Restoration Tree

 Talent Calculator



  • Note: Soloing for this section is primarily concerned with Balance and Feral specced druids investing a few points here, as it is generally not the best idea at all to solo as a Restoration druid.

 Improved Mark of the Wild Improved Mark of the Wild

2 points: Increases the effects of your Mark of the Wild and Gift of the Wild spells by 40%.

    • Solo Utility: Nothing special other than increasing the effects of your buff.
    • Raid Utility: Increases the stat and armor bonus for all raid members.
    • PVP Utility: Nothing special other than increasing the effects of your buff.
  • Bottom Line: For a restoration build, it’s a must have since it’s not a bad talent, and for a pure restoration build you will not use Furor, so you’ll have to spend the points to get to the next tier.

Nature's Focus Nature’s Focus

3 points: Reduces the pushback suffered from damaging attacks while casting Healing Touch, Wrath, Entangling Roots, Cyclone, Nourish, Regrowth and Tranquility by 70%.

  • This is another great talent to have.
    • Solo Utility: Very useful. Greatly helps your ability to heal and damage while taking hits, and can be critical in many situations.
    • Raid Utility: Not as useful since you won’t usually have aggro, but there are lots of times when adds jump on you or AoE damage slows your casting and you’ll be glad you had this talent.
    • PVP Utility: Awesome. People see you healing and they will start beating on you. Sadly, this talent won’t help you defeat interrupts like Counterspell, Kick or Earth Shock. Helps you put out damage faster by avoiding pushback.
  • Bottom Line: For a restoration build it’s well worth the investment for the same reason as Imp MotW. You will need the points to advance to the next tier. For a balance build, it’s also very beneficial in solo and PvP situations. For a raiding boomkin however, the points will be better spent in Furor.

Furor Furor

5 points: Gives you a 100% chance to gain 10 rage when you shapeshift into Bear and Dire Bear Form, and you keep up to 100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect while in Moonkin form by 10%.

  • This is a damn good talent for Feral Druids that is under-rated because so many raiders have to buy Improved Mark of the Wild.
    • Solo Utility: OK, you’ve just shifted out, healed yourself, and are ready to shift back. What now? Well, if you have this talent, instead of starting with an empty energy/rage bar, you start with enough to get a special move off or two. Does wonders for your mana in moonkin form.
    • Raid Utility: Good for emergency rage or energy, especially for bears who are out of rage. However, not necessarily needed if you are a Restoration Druid, as you will almost never change into cat or bear forms during a raid or party. For raiding moonkin, it helps out with your intellect-dependant talents, and boosts your longevity.
    • PVP Utility: Fantastic. Druids shift all the time in PVP, to escape roots and snares, to break a polymorph, to do an insta-heal. That 10 rage or full energy bar comes in damn handy when you return to feral form.
  • Bottom Line: If you’re Feral or Balance, you’ll want this. For a restoration build, since this talent doesn’t do anything for Tree form, the points are better spent in other places.

Naturalist Naturalist

Requires 5 points in Restoration Talents
5 points: Reduces the cast time of your Healing Touch spell by 0.5 sec and increases the damage you deal with physical attacks in all forms by 10%.

  • This used to be two talents, for a total of ten points. Those were ten points well spent then and they are five points very well spent now. Faster healing touch and a flat DPS upgrade, what’s not to like?
    • Solo Utility: One of the better talents for a feral build, but for a restoration druid it’s nearly useless. Restoration was not made for doing damage. This talent may help while soloing, but you will lose good points that should be put elsewhere. (You will hardly ever see someone speccing into restoration for soloing)
    • Raid Utility: Healing Touch takes forever to cast; it’s one of your biggest weaknesses as a healer. This talent fixes that. Expendable talent, however, if you are going for Tree of Life form. As a raid healer in a full restoration build, you will rely on your HoTs much more than Healing Touch. The only good time to even bother casting it is if you set up a macro with Nature’s Swiftness. If you are feral it’s a must, 10% increase to all your DPS is always good.
    • PVP Utility: Nothing special.
  • Bottom Line: Full Restoration druids should not get it unless you find yourself casting Healing Touch a lot, which is extremely situational. Great for a feral dabbling in healing, or a feral who just likes doing 10% more damage. There are better ways to spend talents for Balance as well.

Subtlety Subtlety

Requires 5 points in Restoration Talents
3 points: Reduces the threat generated by your restoration spells by 30% and reduces the chance your healing over time spells will be dispelled by 30%.

