
This guide will be re-written for Cataclysm, but in the meantime please visit the above link for information on how to heal in 4.0.
The below information is NOT updated for 4.0.
~ Keeva
US-Caelestrasz
Last updated: 30 Apr 2010 patch 3.3.3
As a resto druid, your talent choices will vary slightly depending on whether you are healing in raids or dungeons, and whether your assignment in raids is to heal the tank or the entire raid. These are some suggested talent specs for each task, including optional points in balance to boost your haste if you are under the haste soft cap.
For more information about haste, see the Haste levels section.
To understand more about the talents and abilities in these specs, see the Spells and abilities section.
Below the haste soft cap - 18/0/52 +1 Link to build
Under the haste soft cap, you can opt to take points in the balance tree to pick up Celestial Focus. This is a quick and simple way to boost your haste substantially, until you can hit the soft cap with gear. You can take points back out as your haste increases, and put them into other talent spaces.
You will need to take 18 points in the balance tree to have 3/3 Celestial Focus. The point in Brambles can be put into Starlight Wrath, Improved Moonfire or Nature's Reach, depending on your preference. It is just the last point you need in order to get down to the 4th tier and Celestial Focus. In the resto tree you have one leftover talent - if you mostly raid heal, you might like to put this into Revitalize. If you tank heal, you might like to put it into Living Seed. Again, you can put this into another spot if you want to.
Raid healing (at or above the haste soft cap) - 11/0/55 +5 Link to build
This spec gives you all of the core resto talents, plus 3/3 in Revitalize, to return mana/energy/rage/runic power to your raid. This is an optional talent, but if you're filling out a raiding spec, you have plenty of room for it.
You have 5 points left over; you can put these wherever you want to. Living Seed is helpful if you do a little tank healing, or for fights where people may take repeated damage. Improved Barkskin is nice for progression fights, to reduce your damage taken. You could also put points into Tranquil Spirit, but this is only useful if you find you are using Nourish a lot and it is giving you mana troubles.
You could also put points into Nature's Grace in the balance tree, which benefits your Rejuvenation if using the Glyph of Rapid Rejuvenation; but since it relies on casting a crit heal, which you may not be doing much of as a raid healer, it may be of limited benefit.
Again, it's best to read through the abilities section and judge for yourself which talents would give you most benefit for your situation, your assignment, and your usual play style.
Tank healing (at or above the haste soft cap) - 14/0/57 Link to build
This is my suggested tank healing spec. It includes Nature's Grace to speed up Rejuv ticks (with the Glyph of Rapid Rejuvenation) and Regrowth casts, but won't give any benefit to Nourish if you are already haste soft-capped. However, if you are doing 10 mans or are in a raid without full haste buffs, it can benefit Nourish too. I always found it handy on "spammy" fights, but particularly in 10 man raids where I don't have access to full buffs.
It also picks up 3/3 in Living Seed, but does not include Revitalize as you won't likely be throwing HoTs around the raid anyway. You'll notice I took 2 points out of Living Spirit; many people choose to do this to be able to pick up Empowered Touch. 5/5 Tranquil Spirit will help with mana problems while spamming Nourish; but if you find you don't have mana issues, you can swap points out to invest in throughput talents instead. Use your judgment.
5 man dungeon healing - 18/0/53 Link to build
If you are only doing dungeons and not raiding, you can vary your talents a little. Some talents useful for raiding are nearly pointless for 5 mans, and vice versa. There are talents that many people think are "bad", but can be helpful while running dungeons and heroics. Improved Tranquility, for example, is a great talent for 5 man dungeons, but pretty bad for raiding.
You'll notice that I've included Celestial Focus - this is because it is usually hard to approach the haste cap with dungeon and badge gear only. Certainly it's not a concern that you won't be able to HoT a 25man raid as quickly as possible, but haste is still handy in 5 man dungeons when your tank is perhaps a little undergeared and requires bursty healing.
I've put in 2/2 Improved Tranquility, bringing the cooldown to 4 minutes. This is personal taste - I loved using this in 5 man dungeons, but it's certainly not mandatory. See how you feel. I've had to remove 1 point out of Living Spirit to do this; while 5 man dungeons are generally not marathons where you run out of mana on each pull, if you feel hindered, and you're not finding much use for Tranquility, then feel free to rearrange those points.
Below is a list of our key talents, and how they boost our healing. Note: Some talents also boost our offensive spells; in the interest of being as brief as possible, I've ignored these boosts. You should ensure that you read the tooltips for yourself to fully understand each talent. Don't simply grab a spec and run with it; make sure that you understand what each talent does for you.
| Core talents |
|
Genesis (balance) |
Increases the healing done by your HoTs by 5%. Anything that boosts our HoTs is important. |
|
Moonglow (balance) |
Reduces the mana cost of your Healing Touch, Nourish, Regrowth and Rejuvenation spells by 9%. For tank healing, a mana saving on Nourish is particularly useful. For raid healing, we often cast Rejuvenation very frequently, so this quickly adds up to a lot of mana saved. |
|
Nature's Majesty (balance) |
Increases crit chance of Nourish and Healing Touch by 4%. This in itself isn't amazing; Nourish already has high crit thanks to Nature's Bounty, and high crit on HT isn't particularly important as we don't use it frequently (although more crit on emergency heals isn't a bad thing), but we need these points to get down to the next tier. |
|
Nature's Splendor (balance) |
Extends your Rejuv by 3 seconds, your Regrowth by 6, and your Lifebloom by 2. More HoT uptime for fewer GCDs makes this talent invaluable. |
|
Imp Mark of the Wild |
Increases the effects of your Mark/Gift of the Wild by 40% (applies to anyone receiving your buff) and increases your total attributes (stam, str, agi, int, spi) by 2% (applies only to you - does not increase anyone else's attributes). Note: these increased effects will not show up in your Mark/Gift tooltips on your screen. |
|
Nature's Focus |
Reduces pushback while casting Healing Touch, Nourish, Regrowth and Tranquility by 70%. Not terribly essential, as you shouldn't usually be taking damage, but good for emergencies and fights with "pulse" damage. Mostly required to get to the next tier. |
|
Subtlety (2/3) |
Reduces the threat generated by your restoration spells by 20%. Only 2 points are required to get to the next tier. Threat and aggro should not be much of a problem with today's tanking threat, so it's really not necessary to put a third point in this talent. |
|
Natural Shapeshifter |
Reduces the mana cost of all shapeshifting by 30%. Not too much of an issue in PvE healing, as you will generally stay in Tree form most of the time, unless getting out of snares etc. Required for next tier. |
|
Intensity |
Allows 50% of your mana regen to continue while casting. Key regen talent. |
|
Omen of Clarity |
Your heals have a chance to proc "Clearcasting", which makes your next heal or attack free. The buff lasts 15 seconds, and if not used, will expire. Very handy for timing expensive spells such as a Lifebloom stack refresh, or a Tranquility. Many people don't realise how important this talent is, and will skip it - but Clearcasting procs often, giving you a lot of free spells. It is an excellent mana-saving ability.
