Spells

Resto Druids specialise in Heal over Time effects and this theme runs through most of our spells. You will need a method of tracking our different buff spells since they are most efficient when not overwritten early. This section can be long but the explanations are thorough, and the tricks spread throughout are valuable. If you are picking up a Resto Druid for the first time, I’d recommend reading the reference sheet for a much quicker explanation of each spell. Restoration is an incredibly rewarding spec to master and I would strongly recommend it to prospective healers.

 

The Hots

  • Lifebloom. Can be cast on one target at a time. Aim for 100% Lifebloom uptime on a tank. If you recast Lifebloom on a target with less than 4.5 seconds remaining it will proc the bloom portion of the heal (and so you should never let Lifebloom run out). There can occasionally be a better target for your Lifebloom than the tank (see the encounter guides).
  • Rejuvenation. Heal over time effect that lasts 15+ seconds. Likely to be your most cast spell, but because of the high-ish cost you need to be smart about when to coat the raid in rejuvs and when to hold back. Rejuvenations are strongest when cast just before damage is about to hit and as a Resto Druid you will learn to predict incoming damage. This is covered in more depth in the Encounters section.
  • Wild Growth. AoE heal over time effect on a short cooldown that hits six targets. Wild Growth is a smart heal and will pick the six lowest health targets to heal. This makes it incredibly efficient and you can cast it on cooldown to react to any raid wide damage. If you are having mana trouble, cast this more often and Rejuvenation / Regrowth less. An amazing spell.
    • You should know: Even though Wild Growth is cast on an ally (like every other heal) it won’t necessarily hit that target. It instead will pick the six lowest health targets within 30 yards of them. This tends to be a good thing in most cases, and the 30 yard range means that you can often decide if you want it to hit the ranged group or the melee group (who are often more than 30 yards apart). You should cast it on whichever group is lower, with a slight prioritization to the group that also has your Efflorescence (for Mastery).

 The Direct Heals

  • Regrowth. Fast, inefficient heal that applies a smaller HoT effect. High crit chance. Actually a very strong spell but take care that you don’t overuse it. Useful for saving low HP allies if Swiftmend is on cooldown.
  • Healing Touch. Slow, efficient heal that ends up being bad in most situations. Healing Touch can be pretty useful when you are low on gear, especially as a tank heal. If you’re doing high level content you should probably take this spell off your bars and use the downtime to DPS instead.
  • Swiftmend. Instant heal on a 30 second cooldown. Our only emergency single target heal. This has quite a low base-heal value compared to some of the other healer classes but benefits from our mastery so in practice can be a very powerful heal, especially on tanks that should already have a set of hots.

 The Cooldowns

  • Barkskin. Reduces the damage you take by 20% for 12 seconds. This is off the global cooldown, so get into the habit of casting it whenever you’re in danger.
    • Trick: You can cast Barkskin in any form, so combine it with Bear Form to survive almost any mechanic. This literally more than doubles your effective health.
  • Ironbark. Reduces the damage your target takes by 20% for 12 seconds. Use this whenever tank damage has gotten too high for your HoTs, or if another key ally is in trouble. It has a reasonably short cooldown. You can cast this on yourself if Barkskin is on cooldown, or if you need both (what are you getting hit by!?).
  • Tranquility. Heals ALL allies within 40 yards. One of the strongest raid cooldowns in the game, and on a 3 minute cooldown!
    • Trick: Tranquility benefits from your Mastery, so throw out a Wild Growth and make sure you have an Efflorescence down before you cast Tranquility to give it a 10-40% boost.
  • Essence of G’Hanir. Your heal over time effects heal twice as often for its duration. A short 1.5 minute cooldown so make sure you are getting multiple casts a fight. You can maximise its value by having a decent blanket of HoT effects out before you cast it. Pop it after Wild Growth for a potent raid heal.

 The Passives

  • Ysera’s Gift. Basically a free heal on you, or a raid member every 5 seconds. It does not benefit from Haste, isn’t increased by your Mastery, and cannot critically heal. It will only heal allies within 30 yards and the heal is based off your own Max HP, not the targets. At 890 ilvl this is worth about a passive 25k hps, so it’s pretty strong.
  • Omen of Clarity. As if Lifebloom wasn’t already good enough to keep up 100% of the time, Omen of Clarity gives you an additional boost for doing so. You are likely to see 2-3 procs a minute, and if the raid is in reasonable health you can cast the free Regrowths on the tank to put up another HoT for your mastery. You should make use of every proc. Omen of Clarity has a chance to proc even if the Lifebloom tick was 100% overheal.
  • Living Seed. Whenever you critically heal with Regrowth, Swiftmend, or Healing Touch the target will get a bonus heal the next time they take damage (they don’t have to take a melee hit to proc the Living Seed).
    • Trick: If Living Seeds aren’t consumed they stack on the target up to a maximum of 50% of the casting Druids health, and then will stop refreshing. This means that you can pre-cast a living seed on a tank before a boss to give them a 1-1.5m heal when they are first attacked. In practice this is often unnecessary, but it is a useful trick to have up your sleeve for Nighthold.

