Class guide
Restoration Druid Guide for WoW Forever
Restoration Druid in WoW Forever: a level 30 dungeon healing build and the Wild Growth raid build at 60, with HoT rotations and Swiftmend.
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Variants
Overview
Restoration is the heal-over-time healer, and Forever gives it the tools it always lacked. Rejuvenation, Tranquility and Wild Growth can all land critical heals now. Swiftmend heals for a full HoT's worth without eating the HoT, and Nature's Splendor stretches Rejuvenation to 15 seconds and Regrowth to 27. You blanket the tank and the party in HoTs, then spend your big casts only where they're needed.
At level 30 you heal dungeons with Rejuvenation, Regrowth and Healing Touch, with Nature's Swiftness as your emergency button. At 60 you add Wild Growth, a party-wide HoT on a 6-second cooldown, and a Tranquility that comes back every 2 minutes instead of 5.
Strengths
- Efficient tank sustain: two long HoTs on the tank and an instant Swiftmend that leaves both running.
- Instant heals everywhere. Rejuvenation, Swiftmend and Wild Growth are instant and on a 1-second global cooldown with Gift of the Earthmother, so you heal while you move.
- Wild Growth heals a whole party every 6 seconds.
- A raid-wide buff in Gift of the Wild, Innervate, and Rebirth, a resurrection you can cast in combat.
- Forms for every problem: Bear Form to survive a hit, Cat Form to solo, Travel Form to get anywhere.
Weaknesses
- HoTs are slow. When a tank takes a spike, you need Swiftmend or Nature's Swiftness ready.
- Healing Touch is a 3-second cast even with Naturalist. Casting it in a crisis ties you down.
- Wild Growth and Tranquility heal only the target's party, not the raid.
- No shield, no instant big heal outside Swiftmend and Nature's Swiftness.
- Every HoT you place early can go to waste if the damage never comes. Rolling HoTs on the tank is right; rolling them on the whole raid is not.
What's new in Forever
- Wild Growth is the Restoration capstone (tier 7, requires Living Spirit): an instant heal over 7 seconds on the target and their party, front-loaded, on a 6-second cooldown. Trainers teach new ranks at 50 and 60.
- Rejuvenation, Tranquility and Wild Growth can land critical heals.
- Swiftmend heals for the full duration of a Rejuvenation or Regrowth and no longer consumes the HoT. It has a 15-second cooldown.
- Gift of the Earthmother (tier 3): Rejuvenation, Swiftmend and Wild Growth have a 0.5-second shorter global cooldown.
- Living Spirit (tier 5): +15% Spirit.
- Improved Regrowth gives +50% crit chance to Regrowth at 5/5, and Improved Tranquility now cuts Tranquility's cooldown by 60% as well as removing its threat.
- Reflection lets 50% of your mana regeneration continue while casting. Naturalist also adds 5% to all damage you deal.
- Genesis and Nature's Splendor in Balance boost HoTs: +5% periodic healing, 3 more seconds of Rejuvenation and 6 more seconds of Regrowth.
- Revive is a new out-of-combat resurrection from 12, cheaper than Rebirth and with no reagent.
- Gift of the Wild covers your whole raid, and Mark of the Wild lasts an hour with Improved Mark of the Wild built in.
- Barkskin no longer slows your casts. It cuts Physical damage by 20% and stops pushback.
Talents
The dungeon healing build. Nature's Focus and Naturalist make your heals reliable and fast, Reflection keeps you casting without a drink, and Swiftmend and Nature's Swiftness are your two emergency heals. Naturalist also adds 5% damage for the questing between dungeons.
Split 0/0/21 · 21 points at level 30 · Open in calculator
Talent order
- Levels 10–14: 5/5 Nature's Focus. A 70% chance to ignore pushback on every heal. Tanks lose aggro and mobs hit healers; your Healing Touch still lands.
- Levels 15–19: 5/5 Naturalist. Healing Touch drops to a 3-second cast, and you deal 5% more damage while you quest.
- Levels 20–22: 3/3 Reflection. Half your mana regeneration continues while you cast. You spend far less time drinking between pulls.
- Levels 23–24: 2/5 Gift of Nature. +4% healing on everything.
- Levels 25–27: 3/3 Improved Rejuvenation. Rejuvenation heals 15% more. It is the spell you cast most.
