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This guide is made based on my own experiences. It'a 2v2 Arena Restoration guide since I'm feral in PvE and thats more than enough for me. Boomkin is a dead spec in all ways to me.
These are the two specs I have any experience with. I prefer playing the cookiecutter spec since my partner is a warrior. My own experience is that Restokin works best with either Rogue, Warlock or Hunter. The cookiecutter spec is really the best spec if you play with a warrior. There are some discussions here and there about whether or not you should include Omen of Clarity in the cookiecutter spec, personally I find it redundant since you need to hit a pet to hit to make it proc, and if you're facing a team with a pet, they can dispel you. If its voidwalker there are some other interesting ways you can deal with it that I'll get into later.

Basically getting all the pvp epics is a must. At some point you can start getting a few PvE items to boost your regen. This is however in no way a must in any way, personally for instance I use a staff from black temple, but I'm going to start using s3 main hand and s3 offhand as soon as I have points for it. If your guild has farmed hyjal for a while, using the exalted healing ring is recommended, the proc is insane and its (if not THE) one of the highest iLevel items ingame. In the end tho, you basically sacrifice 22 resilience to gain 5 mp5 and a +175 healing proc for 10 seconds. There have been many discussions on all kinds of boards about the choice of idols. I believe in the [Vengeful Gladiator's Idol of Tenacity] because there are so many dispels ingame now. Everyone dispels your hots and then the idol from Shadow Lab is just not that attractive any longer. At least, thats my view on it. Your options for second trinket aren't really that different from each other. You can either get the [Battlemaster's Perseverance] or [Essence of the Martyr]. If you are in a really fortunate situation, you can also use [Memento of Tyrande]. As for the other PvP trinket [Talisman of the Horde] & [Talisman of the Alliance], you should get plenty of resilience from your gear and hence I would recommend getting some +healing from your second trinket.

When it comes to gems, there is no “right way” of doing it. However, there are some gems you should really avoid using. I insist that you should NOT use int/mp5 and pure mp5 gems for your yellow/blue sockets, it is really not worth it. I only use Teardrop Living Ruby and Steady Talastite, and a single [Mystic Lionseye], in my sockets. I advise getting an epic gem drop called [Durable Fire Opal] (+11 healing/+4 resilience) which drops in Heroic Arcatraz. I do not socket any mp5 gems because I want as much +healing and resilience rating as I can get from sockets (which also means you should really aim for getting the +resilience rating socket bonuses). As for meta gem, I currently use the +18sta/+5% stun resist one [Powerful Earthstorm Diamond], however both the [Mystical Skyfire Diamond] (Chance on spellcast – next spell cast in half time) and [Insightful Earthstorm Diamond] (+12 intellect and chance to restore mana on spellcast) are viable options. I am not a fan of the [Insightful Earthstorm Diamond] however, because it never procced enough to make it worth it in my opinion. [Powerful Earthstorm Diamond] is not really suited for 5v5 however, its more of a 2v2 meta gem, since resisting an intercept stun or kidney shot really means A LOT compared to doing it in 5v5.
Enchants
Ive socketed to maximize my +healing. Thats a pretty typical way of doing it. +healing on gloves, bracers and the Healing enchant for headpiece you buy from Sha'Tar reputation. You can however get the Spell hit rating/Spell damage head enchant and the spell hit rating enchant on gloves. I've gotten pretty angry a bunch of times over resists on my cyclone/roots. As for cloak, there really aren't many other options than 20 spell penetration. On chest, you should get +15 resilience rating. Your alternative here is +6 all stats, and thats just not worth it compared to 15 resilience. There is only 1 boot enchant viable for arena. Boar's Speed (+9sta/Minor Speed). +81 healing on weapon. Spellsurge was nerfed too much to make it worth anything, even for 5v5. The exalted shoulder enchants from Scyer/Aldor are the best there are for shoulders, so get your respectable reputation up and buy it! I think the Aldor one is superior to the Scryers one. Because +11 healing is overall better than 2mp5.
If you want to try out spell hit, I suggest that you try and use gems to get the spell hit you need. There are no less than 4 yellow sockets on the PvP gear that you can socket with [Great Dawnstone].
For PvP, mana-efficiency means everything. Because of this, having a good healing cyclone cycle can mean the difference between winning and losing. I will not comment on the infamous “drink bug” because it will get fixed sooner or later regardless of what is being said here. Against most setups however, you are able to open with regrowth+lifebloom and then going out of line of sight to drink up the mana you just spent. You can apply regrowth and even rejuv before the game starts to great effect as well. Personally I use the following HoT rotation
Lifebloom -> Rejuvenation -> Lifebloom -> Lifebloom
Getting lifebloom up and ticking immediately is nice for a number of reasons, however, the reason for rejuvenation as second cast is because of the high chance of getting crowd controlled and hence you need to get as much healing output as possible done. Stacking up lifeblooms isn't always the way to go, against warriors for instance its not always worth it to try and get 3 lifeblooms up, instead you can Cyclone/Root the warrior and with some timing mortal strike will wear off on your warrior and you can easily heal your warrior back to full. Its all about coordinating your CC's and communicating. TALK TALK TALK! Against SL/SLwarlocks I have yet to meet a team that has forced me to use more than 1 stack of lifebloom and a rejuvenation.
Soujeh and I made some statistics about our healing and damage, and as it turns out I heal almost 40% with lifebloom, 25% with rejuvenation, 15% with regrowth, 15% with swiftmend and 5% with healing touch. I NEVER use Healing Touch unless it's with nature's swiftness, and even then I often use NS on cyclone instead.
I prioritize healing this way:
- Lifebloom
- Rejuvenation
- Swiftmend
- Regrowth
Regrowth is a really mana-heavy spell and it's really risky to use against a lot of setups because almost every class has a way to interrupt your casts.

