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Resto Druid overview

Use HoTs for damage that keeps coming, Swiftmend for a sudden drop on a prepared target and direct heals when ticks will arrive too late. Wild Growth is strongest when several injured players in the same party are within reach of your chosen target. Keep mana for the next dangerous stretch instead of filling every shorter GCD just because another instant is available.

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The biggest changes from Classic

Wild Growth follows the target's party

Wild Growth heals the selected player and their party, and party members must be within 43 yards of that player. It does not pick the lowest health bars across the raid.

Three instant heals get a shorter GCD

Gift of the Earthmother removes half a second from the GCD of Rejuvenation, Swiftmend and Wild Growth, not general haste for every heal or dispel.

Swiftmend needs an eligible HoT

Swiftmend requires an active Rejuvenation or Regrowth and heals for the full periodic duration of one of them. Set it up on the player likely to need it before their health drops.

Restoration Druid

Healer

Classic Restoration chose between efficient Healing Touch casts, Regrowth-focused healing and prepared Swiftmend recovery. Forever adds a party HoT and quicker access to your next instant heal, so party membership and positioning now decide which allies receive Wild Growth, alongside the familiar choice between periodic healing and immediate recovery.

Build your talents

Choose the party before the Wild Growth target

Wild Growth heals its target and that target's party over seven seconds. Other party members must be within 43 yards of the target, while your cast has a 40-yard range to the target itself. Pick a reachable player in the damaged subgroup who is also near the other players you want to heal.

Three injured melee players in one party, for example, can all be covered by targeting one member near them. Targeting an injured ranged player from another party does not heal those melee players, even if all four are standing close together. If the damaged party is spread wide, choose the target whose position covers the players who need the heal rather than automatically clicking its lowest health bar.

Wild Growth heals hardest early and tapers off. Use it as group damage lands so the stronger early ticks have missing health to restore; casting it well before a predictable hit can waste the part of the HoT that heals fastest. Its six-second cooldown makes it available often, but one injured player with healthy party members may need a single-target heal instead.

Use shorter instant GCDs to cover the next injury

Gift of the Earthmother shortens the GCD of Rejuvenation, Swiftmend and Wild Growth by 0.5 seconds, so you can act again sooner after one of those spells. That helps you recover an injured tank and still reach another player, or place Rejuvenation while moving to a position where you can cast.

The talent does not shorten Healing Touch or Regrowth casts, speed up every HoT tick or reduce every spell's GCD, and it does not shorten Swiftmend's own 15-second cooldown. Do not confuse the GCD with a spell's own cooldown.

Spend the extra opportunity on healing that is needed. If existing HoTs will safely cover a player's damage, move to the next injured target or save mana. Filling every shortened GCD with another Rejuvenation can drain your pool while replacing healing that was already on its way.

Prepare Swiftmend before an emergency

Keep Rejuvenation or Regrowth active on the player likely to take a sudden hit, and Swiftmend gives you an instant response without first spending an action applying a HoT. Wild Growth is not an eligible effect for Swiftmend, so a tank with only Wild Growth ticking is not prepared.

Swiftmend heals for the full periodic duration of one eligible effect, not merely the ticks left on its timer, and a Rejuvenation with little time remaining still makes the target eligible while it is active. Do not spend an urgent GCD refreshing that HoT solely because its remaining duration is short.

Use Swiftmend when its immediate healing matters. If the tank is healthy and ordinary HoT ticks will handle the next small hit, saving it keeps that response available for a larger drop. With no eligible HoT active and a target already in danger, choose a direct recovery spell instead of insisting on a Rejuvenation-then-Swiftmend sequence.

Choose Healing Touch, Regrowth or Nature's Swiftness

Healing Touch delivers a direct heal, with Naturalist reducing its cast time, and Regrowth supplies an initial heal and a continuing HoT. Use Healing Touch when the immediate deficit is the main problem; Regrowth's periodic part adds value when the same player will continue taking damage. If Regrowth's initial heal would mostly overheal, Rejuvenation can prepare Swiftmend without a Regrowth cast.

Improved Regrowth increases Regrowth's critical-effect chance, so choose the heal and rank for what they can restore without a crit rather than rely on a lucky result to keep the tank alive. Gift of Nature improves healing generally rather than only one spell's crit chance.