 The… Rest

  • Efflorescence. Targeted healing effect that heals allies in the green circle. It lasts for 30 seconds and you’ll want to aim for 100% uptime (here’s a WeakAura to help). It’s very efficient so long as there are at least three allies in the circle that are missing health. It’s large enough to hit both the tank and the melee group in most fights and that is often the recommended strategy. Haste increases the rate at which Efflorescence heals and it can crit.
    • You should know: For encounters where you are running Spring Blossoms, the Efflorescence heal will prioritize targets that don’t have the Spring Blossoms hot but Efflorescence is otherwise NOT a smart heal (and so could heal an ally at 90% life instead of one at 10%).
  • Innervate. Allows you, or a targeted ally to cast spells for free for 10 seconds. Resto Druids can make pretty good use of this so don’t feel like you have to give it away to another healer. Try and get at least two to three casts of Innervate off for each boss.
    • Trick: Efflorescence and Wild Growth are both reasonably expensive spells that should be fit into your Innervate duration. Rejuvenations are better value than Regrowths unless the Rejuvenation will mostly overheal.
    • Trick: Try not to time your Innervate as the big damage hits. Instead cast it 5-8 seconds beforehand to get a blanket of Rejuvenations out before the damage hits. This might increase your overheal by a little bit but also vastly increases the chances of your raid group surviving the damage.
  • Nature’s Cure. The Resto Druid dispel. In Legion dispels are on a 6 second cooldown, but remove all effects instead of one application. As a Druid we can cleanse anything that isn’t a disease, and so far into the expansion diseases have been pretty rare anyway. For uses on specific bosses, see the encounter guide.
  • Ursol’s Vortex. A frequently forgotten about utility spell that has many applications in Mythic+ dungeons (and a few in raid too). It forms a cyclone at the targeted location which pulls back in mobs that escape as well as slowing them down. You can get pretty creative with its use but some examples include:
    • Keeping the oozes in one place on Il’gynoth to stop the Fixate targets running away from the Eye.
    • Keeping mobs away from the tank in Mythic+ dungeons (especially with the Necrotic affix when the tank is trying to reset stacks).
    • In Vault of the Wardens to stop the spider packs dispersing near the end of the dungeon.

You also have some damage spells, including Moonfire, Sunfire, Solar Wrath, and an additional set depending on which Affinity talent you select.


Overwriting hots

If you recast a hot that has less than 30% of its duration left on a target the remaining duration will be added to the refresh. For example, if you refresh a Lifebloom with 3 seconds remaining, that three seconds will be added to the 15 second fresh Lifebloom (for an 18 second total duration). This applies to all heal and damage over time effects therefore there is no cost to refreshing HoTs early within this zone. 30% is a little hard to remember so here are some proper numbers:

  • Lifebloom: 4.5s or less remaining.
  • Rejuvenation (0/3 Persistence): 4.5s or less remaining.
  • Rejuvenation (3/3 Persistence): 5.4s or less remaining.
  • Regrowth: 3.6s or less remaining.

Mastery: Harmony
The Resto Druid mastery has been through a few iterations since the stat was introduced, with its current version one of the best. Mastery: Harmony increases all healing done to the target by 5-20% for each HoT on them. This means that if you have a Lifebloom and a Rejuvenation on the target and 15% mastery, all healing you do to the target will be increased by 30% (15%x2). This includes the HoT effects themselves.

There are currently eight different spells that count toward it:

Since Spring Blossoms and Germination are both talents on the same tier, the maximum number of stacks you can have on a single target is seven. In ~880 gear this could be a 140% increase to all healing on that target.

Getting the most out of your Mastery

A newer player might be content with letting mastery do its thing as a mostly passive boost to healing. However as a more advanced Resto Druid player we can get more value out of it than that. Feel free to come back to this section after you’ve read through the rest of the guide.

By stacking our HoT’s on a smaller number of players, we increase all healing that we do (though to fewer targets). Here are some ideas:

  • When blanketing the raid with Rejuvenations, prioritize those standing in your Efflorescence (often melee). This increases your Efflorescence, Spring Blossoms, and Rejuv healing.
  • Keep Rejuvenation and Lifebloom on the tanks at all times as they’ll buff each other by 15-20% or more. This also has the effect of increasing your Cenarion Ward healing by a huge amount.
  • Prioritize Regrowth heals on targets already effected by Rejuvenation since it will buff the direct heal component, and then the HoT portion will buff the Rejuvenation. In high tank damage situations it is often worth keeping the Regrowth HoT on the tank permanently, and should definitely be cast before Cenarion Ward is dropped to increase its value even higher.

 

 

Now that we have a rough idea of what our spells do, let’s find out how to use them together.