  • This talent reduces healing threat, some may like it, some may find it useless.
    • Solo Utility: Not useful. When soloing, you’re the only one with aggro and very few soloable mobs use dispel.
    • Raid Utility: A handful of mobs have dispel effects, but not many. Seeing most druid heals are instant casts and HoT based, you will be the best raid-wide healer, drawing threat from a lot more targets at once than just the tank. You may find yourself pulling aggro off of DPS or other healers for this reason, so it is a good place to spend some points.
    • PVP Utility: Threat is irrelevant in PVP, but while the dispel resistance is nice, if you’re going to be dispelled at all, it is usually spammed on you which makes this talent irrelevant. However, anti-dispel is great for intensive PvP fight like arena, where every move counts. If the dispeller wastes a global cooldown on your healing over time spell, they have less chance to dispel more useful buffs like blessings or Bloodlust.
  • Bottom Line: For soloing or PvP, not worth it. For raiding or 5-mans it has some utility during the first few seconds of the fight before the tank has built up a good aggro lead, or when there are adds being picked up by DPSers and other healers.

Natural Shapeshifter Natural Shapeshifter

Requires 5 points in Restoration Talents
3 points: Reduces the mana cost of all shapeshifting by 30%.

  • Shapeshifting is expensive so cutting costs on it will help your mana supply. But, how much this discount is worth it depends on your play style.
    • Solo Utility: Solo players shift once in a while, so a moderate discount is to be had here. Druids with little or no investment in balance or feral trees will however need this, having to shift and heal themselves more often due to their limited capability to inflict damage.
    • Raid Utility: Raiding druids hardly ever shift– your gear and strategy will have you doing one thing in one form. So you won’t see much benefit here at all except to unlock Master Shapeshifter.
    • PVP Utility: PVPing druids shift all the time, repeatedly and spastically. You shift as the situation changes, you shift to break certain attacks, you shift to escape vulnerability to other attacks. This discount is gargantuan for the PVP druid, especially ferals who won’t have a big mana pool to throw around.
  • Bottom Line: Whether this talent is worth it depends on your play focus. This is a major boon for Balance and Restoration; lower mana costs for shapeshifting means more mana is available when you go into Moonkin or Tree of Life Form. Also, this talent unlocks Master Shapeshifter which is a great bonus for Restoration, Boomkin, and Feral Druids.

Intensity Intensity

Requires 10 points in Restoration Talents
3 points: Allows 30% of your mana regeneration to continue while casting and causes your Enrage ability to instantly generate 10 rage.

  • The mana regen helps both Balance and Restoration specialists greatly. The enrage bonus is a bit more situational.
    • Solo Utility: Nothing special.
    • Raid Utility: A must have for Balance and Restoration druids. Raiding is all about mana efficiency and regeneration and this talent delivers, especially now that you can only use 1 mana potion per fight. Ferals also enjoy the improvement to Enrage, as they can put out a little more aggro at the beginning of a fight, but don’t need it tremendously. They won’t be spending nearly as much time in caster form, too.
    • PVP Utility: Mana regeneration in PVP is a nice-to-have. But for a bear druid, Enrage delivers enough instant rage for a special move, and is critical, especially when you’re being kited or feared around and your rage isn’t building normally.
  • Bottom Line: Well worth it, especially for raiding Casters. It’s also a prerequisite for Nature’s Swiftness, so even if those three points did nothing whatsoever, it would still be worth taking.


Omen of Clarity Omen of Clarity

Requires 10 points in Restoration Talents
1 point: Each of the druid’s damage, healing spells and auto attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage, healing spell or offensive ability by 100%.

  • Changed: This talent is now a passive ability rather than a castable buff. Also, it applies to spells now as well as physical attacks.
    • Solo Utility: Very useful for mana efficiency when grinding, but also handy for healing yourself mid-fight. Single most efficient upgrade for cat DPS (apart from Mangle). Useful to moonkin druids for mana; if it procs you have a free heal or cast.
    • Raid Utility: Great for aggro generation and cat DPS. Casters will now see the benefit as well, granting a Balance or Restoration druid a free nuke or heal every time it procs.
    • PVP Utility:Again, just a helpful way to save mana. For Feral, a free shred or mangle from a cat is devastating.
  • Bottom Line: A must have for druids of all specs now. A great way to conserve mana, and a great way to gain free attacks and abilities while in feral forms. On the topic of feral forms, nothing is nicer then dropping a critical healing touch on yourself after a tough fight, for no mana at all!


Master Shapeshifter Master Shapeshifter

Requires 10 points in Restoration Talents
Requires 3 points in Natural Shapeshifter
2 points: Grants an effect which lasts while the Druid is within the respective shapeshift form.

   * Bear form - Increases physical damage by 4%.