5.83% chance to proc from spell casting. Does not proc from shapeshifting (and is not consume by shapeshifting either). Gift of the Wild cast on multiple people has a very high proc chance. |
|
Master Shapeshifter |
Increases healing in Tree of Life form by 4%. |
|
Tranquil Spirit (1/5) |
Tranquil spirit reduces the mana cost of Healing Touch, Nourish and Tranquility. This talent is only really useful if you are tank healing (with a lot of Nourish), AND you need the mana. If you don't have any mana troubles, then this talent is a waste of points. It's not a bad talent - it's just situational, and you should consider its worth before you put points into it. |
|
Improved Rejuvenation |
Increases the effect of your Rejuv spell by 15%. No brainer - Rejuv is our staple, and this talent boosts it by 15%. |
|
Nature's Swiftness |
Grants the ability Nature's Swiftness (see abilities below) |
|
Gift of Nature |
Increases the effect of all healing spells by 10%. Another obvious choice. |
|
Empowered Touch |
Your Healing Touch spell gains an additional 40% and your Nourish spell gains an additional 20% of your bonus healing effects. Essential for tank healing, but also extremely good for emergency healing or times when you need to bust out some direct heals to save the day. Personally, I consider this talent mandatory, but some people choose not to use it if they hardly ever use Nourish. Use your best judgment - but remember that it does add a substantial amount to your emergency NS+HT combo. |
|
Nature's Bounty |
Increases the crit chance on your Regrowth and Nourish by 25%. Another essential tank healing ability, but also works with other talents like Living Seed, Nature's Grace, etc - and is very good for emergency raid healing. |
|
Living Spirit *** |
Increases your total spirit by 15%. This gives you regen, but also converts to spellpower through your Tree of Life talent. However, the regen and spellpower are relatively small buffs, and now that Innervate is not based on your spirit, the benefit from this talent is seen by some as marginal - in which case they choose to make Living Spirit an optional talent, should they need points for something else. |
|
Swiftmend |
Grants the ability Swiftmend (see abilities below) |
|
Empowered Rejuvenation |
The bonus healing effects of your HoT spells is increased by 20%. Another obvious choice. |
|
Tree of Life (ToL) |
Reduces the mana cost of HoTs by 20% (note: you do not have to be in ToL for this benefit), grants you the ability to shapeshift into ToL form. While in ToL form you incrase healing received by 6% for all party/raid members, but you can only cast restoration spells + Innervate + Barkskin + Nature's Grasp + Thorns.
The 6% healing buff does not stack with a paladin's Improved Devotion Aura. |
|
Improved Tree of Life |
Increases your armor and increases healing spellpower by 15% of your spirit while in ToL form. This talent takes your spirit and converts it into spellpower - so while in ToL form your heals and HoTs are more potent. If you drop out of ToL form, they will be weaker. |
|
Gift of the Earthmother |
Increases your total spell haste by 10% and reduces the base cooldown of your Lifebloom spell by 10%. This is a core talent, and extremely rare that you would remove points from this, even if you have plenty of haste. It is essential for reducing our GCD down to 1.0sec, and reduces the GCD of Lifebloom a further 10%.
By having a GCD at or close to 1.0 seconds, you can cast more in quick succession, which is particularly valuable when casting instant cast HoTs across the raid. Simply put - a GCD of 1.5 seconds rather than 1.0 seconds means that you would have to wait an additional 0.5 seconds each time before you can cast your next heal. Even fractions of a second can make a difference in fast-paced healing environments.
This talent is a simple and economical way to boost your haste quite substantially. |
|
Wild Growth |
Grants you the ability Wild Growth (see abilities below) |
| Optional talents |
|
Nature's Grace ** (balance) |
All non-periodic (ie, no HoTs) spell crits have a 33/66/100% chance to increase spell casting speed by 20% for 3 seconds. Basically - it gives you a bunch of haste for 3 seconds.
Great if you have low haste, and for fights that are "spammy". Note though that if Nourish is already a 1.0s cast, Nature's Grace will cause you to "clip" your Nourishes, meaning that the Nourish will be faster than the 1.0s GCD, and you'll have to wait for your GCD to finish before you can cast another Nourish.
Does not proc from crit Rejuv ticks (4pc T9) or from the bloom of Lifebloom. |
|
Celestial Focus ** (balance) |
Increases your spell haste by 1/2/3%. Celestial Focus is taken if you are below the haste soft cap. It is an easy way to get an extra 3% haste, until you have enough haste from gear. |
|
Revitalize |
Your Rejuv/WG spells have a 5/10/15% chance to restore 8 energy, 4 rage, 1% mana or 16 runic power per tick. Basically, when you put Rejuv or WG on your targets (or yourself), you have a small chance to return power to those targets, according to the power type that they use.
Not bad for mana classes, but they often have Replenishment effects. However, melee DPS classes don't have any other buffs that return energy, rage, or runic power, so they love this ability. Where mana is not an issue, I try to cycle Rejuvs and WG through melee, even if they are not taking very much damage, because it will boost their DPS and speed up the fight. |
|
Living Seed |
When you crit with Swiftmend, Regrowth, Nourish or Healing Touch, you have a 33/66/100% chance to plant a Living Seed on the target for 30% of the amount healed. This seed will bloom when the target is next attacked. Lasts 15 seconds.
Basically, when you crit with one of your direct heals, LS leaves behind a heal 30% the size of that crit, ready to explode and heal your target the next time they take a hit. It is 30% of the gross healing, including any overheal. Unfortunately, it blooms on next hit, not on next damage taken, so if your target is shielded or otherwise at full health, the LS will still go off when they are hit, and will overheal.
This is still a good talent for tank healing or for fights with "bursty" damage that requires direct healing, as it helps to buffer the next spike of damage while you are winding up your next heal. |
|
Improved Barkskin |
Grants 80/160% additional armor while in travel form or not shapeshifted, increases the damage reduction granted by Barkskin by 5/10%, and reduces the chance your Barkskin is dispelled by 35/70%.
The extra damage reduction is quite good for progression raiding, for encounters with heavy raid damage. Damage mitigated by you is damage not required to be healed, which means more healer time on the tanks or other people. On fights where survivability of each single player can mean success or a wipe, this ability can be very valuable. |
|
Tranquil Spirit (more points) |
As above - you only need to fill this talent out if A) you're using Nourish a lot and B) you find it is taxing on your mana. If you don't have mana troubles, then you don't need this talent. |
|
Natural Perfection |
Grants 1/2/3% crit. This was considered a good talent to have with 4pc T9 (for critting Rejuv ticks), but generally isn't very good value point for point. 3 points for 3% crit, when crit isn't particularly valuable for us, is not a great investment - unless you have points left over. This may change in Cataclysm when HoTs can crit; crit rating may become more enticing for us. |
|
Improved Tranquility |
Reduces the threat caused by Tranquility by 50/100%, and reduces the cooldown by 3/6 minutes. Threat isn't usually an issue; the main benefit here is reducing your cooldown from 10 minutes to 7 minutes or 4 minutes. This has extremely limited use in raids as it is party-limited, but a 4 minute cooldown can be great if you mostly run dungeons and heroics. Rarely taken in raiding specs, but quite good for 5 mans. |
|
Subtlety (last point) |
As above, threat is rarely an issue, but if you feel that you need the extra point, go for it. |
| Undesirable talents |
 |
Anything other than the above listed balance talents |
 |
Furor |
This is a feral/balance talent only. |
 |
Naturalist |
This is a great talent for levelling, particularly as feral, but almost entirely useless in endgame PvE. Healing Touch is rarely used, and making it a short cast is pointless because Nourish trumps it. Naturalist is only used in PvE healing extremely rarely, for single bosses that perhaps require a unique approach (eg Anubarak 25man heroic). Don't take it in a normal raiding spec. |
All core talents are taken to max rank, unless otherwise stated.
