Archive for a. Spell Mechanics



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



    • Nature’s Focus gives you a 14-70% chance to avoid interruption caused by damage while casting the Tranquility spell.
    • Subtlety reduces the threat generated by your spells by 4-20% and reduces the chance your spells will be dispelled by 6-30%.
    • Tranquil Spirit reduces the mana cost of your Tranquility spell by 2-10%.
    • Improved Tranquility reduces threat caused by Tranquility by 50-100%, and reduces the cooldown by 30-60%.
    • Gift of Nature increases the effect of all healing spells by 2-10%.
    • Empowered Rejuvenation increases the percentage of your spell power that affects Tranquility by 4-20%
    • Genesis: Now works with Tranquility and Hurricane.

    The “group” affected by this spell is the entire raid within a 30 yard range of the druid.



    • Swiftmend heals the target for the equal amount of 12 seconds of Rejuvenation, or 18 seconds of Regrowth
    • If in any case both Rejuvenation and Regrowth are present on the target, the HoT with the least time left will be consumed. (credit to the Official Druid forums)
    • Spellpower and healing increasing talents do not affect Swiftmend directly. All benefits are applied to the HoT (either Regrowth or Rejuvenation); the amount of the Swiftmend is simply 4 or 6 ticks worth of the affected Rejuvenation or Regrowth, respectively.
    • A player can consume a Regrowth or Rejuvenation with Swiftmend cast by another druid. The amount of the Swiftmend is determined by the size of the HoT cast by the other druid.
    • Using the Glyph of Swiftmend makes it possible to cast Swiftmend without consuming the HoT.

    Nature’s Swiftness

    To Do


    Innervate – lvl 40   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


    • 5 times more normal regen from spirit
    • mana regen will act outside of the FSR for the duration of Innervate. This means continue to cast and still get 100% of the mana from Innervate.

    Raaff’s Mana Regen Calculator *BETA

    Innervate Guidelines

    Spirit vs. Mana/5

    Spirit vs. Mana/5 Revisited – Accounting for Innervate

    Which Is Better?

    Formula for mana gained while under Innervate is as follows:

     Mana = [((Spirit/4.5) + 15)*50] + (4 * Mp5)

    Therefore we can calculate the size of your self-innervates if we know your total spirit:

    Total Spirit Mana Restored Under Innervate
    100 1861
    150 2416
    200 2972
    250 3527
    300 4083
    350 4683
    400 5194
    450 5749
    500 6305
    550 6860
    600 7417
    650 7972
    700 8528

    Innervate gains nothing from mana/5, but because it’s a 20-second cast, we assume that you’ll get back 20 seconds worth of your mp5 regen (which is 4 * mp5), so that’s why we add this to the “mana gained while under innervate.”

    Note that when you cursor over the “Regen” section of your character screen, the “Regeneration While Casting” shows your Mana/5 plus 30% of your spirit regen (because you have 3/3 Intensity). This number is NOT your actual mp5 (you’ll just have to tally this up manually).

    All of this math helps us use Innervate more effectively.

    Innervate Guidelines

    1. Innervate a target who has a significant amount of spirit. Priests are the usually the best, followed by druids; however, realize that this depends on how much spirit gear your target has. Shaman and Paladins usually have very low spirit, so Innverating them is almost a waste of a cooldown. If you had to pick one, I would probably choose the shaman.
    2. Innervating a shadow priest is often beneficial for the group as a whole because shadow priests burn through mana very quickly, but return mana to the entire group. Therefore, helping a shadowpriest with mana will allow them to dps more aggressively, which will be better for that entire group in the long run.
    3. Innervate early on very long endurance fights – Magtheridon and A’lar. About a minute into the fight, innervate someone who is at like 50-60% mana. You’ll probably waste a few innervate ticks, but you’ll also get your Innervate back a second time towards the end of the fight.
    4. When self-innervating a lot of druids throw on weapons with a ton of spirit on them (and with +spirit enchants) to maximize the mana gained from innervate. See General Gear Recommendations for a few examples.

    Spirit vs. Mana/5

    While not in the FSR (while not casting):

    • 4.5 Spirit = 1 mana per tick (every 2 sec)
    • 2.5 Mp5 = 1 mana per tick
    • 1.8 Spirit = 1 Mp5

    However, while in the FSR:

    • 15 Spirit = 1 mana per tick
    • 2.5 Mp5 = 1 mana per tick
    • 6 Spirit = 1 Mp5

    Raid buffed you’re going to have a Blessing of Kings, and spirit will stack with this, mp5 wont. Also remember that the Living Spirit talent (+15% spirit) will stack with Blessing of Kings. These two buffs will affect the mp5 to spirit conversion:


    However, realize that mp5 does absolutely nothing for your innervate, so which is better? Mp5 or Spirit? Before we can answer that question, we need to talk about a little spell called Innervate…

    Spirit vs. Mana/5 Revisited – Accounting for Innervate

    Which is better? The answer to that question depends on a few conditions:

    When all the math is done, here’s the conversions:


    Note that we assume Innervate returns mana based on a 6-minute cooldown.

    Also, note that we use the phrase “Spirit (on a piece of gear).” This means that when you compare gear you can use these conversions directly to determine which will give you more regen. For example, if you have Living Spirit, Blessing of Kings, and you’re trying to compare two pieces of gear (one with 25 spirit, and another with 10 mp5) here’s how you would do the math:

     25 Spirit / 2.46 = 10.16 mp5

    Therefore the piece of gear with 25 spirit would have better regen (assuming you innervated yourself).
    Here’s an example of the math behind these numbers. In this case we seek to determine the spirit to mp5 conversion if you self-Innervate and if you have Blessing of Kings (but not Living Spirit):

    Regen from spirit:

     [(1 Spirit * 1.1)/4.5] x 0.30 = 0.073333 Mana/Tick
     0.073333 Mana/Tick *(5/2) = 0.183333 Mana/5
     1 Spirit = 0.183333 Mana/5

    Effective Regen from Innervate:

     [(1 Spirit * 1.1)/4.5] x 50 = 12.222222 Mana/Innervate
     12.222222 Mana/Innervate / 6 Minutes / 12 = 0.169753 Mana/5
     1 Spirit = 0.169753

    So adding these up:

     0.183333 Mana/5 + 0.169753 Mana/5 = 0.353086 Mana/5
     1 Spirit = 0.353086 Mana/5
     2.83 Spirit = 1 Mp5

    Which Is Better?

    Spirit or Mana/5? The truth is that you want a balance of both. Spirit increases the healing from your ToL Buff, and it also increases the size of your self-Innervates. However, even with self-Innervates, even with the +15% spirit talent and Blessing of Kings: Mp5 is still preferable to spirit. Now, that’s not to say that you should shun spirit all-together, no you need a good chuck of spirit too… but pound for pound, point of regen for point of regen, Mp5 is usually superior.

    If you can find a piece of gear that has 2.83 times (or 2.46 times) as much spirit as Mp5, then that piece is superior. It depends on your conversion (based on spec), whether you plan to self-innervate (or if you plan to innervate others), and how much +healing you want your ToL bonus to give.

    There… I hope that clears up the debate. You can argue both ways ad nauseam, but now you at least have the conversions so that you can select gear more intelligently.