  • Cat form - Increases critical strike chance by 4%.
  • Moonkin form - Increases spell damage by 4%.
  • Tree form - Increases healing by 4%.
  • This talent provides an upgrade for any spec and form, making it a good talent no matter which way you want to go.
    • Bear Utility: Increases damage, which is good for killing mobs while soloing or players while PvPing, but most importantly generating threat in raid situations.
    • Cat Utility: Cats are crit-based, making this a very nice crit chance increase for cats specced druids for soloing, PvP, and raiding.
    • Moonkin Utility: Same as cat form, increases all damage done, which is useful for all aspects of the game. A moonkin is also crit based however, so it is not as useful for balance druids as it is for feral.
    • Tree Utility: A flat increase to healing done, you can’t beat that.
  • Bottom Line: A good talent for whatever spec you decide on. It provides a good upgrade for eveything.

Tranquil Spirit Tranquil Spirit

Requires 15 points in Restoration Talents
5 points: Reduces the mana cost of your Healing Touch, Nourish and Tranquility spells by 10%.

  • Healing is all about mana efficiency, and this is a flat improvement to it.
    • Solo Utility: You won’t be healing yourself that often, and with plenty of time to regen between heals, this isn’t as important a talent.
    • Raid Utility: A very nice talent. Though you probably won’t be casting tranquility or Healing Touch as much, Nourish has turned out to be a decent spell for the druids with its mana cost being the only turn off. This talent helps that mana cost.
    • PVP Utility: Crap. Even if you are a PVP healer, healing is already relatively efficient. The points are better spent elsewhere.
  • Bottom Line: The only real usefulness will come from the mana reduction of Nourish. If you find you don’t use it very much, this talent is pretty much worthless.

Improved Rejuvenation Improved Rejuvenation

Requires 15 points in Restoration Talents
3 points: Increases the effect of your Rejuvenation spell by 15%.

    • Solo Utility: Useful situationally, but probably not useful enough to blow three points into it.
    • Raid Utility: Essential. If you go for Tree of Life, you’ll be casting this spell all the time and 15% is a lot of healing. With stacking heals over time, you can even use this to bear the brunt of main tank healing. Plus it’s a prerequisite for Improved Regrowth, another talent with great Tree Form synergies.
    • PVP Utility: The spell is useful for heals on the run, but again, maybe not useful enough to blow points on.
  • Bottom Line: If you are going to be doing healing in raids or going deep into the Restoration tree, definitely get it.

Nature's Swiftness Nature’s Swiftness

Requires 20 points in Restoration Talents
Requires 3 points in Intensity
1 point: Instant, 3 min cooldown. When activated, your next Nature spell with a casting time of less than 10 sec becomes an instant cast spell.

  • This mostly includes heals, but will also work with roots, Hibernate and Wrath (among others). Instant cast lets you avoid spell interruption, cast on the run, and get a spell off now. Force of Nature and Mangle must contend against this spell even in Balance and Feral builds. It’s that good.
    • Solo Utility: Great to have, but not really essential. Just yet another way to get a heal off, then be back to DPSing immediately.
    • Raid Utility: Damn useful. Some call it a crutch, but in raids the main tank is always a bad run of crushing blows or crits away from an emergency. Druids don’t get emergency management spells except through talents, and this is a great way to save the day. Even feral hybrids can use this to pop out, save the main tank, and get back to business. A good idea is to make a macro with this and Healing Touch.
    • PVP Utility: Again, incredibly handy. Instant heals while flag running, fighting, etc. are an awesome source of a “free extra life”. Also, popping an instant hibernate on a flag running druid is a rude way to bring their feral career to a screeching halt.
  • Bottom Line: If you’re this far into Restoration, get this talent. One of the best in the game. Even non-healers can find lots of opportunities to use this.

Gift of Nature Gift of Nature

Requires 20 points in Restoration Talents
5 points: Increases the effect of all healing spells by 10%.

  • For healers, another way to make your mana go further and your heals hit harder.
    • Solo Utility: Like most Restoration talents, not as useful for soloing.
    • Raid Utility: Incredibly useful for raid healing, more bang for your buck.
    • PVP Utility: Usually in PvP situations you will be just throwing as many HoTs around as you can, the more they heal for the better.
  • Bottom Line: A solid part of a Restoration build. Also a prerequisite for Swiftmend, which is a fantastic talent.