** These talents are core if you are below the haste cap
*** Some people choose to give up Living Spirit in favour of other talents. Living Spirit is relatively weak. |
In this section, I'll go through the key abilities that you would normally use to heal a party or raid. If a defensive or other spell has a frequent use in healing groups, I will include it also, but in the interest of brevity the focus will be on healing spells and their strengths/weaknesses.
We have five types of heals:
| Type |
Spells |
Use |
| Instant HoT |
Rejuvenation
Lifebloom Wild Growth (group) |
Tank buffer/stabilisation
Topping up small amounts of raid damage
Blanket raid healing (Rejuv) on encounters with widespread, steady raid damage |
| Instant direct heal |
Swiftmend |
Emergency heal (can only be used with Rejuv or Regrowth on the target) |
| Direct heal with HoT |
Regrowth |
Tank buffer/stabilisation
Can be used for raid healing if target is missing a chunk of health and you expect them to continue to take damage, which makes the HoT portion useful. (For topping up players who are unlikely to take more damage soon after, use Nourish.) |
| Direct heal |
Healing Touch
Nourish |
Tank healing, topping up larger amounts of damage that HoTs are unlikely to handle quickly |
| Channeled |
Tranquility |
Group-wide heal, usually used when concentrating on healing one person at a time would mean others would die. |
|
 |
Here's an explanation of each of our healing spells, and what they are used for.
| Core abilities |
|
Rejuvenation |
Instant HoT
Single target |
Instant cast HoT that ticks every 3 seconds for 15 seconds (18 with Nature's Splendor). If using the Glyph of Rapid Rejuvenation, the overall duration will be shorter, but the ticks will be closer together (depending on your haste levels).
This is our staple HoT for both tank healing and raid healing. It is used to help stabilise tanks, to top people off, or to provide a buffer against steady and predictable raid damage.
It can also be Swiftmended for a fast, direct heal, and applying it to a target will buff the size of your subsequent Nourish casts. |
|
Lifebloom |
Instant HoT
Single target, stacks to 3 |
Instant cast HoT that ticks every second for 7 seconds (9 with Nature's Splendor, 10 with Glyph of Lifebloom). Can be used as a single stack for a small amount of healing (eg, topping up a raid member), or stacked to 3 for a potent stabilising HoT on tanks or anyone else taking sustained damage. When allowed to expire, it "blooms" for a good-sized direct heal (which can crit), and also returns 50% of the base mana cost of the spell.
"Rolling" Lifeblooms refers to creating a 3 stack and continuing to "roll" it by refreshing the stack before it is allowed to expire and bloom. This is very high HPS (healing per second) but also very expensive. A more efficient method is the "slow stack", which refers to casting 1 Lifebloom, going back to other healing until the LB is about to expire, casting a second Lifebloom (to create a 2 stack), once again doing other healing until it's about to expire, and then coming back to cast a third Lifebloom to create a 3 stack. The stack is then allowed to expire, and the cycle repeats. Building the stack slowly like this is still high HPS but is less punishing on your mana.
Also buffs the size of your Nourish casts. |
|
Wild Growth |
Instant HoT
Up to 6 targets, smart heal. Range dependent. |
Instant cast multi-target HoT that ticks every second for 7 seconds, with a 6 second cooldown. The initial tick is the strongest, tapering off to the weakest tick at the end, meaning that the heaviest healing will be at the beginning of the spell.
Targets up to 5 friendly units (up to 6 with glyph) within 15 yards of the target that you cast the spell on. Can be cast on hostile units. This means that you can cast WG on a boss, and it will target 5 of your raid members within 15 yards (very handy for healing melee). It is also a smart heal - it will target the people who require healing the most, but is range-dependent, and can also target pets. Only useful on fights where sufficient people are clumped together; if spread out, and only hitting 1 or 2 people, it is not worth casting.
Also buffs the size of your Nourish casts. |
|
Swiftmend |
Instant direct
Single target |
Instant cast direct heal that consumes either a Rejuvenation or a Regrowth from your target. This Rejuv or Regrowth can be yours or another druid's. Will always choose the spell with the shortest duration left. This is our staple emergency top-up heal - excellent for tank healing but also for spot raid healing.
If Rejuv is Swiftmended, the heal will be equivalent to 12 seconds of the Rejuv (note: Glyph of Rapid Rejuvenation has no effect on this). If Regrowth is Swiftmended, the heal will be equivalent to 18 seconds of the Regrowth. Scales with your spellpower; affected by your talents that boost HoT strength (not duration); can crit.
A Swiftmended Rejuv will be larger than a Swiftmended Regrowth, so you should generally try to Swiftmend a Rejuv if you can - but in emergencies it is not a big deal to worry about this.
If using Glyph of Swiftmend, the HoT is not consumed, and continues to tick as normal. |
|
Regrowth |
Direct + HoT
Single target |
2 second cast (less with haste) heal with a direct portion and a HoT portion that ticks every 3 seconds for 21 seconds (27 seconds with Nature's Splendor).
Good for tank healing or for healing someone who has lost a portion of their HP and may take further damage in the next 20-30 seconds.
Can be Swiftmended for an instant emergency heal. Initial direct portion can crit; HoT ticks cannot. Also buffs the size of your Nourish casts. |
|
Nourish |
Direct
Single target, buffed by No. of your HoTs on target |
1.5 second cast (less with haste) direct heal. Small base heal, but can be buffed by adding a HoT to your target first, in which case Nourish will heal for 20% more.
If you also have the Glyph of Nourish, each HoT will heal for an additional 6% (note: Lifebloom counts as a single HoT, regardless of the number of applications on the target). Only your own HoTs count towards boosting your Nourishes - other druids' HoTs do not have an effect.
Used for tank healing, or for topping people up quickly (in cases where HoTs will not top them up quickly enough). Can be used without HoTs on the target, but this is inefficient, and it is best to have at least a single HoT on them to boost Nourish by 20%. |
|
Healing Touch |
Direct
Single target |
3 second cast (less with haste, less with Naturalist - but this is not a raiding talent). Large direct heal; its slow cast time means that it is hardly ever used for raiding other than with Nature's Swiftness for a big emergency heal.
Very occasionally used with Glyph of Healing Touch but usually only for cutting edge heroic content (highly situational) and while levelling. Using the glyph means that your emergency heal is cut in half, which is undesirable for raiding (but fine for levelling, where fast heals are generally more important than big heals). |
|
Tranquility |
Channeled
Party only, range dependent |
Channeled, party-wide spell that ticks every 2 seconds for 8 seconds (with haste, ticks are closer together and overall duration is reduced). 8 minute cooldown (less with talents - although generally not taken for raiding). Ticks cannot crit.
This is a powerful group heal for emergencies where healing one person might mean that others will die - for example, when everyone in your party is taking damage at once, and HoTs or single target healing won't keep them alive. In a raid, this spell can only target people in your own party (and if those party members are out of range, they will not be healed).
