[EN] Resto Druid 5.4.8 PvE

 
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ihaa

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PostPosted: 04-05-2015, 23:22:35 | Translate post to: ... (Click for more languages)





1.Intro

2.Talents

3.Glyphs

4.Spells & Cooldowns

5.Stats

6.Enchants, Gems & Consumables

7.Professions

8.Gear

9.Macros











I know this guide is long but I put every single thing I possibly can about resto druid into it.
It's pretty much everything you need to know.

Let's begin:










I'm starting with Talents. You have to know that you can now change your talents using Tome of the Clear Mind, purchasable from Inscription vendors.
This means that you could use a unique spec for every boss in a raid without ever having to visit your trainer.



Tier 1






First talent tier focuses on movement speed.
I recommend
Feline Swiftness (wowhead link), , but sometimes you will need to change with another, depending on variety of situations



Tier 2






Best choice is Ysera's Gift (wowhead link) and this talent will be used frequently.
Depending on encounter, you can change it with
Cenarion Ward (wowhead link).
Skip
Renewal (wowhead link). It's useless.



Tier 3






All of these are good. I think the best choice is Typhoon (wowhead link).
But as I say, you will have to change the talents frequently. Choose the one which fits the best.




Tier 4






3 good healing cooldowns.
I prefer
Incarnation: Tree of Life (wowhead link).
Tree of Life has remained one of the druid's best healing cooldown. It's an "oh shit" button which gets you out of trouble.




Tier 5






Ursol's Vortex (wowhead link), a slow AoE, is the best choice.
Of course, when you will have to change it, be sure that the next best choice is
Mighty Bash (wowhead link), a single-target stun.



Tier 6






Nature's Vigil (wowhead link) is the best.
A very strong heal CD. Use it with
Incarnation (wowhead link).







In Pandaria Prime Glyphs don't exist anymore. The two types remained are Major and Minor.
The Major are the powerful glyphs that make spells stronger or change how they work.
The Minor glyphs are mostly cosmetic changes that add fun twists to appearances or spells, but don't provide combat bonuses.




    Major Glyphs:

    • Glyph of Efflorescence: The Efflorescence effect is now caused by your Wild Mushroom instead of by Swiftmend, and lasts as long as the Wild Mushroom is active and increases the healing done by Swiftmend by 20%.

    • Glyph of Regrowth: Crit is our worst stat. By using this glyph you can run as little Crit as possible with pretty much no downside since Regrowth is pretty much our most solid direct heal right now.

    • Glyph of Wild Growth: You should always use this glyph for 25-man raiding; for some 10-man fights you may be too spread out to gain the benefit of an extra target.


    Minor Glyphs:

    • Just like Minor Glyphs, use whatever you glyph you like.








  • Healing spells:


    • Lifebloom: (wowhead link)

      • You want to keep this rolling on a tank all the time. It is a strong, cheap HoT, has a very fast tick rate to help stabilize the tank. It is also helps to enable Omen of Clarity procs, so that you enter a Clearcasting state. Try to get used to the timing of refreshing this on the last tick without breaking your casting rhythm, both with Lifebloom itself and with Nourish/HT/RG.
      • Mana cost is low.



    • Regrowth: (wowhead link)

      • The Druid's fast, inefficient direct heal. When people in the raid need immediate healing to avoid death. Recommended the use with Swiftmend in this case.
      • You can use this spell as a quick heal
      • Whenever a Clearcast procs, you can use Regrowth more liberally.
      • Regrowth has another important use during Incarnation: Tree of Life, discussed below.



    • Rejuvenation: (wowhead link)

      • Druid's main healing abillity.
      • Heals good, it's effective and enables the use of Swiftmend.
      • Because it is a moderately expensive instant, it can burn your mana quickly if you start spamming it.
      • In addition, you will often maintain Rejuvenation on a tank who's taking any significant amount of damage.



    • Healing Touch: (wowhead link)

      • It's used to top off a tank or a player who needs a direct heal.
      • It can be used with Nature's Swiftness.
      • If you use Glyph of Regrowth, Healing Touch becomes less efficient.
      • You will almost never cast it in its current state.



    • Nourish: (wowhead link)

      • It's the cheapest heal.
      • Small heal.
      • There are a lot of better spells instead of Nourish.



    • Swiftmend: (wowhead link)

      • A strong AoE heal with short cooldown.
      • One of the best heal.
      • Use it on cooldown.