Improved Tranquility Improved Tranquility

Requires 20 points in Restoration Talents
2 points: Reduces the threat caused by Tranquility by 100% and reduces the cooldown by 60%

  • How often do you cast Tranquility? Yeah, I didn’t think so.
    • Solo Utility: Useless, you’ll never ever need to use this while soloing.
    • Raid Utility: Nothing special– you can spread Rejuvenation over a whole group (not just your own) about as quickly and without the chance of being interrupted, though it will do less healing. It should be noted Tranquility is not raid wide, only effects yourself and the 4 others in your particular group, making this suited as a five-man panic button.
    • PVP Utility: Threat doesn’t matter anyway in PVP, and Tranquility rarely used there.
  • Bottom Line: Not worth it even for Restoration builds. The added cooldown reduction is nice, being able to cast it more frequently, but you still will rarely ever cast this spell.
  • Second Opinion: As of 1.12, Tranquility was buffed to do a lot more healing per second. If your group finds itself low on hp, Tranquility will often save the day, ticking for around 2k health every two seconds. However, that much healing will generate A LOT of threat (AoEs cause a lot of threat, Healing causes a lot of threat; an AoE heal… Tanks would kill to be able to cause that much threat). As resto druids may not find better talents available to them, this talent is a decent choice as casting Tranquity now is pretty much an AoE Taunt.
  • Third Opinion: On the other hand, an interesting strategy for a tanking druid to gain EXTREMELY dominant threat is to pop out and cast tranquility. Or for a druid taking over tanking to do the same. This talent makes that strategy useless, and therefore, this talent CAN be a liability.
  • (to Third Opinion) as long as tank druid don’t have enough ponits to get or even think to get this talent, that your comment was no point at all
  • Fourth Opinion: Tranquility can easily save the day in certain situations, and with this talent you can usually heal your group to full with no threat caused whatsoever. The reduced cooldown also means that you will have this powerful spell available quite frequently.

Empowered Touch Empowered Touch

Requires 25 points in Restoration Talents
2 points: Your Healing Touch spell gains an additional 40% of your bonus healing effects.

  • A somewhat strange power. You aren’t going to have it unless you’re deep in the Restoration tree, unlike the other Healing Touch talents that are easy for other specs to grab. But Restoration specialists are often going for Tree of Life, which is best for casting the myriad of HoTs you posess.
    • Solo Utility: As with most Restoration talents, not terribly helpful soloing.
    • Raid Utility: Extremely situational, but most Druids will not be casting Healing Touch enough to benefit from these two points.
    • PVP Utility: Nothing special.
  • Bottom Line: You can safely skip this talent unless you are leaning hard on Healing Touch for your heals. In that case, go wild once you have the gear to take advantage of it.

Improved Regrowth Improved Regrowth

Requires 25 points in Restoration Talents
Requires 3 points in Improved Rejuvenation
5 points: Increases the critical effect chance of your Regrowth spell by 50%.

  • Regrowth is an interesting bird. It starts as a slightly faster-cast heal that is incredibly inefficient. With relentless investment in the Restoration tree, though, it turns into a powerful tool in your healing arsenal. The secret is that over time, those Regrowth crits will on average deliver more healing for the mana. Plus the heal over time effect, which now can crit, will deliver a useful supplement to your Rejuvenation ticks.
    • Solo Utility: In solo play, you’re not going to care about Regrowth crits.
    • Raid Utility: Combined with Tree of Life, you can buff this enough to make this a potent replacement for Healing Touch. Still not spammable except as a raid patch, but an important supplement to Lifebloom and Rejuvenation stacking.
    • PVP Utility: If you plan to be a PvP healer, this is one of a few must have talent in restoration tree, though Nourish is a faster cast heal, and crits for about the same when your target has another HoT on it already.
  • Bottom Line: This talent used to be very useful, but with the addition of Nourish, Regrowth has lost its appeal. Nourish can crit just as much as Regrowth now and at a faster cast time. The only time Regrowth in necessary is when you need one extra HoT on your target.

Living Spirit Living Spirit

Requires 30 points in Restoration Talents
3 points: Increases your total Spirit by 15%.

  • This is obviously another healer-focused power. On the surface, it gives you raw non-casting mana regen and bigger innervates. With talents like Intensity you will get a boost to your in-combat mana regeneration, too. Also, Imp Tree form will use 15% of your spirit to convert into +healing.
    • Solo Utility: None, really.
    • Raid Utility: Useful whether you get Tree of Life or not. While Tree of Life does gain much more of a benefit, everyone can take advantage of the extra spirit with some more regen.
    • PVP Utility: None.
  • Bottom Line: If you’re not healing in a raid, skip it. Otherwise the additional Sprit will be more than welcome. Remember the more Spirit you have the more this talent will benefit you.

Swiftmend Swiftmend

Requires 30 points in Restoration Talents
Requires 5 points in Gift of Nature
1 point: 16% of base Mana, 40 yd range, instant cast, 15 sec cooldown. Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 12 sec of Rejuvenation or 18 sec of Regrowth.

