Archive for 5. Talents and Spells

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.

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Balance Tree


Starlight Wrath Starlight Wrath

5 points: Reduces the cast time of your Wrath and Starfire spells by 0.5 sec.

  • Lower cast time equals higher DPS and less likely to be interrupted.
    • Solo Utility: The two main damage spells a balance druid uses are Wrath and Starfire. This talent makes both of them shorter, effectively speeding up the time it takes to down a mob.
    • Raid Utility: Nothing special apart from DPS increase. This means more chances to crit, and more chances to have an ability proc.
    • PVP Utility: Nothing special; in PvP the faster casting time is even more important so you can down players as fast as possible.
  • Bottom Line: If you are planning on a nuke-focused build (such as a full-out Moonkin), this is a must-have talent.

… continue reading this entry.

Feral Tree


Ferocity Ferocity

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

  • Wow. This is a flat DPS upgrade. Good for cat form, fantastic for bear form. This one talent basically upgrades every bread-and-butter feral combat move you have.
    • Solo Utility: Noticeable improvement. 33% rage efficiency is huge for bear grinding, and cat DPS is also substantially increased.
    • Raid Utility: In addition to the significant DPS boost, this talent also lets your bear form generate stupendous aggro.
    • PvP Utility: With the rage you save, you will actually have enough rage and energy handy to use those special moves like Bash.
  • Bottom Line: If you plan on putting talents into Feral at all, you would be insane not to get this.

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Rank 3-lvl80
  Heals the target for 371 over 7 sec. When Lifebloom completes its duration or is dispelled, the target instantly heals themself for 970 and the Druid regains half the cost of the spell. This effect can stack up to 3 times on the same target.
28% of base mana, 40 yd range, Instant cast


Rank 15-lvl80
  Heals the target for 1690 over 15 sec.
18% of base mana, 40 yd range, Instant cast


Wild Growth
Rank 4-lvl80
  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.
23% of base mana, 40 yd range, Instant cast, 6 sec cooldown


Rank 12-lvl
  Heals a friendly target for 2234 to 2494 and another 2345 over 21 sec.
29% of base mana, 40 yd range, 2 sec cast


Rank 1-lvl80
  Heals a friendly target for 1883 to 2187. Heals for an additional 20% if you have a Rejuvenation, Regrowth, Lifebloom, or Wild Growth effect active on the target.
18% of base mana, 40 yd range, 1.5 sec


Healing Touch
Rank 15-lvl79
  Heals a friendly target for 3750 to 4428.
33% of base mana, 40 yd range, 3 sec cast


Rank 7-lvl80
  Heals all nearby group members for 3035 every 2 seconds for 8 sec. Druid must channel to maintain the spell.
70% of base mana, Channeled, 10 min cooldown


Nature’s Swiftness
Rank 1
    When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell.
Instant, 3 min cooldown


Rank 1
    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.
16% of base mana, 40 yd range, Instant cast, 15 sec cooldown

 Mana Gain 

Innervatelvl40   Increases the target’s Spirit based mana regeneration by 400% and allows full mana regeneration while casting. Lasts 20 sec.
30 yd range, Instant, 6 min cooldown


Rank 7 
Returns the spirit to the body, restoring a dead target to life with 6400 health and 4700 mana.
68% of base mana, 30 yd range, 2 sec cast, 20 min cooldown, Reagents:
Starleaf Seed


Rank 7
  Returns the spirit to the body, restoring a dead target to life with 1800 health and 1365 mana. Cannot be cast when in combat.
72% of base mana, 30 yd range, 10 sec cast


Remove Curse    Dispels 1 Curse from a friendly target.


Abolish Poison   Attempts to cure 1 poison effect on the target, and 1 more poison effect every 3 seconds for 12 sec.
13% of base mana, 40 yd range, Instant cast


Cure Poison   Cures 1 poison effect on the target.
13% of base mana, 40 yd range, Instant cast


Gift of the Wild
Rank 4
  Gives the Gift of the Wild to all party and raid members, increasing armor by 750, all attributes by 37 and all resistances by 54 for 1 hr.
64% of base mana, 40 yd range, Instant cast, Reagents:
Wild Spineleaf


Mark of the Wild
Rank 9
  Increases the friendly target’s armor by 750, all attributes by 37 and all resistances by 54 for 30 min.
24% of base mana, 30 yd range, Instant cast


Rank 8
  Thorns sprout from the friendly target causing 73 Nature damage to attackers when hit. Lasts 10 min.
17% of base mana, 30 yd range, Instant cast


Improved Tree of Life
Rank 3
    Increases your armor contribution from items while in Tree of Life Form by 240%, and increases your healing spell power by 15% of your spirit while in Tree of Life Form.

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The total amount healed is enhanced by 188% of your bonus healing at max rank, and by 150% at lower ranks.

The extra healing from bonus healing per tick is constant across all ranks at 37.6%.



Harold’s Rejuvenating Broach.

When supported with talents and Idol of Awakening, Rejuvenation offers both more healing per second and lower mana cost than lifebloom (as well as lasting twice as long).



  • The HoT is enhanced by 9.5% of your spell power per stack per tick. The bloom is enhanced by 64.6% of your spell power.
  • Critical effects from the bloom cannot proc Living Seed or Nature’s Grace.
  • Glyph of Lifebloom increases the duration of Lifebloom by a second, leading to a max duration (with Nature’s Splendor) of 10 seconds.
    • The healing per tick is not changed by either the glyph or the talent.
  • lifebloom

    Wild Growth


    “smart” heal – heals up to 5 targets within 15 yards of the druid’s current target who have the lowest health percentages.