    • Tranquility: (wowhead link)

      • This spell is stronger now and outputs a massive amount of healing during its channeling.
      • It can easily save people from dying when the raid takes a lot of damage.
      • When Tranquility is cast in a 25man setting it will heal 12 raid members and in a 10man setting it will heal 5 raid members.
      • The spell is now immune to pushback, so you no longer have to protect it with Barkskin.



    • Wild Growth: (wowhead link)

      • This remains an excellent spell all-around.
      • Because the raidus is now higher ( 30 yards) you can cast it on anybody and get good result.
      • Use it on cooldown.
      • Even though it is expensive, it does more than enough healing to be worth it.



    • Genesis: (wowhead link)

      • Genesis is a new addition to our toolkit that targets all party or raid members within 60 yards and accelerates the casting Druid’s Rejuvenation effects causing them to heal and expire at 400% of the normal rate.
      • This will be a very powerful burst healing tool.
      • You will want to find optimal times in an encounter where Genesis will be valuable and pre-plan utilizing it so that you can ensure that you have sufficient rejuvenations spread on the raid.



    • Incarnation:

      • In addition to the 15% healing bonus, this has a few effects on our healing spells:

        • Lifebloom: Is now castable on any number of targets. In a fight where you don't need Tree for other purposes, shifting to cast primarily Lifebloom for 30 seconds lets you use ToL as a very good mana cooldown.
        • Regrowth: Now instant cast. Not a throughput gain since Regrowth is a 1.5 cast anyway, but this allows use while moving and also gives you much quicker reactive healing.
          If many people in the raid need healing quickly, shifting to cast instant Regrowths can help hit people who need the most healing immediately.
        • Wild Growth: Now targets 2 extra people. Incarnation makes Wild Growth better to use than it already is.




  • Utility spells:


    • Barkskin:

      • This doesn't use the GCD.
      • You can cast it without disrupting your healing.
      • You should make it second nature to hit this instantly when you are going to take a big amount of damage.



    • Innervate: (wowhead link)

      • In general, You will cast this on yoursel on cooldowns.
      • Use the first one in any encounter after you dip slightly below 80% mana, and then on cooldown after that.
      • The mana return from Innervate is now based on the casting druid's spirit.



    • Ironbark: (wowhead link)

      • Castable on a friendly target.
      • It will reduce 20% of all incoming damage.
      • It has a one minute cooldown. You shoul be coordinated with the other healers.
      • However, with such a short cooldown, you shoul not hesitate to use it free across the raid as it is needed.



    • Nature's Cure: (wowhead link)

      • 8 seconds cooldown.
      • It removes poison, magic, curses.
      • It will be important to prioritize cleanses in order to make sure the most imported debuffs and/or the most important people are cleansed first.



    • Rebirth: (wowhead link)

      • This will allow a combat resurrection of an ally.
      • First, make sure to coordinate with other Druids/DK's/Warlocks in your raid using macros or Vent so two of you don't cast on the same target.
      • Second, people love to accept the resurrection as soon as it appears and die to something immediately. It can be good to warn them if it's a bad time to accept.




  • Symbiosis:


    Create a bond between the druid and another ally. Allows the druid to "borrow" a abillity from that player depending of specialization.
    Also, that player recieves a abillity from the druid, depending of specialization.
    Lasts for 1 hour. Persists through death.
    It cannot be applied on other druids.
    The bond is removed if both players are too far away from each other.


    As a Resto Druid, you'll recieve the following spells from the other classes:






  • Cooldowns:


    When it comes to cooldowns, you have two strategies. One for Dungeons and one for Raids.

    • How to heal in Dungeons?

      First, don't overheal.
      If a player gets hit once a while, not too hard, use Wild Growth and Rejuvenation.
      Don't spam Healing Touch/Regrowth. It's a waste of mana.

      The group does not always have to be at 100% health.
      Much of the damage given by bosses in dungeons can be avoided.
      If there are players that are not familiar with tactics, explain them.

      • Use Wild Growth and Swiftmend. Mana cost is low and their heal is good.
      • You can also use Tree of Life and buff all group members with Lifebloom.
      • Use Tranquillity whenever you need fast AOE healing.
      • If you have low gear, weak party or a tank that pulls too many mobs, use your cooldowns. Regen mana when you're out of combat.



    • How to heal in Raids?


      Make a priority of your spells and watch your mana.