  • To make the description more plain, this spell removes a heal over time buff from the target and gives them that whole heal buff all at once– even if the HoT has mostly run its course. It’s basically a complicated insta-heal, great for handling emergencies and keeping tanks up.
    • Solo Utility: While not designed for soloing, you could use this as a kind of poor man’s Nature’s Swiftness heal. 15 seconds is a much shorter cooldown than 3 minutes.
    • Raid Utility: Fantastic for healing raids– you finally get an emergency measure with a reasonable cooldown. Perfect for main tank healing.
    • PVP Utility: Useful also, since you can cast it on the run. Don’t you dare try to carry a flag like this, but keeping a flag carrier up with Swiftmend is very doable. Or, better yet, use it to keep people up defending flags in any battleground.
  • Bottom Line: If you’re this far into Restoration, it would be criminal not to get Swiftmend. I think you can actually be arrested in some jurisdictions for having Tree of Life and not having Swiftmend.
  • Important Note: The newly added Glyph of Swiftmend will cause the same instant healing effect ‘without’ consuming your HoT. This glyph is one of the most phenomenal restoration glyphs you can get making swiftmend a hugely powerful instant cast that costs nothing now except a small amount of mana.

Natural Perfection Natural Perfection

Requires 30 points in Restoration Talents
3 points: Your critical strike chance with all spells is increased by 3% and crit strikes against you give you the Natural Perfection effect reducing all damage taken by 4% for 8 seconds. Stacks up to 3 times.

    • Solo Utility: You won’t be this far down the tree for a solo build, so you don’t even have to worry about this talent. Even if you are soloing as resto, if you keep mobs rooted you won’t have a problem.
    • Raid Utility: Not too useful, unless you are for some reason, really interested on increasing by 3% your Regrowth crits.
    • PVP Utility: If you are a PVP healer, this is an important talent. To get an equal amount of crit damage reduction at level 70, 3 stacks up, you would need 295 resilience rating. (Note that this talent doesn’t affect crit frequency or DoT effects, though.)
  • Bottom Line: Primarily useful for reducing incoming burst damage in PVP. While soloing and raiding, you shouldn’t be getting hit that much, and especially having to get crit for this ability to trigger for a realtively low damage reduction, this talent is garbage.

Empowered Rejuvenation Empowered Rejuvenation

Requires 35 points in Restoration Talents
5 points: The bonus healing effects of your healing over time spells is increased by 20%.

  • This helps not just Rejuvenation, but also Regrowth and Lifebloom. Since you’ll be loading up on +Healing just from Tree of Life, not to mention all your +healing gear, this is a great talent.
    • Solo Utility: Again, healing isn’t terribly useful for soloing.
    • Raid Utility: A great talent to boost your already powerful +healing effects.
    • PVP Utility: Not terribly useful, but necessary to get to Tree of Life, which in PVP can be useful for defense in BG’s.
  • Bottom Line: If you’re going for Tree of Life you have to get it. Even if you didn’t, this is a flat increase to the majority of your healing spells.
  • Second opinion : if you want to have PVP resto spec and not even to get Tree of Life, you should consider this, because you will often run and spam HOT’s on you and others.

Empowered Rejuvenation Living Seed

Requires 35 points in Restoration Talents
3 points: When you critically heal your target with Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 100% chance to plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec.

    • Solo Utility: Again, you won’t be this far down the tree with a solo build.
    • Raid Utility: An amazing talent. You will be casting Swiftmend and Nourish/Regrowth a lot. Every time it crits, you’ll get an extra bit of healing done.
    • PVP Utility: Very good. For PvP you will most likely have a lot of crit built up already anyway, this will feed off of that.
  • Bottom Line: A good place to put some extra points once you’re done your build.

Replenish Replenish

Requires 40 points in Restoration Talents
3 points: Your Rejuvenation spell has a 15% chance to restore 8 Energy, 4 Rage, 1% Mana or 16 Runic Power per tick.

    • Solo Utility: Again, you won’t be this far down the tree with a solo build.
    • Raid Utility: An ok talent. 1% mana is not that much, but it is better than nothing. You’ll also be casting Rejuvenation a lot, so you’ll have a lot of opportunities for it to proc.
    • PVP Utility: Take it or leave it, same as for raiding, you’ll cast Rejuvenation a lot, and a little mana regen is better than nothing.
  • Bottom Line: If you have done your build and have extra points put them here, otherwise, don’t lose sleep if you don’t spend any points here.