This spell must be channeled, and any damage will shorten the duration. If you are likely to take damage while you are casting, use Barkskin before you cast Tranquility. |
| Other abilities |
|
Barkskin |
Barkskin reduces damage taken by you, and prevents you from being interrupted while casting. Excellent for emergencies where you have to channel or cast direct healing spells. Can be used in any form. Barkskin is invaluable. Use it on encounters where you take predictable damage; you can time it to reduce damage before it happens. Or, you can use it defensively to reduce unexpected damage - for example, if you pull aggro it can help you survive long enough for a tank to save you. Less damage taken means less healing that you'll need, which in turn means more time focusing on the tank or other people who need healing. |
|
Entangling Roots |
Occasionally you may be asked to use Entangling Roots as a form of crowd control in raids, or you might use it defensively, to keep something away from you. Warning: If you root something immediately next to another player, that mob will most likely turn around and melee that person. Be careful! |
 |
Innervate |
The target regenerates mana equal to 225% of the druid's base mana pool over 10 sec. 3 minute cooldown. At level 80, this is 7866 mana (9439 with Glyph of Innervate). This is the same amount regardless of who you cast innervate on (yourself or another person). You can choose to give your Innervate away, or keep it for yourself. If used on cooldown, it is the equivalent of ~220mp5 added onto your regen. With a short cooldown, you should try to use early so that it is available again ASAP. I wait until I'm ~8000 mana down and then use it. |
|
Nature's Grasp |
Nature's Grasp is now a 3-charge spell. You can cast it in any form, and it is a brilliant defensive ability. If you are being pursued by a mob, or you need to get away because one is beating on you and interrupting your casts, you can use Nature's Grasp, wait for the mob to hit you and proc the roots, and then step away. Works 3 times - either 3 times on a single mob, or once each on up to three mobs. As above - if mobs are rooted next to other people, they may be meleed. |
|
Nature's Swiftness |
Nature's Swiftness makes your next nature spell instant cast. Can be used with heals such as Healing Touch (most often), Regrowth or Nourish (not worth it), or for an instant battle resurrection with Rebirth. It works on any nature spell, so it can also be used on offensive abilities, but in the case of the PvE resto druid, you will almost exclusively use it with Healing Touch, and sometimes Rebirth. You can create macros to link NS with Healing Touch and Rebirth, to reduce it to a single keypress (see the macro section). Note: if you use this ability but don't consume it by casting a nature spell, the cooldown doesn't start. It starts from the time that you cast your nature spell and consume the NS effect. |
|
Cure/Abolish Poison |
Removes poison effects from your target. Abolish Poison attempts to cure a poison immediately, and then (like a HoT), attempts to cure a poison every 3 seconds for 12 seconds. This is handy for poisons with multiple stacks, or poisons that are reapplied in quick succession. You can either use Abolish Poison as a "set and forget" cleansing spell, or you can apply Abolish, and then use Cure Poison in conjunction with it to remove the applications of poison as fast as possible.
Never "spam" Abolish Poison, because it resets the duration and wastes the cleansing ticks. Apply an Abolish Poison, and then "spam" Cure Poison if you need to. (Note: This will change in Cataclysm as Abolish Poison will be removed.) |
|
Remove Curse |
Removes a curse effect from your target. |
|
Revive |
Our out-of-combat resurrection spell. |
|
Rebirth |
Our in-combat resurrection spell, also known as "Combat Rez" or "Battle Rez" or simply "BR". |
| Buffs |
|
Mark/Gift of the Wild |
A single or party/raid-wide buff that provides extra armor, a buff to stats (stam, str, agi, spi, int), and resistance to all schools of magic. This is a core raiding buff. |
|
Thorns |
A single-target buff that causes damage to an attacker when the target is hit. Can be applied to as many targets as you like. Apply this to your tanks for a small amount of added threat. Use it on yourself while soloing, for a small amount of added damage. Don't use it on non-tanks in groups; if they get aggro, you don't want to exacerbate the problem with thorns damage (however minor). Stacks with a paladin's Retribution Aura. |
Healers don't use set rotations in the same way that a DPS class would, in order to maximise DPS. Certainly on some fights, the incoming damage is quite predictable and we can follow a quasi-rotation; but there will always be times that we need to judge the rise and fall of incoming damage, and make quick judgment calls on which of our abilities best fits the situation.
Here are some suggestions for how to use your spells. Remember: it's up to you to get the "feel" of fights and judge for yourself which abilities to use - but this will give you a starting point. Standard disclaimer: Your mileage may vary according to the size of your raid, your assignment, how many people stand in fire, the number/skill/gear of your other healers, etc.
Raid healing
Our main raid healing spells are Rejuvenation and Wild Growth. Swiftmend, Nourish, NS+HT and Regrowth can be used to give extra burst healing if HoTs are not enough.
For fights with constant AOE or pulse damage, a "5x1" rotation of 5 Rejuvs and then a WG on cooldown is very effective. This is often called "blanketing" the raid. Work methodically through the raid, casting 5 Rejuvs and then a Wild Growth each cooldown. Remember - WG is only effective if people are clumped and in range - so it is often best used on melee. Try to use WG only if you know it will hit at least 3 people - otherwise it is not worth using.
Rejuv can also be used for spot healing, but it is not a very good reactive heal, because it starts ticking 3 seconds after you cast - in which time someone may have already healed your target. It can tick sooner if you have high haste and Glyph of Rapid Rejuvenation, but it is still best used as a proactive heal rather than a reactive one. Try to put it onto people who you think will be taking damage soon. You can still put it onto people who have already taken damage, if you think that they may continue to take damage and will benefit from your HoT ticks.
Lifebloom is a cheap and quick spot heal for small amounts of damage that don't warrant a Rejuv or a direct heal. Don't bother with a Rejuv if someone only needs 1000hp (unless you think they will need further healing very soon) - a single Lifebloom is fine. Warning: may be wasted if other healers in your raid decide to top off your target. Personally I prefer to use Rejuv for random healing, because I have Revitalize, plus it sets that person up for a Swiftmend, should the need arise. Use your judgment.
Regrowth can be used if a raid member is missing a portion of health AND will likely benefit from the HoT portion of the spell; that is, if you think they will continue to take some damage even after you top them off. If they are unlikely to require more healing after you top them off, use Nourish. Nourish should be used with at least one HoT on the target; Lifebloom is a fast and cheap option, or use Rejuvenation if you think they will need a stronger HoT or possibly a Swiftmend soon.
Tranquility is not often used in raids, because it is party-only, and requires that the people you need to heal are both in your party and in range. |
Tank healing
Pre-hot your tank before you pull. Start with Regrowth as it has the longest duration, then Rejuvenation, then stack Lifeblooms. Try to drink before the tank runs in, so that you are back at 100% mana before combat begins.
Keep Rejuvenation and Regrowth on the tank at all times, to provide a buffer.
Slow-stack Lifebloom to 3, and then either let it bloom (and repeat) or "roll" it by refreshing the third stack before it drops off. Slow stacking and allowing it to bloom is generally seen as the better strategy as it is a lot easier on your mana, is only slightly lower HPS than rolling, and is a little more forgiving in terms of timing.
Once you have all of your HoTs on the tank, fill in the gaps with Nourish, Swiftmend, and NS+HT. Make sure you have your HoTs up on the tank before you Nourish, so that you get the full benefit from your Nourish glyph. If you have spare GCDs, you can WG through the tank to help heal melee and put an extra HoT on the tank - but this isn't necessary.
|
Dungeon healing
Very similar to tank style healing. Pre-HoT the tank. Keep Rejuvenation and Regrowth on the tank at all times, to provide a buffer. You can use Lifebloom if you want, but it may not be necessary to keep a full stack on the tank. You may choose to put a single Lifebloom up to buff Nourish.