      • When you know that a spell that will give more damage comes soon, be prepared with Rejuvenation, Swiftmend and Wild Growth.
      • Use Wild Growth on cooldown, but not when it is not the case.
        If, for example 2 players needs heal, it is pointless to use Wild Growth.
      • Careful on HoTs. Use direct heal only when you need to.
      • Cast as many Rejuvenations as your Spirit allows to. It is Druid's best heal.
      • Keep Lifebloom on the tank/player that is taking the most damage.
        You have no reason not to. Mana cost is low, and it heals good.
      • Use Incarnation: Tree of Life when it's needed. (try to use it two times per fight)
      • Use Tranquility when it's needed.
      • Innervate when your mana is below 80%, then cast on cooldown.











Stats priorities:


Intellect = Spirit > Haste Cap > Mastery > Crit




  • Intellect:

    • Some abilities and bonuses grow proportionally with the Druid's Intellect.
    • There are 3 main skills that have this effect: Leather Specialization ( 5% ), Heart of the Wild ( 6% ) si Mark of the Wild ( 5% ).
    • With Leather Specialization and Mark of the Wild, you have 1.1025 Intellect. If you put the Heart of the Wild talent you have 1,169.
    • Anyway the main stat is Intellect.




  • Spell Power:

    • Intellect, without the bonus from talents or bonus from crit. It's basically a weaker version (but still good) of Intellect that only appears on weapons or trinkets.




  • Spirit:

    • Because all mana classes are mana pool capped, Intellect will no longer increase your mana pool.
    • Spirit becomes the main mana regeneration stat.
    • I recommend to vary the Spirit and play as you want to.
    • You need more spirit for 25-man raids.
    • When you get comfortable with your mana regen, you can move to the next stat.
    • Within 3 minutes, you cast an extra Rejuvenation for each 480 Spirit added. If you put these 480 in Mastery, your heals will be stronger by 1%.




  • Haste

    • 425 Haste rating offers 1% Spell Haste. This reduces the cast time of your spells, and Global Cooldown to 1 second GCD.(Rejuvenation's GCD is not affected by spell haste)
    • It also causes our HoT's to tick faster and potentially gain extra ticks.
    • Aside from a few very significant break-points, Haste is a weaker secondary stat since it doesn't improve Rejuvenation at all, and increases mana consumption.


    • Break-points

      • The first major break-point we will want to try to reach if it is not too much trouble is 3043 for your first Rejuv and Tranquility tick.
        One thing to note about the Tranquility break-point is that it only affects the HoT portion of Tranquility and you do not gain extra ticks of Tranquility itself.

      • The second major break-point is 6652, but isn't worth losing Mastery/Crit over.
        If you have a ton of pieces with pure Haste on them, and you aren't actually losing a ton of other stats that's the main point you want to consider the second break-point. Other than that, it's probably best to stay at the 1st.

      • The third major break-point is 13,163 Haste. It starts becoming possible around ilvl 540+ without losing Mastery / Crit.
        It's important to note all the possible benefits of such a Haste level, and not just the ticks you gain. You also gain a faster GCD, a better proc rate on anything RPPM (Meta, trinkets, etc), and a faster casting time on everything.









  • Mastery

    480 Mastery rating adds 1% to our Harmony bonus. This is essentially a flat bonus to all healing (albeit an additive bonus, so slightly weaker than it looks). Aside from Haste break-points, Mastery is the secondary stat giving the best throughput increase.



  • Crit

    600 Crit rating gives 1% to Crit. All healing effects are able to Crit. Due in part to its greater itemization cost, Crit adds slightly less throughput than Mastery.

































This is the Best In Slot gear:












As I said, you will change your talents frequently. So here you have some useful macros:



Tier 2:

Quote:
/cast Renewal
/cast Cenarion Ward
/cast Nature's Swiftness
/cast Healing Touch




Tier 3:

Quote:
/cast Typhoon
/cast Mass Entanglement
/cast Faerie Swarm




Tier 5:

Quote:
/cast Mighty Bash
/cast Ursol's Vortex
/cast Disorienting Roar




Instant Healing Touch

Quote:
/showtooltip Nature's Swiftness
/stopcasting
/cast Nature's Swiftness
/cast [target=mouseover] Healing Touch




Rebirth in combat, Revive out of combat:

Quote:
/cast [nocombat] Revive
/stopmacro [nocombat]
/cast Rebirth
/ra Rebirth on %t



Last edited by ihaa on 16-09-2015, 17:24:27; edited 4 times in total
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beasthuntres

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PostPosted: 17-05-2015, 11:29:05 | Translate post to: ... (Click for more languages)

Quote:
I know this guide is long but I put every single thing I possibly can about resto druid into it.
It's pretty much everything you need to know.