Tree of Life Tree of Life

Requires 40 points in Restoration Talents
Requires 5 points in Empowered Rejuvenation
1 point: 28% of base Mana, Instant cast. Shapeshift into the Tree of Life. While in this form you increase healing received by 6% for all party and raid members within 45 yards, and you can only cast Restoration, Innervate and Barkskin spells, but the mana cost of your healing over time spells is reduced by 20%.

  • Tree of Life is primarily a raid healing form. As of Patch 3.0.2, Healing Touch can be used in this form, and efficient HoT spells due to its inherent bonuses (Lifebloom has an outstanding health-per-mana ratio), combined with a wise use of Swiftmend, make a very solid main healer. When paired with another healer that uses fast-casting direct heals, such as a Paladin, Shaman, or Priest, a druid in Tree of Life form is arguably the best possible raid-wide healer in a raid setting. The aura, combined with the 20% mana cost reduction to HoTs, the ability to use innervate, and the extra incentive (Living Spirit talent, bonus to Tree of Life aura) to acquire large amounts of spirit gives this form incredible longevity while healing in a raid setting.
    • Solo Utility: This form is tailor-made to not be solo-friendly.
    • Raid Utility: Healing-wise, the Tree of Life form drastically improves healing output (both by reducing the own mana costs and by increasing healing done to party members). The movement reduction has been removed from the Tree form as of Patch 3.0.2 as well, so you won’t have to ever worry about that anymore.
    • PvP Utility: It increases the potential healing at cost of flexibility. An important note is that in Tree of Life form, the caster is considered elemental, not humanoid, and can be banished by warlocks. You can’t cast any CC abilities such as roots or Cyclone in this form, so it’s not as useful for pvp, especially arenas.
  • Bottom Line: The main talent of Restoration builds. Soloers shouldn’t be this far down the tree, and PvPers can safely skip if they need to CC. Other than that, Tree of Life form is the must have of must haves.

Improved Tree of Life Improved Tree of Life

Requires 40 points in Restoration Talents
Requires 1 point in Tree of Life
3 points: Increases your Armor while in Tree of Life Form by 100%, and increases your healing spell power by 15% of your spirit while in Tree of Life Form.

    • Solo Utility: Again, you won’t be this far down the tree with a solo build.
    • Raid Utility: If you take Tree form, this is a must have. While increases to your armor for a little increased survivability is not very impressive, it also increases healing done.
    • PVP Utility: Depends on whether you took tree form or not. If you did, and are intending on using tree form, the added armor will benefit you, as well as the + healing.
  • Bottom Line: Since tree form is a must have, and this increases plus healing in tree form, this is too a must have for the Restoration druid.

Tree of Life Gift of the Earthmother

Requires 45 points in Restoration Talents
5 points: Reduces the base global cooldown of your Rejuvenation, Lifebloom and Wild Growth spells by 20%.

  • This talent makes your most popular instant casts even faster. How do you make an instant cast faster you ask? Well every time you cast a spell, these is a 1.5 sec global cooldown on all your spells until you can cast your next one. So even though your spells have no cast time, there is a 1.5 sec periods where you cant cast. With the addition of spell haste, or this talent, the global cooldown is reduced, so you can cast your next spell even faster. Less wait time in between spells = more casts = more healing done. As simple as that.
    • Solo Utility: Again, you won’t be this far down the tree with a solo build.
    • Raid Utility: Hugely important. Allows you to places lifeblooms/Rejuvenations on multiple targets faster than ever, effectively increasing your usefulness as a raid healer.
    • PVP Utility: Definiately useful if you’re this far down the tree. The more heals you can get out, the better your team will do.
  • Bottom Line: Working as natural spell haste, this is a must have for an restoration druid. Though some may say you don’t need faster casts if your casts are instants, but ignore them, then out heal them ;).

Tree of Life Wild Growth

Requires 50 points in Restoration Talents
1 point: 23% of base Mana, 40 yd range, instant cast. Heals up to 5 friendly party or raid members within 15 yards of the target for 1442 over 7 sec. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

    • Solo Utility: Again, you won’t be this far down the tree with a solo build.
    • Raid Utility: A very nice talent. This is a instant cast, raid wide tranquility. The only problem with it is that with a high mana cost, it prevents you from spamming nothing but this.
    • PVP Utility: Definitely useful if you’re this far down the tree. Good for healing groups of teammates while fighting on a flag or node.
  • Bottom Line: A very good talent, adding one more instant HoT to your arsenal. Mana cost is heavy, but use it sparingly when a group is getting AoEd and you’ll see the huge benefit.

Balance Aditions:

Genesis Genesis

5 points: Increases the damage and healing done by your periodic damage and healing effects by 5%.