Nature's Swiftness makes your next Nature spell instant and has a three-minute cooldown. Pair it with Healing Touch when a cast would land too late or you must heal while moving without an eligible Swiftmend HoT. It removes casting time, not the need to have mana for the heal.

After an emergency heal, check what follows. A tank can survive the first hit and still need another direct heal before the next one. Existing HoTs help between those hits, but do not wait on them when their ticks cannot restore health quickly enough. If another healer has already covered the deficit and the target is safe, cancel an unnecessary cast rather than spend mana on overhealing.

Sustain the healing you need to keep casting

Reflection allows part of your mana regeneration to continue while casting; rank 1 retains 17%. Living Spirit increases Spirit, supporting regeneration, and Tranquil Spirit reduces Healing Touch and Tranquility costs by 10% at rank 5, with no effect on Wild Growth or Rejuvenation.

If mana is running short, check whether you are repeatedly healing full players, refreshing HoTs with most of their duration left or casting Wild Growth for only one injured party member. Correct those casts before giving up healing stats for more sustain, and choose among your direct-heal ranks by the healing and cost you need rather than copy an old Classic downranking list.

Keep enough mana to recover from the next expected burst, including the direct heal after your HoTs are applied. A quiet few seconds is a chance to stop spending, not automatically a spare damage window, so tell the tank when you need time between pulls instead of beginning the next one unable to pay for emergency healing.

Druid talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Balance

16 talents
5 Improved Wrath 5 Genesis 3 Moonglow 2 Improved Moonfire 2 Nature's Majesty 2 Nature's Reach 3 Improved Entangling Roots 1 Nature's Splendor 1 Insect Swarm 5 Vengeance 5 Improved Starfire 2 Overgrowth 1 Nature's Grace 3 Eclipse 5 Moonfury 1 Moonkin Form

Feral Combat

19 talents
5 Ferocity 5 Heart of the Wild 2 Feral Swiftness 3 Feral Instinct 2 Brutal Impact 3 Thick Hide 2 Savage Fury 1 Feral Charge 2 Sharpened Claws 3 Shredding Attacks 1 Mangle 3 Predatory Strikes 2 Primal Fury 2 Predatory Instincts 1 Leader of the Pack 3 King of the Jungle 5 Natural Reaction 5 Rend and Tear 1 Berserk

Restoration

16 talents
5 Nature's Focus 5 Furor 5 Naturalist 3 Subtlety 3 Natural Shapeshifter 3 Reflection 5 Gift of Nature 1 Gift of the Earthmother 5 Tranquil Spirit 3 Improved Rejuvenation 1 Swiftmend 1 Nature's Swiftness 3 Living Spirit 2 Improved Tranquility 5 Improved Regrowth 1 Wild Growth
Read all talent descriptions

Balance

Improved Wrath Maximum rank 5

Rank 1
Reduces the cast time of your Wrath spell by 0.1 sec and its Mana cost by 10%.

Rank 2
Reduces the cast time of your Wrath spell by 0.2 sec and its Mana cost by 20%.

Rank 3
Reduces the cast time of your Wrath spell by 0.3 sec and its Mana cost by 30%.

Rank 4
Reduces the cast time of your Wrath spell by 0.4 sec and its Mana cost by 40%.

Rank 5
Reduces the cast time of your Wrath spell by 0.5 sec and its Mana cost by 50%.

Passive

Genesis Maximum rank 5

Rank 1
Increases the periodic damage and healing done by your spells and abilities by 1%.

Rank 2
Increases the periodic damage and healing done by your spells and abilities by 2%.

Rank 3
Increases the periodic damage and healing done by your spells and abilities by 3%.

Rank 4
Increases the periodic damage and healing done by your spells and abilities by 4%.

Rank 5
Increases the periodic damage and healing done by your spells and abilities by 5%.

Passive

Moonglow Maximum rank 3

Rank 1
Reduces the Mana cost of your damaging spells by 8%.

Rank 2
Reduces the Mana cost of your damaging spells by 17%.

Rank 3
Reduces the Mana cost of your damaging spells by 25%.

Passive

Improved Moonfire Maximum rank 2

Rank 1
Increases the damage and critical strike chance of your Moonfire spell by 5%.

Rank 2
Increases the damage and critical strike chance of your Moonfire spell by 10%.

