Fire Power
POWER_TYPE_PURPLE_POWER Arcane Power
POWER_TYPE_SHADOWFLAME_ENERGY Shadowflame Energy
POWER_TYPE_SUN_ENERGY Sun Energy
POWER_TYPE_SWING_VELOCITY Swing Velocity
POWER_TYPE_VAULT_CRACKING_PROGRESS Vault Cracking Progress

Notes

  • UI strings are text that you see whenever something pops up on the screen, like “You are too far away to attack.” or “You need more mana.” or “You are dead.”
  • There are a lot of new strings about the new Battle.net communication system, but we’ve known about that for a long time. Those are left out.

We are proud to welcome a new generation of trees whatever we’re going to be in Cataclysm.

Before I do anything else, I want to draw some attention to a guide on restoration healing recently published by Tree Bark Jacket that is an incredibly impressive work. It’s comprehensive and fun to read, and for anyone who’s getting started with the spec, I highly recommend heading both there and to Lissanna’s guide to restoration healing in patch 3.3.

We’re continuing our updated and expanded series on how to gear a new druid at 80, and this week we’re going to tackle restoration druids. Frankly, a lot of the desirability for the listed pieces depends on your spec and current level of +haste (if you’re wondering why that is, you’ll find an explanation in our Restoration 101 post). If you are planning to raid on your resto druid, this is a bare-bones guide to what you need to look for:

* If you have 3/3 Celestial Focus and are below 735 haste, prioritize haste. Look for +haste pieces and gem Reckless Ametrines.
* If you have 3/3 Celestial Focus and are at or above 735 haste, you can either prioritize/gem spellpower or (much better) move points into more throughput talents in the restoration tree.
* If you don’t have 3/3 Celestial Focus and are below 856 haste, prioritize haste.
* If you don’t have 3/3 Celestial Focus and are at or above 856 haste, prioritize/gem spellpower. As you get new pieces, it may be necessary to gem or regem to stay around the haste cap.
Why do you need to worry about this? Long story short, haste reduces your global cooldown, allowing you to apply more HoTs to more players more quickly — and that’s something you need to keep in mind if you’re planning on raiding (particularly 25-man content). If you’re not planning on raiding at all, don’t drive yourself crazy trying to reach a cap that can be difficult even for raiding druids to reach, and just use your best judgment. If you need more mana regeneration, prioritize spirit over crit and haste. If you have four-piece tier 9, crit is really nice for you. And if you want to make things really simple for yourself — look for any piece with spellpower, haste and spirit. You can’t go wrong with these three stats.

As with our post on how to gear a new bear at 80, a few notes before we start:

* I’m assuming you don’t have access to ICC-10 or -25, at least not on a regular basis. If you’re playing on a realm where bored players are pugging heroic Icecrown content, feel free to disregard all of the following list. Otherwise, my assumption is that you’re gearing a new restoration druid in order to raid (or at least make the content you’re doing easier). In many places, I have listed gear you can get from the first four bosses in Icecrown Citadel, because I got some feedback after the bear post from people saying that this content is frequently pugged as well. If you’re going further than that, Restokin had some excellent posts on balance and restoration gear available from the Crimson Halls and the Plagueworks.
* I’m assuming you probably have access to Onyxia, Vault of Archavon and (maybe) some ToC. Most servers have PUGs running this content fairly regularly (if not, feel free to start one). I’ve listed the ilevel 245, tier 9 pieces available if you get your hands on a Trophy of the Crusade. With many players upgrading to tier 10 right now, there aren’t as many players rolling on these.
* I’m not assuming you’re an arena star. PvP gear tends to be much less useful for trees than ferals, but you’ll find a few pieces here that you don’t need an arena rating to get. I’ve also listed a few Wrathful pieces that you might get off Toravon.
* You will find some caster DPS pieces here. I went back and forth for a long time over including more DPS-oriented pieces (namely, cloth and leather with hit) and finally decided to include a few of the better ones, mostly because a lot of them have gobs of haste. If there’s a piece without hit more easily available elsewhere, I generally left it off. DPS pieces also tend to lack spirit or MP5, and you need to be careful with this. If you pack your resto set full of pieces without these stats, your regen will suffer badly, so be careful.
* This is not a comprehensive list. I’ve eliminated most of the pieces we’ve previously covered in our January 2009 guide to starting restoration gear. If you’re still leveling your druid, or you’re hitting 80 completely destitute, I would recommend reading that first.
* I am a huge cheapskate. It’s a little easier and cheaper to gear a resto druid than a feral (there’s much less gear competition if you stick to leather), but you can still go hog-wild on BoE and Frost gear if you’ve a mind to do so. I’ve tried to point out when an expensive piece might be worth it, and when it might not be.
* For anyone without a very good Emblem of Frost income who wants to prioritize the order in which they get their pieces, I would spend badges first on the Vestments of Spruce and Fir (close to best in slot even for people raiding heroic ICC), and then — if you’re purchasing Primordial Saronite with Frost emblems — get the Blessed Cenarion Boots made. After that, it’s really up to you. Neither the tier 10 helm or shoulders is particularly compelling as a stand-alone piece, but I’m reluctant to advise people to run out and buy the legs and gloves, which have a chance to drop off Toravon.

Concerning tier bonuses

If you have four-piece tier 9, then crit is a pretty good stat for you. You will still need to worry about haste, but the abundance of crit on everything will do a lot more for you than it will do for druids in other gear.

Both the two-piece and four-piece tier 10 bonuses are extremely good for restoration, although they are more oriented toward a raid healer than a tank healer. If you’re going to go for the tier bonuses, buy the helm, shoulders, gloves and legs. The chest piece should be the Vestments of Spruce and Fir.

As with our bear post, if you have any combination of the following pieces, you should consider yourself well-geared.

Helm

Since the change to Gift of the Earthmother in patch 3.3, a number of helms have become less attractive, and this is a weird slot as a result. If you’re not at the soft haste cap, then the tier 8 helm is actually better than the ilevel 232, tier 9 helm.

Enchant Arcanum of Blissful Mending from Wyrmrest Accord revered is the classic choice, but if you have four-piece tier 9 or do a lot of tank healing, go with Arcanum of Burning Mysteries from Kirin Tor revered.

Meta Gem If you’re having mana issues, use the Insightful Earthsiege Diamond. If you’re not having mana issues, Ember Skyflare Diamond. You will probably want to read Tree Bark Jacket’s blog post on how this works vis-a-vis what your trinkets are.

* Helm of Abundant Growth (Alliance)/Mask of Abundant Growth (Horde) The ilevel 245 non-set spellpower helm available for 75 Emblems of Triumph.
* Lasherweave Helmet Available for 95 Emblems of Frost.
* Stormrage Crown Dropped by Onyxia-25.
* Stormrage Cover Dropped by Onyxia-10.
* Headpiece of Reconciliation If you get Sartharion Must Die! as a weekly raid quest and do the 25-man version, be on the lookout for this; it’s a really nice piece. It is, however, a hard-mode piece, so unless the raid’s bum-rushing a Sarth-2D or 3D, it won’t appear on the loot table.
* Conqueror’s Nightsong Headpiece The tier 8 helm. Yes, it’s better itemized than the tier 9 helm if you’re short on haste.
* Malfurion’s Headpiece of Triumph (Alliance)/Runetotem’s Headpiece of Triumph (Horde) The ilevel 245, tier 9 helm available for 75 Emblems of Triumph and 1 Trophy of the Crusade.
* Tattered Glacial-Woven Hood Dropped by the Captain’s Chest in normal Halls of Reflection.
* Sightless Crown of Ulmaas Dropped by Marwyn in heroic Halls of Reflection.
* Lifespark Visage If you get Flame Leviathan Must Die! as a weekly raid quest and do the 10-man version, look for this.
* Malfurion’s Headpiece of Conquest (Alliance)/Runetotem’s Headpiece of Conquest (Horde) The ilevel 232, tier 9 available for 50 Emblems of Triumph.
* Fallen Sentry’s Hood Dropped by Falric in normal Halls of Reflection.