Once you have your HoTs on the tank, fill in the gaps with Nourish, Swiftmend, and NS+HT.
If you anticipate group damage, try to put Rejuvs up ahead of time. WG when the group takes damage, and then use Nourish to top them up if required (WG will boost their Nourish heals).
If things go pear-shaped, hit Barkskin and Tranquility to heal the entire group at once.
It's also a good idea to keep a Rejuv on yourself when you can, just in case you pull aggro or take other damage. Keeping yourself alive is extremely important - a dead healer can't heal the tank.
|
General tips
Don't clip your HoTs. If you refresh your Rejuv or Regrowth before the duration has finished, you are wasting ticks of the spell. Wait for them to expire before you refresh. The only exception to this is in situations where you need to refresh early because you know you won't be able to do it on time. For example, a phase transition, or you have to run out of range for a few seconds to avoid fire. The general rule is don't clip - but there may be times that it is necessary.
Try to only use Nourish if you have at least one HoT up on the target. It's not mandatory - you can still use Nourish without HoTs, but it will be a weak heal.
Only use WG if you think it will hit at least 3 targets. Otherwise, don't bother.
Use Barkskin if you are taking damage and need to cast heals without interruption.
When assigned to the raid, you should keep HoTs on the tank when you can - if only Rejuvenation. Don't ignore your job to do this, but remember that HoTs on the tank help to smooth out the damage, and we should always try to keep at least one HoT up. This also means the tank can be Swiftmended if necessary.
A HoT ticking on the tank as he runs into combat will not cause the mobs to aggro onto you, while you are out of combat. So it is best to set up your HoTs and then stand back out of combat (a perfect opportunity to drink) while the tank establishes aggro. If you immediately start bombing the tank with heals, you will probably pull the mobs off him.
Innervate early and often.
Bounce.
Anticipate problems such as being feared out of range, frozen, silenced, interrupted etc - and try to have pre-HoTs up to deal with this. Even if you are silenced or incapacitated, if you have HoTs up on your tank/group/self, they can continue to heal until you have a chance to get back in again.
Learn First Aid and keep bandages handy. Too many healers say "I don't need First Aid, I'm a healer." I've lost count of the times that I've saved myself or my group by using bandages. If you are OOM, silenced or locked out of your nature spells, bandages can save the day. Don't underestimate them.
Don't try to "snipe" healing on targets that aren't your assignment. There's often a fine line between helping the other healers and stomping on them. Apart from being very annoying, it is also very wasteful of your mana and theirs. If you can, try to use a raid frame mod that will show you incoming heals, other players' HoTs and even shields on raid members, so that you can decide whether your heal is going to be wasted or not. |
Stat priority
Haste (to soft cap) > Spellpower > Spirit > Crit > Int > MP5
| Spellpower |
Our primary stat is Spellpower, and it basically goes without saying that you should prioritise it. However, spellpower will generally come with gear automatically. Spellpower increases the size of our heals and our HoT ticks. For information on coefficients, click here. |
| Haste |
Haste (under the soft cap) is extremely valuable, in order to have our GCD reach 1.0s (which allows us to cast more spells). Past the soft cap, haste only benefits our non-instant casts (excluding Nourish). |
| Spirit |
After haste and spellpower, prioritise spirit. Spirit increases our mana regen, and also gives a small boost to our spellpower when in Tree of Life form (0.15 spellpower per point of spirit - 0.168 with Blessing of Kings and Improved Mark of the Wild, 0.194 with Living Spirit). |
| Critical strike rating |
1% crit = 45.9 crit rating. Crit heals do 1.5 times the healing of non-crit heals.
Crit is not a very desirable stat for resto druids (currently) because the majority of our healing is done through HoTs, and HoTs cannot crit, with the exception of Rejuvenation with the 4pc T9 set bonus. This will change in Cataclysm when HoT ticks are able to crit - but it remains to be seen how valuable crit becomes for us.
If you are under the haste soft cap, you should avoid crit pieces (set pieces often excepted) unless they are a considerable upgrade over your current option. Remember that picking up crit is often at the expense of haste. |
| Intellect |
Intellect will come naturally from gear. Never prioritise intellect. |
| MP5 |
Similar amount of regen to spirit/intellect. It's not horrible, but you should aim for spirit pieces rather than mp5 pieces, because mp5 does not scale with buffs like Kings, and adds no throughput. |
At low levels of gear you may find that you need to juggle a little more regen - an OOM healer is a useless healer. So, temporarily your stat priority may look more like:
(Spellpower) + Enough regen to get the job done > Haste to soft cap > Spellpower > Spirit.... (etc)
Remembering that spellpower is always important, and getting to the haste soft cap is still your primary goal (maximising spellpower after that).
Haste levels
With recent changes to our talents and our haste soft cap, we now have to strive for higher levels of haste to reach the haste "soft cap", which is the amount of haste required to reduce our global cooldown (GCD) to 1.0 seconds. This is as low as the GCD can go.
Reducing the GCD from 1.5 to 1.0 seconds means that we can squeeze in more spells in the same period of time. In the case of instant cast spells for example, with a 1.5 second GCD we would be able to cast 10 instants in 15 seconds. With a 1.0 second GCD, we would be able to cast 15 instants in those 15 seconds. Obviously this is extremely valuable, because it means we can cast heals faster and this means being able to heal more people at once (or save more people in an emergency).
 |
How much haste do I need?
| Haste rating |
32.79 haste = 1% spell haste |
% Haste required to reach 1.0s GCD
|
36.36% (with 5/5 GotEM) or 1192.36 haste
|
| Other haste talents |
Celestial Focus (3%) |
| Raid buffs |
Improved Moonkin Aura OR Swift Retribution Aura (3%)
Wrath of Air Totem (5%) |
With all haste buffs at 5/5 Gift of the Earthmother, 735 is the haste soft cap with 3/3 Celestial Focus. Without Celestial Focus, the soft cap is 856.
If you don't have points in these talents, or if you are missing a haste buff (which is quite likely in smaller groups), then your haste soft cap will be different. Refer to this table for more information. |
Gemming for haste
You can use haste gems to top up your haste levels to reach the soft cap. However, if you are missing a large amount of haste, it is best to take Celestial Focus for an extra 3%. This is the equivalent of approximately 100 haste, which is 10 Reckless Ametrines or 5 Quick King's Ambers - and this is excessive. It is far more economical to give up some talent points (temporarily) to take CF, than it is to try to gem to reach the cap. You should really only gem for haste to get that last little bit to the cap - not for hundreds of haste.
For more information on gems, see the gem section.
Gems
The basic rule for gemming a resto druid is to aim for straight spellpower (Runed Cardinal Ruby), except:
- If you need to activate a meta gem, use hybrid gems to activate it.
- If you need to activate a good socket bonus (7 or 9 spellpower), use hybrid gems to activate it.
- If you need more regen, use Purified Dreadstone or Luminous Ametrine hybrids.
- If you need more haste, use Reckless Ametrine (preferred) in red or yellow slots, or Quick King's Amber in yellow slots.