Passive

Nature's Majesty Maximum rank 2

Rank 1
Increases your critical strike chance with spells and melee attacks by 2%.

Rank 2
Increases your critical strike chance with spells and melee attacks by 4%.

Passive

Nature's Reach Maximum rank 2

Rank 1
Increases the range of your offensive Balance spells by 10% and improves your chance to hit by 2%.

Rank 2
Increases the range of your offensive Balance spells by 20% and improves your chance to hit by 4%.

Passive

Improved Entangling Roots Maximum rank 3

Rank 1
Increases the damage done by your Entangling Roots spell by 25%, and its victims can take up to 25% more damage without interrupting the effect.

Rank 2
Increases the damage done by your Entangling Roots spell by 50%, and its victims can take up to 50% more damage without interrupting the effect.

Rank 3
Increases the damage done by your Entangling Roots spell by 75%, and its victims can take up to 75% more damage without interrupting the effect.

Passive

Nature's Splendor Maximum rank 1

Rank 1
Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm spell by 2 sec.

Passive

Insect Swarm Maximum rank 1

Rank 1
The enemy target is swarmed by insects, decreasing their chance to hit with attacks by 2% and causing 48 Nature damage over 12 sec.

45 Mana | 30 yd range | Instant

Vengeance Maximum rank 5

Rank 1
Increases the critical strike damage bonus of your Arcane and Nature spells by 20%.

Rank 2
Increases the critical strike damage bonus of your Arcane and Nature spells by 40%.

Rank 3
Increases the critical strike damage bonus of your Arcane and Nature spells by 60%.

Rank 4
Increases the critical strike damage bonus of your Arcane and Nature spells by 80%.

Rank 5
Increases the critical strike damage bonus of your Arcane and Nature spells by 100%.

Passive

Improved Starfire Maximum rank 5

Rank 1
Reduces the cast time of Starfire by 0.1 sec and Starfire has a 3% chance to stun its target for 3 sec.

Rank 2
Reduces the cast time of Starfire by 0.2 sec and Starfire has a 6% chance to stun its target for 3 sec.

Rank 3
Reduces the cast time of Starfire by 0.3 sec and Starfire has a 9% chance to stun its target for 3 sec.

Rank 4
Reduces the cast time of Starfire by 0.4 sec and Starfire has a 12% chance to stun its target for 3 sec.

Rank 5
Reduces the cast time of Starfire by 0.5 sec and Starfire has a 15% chance to stun its target for 3 sec.

Passive

Overgrowth Maximum rank 2

Rank 1
Increases the maximum number of targets you may have affected by Entangling Roots by 1.

Rank 2
Increases the maximum number of targets you may have affected by Entangling Roots by 2.

Passive

Nature's Grace Maximum rank 1

Rank 1
All non-periodic spell criticals grace you with a blessing of nature, increasing your spellcasting speed and reducing your global cooldown by 10% for 3 sec.

Passive

Eclipse Maximum rank 3

Rank 1
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.17 sec. Stores up to 4 charges. Lasts 15 sec.

Rank 2
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.33 sec. Stores up to 4 charges. Lasts 15 sec.

Rank 3
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.50 sec. Stores up to 4 charges. Lasts 15 sec.

Passive

Moonfury Maximum rank 5

Rank 1
Increases the damage done by your Arcane and Nature spells by 2%.

Rank 2
Increases the damage done by your Arcane and Nature spells by 4%.

Rank 3
Increases the damage done by your Arcane and Nature spells by 6%.

Rank 4
Increases the damage done by your Arcane and Nature spells by 8%.

Rank 5
Increases the damage done by your Arcane and Nature spells by 10%.

Passive

Moonkin Form Maximum rank 1

Rank 1
Transforms the Druid into Moonkin Form. While in this form, the armor contribution from items is increased by 360%, Omen of Clarity gains 100% increased chance to trigger, and all party members within 45 yards have their critical strike chance increased by 3%, exclusive with Leader of the Pack. The Moonkin cannot cast healing spells while shapeshifted. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.

35% of base mana | Instant

Feral Combat

Ferocity Maximum rank 5

Rank 1
Reduces the cost of your Maul, Mangle, Swipe, Claw, and Rake abilities by 1 Rage or Energy.