Let's begin:


First I've been playing Restoration Druids as my main (even multiple druids chars) for years, and from what I've read in the guide you do have some "mistakes" some are vital ones while some are minor ones,regardless mistake is a mistake.
Quote:

3 good healing cooldowns.
I prefer Incarnation: Tree of Life.
Tree of Life has remained one of the druid's best healing cooldown. It's an "oh shit" button which gets you out of trouble.


Dont get me wrong tree of Life is usefull,however in most(or some at least) Soul of the Forest can obliterate it.
Having 100% haste bonus on wild growth/tranqility or HT cast can be EXTREMLY powerfull if player knows how to play his class properly.


Quote:



Nature's Vigil is the best.
A very strong heal CD. Use it with Incarnation.


Heart of the Wild wins over Nature's Vigil.It is kinda simple here. 6% perma bonus intellect + 45seconds of high dps uptime as boomkin/cat or even tanking.
*this is a true saviour talent*


Quote:
Major Glyphs:

Glyph of Efflorescence: The Efflorescence effect is now caused by your Wild Mushroom instead of by Swiftmend, and lasts as long as the Wild Mushroom is active and increases the healing done by Swiftmend by 20%.

Glyph of Regrowth: Crit is our worst stat. By using this glyph you can run as little Crit as possible with pretty much no downside since Regrowth is pretty much our most solid direct heal right now.

Glyph of Rebirth: This is a must have glyph. When used, your ally is revived with 100% HP.


Minor Glyphs:

Just like Minor Glyphs, use whatever you glyph you like.


Out of all of this.Only usefull one would be Efflorescence one.
Glyph of Blooming + Glypn of Stampeding roar (which is usefull quite commonly these days)

Why not Rebirth - its plain simple. Blizzard changed all battle ressed.Ressurected target gets up with 60% HP so he doesnt to get topped up instantly,as he in not in the risk of duying again in the very same moment of accepting the ress.
Regrowth - it has base 60% crit + intellect crit increase. With decent gear its like 70-80% crit for it.Making this glyph rather useless as it would make it over 100%crit.

Minor - Glyph of sprouting mushrooms - allows u to place a wild mushroom anywhere on the map instead of targets feet( VERY usefull(currently mushrooms are not working))



Code:
How to heal in Raids?


Make a priority of your spells and watch your mana.

    When you know that a spell that will give more damage comes soon, be prepared with Rejuvenation, Swiftmend and Wild Growth.
    Use Wild Growth on cooldown, but not when it is not the case.
    If, for example 2 players needs heal, it is pointless to use Wild Growth.
    Careful on HoTs. Use direct heal only when you need to.
    Cast as many Rejuvenations as your Spirit allows to. It is Druid's best heal.
    Keep Lifebloom on the tank/player that is taking the most damage.
    You have no reason not to. Mana cost is low, and it heals good.
    Use Incarnation: Tree of Life when it's needed. (try to use it two times per fight)
    Use Tranquility when it's needed.
    Innervate when your mana is below 80%, then cast on cooldown.


While playing druid there are things u learn. Specially with spirit,
You should always have Rejuws ( 3 + ) ticking and Genesis which is extremly powerfull
WG should be used only if there are 4+ party/raid members that req healing.
If u dont have to heal,do some damage its always nice to keep up the Moonfire and periodicly to do some Wraths on the boss.
Lifebloom is to be kept on tank like u have said,but if u spec on ToL try to keep it on 2-3 targets for more clearcasts procs. It doesnt have to be 3stacks even 1 stack is powerfull HoT effect.


Quote:
Weapon - Jade Spirit: 83 Intellect / 38 Spirit.

WoD updated its supposed to be 1650 intell + 350 spirit (check freakz database)




Quote:
This is the Best In Slot gear:


Head: Self-Reflecting Mask

Neck: Lost Necklace of the Mogu Empress

Shoulders: Mantle of the Shattered Vale

Cloak: Jina-Kang, Kindness of Chi-Ji

Chest: Robes of the Shattered Vale

Wrist: Castlebreaker Bracers

Hands: Handwraps of the Shattered Vale

Waist: Seal of Karmic Return

Legs: Leggings of the Shattered Vale

Feet: Boots of Perilous Infusion

Rings:

Seal of Eternal Sorrow
Signet of the Dinomancers


Trinkets:

Prismatic Prison of Pride
Thok's Acid-Grooved Tooth


Weapons:

Kardris' Scepter
Revelations of Y'Shaarj

this is just wrong. Its correct (kinda) if we speak about SoO. make it current freakz phase.