  • Restoration: The majority of Druid healing is periodic. This is the best talent for Restoration Druids to take on their way down the tree to Moonglow and Nature’s Splendor.
    • Overall Utility: Nothing special apart from DPS increase.
  • Bottom Line: Useful for Restoration Druid’s to reach the next tier of the Balance tree. For Balance, unless you rely a lot on Moonfire and Insect Swarm the DPS gain is small and there are better places to spend the points.

Moonglow Moonglow

Requires 5 points in Balance Talents
3 points: Reduces the Mana cost of your Moonfire, Starfire, Starfall, Wrath, Healing Touch, Regrowth and Rejuvenation spells by 9%.

  • Restoration: This should be the next 3 points spent in the Balance tree followed by Nature’s Majesty to achieve the next Balance tier for Restoration Druids. The only other choice is Improved Moonfire, which is useless for a Resto Druid.
    • Solo Utility: This is mostly a grinding efficiency boost. This effects all the main spells you will be using solo, which will keep you from having to stop and drink so often.
    • Raid Utility: Fantastic. Raid encounters usually are drawn out, very mana-intensive affairs, so a talent that helps mana efficiency is critical whether nuking or healing.
    • PvP Utility: Mana efficiency isn’t that important in PvP, but it’s still useful, get it if you want it.
  • Bottom Line: A must have. Can greatly help a Boomkin or a healer.

Focused Starlight Nature’s Majesty

Requires 5 points in Balance Talents
2 points: Increases the critical strike chance of your Wrath, Starfire, Starfall, Nourish, and Healing Touch spells by 4%.

  • It’s a cheap way to up DPS considerably, and is a pre-req for (and increases the proc rate of) Nature’s Grace.
    • Solo Utility: Nothing special besides the DPS boost and use as a pre-req.
    • Raid Utility: Nothing special besides the DPS boost and use as a pre-req.
    • PvP Utility: Crits make the damage spiky and less predictable, which is always a good thing in PvP.
  • Bottom Line: Mostly useful just to unlock Nature’s Grace for a Balance Druid, or Nature’s Splendor for a Restoration Druid. The actual effect of this talent is most beneficial for Balance in PvP.

Nature's Grace Nature’s Grace

Requires 10 points in Balance Talents
3 points: All spell crits have a 100% chance to grace you with a blessing of nature, reducing the casting time of your next spell by 0.5 sec.

  • Note: Due to Global Cooldown this talent sometimes actually hurts your ability to cast wrath, making the spell cast faster than the cooldown is up.
    • Solo Utility: Decent when using starfire, but normally you don’t need another 0.5 secs off Wrath if you took the Starlight Wrath talent.
    • Raid Utility: Better, since you’ll be using starfire a lot more while raiding than when soloing.
    • PVP Utility: Useful every once in a while to get a really fast cast off.
  • Bottom Line: For 3 points, this is an OK talent. Most beneficial when raiding and spamming starfire. It occasionally messes up your spell rotation when using wrath, so depending on whether you use wrath or starfire more, you may or may not want to invest any points in this. At the very least, I suggest putting one point in this, since 33% chance is better than no chance, and it’s only one point.

Nature's Splendor Nature’s Splendor

Requires 10 points in Balance Talents
1 point: Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm and Lifebloom spells by 2sec.

  • Restoration:Extremely useful for Restoration Druids. Lengthens the time of some of your HoTs, meaning more healing and less casting for more mana efficiency.
    • Solo Utility: Pretty useless. Normally you’ll kill most mobs either before or shortly after your DoTs run out, making the extra tick time a waste of talent points.
    • Raid Utility: Makes your DoTs last longer. This in theory means less time casting DoTs and more time casting direct damage spells like wrath or starfire. With the right spell rotation and spell haste, it’s possible that this could increase your DPS, however more research needs to be done to verify this.
    • PvP Utility: Could be useful depending on your playstyle. If you tag several people with Moonfire and/or Insect Swarm this could be worth it since it will last longer on your target(s) and deal out more damage.
  • Bottom Line: Forget about it for soloing, pick it up for PvP, and try to do your own research on its effectiveness in raiding. (Restoration druids definitely pick up. Probably one of the best Restoration talents in this tree).