Rank 2
Reduces the cost of your Maul, Mangle, Swipe, Claw, and Rake abilities by 2 Rage or Energy.

Rank 3
Reduces the cost of your Maul, Mangle, Swipe, Claw, and Rake abilities by 3 Rage or Energy.

Rank 4
Reduces the cost of your Maul, Mangle, Swipe, Claw, and Rake abilities by 4 Rage or Energy.

Rank 5
Reduces the cost of your Maul, Mangle, Swipe, Claw, and Rake abilities by 5 Rage or Energy.

Passive

Heart of the Wild Maximum rank 5

Rank 1
Increases your Intellect by 2%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 4% and while in Cat Form your Strength is increased by 2%.

Rank 2
Increases your Intellect by 4%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 8% and while in Cat Form your Strength is increased by 4%.

Rank 3
Increases your Intellect by 6%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 12% and while in Cat Form your Strength is increased by 6%.

Rank 4
Increases your Intellect by 8%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 16% and while in Cat Form your Strength is increased by 8%.

Rank 5
Increases your Intellect by 10%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 20% and while in Cat Form your Strength is increased by 10%.

Passive

Feral Swiftness Maximum rank 2

Rank 1
Increases your movement speed while in Cat Form by 15%, and increases your chance to Dodge by 2%.

Rank 2
Increases your movement speed while in Cat Form by 30%, and increases your chance to Dodge by 4%.

Passive

Feral Instinct Maximum rank 3

Rank 1
Increases damage done by your Swipe ability by 10% and reduces the chance enemies have to detect you while Prowling as if you were 1 level higher.

Rank 2
Increases damage done by your Swipe ability by 20% and reduces the chance enemies have to detect you while Prowling as if you were 2 levels higher.

Rank 3
Increases damage done by your Swipe ability by 30% and reduces the chance enemies have to detect you while Prowling as if you were 3 levels higher.

Passive

Brutal Impact Maximum rank 2

Rank 1
Increases the stun duration of your Bash and Pounce abilities by 0.5 sec and reduces the cooldown of Bash by 15 sec.

Rank 2
Increases the stun duration of your Bash and Pounce abilities by 1 sec and reduces the cooldown of Bash by 30 sec.

Passive

Thick Hide Maximum rank 3

Rank 1
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 1 additional base Armor per level and another 0.67 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.

Rank 2
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 2 additional base Armor per level and another 1.33 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.

Rank 3
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 3 additional base Armor per level and another 2.00 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.

Passive

Savage Fury Maximum rank 2

Rank 1
Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 5%.

Rank 2
Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 10%.

Passive

Feral Charge Maximum rank 1

Rank 1
Charge an enemy, immobilizing them and interrupting any spell they are casting for 4 sec. Leap behind an enemy.

5 Rage | 8-25 yd range | Instant | 15 sec cooldown | Requires Cat Form, Bear Form, Dire Bear Form

Sharpened Claws Maximum rank 2

Rank 1
Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 3%.

Rank 2
Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 6%.

Passive

Shredding Attacks Maximum rank 3

Rank 1
Reduces the Energy cost of your Shred ability by 6 and reduces the Rage cost of your Lacerate ability by 1.

Rank 2
Reduces the Energy cost of your Shred ability by 12 and reduces the Rage cost of your Lacerate ability by 2.

Rank 3
Reduces the Energy cost of your Shred ability by 18 and reduces the Rage cost of your Lacerate ability by 3.

Passive

Mangle Maximum rank 1

Rank 1
Mangle the target for 100% normal damage plus 26.

20 Rage | Melee Range | Instant | 6 sec cooldown | Requires Bear Form, Dire Bear Form

Predatory Strikes Maximum rank 3

Rank 1
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 50% of your level.

Rank 2
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 100% of your level.

Rank 3
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 150% of your level.

Passive

Primal Fury Maximum rank 2

Rank 1
Gives you a 50% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 50% chance to add an additional Combo Point.

Rank 2
Gives you a 100% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 100% chance to add an additional Combo Point.

Passive

Predatory Instincts Maximum rank 2

Rank 1
Increases the critical strike damage bonus of your melee abilities by 10%.

Rank 2
Increases the critical strike damage bonus of your melee abilities by 20%.