Remember that hybrid gems (orange, purple, green) count as two colours when matching sockets or activating meta requirements. So a Reckless Ametrine fits in both yellow and red slots, but for a meta gem it counts as both a yellow gem AND a red gem. So if a meta gem requires you to have a red gem and a yellow gem, a single orange gem will meet this requirement.
For meta slots, Insightful Earthsiege Diamond is an exceptional amount of regen in a single slot, and is quite valuable. You could also use Ember Skyflare Diamond for more spellpower, but you are essentially trading off ~50-100mp5 for 25 spellpower. If you are putting regen anywhere else on your gear (such as trinkets), you should consider the IED instead. For more information, read my article here.
Glyphs
Raid healing
| Glyph of Wild Growth |
Adds another target to your WG, up to 6 targets. Staple raid healing glyph; also increases your chance for Revitalize procs. Remember though: only effective on fights where the raid is standing close enough to hit 6 targets.
For 10 man raids, some people love the WG glyph as it hits 60% of the raid at once (range permitting); other people think it is bad because it's rare that all 10 people will be close enough together, etc. Personally for 10 mans I prefer Nourish, because with fewer healers, you often have to do more direct healing, and I find the Nourish glyph more valuable than the WG glyph. |
| Glyph of Rapid Rejuvenation |
This is another glyph that is subject to debate; many people don't like it because it shortens their Rejuv duration meaning they are healing fewer people at once.
With this glyph, your Rejuv does the same amount of healing overall, but on fewer targets, meaning that your single target HPS is higher, because it is ticking faster. So you might be doing 1500HPS on 10 people instead of 1000HPS on 15 people (this is just an example, not real numbers). I like it because it ticks quickly, meaning my targets are more likely to be topped up fast.
On fights where there is low, constant aura damage, you may prefer not to use it. But this will depend heavily on the rest of your healing team, how many healers you take, and their assignments. If you are the only resto druid in your raid, you may prefer to be able to have Rejuvenations up on more targets.
There is no right or wrong with this glyph; there are too many factors that can influence its value. You'll need to decide what's best for your style, your raid makeup, and the fight. Do you need faster-ticking heals on fewer people, or slower-ticking heals on more people? Use your judgment. For more reading, see my article on RR.
Personally, I almost never take this glyph off. |
| Glyph of Swiftmend |
This glyph allows you to Swiftmend without removing the HoT (yours or another druid's). Some people feel this is invaluable - certainly it means that your rotation isn't interrupted by a lost Rejuv on someone in the raid. And other people think it is just courtesy to use it so that if you raid with another druid, you aren't consuming their HoTs.
It's very hard to calculate what this glyph is worth - it basically saves you a GCD and whatever healing was remaining on your HoT. I'm not terribly convinced of its benefit, particularly for raid healing and with the 4pc T10 bonus adding extra Rejuvs to the raid. And (call me rude if you like) I don't think glyph choices should rest on "being nice" to someone else in the raid, at the possible expense of a more valuable glyph choice.
I generally use Glyph of Nourish over Glyph of Swiftmend. |
| Glyph of Nourish |
I find Glyph of Nourish to be handy for raid healing on "bursty" fights, or any encounter where I will need to top people up in a hurry or lend a hand with tank healing. It is also good for 10 man healing as there is more direct healing required. It has limited use on many 25man raid healing encounters, though. |
|
Tank healing
| Glyph of Nourish |
Mandatory for tank healing; with full HoTs on your target, it makes your Nourish a nice hefty heal. |
| Glyph of Rapid Rejuvenation |
Faster Rejuvenation ticks provide a better buffer on the tank. |
| Glyph of Swiftmend |
When tank healing, you don't want to remove your HoTs from your target, as this will cost you healing and an additional GCD. |
|
Other glyphs
| Glyph of Healing Touch |
This is a highly situational glyph that is mostly used for levelling, and for extremely rare boss fights such as Anub 25 (hard mode). In taking it, you slash your emergeny NS+HT heal, and if you take 5/5 Naturalist (which is usually taken in conjunction with the glyph), you lose talent points in other valuable talents. Plus, HoTted Nourish performs better anyway. It's just not worth it for raiding. |
| Glyph of Lifebloom |
Adds 1 seconds to Lifebloom. This was once a very popular glyph, but now that we don't keep rolling Lifeblooms on multiple targets, it just doesn't benefit us very much, and isn't worth giving up a glyph slot. |
| Glyph of Innervate |
If cast on yourself, returns an extra 1573 mana every 3 minutes, or 43.7mp5. You may choose to use this glyph at the very beginning of your raiding career, when your regen is low. But, generally speaking, it's not a very good glyph compared to your other options. You'll have to judge whether 43.7mp5 is worth giving up one of the other glyphs. Use it temporarily, if you have to. |
| Glyph of Rebirth |
This glyph returns your target to life with full health. It can be situationally good for particular encounters where it is essential that your target is up immediately, or where there is a danger that they might die again from a tick of damage before healers have a chance to heal them up. This is another glyph with a nice effect, but isn't really worth giving up one of the other glyphs. |
| Glyph of Regrowth |
This glyph boosts your next Regrowth spell by 20% - both the direct and HoT portions (so the initial heal is 20% bigger, and the HoT ticks are also 20% bigger). Other than on tank healing, we rarely "chain" Regrowths, so this glyph has limited use. I've used it once or twice in Ulduar on bosses that needed heavy tank healing, but otherwise it isn't particularly good at the moment. If changes to our healing styles in Cataclysm brings less of an emphasis on Rejuv and more on Regrowth, this may become a useful glyph once more. |
| Glyph of Rejuvenation |
Glyph of Rejuvenation is quite situational. It requires your target to drop under 50% health, and stay there long enough for a tick of your Rejuv to land. Oftentimes, other healers will top off your target before this can happen. So it's really only valuable on fights where people drop to low health and stay dangerously low for a number of seconds - although teamed up with Rapid Rejuv, it will tick faster, obviously. It can be quite good for some progression fights. You'll need to decide for yourself whether it's worth it. It's not awful, but it's certainly situational. |
|
Minor glyphs
| Glyph of Unburdened Rebirth |
Your Rebirth spell no longer requires a reagent. No more "I can't rez, I ran out of reagents" moments. |
| Glyph of Aquatic Form |
Increases swim speed by 50% in aquatic form. |
| Glyph of the Wild |
Mana cost of your Mark and Gift of the Wild spells reduced by 50%. Handy for buffing in the middle of an encounter. |
| Glyph of Dash |
Reduces the cooldown of your Dash ability by 20%. Mostly just handy for running back from raid wipes. |
| Glyph of Thorns |
Increases the duration of your Thorns by 50 min when cast on yourself. For a resto druid, this would only be (marginally) useful for soloing. |
|
Idols
Rating |
Name |
Effect |
Notes |
Cost |
| Best |
Idol of the Black Willow |
The periodic healing from your Rejuvenation spell grants 32 spell power for 15 sec. Stacks up to 8 times. |
This is the best available idol, granting 256 spellpower. Assuming we always have Rejuv up on someone in the raid, it will have 100% uptime. |
Emblem of Frost x 30 |
| Good |
Idol of Flaring Growth |
Each time your Rejuvenation spell deals periodic healing, you have a chance to gain 234 spell power for 9 sec. |
If you can't afford the Black Willow yet, this is a good option. It is only slightly weaker, and also have pretty much 100% uptime provided you have a Rejuv or two up on the raid. |
Emblem of Triumph x 25 |
| Situational |
Idol of Awakening |
Reduces the mana cost of Rejuvenation by 106. |
This idol is good if you have severe mana trouble - you can swap it in mid-fight and continue to cast Rejuv, even when things are very tight. |
Emblem of Valor x 25 |
| Levelling (68+) |
Harold's Rejuvenating Broach |
Increases spell power of Rejuvenation by 86 |
You'll get this from the Nesingwary quests in Nagrand - so it's something to help you heal until you can get the badge Idols at 80. |
Quest |
| No longer used |
Idol of the Flourishing Life |
Increases the spell power of your Nourish by 187. |
Don't ever use this. It only boosts one spell by 187; the Triumph and Frost idols give you 234 or 256 spellpower to all of your spells. |
Emblem of Conquest x 19 |
| Idol of Lush Moss |
Increases the spell power on the periodic portion of your Lifebloom by 125. |
As above, spellpower to all spells is more valuable than spellpower to one (unless the single spell buff is substantial). In this case, it isn't - plus, we don't use Lifebloom enough anymore to warrant using this. |
Emblem of Heroism x 15 |
Trinkets
There are three types of trinkets that are good for resto druids: spellpower, regen, or hybrid spellpower/regen.