Celestial Focus Celestial Focus

Requires 15 points in Balance Talents
3 points: Gives your Starfire spell a 15% chance to stun the target for 3 sec and increases your total spell haste by 3%

  • The stun is nice but will proc infrequently due to the low rate and the fact that Starfire is not a primary spell for Soloing or PVP. 3% haste will make the new casting time of 1.5 sec Wrath 1.4631 sec without any other haste included.
    • Solo Utility: The stun is not terribly reliable, although it does make a good opening attack. Haste is ok for speeding up killing.
    • Raid Utility: Situationally useful at best. While most mobs in 5 mans are stunnable, as well as much of the trash in raids, the stun procs so infrequently that it is not reliable. However, starfire will probably be your primary damage spell, so the stun should occur a bit more frequently for you. The haste is probably the best thing about this talent if you want a faster spell rotation.
    • PvP Utility: Moderately useful for a PvP focused balance druid. Any kind of stun is handy in PvP. It cannot be relied on, but it might buy you time to cast another Starfire or a heal. No longer affects Starfall as of patch 3.0.8.
  • Bottom Line: Not so great for soloing unless you want the extra haste (you shouldn’t need it). The stun is slightly more useful in raids since you’ll most likely be using starfire more, and in pvp where stuns are most useful, but again, the haste would be the main reason for getting this talent.

    Brambles Brambles

Requires 20 points in Balance Talents
3 points: Increases your spell power by 12% of your total Intellect.

  • Scales nicely with gear, gives you another source of much-needed +dmg, this is a great addition to a casting Druid’s repertoire.
    • Solo Utility: A Flat DPS boost but nothing special.
    • Raid Utility: A Flat DPS boost but nothing special.
    • PVP Utility: A Flat DPS boost but nothing special.
  • Bottom Line: More DPS = good. A must have talent for balance spec druids, you should have a ton of Intellect laying around anyway.

Nature's Reach Nature’s Reach

Requires 10 points in Balance Talents
2 points: Increases the range of your Balance spells and Faerie Fire (Feral) ability by 20%, and reduces threat generated by your Balance spells by 30%.

  • Feral: An OK talent if you need a longer Faerie Fire range, however you will waste at least 5 talent points in the 2nd tier of Balance on the way to get this. Not worth it.
    • Solo Utility: Increases your survivability because it allows you to hit mobs from farther away. This gives you more time to hit them before they hit you. It also allows you to hit a mob that is running before they pull other mobs.
    • Raid Utility: Extremely useful. Many mobs have ranged attacks on non-aggro targets, or AOEs. If they can be out-ranged at all, this talent usually lets you cast from outside that range. Also the threat reduction on this talent makes it a must have for raiding.
    • PvP Utility: Similar to soloing–use it to catch that pesky flag carrier.
  • Bottom Line: A must have if going balance.


Insect Swarm Insect Swarm

Requires 10 points in Balance Talents
1 point: 8% of base mana, 30 yd range, instant cast. The enemy target is swarmed by insects, decreasing their chance to hit by 3% and causing 1290 damage over 12 sec.

    • Solo Utility: A very mana-efficient DoT to dump on a mob that will also increase the damage done by wrath if you take the Improved Insect Swarm talent. This spell does about the same damage if not more than moonfire, with the added bonus of extra wrath damage.
    • Raid Utility: Somewhat useful because it helps the tanks’ damage mitigation, however the less hit a tank receive the less rage he/she generates. The use of Glyph of Insect Swarm will increase the damage it deals while taking away the hit chance reduction which is arguably better for a tank.
    • PvP Utility: Another cheap and effective source of damage.
  • Bottom Line: A decent debuff that’s good for both PvE and PvP. Most useful when raiding since it has time to tick. If used when soloing/PvP it’s recommended that you invest at least a point or two in the Improved Insect Swarm talent.



Lunar Guidance Lunar Guidance

Requires 20 points in Balance Talents
3 points: Increases your spell power by 12% of your total Intellect.

  • Scales nicely with gear, gives you another source of much-needed +dmg, this is a great addition to a casting Druid’s repertoire.
    • Solo Utility: A Flat DPS boost but nothing special.
    • Raid Utility: A Flat DPS boost but nothing special.
    • PVP Utility: A Flat DPS boost but nothing special.
  • Bottom Line: More DPS = good. A must have talent for balance spec druids, you should have a ton of Intellect laying around anyway.

Dreamstate Dreamstate

Requires 25 points in Balance Talents
3 points: Regenerates mana equal to 10% of your Intellect every 5 sec, even while casting.

  • Also known as MP5, in-combat mana regen is very powerful for caster classes. This one talent usually yields around 35 mana/5(at 70).
    • Solo Utility: When soloing, this talent isn’t very important, because you can stop and drink whenever you want. To increase efficiency however, this a good way to do it.
    • Raid Utility: Absolutely essential. Long drawn-out fights demand good mana regen.
    • PvP Utility: PvP tends to be burstier and normally offers plenty of opportunities to drink. Can safely be skipped.
  • Bottom Line: Raiding Moonkin consider this a must have. Soloing is a personal choice; you may be able to squeeze out more damage without this talent, but you also may have to stop and drink more often. For PvP it’s pretty much worthless.

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