I play with a warrior called Soujeh. His spec is Talent Calculator - World of Warcraft 36/22/3. As you can see, he's a Mace Warrior. He was Swords for a while but our rating went up a lot faster when he switched to using Deep Thunder, so maces are superior to swords for 2v2 with a druid.
A general tip for whenever you play against another druid: If there are 2 or 3 stacks of lifebloom ticking on a target, Cyclone that target immediately if possible, because its really a lot of healing stopped. Cyclone lasts 6 seconds, just like lifebloom, so you'll also make it tick out and the final heal is wasted.
When we meet mirror setups there are some general things we try to do. When improved hamstring procs (or a mace stun) I root the warrior and Soujeh intercepts the opposing druid. A druid in caster form takes a lot more damage than a warrior, and it interrupts his casting. Think of it this way, the druid could either be CC'ing your warrior while his warrior beats you up, or he could be trying to run away from your warrior while taking damage. If the druid runs too far off, you can just switch to the warrior and force the druid to come back so he can't drink. We never stick to the warrior the entire game. If the warrior sticks to Soujeh I try to cc the warrior as much as I can. When my diminishing returns are too great on the warrior, I Cyclone the druid and we do some damage to the warrior instead. Because at this point we'll most likely be behind on mana since their warrior has been doing some decent damage to Soujeh. When diminishing returns are up for the warrior again, I cc him and let Soujeh go on the druid while I run off to drink. If the warrior switches to me instead of following Soujeh the game becomes a lot more interesting. Then its all about who cc's the opposing warrior best while helping your own warrior stop the opposing druid from getting away. You have to use your feral charge and bash abilities timed with your warrior. Mace stuns and Bash do not share diminishing returns, however intercept and Bash does. In this matchup you should get a lot of chances to restealth and reposition yourself so you can drink. On for instance Ruins of Lordaeron you can really fool warriors by stealthing in one of the start-areas so he comes running there and you just stay in there and when he runs out you just sit down and drink, nice and easy!