If you find you have mana problems, hybrid trinkets are excellent because they provide you with spellpower but also some regen. If you're really struggling for regen, you can swap in a regen trinket to help out.
Otherwise, you should always aim for the highest spellpower trinkets that you have access to.
Avoid trinkets that are based around intellect, crit, or require you to activate them for a spellpower effect.
Consumables
Enchants
Professions
Helpful addons
I'm not going to go into much detail here - mostly I just want to suggest a few UI elements that you really should have, and then link to a few suitable addons. Choosing the right ones is quite personal and will depend on how you want your UI set up - but you should consider using some addons to make healing as a resto druid a little more organised.
At the very least you should have good raid frames, and a way to time your HoTs, whether it is a bar-style tracker, or text timers. There are plenty of other addons that are great - but not necessarily essential. The below addon types are the basics.
Type |
Function |
Suggestions |
| Raid frames |
Raid frames show you the entire raid's health bars in a compact package. You can customise to include things like buffs, debuffs, range/dead/offline warnings, aggro warnings, HoT timers, incoming heals - you name it. Basically, a good raid frame addon will show you pretty much everything you ever need to see - in one place. |
Grid
Vuhdo
Pitbull
XPerl
Healbot |
| HoT timers (standalone) |
HoT timers can be built into raid frames, or, if you don't raid much or if you prefer a bar-style addon to track your HoTs, a separate HoT tracker might suit you. |
HotCandy
DoTimer
Rewatch
Quartz
ClassTimer |
| Click to cast |
Click to cast allows you to heal by clicking on targets with your mouse (rather than using keyboard presses). Many people swear by click casting. |
Clique - standalone
Vuhdo - built-in
Healbot - built-in |
| Bar mods |
Create custom action bars. |
Dominos
Bartender
Macaroon |
| Keybinding manager |
When you have a whole bunch of key binds, things start getting hard to remember - so a key binding manager can keep everything together and easy to see. |
BindPad |
| Cast bar |
A better cast bar will help you account for latency when casting, as well as tracking your GCD, to minimise time between heals. |
Quartz |
| Gear comparison |
A gear comparison mod helps you to decide whether something is an upgrade or not. Very helpful in groups and raids when you can't stand around thinking about the item too much. |
RatingBuster |
For more druid addons, visit Curse.com's Druid section.
Macros
Here are some of the macros that I use, that you may find helpful. I don't have many; I mostly use the standard mouseover macro for all of my heals and cleanses.
The mouseover macro will first attempt to heal whoever you have your mouse on (either on frames, or on their character on the screen). If you don't have your mouse on someone, it will attempt to heal someone that you have targetted. If you don't have anyone targetted, it will heal you instead.
Standard mouseover macro
(with built-in self cast option) |
#showtooltip
/cast [target=mouseover,help] Rejuvenation; [help] Rejuvenation; [target=player] Rejuvenation |
Nature's Swiftness + Healing Touch
(requires two presses if moving) |
/cast Nature's Swiftness
/cast Healing Touch |
| Innervate + whisper |
/cast [help] Innervate
/script SendChatMessage("innervated", "WHISPER", nil, UnitName("target")); |
For more macro help:
Keybinds
See my article on keybinds - including suggestions and instructions.
Once upon a time, levelling as resto was seen as inefficient and perhaps a bit masochistic. Feral is still the fastest way to level solo, as you are not reliant on mana, which means much less downtime. But with the introduct of the Looking For Dungeon (LFD) system, new healers can now level mostly through dungeons, reducing the need to "grind" as a healer.
Talents
Here's my suggestion for how to spec from 1-80 if you're looking to level by healing in dungeons. Note: if you're going to be solo questing quite a bit, you might want to put more emphasis on some balance/damage dealing talents. Having a hybrid healing/DPS spec up to 40 won't hinder your healing ability much, but it will give you a little more power for the times that you are out questing. At 40 you can then take advantage of dual specs to have a pure healing spec and a solo/DPS spec.
But since more and more people are interested in how to spec resto all the way through low dungeons, here's what I would suggest.
You'll notice that I spec deep into the Resto tree before swapping back to Balance. While there are some great talents for healing early in the balance tree, by going deep resto you will get to the iconic and powerful healing talents as early as possible. That is, Nature's Swiftness at 30, Swiftmend at 40, Tree of Life at 50, and Wild Growth at 60.
You could choose a more balance-oriented spec, but personally I would aim for those instant life-saving spells ASAP, and to get to Wild Growth as early as possible, too. As much as I like talents like Nature's Splendor, having to wait 10 extra levels for Nature's Swiftness (for example) isn't what I want to do. But this is just my personal choice, of course.
