4. Resto talents

Druid Healing Talents in Warlords of Draenor

Level 15: Prosperity reduces the cooldown of Swiftmend (adding a 2nd charge) and is paired with Soul of the Forest for a strong raiding build. Cenarion Ward is a good option for dungeons and 5-mans (gives a ward that applies a HOT after someone takes damage – use this on a tank). Abundance causes your rejuvs to speed up healing touches & increases the crit chance of regrowth (useful when paired with germination for smaller group content, but this might also cause you to run out of mana too fast).

Level 30: Displacer Beast and Wild Charge are both good movement abilities. Displacer Beast (you jump forward and get a speed boost in cat form) is overall the most useful. Wild Charge in humanoid form allows you to jump to another player’s location (thus requiring someone to already be where you want to go). Renewal is a burst heal that can only be used on yourself (not that helpful since you can’t cast it on others).

Level 45: Affinity talents: Your affinity talent lets you choose an off-role spec where you pick up more abilities that make you pretty decent at one off-role thing at a time, rather than crappy at all off-role things all the time. Choose whatever affinity best fits what you want to do. Balance is the more obvious pairing for the added range & DPS outside of dungeons/raids, but the other two still have applicable uses.

  • Balance affinity: all your spells (including healing spells) get an added 5 yard range. Gives moonkin form & several damage spells you to cast in form.
  • If you choose feral affinity, you get a 15% movement speed buff. In addition, you get feral abilities that allow you to have relatively mana-free damage while in cat form.
  • While guardian affinity gives you 10% reduced damage taken, it also gives you tanking abilities you are unlikely to use in group or solo content.

Level 60: Choose a crowd control talent. Typhoon (knockback) is probably the most obvious choice, but Mighty Bash (close range stun) can also work.

Level 75: Soul of the Forest is a strong raiding talent for may encounters (Casting Swiftmend increases the healing done by your Wild Growth. Pair with the level 15 Prosperity talent). Cultivation is an alternative for 5-mans and is also useful for some raid encounters (Your rejuv targets get an extra HOT on them when they’re low on health). Incarnation (a cooldown increasing healing) falls behind the other two, although it may be situationally useful.

Level 90: Spring Blossoms gives your Efflorescence a HOT effect (a good talent in general). Inner Peace reduces tranquility’s cooldown (good in fights where a 2 min cooldown pairs well with fight mechanics). Germination allows for 2 HOTs to be placed on the same person (more useful in small group content and not raids).

Level 100: Flourish extends the duration of your HOTs (particularly useful to cast while Wild Growth is active). Stonebark can be useful in 5-mans (reduces the cooldown on Ironbark and increases HOT healing to that target). Moment of clarity (might be helpful if you have really bad mana problems, but overall isn’t worth it compared to your other options).

Talent build for many raid encounters: Prosperity/SoTF/Spring Blossoms/Flourish.

SOTF Build level 100

Alternative options for 5-mans & raids: Cenarion Ward, Cultivation, Germination, Flourish


Other potential for 5-mans: Abundance, cultivation, germination, & stonebark (see below for alternatives to Abundance & Stonebark). As described above, abundance is super mana-hungry, so many people instead prefer cenarion ward (such as thebuild above). The other potential option is stonebark (e.g., if your tank is having issues staying alive instead of Flourish’s more active HOT extension cooldown).

Rejuv build level 100


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11 comments on “4. Resto talents
  1. Cowbeartree says:

    Soul of the Forest is much stronger than Incarnation at level 60. The OOC procs don’t make up for the huge HPS loss of taking this talent. Situationally, there may be a reason to take the old tree of life talent but for the heals per second, it’s Sotf.

    Force of nature is currently not a viable talent for resto druids at all. It’s simply broken (waay too weak). I wouldn’t recommend anyone taking this talent as a resto druid until Blizzard buffs it.

    • Lissanna says:

      Well, for level 60, you should be in my leveling guide and not my end-game guide. So, I edited the leveling guide to reflect your helpful leveling comments. 🙂

      For level 85 to 90, I still stand behind being conscious of mana consumption (which likely isn’t as big of a problem at lower levels), especially since every healer in my raid last night complained of being on fumes by the time they finished heroic Spine last night.