If there's a Felhunter out, time your cc's on the druid (Fear, Cyclone, Bash) and kill it. Make sure you always get out of Line of Sight of the warlock. Never let him get more than instant casts off on you. If warlock pulls his pet back to prevent it from dying, you can drink. If you're allowed to drink in this match-up, you should win. If the warlock uses a voidwalker there's a few things you can do. Your warrior should stick to the warlock while trying to line of sight the druid's CC abilities. Your job when theres a voidwalker out is keeping the pet out of line of sight of the druid. I moonfire it every now and then since that can actually really do some damage to it when its not getting healed. You also force the druid to move since he HAS to heal the pet eventually. If you want to drink in this match-up just root the pet and cyclone the druid or warlock and let your warrior intercept the one you don't cyclone. Communication is key in this matchup, since you really need to coordinate how and what you do on the pets. Basic info: Mana Drain on you means GET INTO BEAR FORM.

The first thing I want to do here is show you this screenshot and you just remember that. If the hunter/druid team really wants to, they can keep the game on for a lifetime. What we do here is try to kill the druid. We wait for the opportune moment and then we both go on him. The opportune moment means when a CC on your warrior is about to run out and you feral charge one of his casts. Warrior can then pummel next cast and you have intercept, bash, war stomp (if you're tauren) and intimidating shout. You HAVE to have all your cooldowns ready, or else you will NOT kill the druid. You need both PvP trinkets, death wish, everything. If the warrior gets scatter shotted he should trinket that. If you see Nature's Grasp on the druid make sure your warrior stops auto hitting and you land a hit on the druid. You HAVE to land a cyclone or two on the hunter, else its going to be wing clip heaven and you wont catch the druid. Use Intimidating shout right when a cyclone runs out so you can control the hunter as much as possible. There are lots of variables here that have to go right but you can keep doing it every 2 minutes when both PvP trinkets are ready, and you really have to unless you enjoy playing 30+ minute games. Basic info: IF YOU GET VIPER STING ON YOU DONT TRY AND REMOVE IT WITH ABOLISH POISON, JUST SHIFT INTO BEAR FORM.

Before writing anything here; this is the setup we have by far the hardest time against. The tactic we've found working out the best for us thus far is something we've tweaked to work for ourselves and we still lose to well-played Rog/Dru setups.
The warrior stays on the rogue, as druid you should do all in your power to do two things. First of all, avoid taking damage as best you can. Get away from the rogue. Second is interrupting/cc'ing the opposing druid, as he WILL control your warrior a lot more than you can control the rogue anyway. Your warrior has to use intercepts and cooldowns on the rogue to do any kind of damage to him and actually establish some pressure. Your warrior will have to eat some cyclones and roots, nothing you can do to avoid that really. When that happens, you should try and land any kind of CC on the rogue. Stack sunders on the rogue and coordinate your offensive. Sunders will run out a few times but after the first couple of minutes and scary near-death experiences the rogue wont have any cooldowns left to use, and you should start being able to turn the match around to your favor.
This setup CAN be a tough match-up for you if you underestimate your opponents. On paper, your setup is a lot stronger, and you will win most of these matches, however, watch out for the teams who pull off some nice tricks! Usually, the rogue will be on you and your warrior will be on the priest. In this case, assist your warrior with some feral charges/bashes on the priest. The rogue cannot kill you alone in the same time your warrior kills the priest. Try to land some cc's on the rogue after charging the priest, BUT MAKE SURE YOU DONT GET FEARED. Save your trinket for a kidney shot in caster form or travel form. Make sure your warrior helps you by pummeling mana burns if you get caught inside line of sight of the priest. The other case is the rogue having Vile Poisons (8-16-24-32-40% chance for poisons to not get dispelled, Assassination Talent) and just tanks your warrior while the priest runs after you trying to land a fear while dispelling your hots/abolish on the warrior. In this case you have to cyclone the priest, get to the rogue and cyclone him instead of the priest and try to keep the rogue off your warrior while your warrior kills the priest. The key is to avoid getting mana burned, especially if the rogue is on your warrior. Otherwise, your warrior just sunders up the priest and then the priest will die fairly quickly regardless of what else happens.
This is one of the real counter-setups for my setup. There are two ways this setup can counter us, and both can turn really ugly really fast. The first way is turning the match into two 1v1's, with the rogue on you and the spriest on your warrior. If you and your warrior do not work together you will eventually both die, and the warrior probably dies first. If you hot your warrior instead of yourself the rogue kills you. Good spriests will dispel your warriors HoT's instantly. What you have to do here is your warrior has to get on the rogue until you are safely away. Sticking to the rogue is not something I advise, because it after my experience drains you from mana. You just need to get away and then the warrior will kill the Spriest. If they both go for your warrior make sure you cyclone the rogue so you can get poisons off and land some heals without wound poison. Remember to Decurse if you're playing against a Troll Priest (I've been ****ed over a couple of times because I forgot..). The second way this setup can play is in my opinion the most scary. What happens is your warrior gets dotted up fully, you pop out of stealth and the rogue jumps you in a matter of seconds no matter how you position yourself. If I am lucky I get Regrowth, Rejuvenation and 2x Lifebloom on my warrior before the rogue gets to me. However, they get dispelled so its all about hoping for those 30% resist. The rogue wont try to kill you, the rogue will just immobilize you and wait until you use your trinket because you have to save your warrior, at which point he blinds you and runs to the warrior, and the Spriest runs to you to fear you after the blind. At this point your warrior will most probably be dead. Again, what you HAVE to do is get your warrior to help you get away from both opponents. If you get feared you'll most likely be forced to break it because of incoming damage on the warrior and then you get blinded. Its a tricky setup for sure and its one of my favorites to play against because it really puts you to the test. If you manage to get away from the rogue your warrior is most probably low so be careful with the burst on your warrior, because its not all about getting away either, its also about making sure your teammate doesn't die!