Passive

Leader of the Pack Maximum rank 1

Rank 1
While in Cat Form, Bear Form, or Dire Bear Form, the Leader of the Pack increases the critical strike chance of all party members within 45 yards by 3%, exclusive with Moonkin Aura.

Passive

King of the Jungle Maximum rank 3

Rank 1
Tiger's Fury now instantly grants you 20 Energy.

Rank 2
Tiger's Fury now instantly grants you 40 Energy.

Rank 3
Tiger's Fury now instantly grants you 60 Energy.

Passive

Natural Reaction Maximum rank 5

Rank 1
Increases your dodge chance by 1%, and gives you a 20% chance to gain 5 Rage each time you dodge.

Rank 2
Increases your dodge chance by 2%, and gives you a 40% chance to gain 5 Rage each time you dodge.

Rank 3
Increases your dodge chance by 3%, and gives you a 60% chance to gain 5 Rage each time you dodge.

Rank 4
Increases your dodge chance by 4%, and gives you a 80% chance to gain 5 Rage each time you dodge.

Rank 5
Increases your dodge chance by 5%, and gives you a 100% chance to gain 5 Rage each time you dodge.

Passive

Rend and Tear Maximum rank 5

Rank 1
Increases damage done by your melee abilities on Bleeding targets by 2%.

Rank 2
Increases damage done by your melee abilities on Bleeding targets by 4%.

Rank 3
Increases damage done by your melee abilities on Bleeding targets by 6%.

Rank 4
Increases damage done by your melee abilities on Bleeding targets by 8%.

Rank 5
Increases damage done by your melee abilities on Bleeding targets by 10%.

Passive

Berserk Maximum rank 1

Rank 1
Causes your Mangle ability to strike up to 3 targets, removes its cooldown, and increases the critical strike chance of your Combo Point-generating abilities by 100%. Clears and grants immunity to Fear effects for the duration. Lasts 15 sec.

Instant | 3 min cooldown

Restoration

Nature's Focus Maximum rank 5

Rank 1
Gives you a 14% chance to avoid interruption caused by damage while casting Arcane and Nature spells.

Rank 2
Gives you a 28% chance to avoid interruption caused by damage while casting Arcane and Nature spells.

Rank 3
Gives you a 42% chance to avoid interruption caused by damage while casting Arcane and Nature spells.

Rank 4
Gives you a 56% chance to avoid interruption caused by damage while casting Arcane and Nature spells.

Rank 5
Gives you a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells.

Passive

Furor Maximum rank 5

Rank 1
Gives you a 20% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 20% of the Energy you had when you were last in Cat Form, plus 2 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 20 Energy.

Rank 2
Gives you a 40% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 40% of the Energy you had when you were last in Cat Form, plus 4 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 40 Energy.

Rank 3
Gives you a 60% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 60% of the Energy you had when you were last in Cat Form, plus 6 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 60 Energy.

Rank 4
Gives you a 80% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 80% of the Energy you had when you were last in Cat Form, plus 8 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 80 Energy.

Rank 5
Gives you a 100% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 100% of the Energy you had when you were last in Cat Form, plus 10 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 100 Energy.

Passive

Naturalist Maximum rank 5

Rank 1
Reduces the cast time of your Healing Touch spell by 0.1 sec and increases all damage you deal by 1%.

Rank 2
Reduces the cast time of your Healing Touch spell by 0.2 sec and increases all damage you deal by 2%.

Rank 3
Reduces the cast time of your Healing Touch spell by 0.3 sec and increases all damage you deal by 3%.

Rank 4
Reduces the cast time of your Healing Touch spell by 0.4 sec and increases all damage you deal by 4%.

Rank 5
Reduces the cast time of your Healing Touch spell by 0.5 sec and increases all damage you deal by 5%.

Passive

Subtlety Maximum rank 3

Rank 1
Reduces the threat generated by your Nature and Arcane spells by 10%.

Rank 2
Reduces the threat generated by your Nature and Arcane spells by 20%.

Rank 3
Reduces the threat generated by your Nature and Arcane spells by 30%.

Passive

Natural Shapeshifter Maximum rank 3

Rank 1
Reduces the mana cost of all shapeshifting by 10%.

Rank 2
Reduces the mana cost of all shapeshifting by 20%.

Rank 3
Reduces the mana cost of all shapeshifting by 30%.