Lvl |
|
Talent |
Benefit |
10 |
 |
Improved Mark of the Wild 2/2 |
Improves your Mark spell and increases your attributes by 1% |
11 |
12 |
 |
Nature's Focus 3/3 |
Reduces pushback on a range of your spells. Good for soloing and in groups - but also needed to access the next tier. |
13 |
14 |
15 |
 |
Naturalist 5/5 |
Reduces your HT cast time - which is valuable for low level dungeons, as it will be your staple heal. |
16 |
17 |
18 |
19 |
20 |
 |
Omen of Clarity |
Clearcasting will save you a lot of mana, and save lives in groups when you're low on mana but can still heal if you get a clearcast proc. |
21 |
 |
Intensity 3/3 |
Regen - you'll want as much as possible at low levels! |
22 |
23 |
24 |
 |
Subtlety 1/3 |
Aggro isn't usually a big problem, but we need 1 point to get to the next tier. |
25 |
 |
Tranquil Spirit 1/5 |
This will save you a little mana, but again, mostly to get further into the tree. |
26 |
 |
Natural Shapeshifter 1/3 |
This is mostly for later, and to get to the next tier. |
27 |
 |
Improved Rejuvenation 3/3 |
Stronger Rejuvs. |
28 |
29 |
30 |
 |
Nature's Swiftness |
A life-saving ability! |
31 |
 |
Gift of Nature 5/5 |
Improves all of your healing spells - an obvious choice. |
32 |
33 |
34 |
35 |
36 |
 |
Empowered Touch 2/2 |
With HT your main heal in low level dungeons, this will boost it. Your spellpower may still be low, though, so it's not a huge boost - better than other options at this level, though. |
37 |
38 |
 |
Nature's Bounty 2/5 |
Boosts your Regrowth crit. |
39 |
40 |
 |
Swiftmend |
Another life-saver. |
41 |
 |
Living Spirit 3/3 |
Another regen booster. |
42 |
43 |
44 |
 |
Nature's Bounty 3/5 |
More Regrowth crit. |
|

|
Lvl |
|
Talent |
Benefit |
45 |
 |
Empowered Rejuvenation 5/5 |
Boosts all of your HoTs. Staple talent. |
46 |
47 |
48 |
49 |
50 |
 |
Tree of Life |
Hooray, you're a tree! |
51 |
 |
Improved Tree of Life 3/3 |
Converts your spirit to spellpower while in ToL. |
52 |
53 |
54 |
 |
Natural Shapeshifter 2/3 |
Need this to get further in the tree |
55 |
 |
Gift of the Earthmother 5/5 |
10% spell haste |
56 |
57 |
58 |
59 |
60 |
 |
Wild Growth |
Our iconic group heal! This will make groups a lot easier to heal. |
61 |
 |
Natural Shapeshifter 3/3 |
Need this to get to Master Shapeshifter |
62 |
 |
Master Shapeshifter 2/2 |
4% extra healing in ToL form |
63 |
64 |
 |
Genesis 5/5 |
Boosts HoTs and Tranquility by 5%. |
65 |
66 |
67 |
68 |
69 |
 |
Moonglow 3/3 |
Another mana saver for your main spells. |
70 |
71 |
72 |
 |
Nature's Majesty 2/2 |
More crit on your HT (while you wait for Nourish) |
73 |
74 |
 |
Nature's Splendor |
Extends the life of your HoTs - meaning more healing for fewer casts - and less mana |
75 |
 |
Nature's Grace 3/3 |
Gives you spell haste after you crit with a direct spell (at this level, HT, Swiftmend or Regrowth) |
76 |
77 |
78 |
Either 2 more points in Nature's Bounty, or, if you need the mana, 2 points in Tranquil Spirit. |
79 |
80 |
Go respec to a level 80 spec of your choice! |
|
|
 |
| |
Gear
Look for spellpower, intellect and spirit on gear.
Leaning a little towards mana regen will help for dungeon runs, especially if you are a little undergeared and the LFD system serves you up a dungeon that is a bit higher than your level.
Leather is best, but you can take cloth if you need to.
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Glyphs
Major |
Minor |
Lvl |
Glyph |
Effect |
Lvl |
Glyph |
Effect |
| 15 |
Healing Touch |
Makes HT a super-fast, cheaper heal, but smaller. This will be your staple for low level healing. |
20 |
Unburdened Rebirth |
No need to worry about carrying reagents for battle rez. |
| 30 |
Regrowth or Rejuvenation |
Regrowth increases your subsequent Regrowths by 20% if the previous Regrowth is still on your target. Rejuvenation ticks for 50% more if your target is below 50% health. You'll need to decide which is better for you. |
50 |
Glyph of the Wild |
Makes your Mark of the Wild cheaper to apply. Helps when buffing groups - it won't drain your mana so much. |
| 40 |
Swap Regrowth or Rejuvenation for Swiftmend |
Swiftmend will save you mana and healing time - you can save someone with Swiftmend but won't have to reapply your HoT. |
70 |
Your choice - no other minor glyphs will benefit healing |
| 80 |
Reglyph as per glyph section above |
Tips and strategies
Here are some dungeon healing strats, in no particular order.
- Always take plenty of water to dungeons - you will need to drink a lot, especially if your party takes a lot of damage.
- If you can, take mana potions too. They can save the day. Make sure you always keep the strongest ones in your bag.
- Learn First Aid and don't be afraid to bandage your party instead of using your heals, in an emergency. I always try to conserve mana for the tank (and myself). If a DPS has taken damage, I top them up with a bandage, rather than using my mana. Just remember that you can't bandage someone who is still taking damage, so if they still have aggro or if they have a ticking debuff, a bandage won't work.

- Buff your party with Mark of the Wild, and your tank with Thorns also (don't put Thorns on yourself or other party members except the tank - if they pull aggro, you don't want Thorns making things worse).
- Start with a Rejuv and perhaps even a Regrowth before the tank pulls. Your HoTs will be fairly weak at low levels, but it's good to have them up. Once you get Swiftmend, you'll want at least a Rejuv up all the time, anyway. If you can, quickly sit and drink before he runs in, so that you can then run in with full mana.
- A HoT ticking on the tank as he runs into combat will not cause the mobs to aggro onto you, while you are out of combat. So it is best to set up your HoTs and then stand back out of combat (a perfect opportunity to drink) while the tank establishes aggro. If you immediately start bombing the tank with heals, you will probably pull the mobs off him.
- Fill in the gaps with HT. Try to get a feel for how much HT lands for, and wait for the tank to be missing that much damage before you heal him, so that you aren't wasting mana by overhealing.
- If your party takes damage, you can use Rejuvenation to top them up a small amount, or you can use Regrowth or Healing Touch to top them up if they are missing a chunk of health. Or, as mentioned above, you can use a bandage on someone who is no longer taking damage.
- Mana gets a lot easier at 40 when you get Innervate. But before then (or even after), if you happen to get a bear tank of 40+, don't be afraid to ask for his Innervate! It will help the group move faster.
- You'll get Tranquility at 30 - you can use this if more than one person is taking damage and you don't think you will be able to heal each of them in time.
- Once you get Barkskin at 44, use it whenever you pull aggro or you think you might pull aggro. It will reduce damage and prevent pushback while you heal - which could save the day. Get into the habit of hitting Barkskin whenever you get aggro or something bad happens. Later in your druid life it will be one of your most valuable abilities - so learning to use it on autopilot will really help you later.
- Don't stand in melee range to heal. You will get aggro much more easily in melee range than if you stand back (also, mobs sometimes cleave or do AOE attacks, so you don't want to be in close).
- If you do aggro something, never run away from the tank - run towards him, so that he can pick up the mob and save you! If the tank has to chase you, he probably won't be able to get the mob off you.
- If you do have aggro and you need the mob to stop hitting you so you can continue to heal, hit your Nature's Grasp spell, wait for it to root the mob/s, and then take a few steps away to continue healing. You can also do this to step away and bandage, if you are low on mana. Nature's Grasp and a bandage has saved my life many times.
- It may be tempting to use Entangling Roots on a mob to help out - but remember that if you root a mob next to someone, it will turn around and melee that person. Beware of rooting mobs next to clothies - they go splat.
- Don't forget to look for poisons and curses on your group and remove them promptly. You will be able to remove poisons at 14, and curses at 24.
- Nature's Swiftness paired with Healing Touch is a life-saving ability. Swiftmend is also extremely useful and on a fairly short cooldown. Don't think you have to "save" these for a special occasion - if someone is missing a lot of health, top them up fast with these instant spells.
Rolling Hots: A View from the Trees has a great guide for healing 1-80. I recommend reading it for a more in-depth explanation of strategies as you pick up your various abilities and talents.
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