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ihaa

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PostPosted: 17-05-2015, 13:41:27 | Translate post to: ... (Click for more languages)

As I said.. I prefer tree of life. Both Incarnation and SotF are good healing cds and i think it depends on encounter which one should you use.

Like Incarnation and SotF are Nature's Vigil and Heart of the Wild. Depends on encounter. One of them are for burst heal, another for permanent stats.

I think that Glyph of Regrowth is good for kinda replace HT because of pretty long cast against RW's cast. I cosider that Glyph of Blooming is more useful for PvP then for PvE. I will replace Glyph of Rebirth with the Wild Growth.

As I said:
Use Wild Growth on cooldown, but not when it is not the case.
This means that you shouldn't use for less than 4 targets with low hp.
I forgot to mention about Genesis. I'll edit.

The Jade Spirit enchant will be edited.

If I make the BIS gear for current Freakz phase, I should link only the Valor Quartermaster and 2 bosses from Mogu'Shan Vauls.. When there will be more Raids, I will edit. Maybe.

Thanks for comment, beasthuntres!

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PostPosted: 17-05-2015, 17:09:18 | Translate post to: ... (Click for more languages)

ihaa wrote:
As I said.. I prefer tree of life. Both Incarnation and SotF are good healing cds and i think it depends on encounter which one should you use.

Like Incarnation and SotF are Nature's Vigil and Heart of the Wild. Depends on encounter. One of them are for burst heal, another for permanent stats.

I think that Glyph of Regrowth is good for kinda replace HT because of pretty long cast against RW's cast. I cosider that Glyph of Blooming is more useful for PvP then for PvE. I will replace Glyph of Rebirth with the Wild Growth.

As I said:
Use Wild Growth on cooldown, but not when it is not the case.
This means that you shouldn't use for less than 4 targets with low hp.
I forgot to mention about Genesis. I'll edit.

The Jade Spirit enchant will be edited.

If I make the BIS gear for current Freakz phase, I should link only the Valor Quartermaster and 2 bosses from Mogu'Shan Vauls.. When there will be more Raids, I will edit. Maybe.

Thanks for comment, beasthuntres!


I meant on BiS for current phase (Mogusan vaults,Heart of Fear,Terrace of Endless Springs) so thats doable even tho we dont have all the bosses released yet(at least we know what gear pieces to aim for).
Glyph of blooming has a valid and solid use in PvE,higher brust healing from final bloom and faster lifebloom ticks.



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mystogen

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PostPosted: 29-05-2015, 07:16:08 | Translate post to: ... (Click for more languages)

Well done -
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PostPosted: 25-06-2015, 10:47:40 | Translate post to: ... (Click for more languages)

Nice guide
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Sashas

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PostPosted: 25-06-2015, 11:27:35 | Translate post to: ... (Click for more languages)

Tree of Life vs SotF is just very controversial and there is no better or worse.

These are very situational, and the only reason SotF is preferred is because it keeps consistency on every Swiftmend throughout the whole fight, while Tree just gives you burst healing when necessary on a big cooldown, can't generalize which one is better.

Also update the idea about Mushrooms working and how they work through Rejuvenation overhealing.

Not bad overall though, actually read it all.




Brewmaster Monk 5.4.8 English PvE guide

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PostPosted: 25-06-2015, 19:33:39 | Translate post to: ... (Click for more languages)

Sashas wrote:
Tree of Life vs SotF is just very controversial and there is no better or worse.

These are very situational, and the only reason SotF is preferred is because it keeps consistency on every Swiftmend throughout the whole fight, while Tree just gives you burst healing when necessary on a big cooldown, can't generalize which one is better.

Also update the idea about Mushrooms working and how they work through Rejuvenation overhealing.

Not bad overall though, actually read it all.


I know that both of them are very good. I said that I mostly prefer Incarnation but it depends on encounter which one you should use.
And about Mushroom, the Efflorescence effect doesen't work yet. I will update everything I missed after this fix.
Thanks for reading! ^^

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Kinda

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PostPosted: 30-06-2015, 23:15:27 | Translate post to: ... (Click for more languages)

nice guide



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PostPosted: 30-07-2015, 23:13:57 | Translate post to: ... (Click for more languages)

ToL is proving better then SotF on t16 live on most encounters. Tho SotF is still good.
Got to agree with NV . I also prefer it rather then HotW, 6% passive buff vs extremely powerful on demand cd, I pick the cd.


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