Neck

I’m really trying my best to stay away from PvP pieces where I can, but there’s no way around it; unless you get lucky with a Marrowgar-25 drop, the top three slots outside of raiding are all Wrathful or Titan-Forged pieces.

* Bone Sentinel’s Amulet Dropped by Marrowgar-25. Note-perfect itemization for a resto druid, but be prepared for a lot of competition.
* Wrathful Gladiator’s Pendant of Subjugation Dropped by Toravon or available for 52,200 honor. If you’re below the haste-cap, use this; if not, use the Deliverance piece below.
* Wrathful Gladiator’s Pendant of Deliverance Dropped by Toravon or available for 52,500 honor.
* Titan-Forged Pendant of Ascendancy Available for 25 Wintergrasp Marks of Honor.
* Evoker’s Charm Available for 19 Emblems of Conquest.
* Heartbreak Charm If you were lucky enough to get this off the recent Love Is In the Air bosses, it’s identical to the Evoker’s Charm.
* Arcane Loops of Anger Dropped by the Devourer of Souls in heroic Forge of Souls.
* Love’s Prisoner Dropped by Bronjahm in heroic Forge of Souls.
* Freya’s Choker of Warding Another Flame Leviathan-25 piece.
* Symbol of Redemption Dropped by the Black Knight in heroic Trial of the Champion.

Shoulders

As with the helm, this is a really weird slot; the balance tier 10 shoulders are actually better than their restoration counterparts. If you’d like to stick to a restoration-oriented piece, my advice would be to pick up tier 9.

Enchant Greater Inscription of the Crag from Sons of Hodir exalted. If you have four-piece tier 9, you’ll want to use Greater Inscription of the Storm. Scribes will be using Master’s Inscription of the Crag or Master’s Inscription of the Storm.

* Stiffened Corpse Shoulderpads These are a BoE zone drop from ICC-25, but, as with all BoE pieces from ICC, they’re pretty expensive. I would just save toward the tier 10 shoulders, or — if you can get your hands on a Trophy of the Crusade — buy the ilevel 245 shoulders. If you’re wondering why a non-haste piece is so high on this list, it’s easy; the meaty spellpower allocation in addition to the two sockets vaults it to the top.
* Malfurion’s Spaulders of Triumph (Alliance)/Runetotem’s Spaulders of Triumph (Horde) The ilevel 245, tier 9 shoulders, available for 45 Emblems of Triumph and 1 Trophy of the Crusade.
* Pauldrons of Revered Mortality (Alliance)/Mantle of Revered Mortality (Horde) The ilevel 245, non-set cloth shoulders.
* Lasherweave Mantle Available for 60 Emblems of Frost. These are not well-itemized in comparison to tier 9, which is why the 251 tier 10 barely clocks in above the 232 tier 9.
* Malfurion’s Spaulders of Conquest (Alliance)/Runetotem’s Spaulders of Conquest (Horde) The ilevel 232, tier 9 shoulders, available for 30 Emblems of Triumph.
* Shoulders of the Fateful Accord (Alliance)/Epaulets of the Fateful Accord (Horde) The non-set, ilevel 245 leather shoulders.
* Titan-Forged Spaulders of Salvation Available for 40 Wintergrasp Marks of Honor.
* Very Fashionable Shoulders Dropped by Bronjahm in heroic Forge of Souls.
* Grim Lasher Shoulderguards Dropped by the Captain’s Chest in normal Halls of Reflection.
* Frayed Abomination Stitching Shoulders Dropped by Marwyn in normal Halls of Reflection.