Passive

Reflection Maximum rank 3

Rank 1
Allows 17% of your Mana regeneration to continue while casting.

Rank 2
Allows 33% of your Mana regeneration to continue while casting.

Rank 3
Allows 50% of your Mana regeneration to continue while casting.

Passive

Gift of Nature Maximum rank 5

Rank 1
Increases the effect of all your healing spells by 2%.

Rank 2
Increases the effect of all your healing spells by 4%.

Rank 3
Increases the effect of all your healing spells by 6%.

Rank 4
Increases the effect of all your healing spells by 8%.

Rank 5
Increases the effect of all your healing spells by 10%.

Passive

Gift of the Earthmother Maximum rank 1

Rank 1
Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.

Passive

Tranquil Spirit Maximum rank 5

Rank 1
Reduces the mana cost of your Healing Touch and Tranquility spells by 2%.

Rank 2
Reduces the mana cost of your Healing Touch and Tranquility spells by 4%.

Rank 3
Reduces the mana cost of your Healing Touch and Tranquility spells by 6%.

Rank 4
Reduces the mana cost of your Healing Touch and Tranquility spells by 8%.

Rank 5
Reduces the mana cost of your Healing Touch and Tranquility spells by 10%.

Passive

Improved Rejuvenation Maximum rank 3

Rank 1
Increases the effect of your Rejuvenation spell by 5%.

Rank 2
Increases the effect of your Rejuvenation spell by 10%.

Rank 3
Increases the effect of your Rejuvenation spell by 15%.

Passive

Swiftmend Maximum rank 1

Rank 1
Instantly heals a target with an active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of one of those spells.

20% of base mana | 40 yd range | Instant | 15 sec cooldown

Nature's Swiftness Maximum rank 1

Rank 1
When activated, your next Nature spell becomes an instant cast spell.

Instant | 3 min cooldown

Living Spirit Maximum rank 3

Rank 1
Increases your Spirit by 5%.

Rank 2
Increases your Spirit by 10%.

Rank 3
Increases your Spirit by 15%.

Passive

Improved Tranquility Maximum rank 2

Rank 1
Reduces threat caused by Tranquility by 50% and its cooldown by 30%.

Rank 2
Reduces threat caused by Tranquility by 100% and its cooldown by 60%.

Passive

Improved Regrowth Maximum rank 5

Rank 1
Increases the critical effect chance of your Regrowth spell by 10%.

Rank 2
Increases the critical effect chance of your Regrowth spell by 20%.

Rank 3
Increases the critical effect chance of your Regrowth spell by 30%.

Rank 4
Increases the critical effect chance of your Regrowth spell by 40%.

Rank 5
Increases the critical effect chance of your Regrowth spell by 50%.

Passive

Wild Growth Maximum rank 1

Rank 1
Heals the target and their party for 336 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.

550 Mana | 40 yd range | Instant | 6 sec cooldown

Give Tranquility time to finish healing

Tranquility requires you to remain channeling. Choose a position where movement or an enemy reaching you will not immediately end it, and let the other healer know when you are committing to the channel. If the tank needs a direct rescue now, cover that first rather than start a channel and hope its next heal arrives in time.

At rank 1, Improved Tranquility reduces Tranquility's threat by 50% and its cooldown by 30%. Lower threat helps, but it does not make it safe to channel beside loose enemies before the tank has them. The shorter cooldown can make a second healing window possible; it is not a reason to use the first one on damage your existing HoTs already cover.

Nature's Focus helps prevent interruption caused by damage while casting Nature and Arcane spells, but it is not immunity to enemy silences or interrupt abilities. In PvP, use cover and ask teammates to keep attackers away so you can finish the heal, rather than rely on that talent alone.

Choose HoT support without losing your main heal

Improved Rejuvenation strengthens Rejuvenation, while Gift of Nature improves all healing spells. Improved Regrowth requires all three points in Improved Rejuvenation and supports Regrowth's crit chance. Follow those prerequisites when choosing a direct-healing emphasis; the tree does not make the two healing styles completely separate.

Balance offers Genesis for periodic damage and healing, Moonglow for damaging spell mana costs and Nature's Splendor for longer HoTs. Splendor extends Rejuvenation by three seconds and Regrowth by six, and requires both points in Nature's Majesty. Those prerequisite points grant crit, so count their cost even if your main goal is longer HoTs.