  2. Zxorm says:

    I like your comment on force of nature. Not many people give it any credit and just fsay ignore it. Personally I use it during moving phases of any fight where I getting off a cast may cause more harm than help.

  3. Elrodith says:

    Hi! Thanks for your detailed guide for Restoration Druid. I was always confused btw FoN and Incarnation, when I hit lvl 90 and started raiding, I chose Incarnation and i had serious mana issues, even before casting Incarnation and after transforming, you know it wqas really hard to coop with the mana restrictions. Then I switched to FoN, I found it useful especially with its 1m cd, since january or feb, I’m still using FoN and they are really doing good, I’m racing with a disc priest in my guild and we are healing head to head. I’m around 500 ilvl now, and what I can say abt this talent for the newcomers is that, I found FoN more beneficial especially if you are having mana issues or some good healing. You are having pals to heal with Healing Touch those who are low on health, (3 pals!) and you can rest in the meanwhile on the means of mana. I’m popping my innervate, FoN and putting Potion of Focus, while they are healing the players, i can restore mana, and I’m also using my shrooms all the time with rejuv on the players that are close to the shrooms, and when im full on mana, shroms are around 70-80% healing boost and FoN will be gone soon, and here comes with my major healing boost and mana return! 🙂 Hope it will also help ppl to decide. Btw, on Incarnation, I was glyphing regrowth which will be 100% crit, when I was using that, for a better outcome, but FoN is way better :3 Cya

    • Noche says:

      good tips!!!

    • susan richardson says:

      well being a druid from the very begining and coming back after pandaria i must say getting used to the talent thing and all the reserch steer you wrong im sorry but incarnation to me is way worse then force of nature. i tried incarnation and beyond the mana it takes it was confusing and didnt do the job needed. Although with glyphs and healing styles i have learned i can use less mana using force of nature combined with mushroom. It heals well over all on malti heal with those on the subjects hit your Tranquility and you loose less mana yet you must time it right because if used to soon when it is really in need you wont be able to use it due to obnoxious cool down. That is one of my biggest complaints is the cooldown on our heals especially those that work well. (druids are better self healers then group healers there are other classes that are better group healers but in conbination we do good)
      i have changed out of this list. cenarian ward instead of ysera’s gift. and mass entanglement instead of typhoon and force of nature instead of incarnation I also am looking into the nature’s vigil since i have heart of the wild. I do well and raid and do bgs and dont have much issues.

  4. bull says:

    i have to say that sotf is better than incarnation at 90 once your gear allows for you to reach the third haste marker your wild growth becomes a huge scale tipping heal at that point and with the teir 4 pc it also gains a instant heal on cast to boot not to mention incarnation tends to consume a great deal of mana while its up because of your increased activity many resto druids tend to have to restrain their healing after incarnation to allow their mana to recover or carefully time their inervate to compensate

  5. brian says:

    I really like Force of Nature. Having a couple extra NPC’s around to heal for me not only makes my job easier, I like the idea of having a forest of buddies healing my group. I see the potential of Incarnation in progression or HC raiding, but that’s not my cup of tea right now anyway.

  6. john says:

    I feel like Feline Swiftness would be very good for pvp as a resto… Idk if that’s just me, but that passive speed increase seems very useful

  7. François says:

    Dream of cenarius lvl90 stat how do you think about this one wrath is free mana and it heals 150% random party member i’m only 611 but this is a 14k free heal?

  8. Stuart says:

    I am undecided about the Lvl 15 talents. Abundance seems to make much more sense since Healing Touch is the only relatively low cost, non-cd, direct heal we have at our disposal. It usually has such a long cast time but if you pair Abundance with the Germination talent then you already have 20% reduced casting time just by applying 2x Rejuv on the tank alone.

    Whenever people start taking hits and you apply a rejuv(or two) to them you quite quickly end up with ~40-60% reduced casting on Healing Touch – perfect for topping a tank or other member up through sustained damage. Added to that is an almost guaranteed crit with Regrowth.

    I understand the synergy between Prosperity and Soul of the Forest but I am uneasy about going back to base casting time for Healing Touch and not being able to keep up with damage.

    Am I simply incorrect in having Healing Touch as my go to direct heal? I am still learning Resto but my current playstyle seems to rely heavily on Abundance.

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