    Heals 5 targets total, the target counts as one. If there are not 5 targets in range below 100% health, the HoT will land randomly on players will full health.

     Testing shows each HoT tick receiving approximately 18%, 17%, 15%, 14%, 13%, 12%, and 11% of the total healing, respectively.

    Talent Improvement

    Empowered Rejuvenation, at max rank, increases the spell power coefficient from 80.57% to 96.68%.

    Gift of Nature increases the healing done by 10% at max rank.

    Gift of the Earthmother reduces the GCD by 20% at max rank, down to 1.25 seconds.

    Tree of Life Form increases the healing received by 6% and reduces the mana cost by 20%

    Genesis increases the healing done by 5% at max rank.


    More on Wild Growth

    I just had a discussion with a guildie (a wonderful fellow resto druid) about this, who helped me really understand the mechanics here. I thought I might clear this up for everyone (although I’m pretty sure I was the only one confused in the first place. Bah).

    Let’s first look at the tooltip:

    Wild Growth

    1. Heals up to 5 party OR raid members. So, pretty much anyone. We’re all one big happy family.
    2. 40 yard range. Just like a normal spell.
    3. Within 15 yards of THE TARGET.

    Wild Growth affects people who are 15 yards around the person whom you cast it on, not 15 yards from you. So it’s not as though the spell has a range of 15 yards – you can use it up to 40 yards away. The range in which it will “spread” to five people total is 15 yards from your target.

    Scenario 1: You have a group of people all around you, and one person 35 yards away from you. You put WG on that one person. It ticks on them and only them, even if that person is at full health, because there’s no one else within 15 yards of them to have it tick on.

    Scenario 2: You have a group of 5 people 35 yards from you, no one else is around. You put a WG on one of them. It ticks on all of them regardless of their health at that moment, because there are only 5 in the group.

    Scenario 3: You have a group of 10 people all bunched up, 35 yards away. 4 are at 50% health, 6 are at full health. You put a WG on someone – it will hit the 4 people with 50% health, and randomly select one of the people with full health as the fifth.

    Scenario 4: You have a full raid, 25 people, all closely grouped around you. Everyone has full health. You put a WG on someone. It will randomly select 5 people from the 25 (and not necessarily select your target) to WG.

    Scenario 5: You have 2 tanks and 5 melee bunched up, 35 yards away. Both tanks have full health, but are about to take some damage. The melee all have 80% health. You put a WG on one of the tanks to pre-HoT him in anticipation of incoming damage. The tank will NOT receive the WG, and instead it will go to the 5 melee with 80% health.

    Get it?
    I know I do.


    To be honest, I wish it was a party heal. I understand that a smart heal, in most cases, is preferable. Consider this: Everyone is grouped up (think Thaddius). One person in each party takes 50% damage. WG on one of them and BAM all 5 are being healed. It makes sense, it’s awesome. It’s also moron-proof, and I hate that. It would honestly be more fun if one person in each group took 50% damage and you have to think “oh crap, I can’t use WG, how do I go about healing everyone as efficiently as possible?” Instead of just hitting “4”, you would have to *think*. Hey, back when I thought WG was a party heal, it was fun to judge how many people in a particular party had taken damage, and was it enough damage and/or enough people taking that damage for me to warrant a WG (Yes, you can laugh at me. Yes, I’ve been healing like this for the past like, 6 raids. BUT. HEY. I’ve been at or close to the top of most healing charts, so it’s not – ok, ok fine. Keep laughing. I know. I deserve it).

    The other problem is that you can never pre-hot a particular group. Prehotting (especially with Wild Growth) is awesome on, say, Maexxna (right before the web wrap), and Gluth (right before decimate). I mean, ok – you *can* prehot a group, but it’s only going to hit that group if the group already has a lot of damage. If you want to prehot a group that is at full health, it will only work if they are in the exact position to guarantee that. Which rarely happens.

    This makes WG (as my guildmate put it)a very REACTIONARY HoT. Every single other HoT druids have can be used preemptively, but WG cannot. Just something to keep in mind, and QQ about during Maexxna. ^^




  • This is a hybrid direct-heal and Heal-over-time spell. The direct-heal portion of the spell can crit for 1.5x normal effect, but the heal-over-time portion will not be affected by the crit.
  • The direct-heal portion of regrowth gains 53.9% of your bonus healing while the Heal-over-time receives an additional 18.8% of bonus healing per tick.
  • The total net Threat is not reduced by using a heal-over-time versus an immediate-heal spell, but it can avoid generating a dramatic spike of mob hate.
  • The Regrowth Glyph increases both the Direct Heal and the HoT by 20% if there was already a regrowth HoT on the target when casted
  • With the Synergy between Improved Regrowth, Nature’s Grace and Living Seed, Regrowth becomes very good for handling sustained burst damage.
  • regrowth



  • Nourish becomes a very powerful tank healing spell when used with the Tier 7 set bonus and/or the upcoming Glyph of Nourish.
  • Nature’s Grace does not benefit nourish, as casting it while under the effect of Nature’s Grace still incurs a 1.5 second Global Cooldown (unlike wrath).
  • nourish

    Healing Touch


  • Healing Touch is one of the more powerful, mana efficient healing spells in the game.
  • Healing Touch costs 1165 mana at level 80 before reduction by talents.
  • With a Glyph of Healing Touch and the proper talents, it is possible to make healing touch a very good, fast cast direct heal. This can dramatically reduce a restoration druids’ disability for healing per second. A Healing touch may have 1 sec casting time, and heal for roughly 6.5 times more than the mana cost with talents, glyph, and 1000 bonus healing spellpower.
  • healingt2

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