Another counter-setup for us. This setup is really stressful for you as druid. Your warrior should try to stick to the rogue as much as possible, because if you get locked down too much by the rogue all kinds of nasty things will happen. Your warrior cant stop the warlock so you'll get dots ticking on you as well, and the combined damage is too much to outheal if you get locked down every 20 seconds. Using line of sight to avoid fears can work against you in this setup as an unlucky death coil will land you right between both the rogue and warlock meaning you'll get crowd controlled until you or your warrior is dead. You need to use range to your advantage. Just run! Your warrior is going to have to stop the rogue who's chasing you and then you should be alright. Remember, fear is only 25 yards range, and your heals are 40 yards. Your warrior needs to hamstring both rogue and warlock. If the rogue blinds you, make sure your warrior fears/pummels the warlock when he tries to fear you. If you break the blind because your warrior is low then you need to have the best positioning in the world, else a focus proc on the warlock means you're feared full duration and your warrior is dead. Avoid trying to do fancy stuff like cycloning the rogue or warlock, because if the warlock pays a bit attention he'll just spell lock you and that means heavy burst on your warrior without you being able to do anything.
First, you need to realize that your warrior will get polymorphed, frost nova'd and probably blinded as well. Your warrior will get a lot of crowd control, so its mostly up to yourself to stay out of trouble. Alpha-Omega is never being kidney shot in line of sight of the mage, if you can see the mage is right there you need to trinket the stun and run for cover. The rogue cannot kill you alone if you just abolish and HoT yourself. You die if you get caught in the burst damage if the mage can nova you and then do his annoying frostbolt+icelance shatter combo. Do your best to stay out of line of sight of the mage and you'll be alright. It takes some practice to position yourself appropriately but once you have it down it's all smooth sailing.
Heavy drain team. Your warrior should just stick to the priest the entire game, you can easily kite the warlock alone. Make sure you are some distance away from the warrior and priest, because if you shift out to rejuv/lifebloom yourself and the priest catches you with psychic scream, you're going to say goodbye to about half of your mana bar. The damage on your warrior is minimal at best, just use lifebloom on him since the priest will dispel any potential rejuvenations you cast. As stupid as it may sound, you should just keep running around a pillar with the warlock and never let him cast fear on you. Your PvP trinket is on the same cooldown as death coil, so if you just don't fall asleep you'll never get feared and the priest will die eventually. If the priest spams mind control on your warrior you can feral charge those casts, since it hits his Shadow school of magic so he cant fear you anyway. If he tries fearing your warrior, charge him and bash him. Try to time bashes so you get him stunned without shield up. |