Wild Growth requires all three points in Living Spirit and at least 31 Restoration points, leaving at most 20 outside Restoration. Nature's Grace needs at least 21 Balance points, so the old Regrowth-and-Grace idea cannot also take Wild Growth in a 51-point build. The removed Classic talent section covers moved and baseline abilities rather than treating every missing node as a lost spell.

Add damage only after reserving the next heals

Naturalist increases all damage you deal as well as shortening Healing Touch, and healing gear grants one third as much bonus damage. That helps solo questing and lets an offensive cast contribute during a safe dungeon gap. Moonfire keeps dealing damage while you return to healing, but applying it still costs mana and an action.

Insect Swarm requires at least 16 Balance points. Combining it with the 31-point Wild Growth costs at least 47 of your 51 points, leaving four beyond those minimum investments: a substantial choice for a healer, not a free extra DoT that comes with Restoration. Its hit-reduction effect can help your group, but buying it can mean fewer points for other healing or sustain choices.

Before casting on an enemy, check that your tank is stable and you can pay for the next emergency heal. Stop adding damage when the pull changes, an uncontrolled enemy reaches someone or a dangerous cast begins. Staying in a Feral form to attack also stops you casting ordinary heals until you leave it, and returning to healing takes priority over finishing that damage sequence. Moonkin Form explicitly prevents healing and is not a healing stance.

Separate HoT throughput, direct crit and mana

Compare healing bonuses with Intellect and regeneration. More healing helps each cast restore a larger deficit, a larger mana pool helps through a demanding stretch, and Spirit works with Living Spirit and Reflection for sustain. A piece that improves one of these can still be a loss if it removes the resource you repeatedly run short of.

Direct-heal crit and periodic healing are different benefits: Improved Regrowth supports Regrowth crits, while Genesis explicitly supports periodic healing. Do not value every point of crit as if it made Rejuvenation and Wild Growth tick harder. Shared offensive hit helps spells aimed at enemies land; healing does not need an offensive hit set.

Caster weapons now carry spell damage and healing. Check those bonuses along with mana stats rather than replace a healing weapon merely for melee damage when you occasionally use Cat. Keep enough Stamina to survive unavoidable damage or attacks from loose enemies: you cannot finish a heal after dying. The Druid gearing overview covers item changes shared across roles.

Cover dispels and recovery without abandoning healing

Agree who handles curses and poisons before a pull that applies them repeatedly. Removing a damaging effect can prevent more incoming damage than another HoT repairs, but the tank may need a direct heal before you spend that action. Abolish Poison can keep attempting cures over its duration; avoid repeatedly refreshing it when the existing effect can handle the next poison.

Use party-organized raid frames for Wild Growth, and arrange where each subgroup will stand before a group-damage event. You can target another party's member without joining their subgroup yourself. The parent party section covers arranging Druid coverage, including the exclusive Moonkin and Leader of the Pack crit auras.

If you need a movement or defensive form to get out of danger, return to healing when you are safe rather than remain shifted while injured teammates wait, and save enough mana for the required casts after the move. Race-specific regeneration and control choices belong in the Druid racial guide; do not plan a racial cast in a form that prevents it.

Resto Druid questions

Can I cast Wild Growth on a different raid party?

Yes. Wild Growth follows the target's party, not necessarily yours. Target a reachable member of the subgroup you want to heal and account for the 43-yard radius from that player to their party members.

Can Wild Growth prepare a target for Swiftmend?

No. Swiftmend requires an active Rejuvenation or Regrowth. Wild Growth on its own does not satisfy that requirement.

Does a nearly expired Rejuvenation make Swiftmend weaker?

No. Swiftmend heals for the full periodic duration of an eligible effect, not only the duration remaining. The Rejuvenation must still be active when you use it; an expired HoT cannot prepare the target.

Can I take Wild Growth and Nature's Grace together?

No. Wild Growth requires at least 31 Restoration points, while Nature's Grace requires at least 21 Balance points. That exceeds 51. Improved Regrowth remains available inside Restoration without taking Grace.

Does Nature's Swiftness make Healing Touch free?

No. Nature's Swiftness makes the next Nature spell instant. You still need mana for Healing Touch, so an empty bar cannot be rescued by the cooldown alone.