- Level 28: 1/1 Swiftmend. An instant heal for a full HoT's worth that leaves the HoT running, every 15 seconds.
- Level 29: 1/1 Gift of the Earthmother. Rejuvenation and Swiftmend trigger a 1-second global cooldown.
- Level 30: 1/1 Nature's Swiftness. Your next Nature spell is instant. Pair it with Healing Touch when the tank is about to die.
Flexible points
- Leveling solo between dungeons? Take 5/5 Furor at 10–14 instead of Nature's Focus, and move it back when you start healing groups.
- Healing an overgeared tank who never spikes? Put Gift of the Earthmother into a third rank of Gift of Nature.
The raid build: 40 points in Restoration for Wild Growth, Improved Regrowth, Improved Tranquility and every mana talent, and 11 in Balance for Genesis, Moonglow, Nature's Majesty and Nature's Splendor. Every HoT you cast lasts longer, heals more and crits more often.
Split 11/0/40 · 51 points at level 60 · Open in calculator
Restoration: 40 points
- 5/5 Nature's Focus: 70% chance to ignore pushback.
- 5/5 Naturalist: a 3-second Healing Touch. It also unlocks Nature's Swiftness.
- 3/3 Reflection: 50% of your mana regeneration continues while casting.
- 5/5 Gift of Nature: +10% healing on every spell.
- 1/1 Gift of the Earthmother: a 1-second global cooldown on Rejuvenation, Swiftmend and Wild Growth.
- 5/5 Tranquil Spirit: Healing Touch and Tranquility cost 10% less.
- 3/3 Improved Rejuvenation: +15% Rejuvenation healing.
- 1/1 Swiftmend: your instant burst heal, every 15 seconds.
- 1/1 Nature's Swiftness: an instant Healing Touch every 3 minutes.
- 3/3 Living Spirit: +15% Spirit, which Reflection turns into mana while you cast.
- 2/2 Improved Tranquility: Tranquility on a 2-minute cooldown with no threat.
- 5/5 Improved Regrowth: +50% critical strike chance on Regrowth. Most of your Regrowths crit.
- 1/1 Wild Growth: your party healing cooldown, every 6 seconds.
Balance: 11 points
- 5/5 Genesis: +5% healing from every HoT tick: Rejuvenation, Regrowth, Wild Growth and Tranquility.
- 3/3 Moonglow: 25% cheaper Moonfire and Wrath for the times you deal damage, and the points you need to reach tier 3.
- 2/2 Nature's Majesty: +4% crit chance for every heal.
- 1/1 Nature's Splendor: Rejuvenation lasts 15 seconds and Regrowth 27.
Flexible points
- If your HoTs pull threat on a fresh pull: move 3 points from Tranquil Spirit into 3/3 Subtlety. Your Nature spells cause 30% less threat, and Healing Touch and Tranquility lose 6 points of their mana discount.
Races
Best races
Alliance: Night Elf. Shadowmeld works in combat: it discourages enemies from attacking you, with a 2-minute cooldown. A healer who pulls aggro on a big pull has a way out. Elune's Light adds 10% critical strike chance to your heals for 15 seconds, which stacks with Improved Regrowth.
Alliance mana: High Order Skyborne. They need a Heroic or higher Forever pack. Read Ley Line doubles your health and mana regeneration: for 15 minutes when you find a ley line, and for 15 seconds anywhere else. Wind Blessed adds 1% Haste to every cast.
Horde: Tauren. Endurance gives 5% more health, which keeps a healer alive through AoE damage, and War Stomp stuns up to five enemies within 8 yards for 2 seconds when a pack runs at you.
Horde alternative: Windshaper Skyborne. Wind Blessed's 1% Haste is a small gain for every cast, but Tauren's health and War Stomp save more pulls.
All playable races
- Night Elf: Shadowmeld, Elune's Light, Quickness (+1% dodge, 2% movement speed), Wisp Spirit.
- High Order Skyborne (Alliance, new): Read Ley Line, Wind Blessed, Elemental Insight for 5% damage against Elementals, and Walk on Air to glide for 10 seconds.
- Tauren: Endurance, War Stomp, Cultivation to grow a duplicate of an herb once per herb, and Plainsrunning for up to 30% more movement speed while you keep moving.
- Windshaper Skyborne (Horde, new): Wind Blessed, Elemental Insight, Walk on Air and Skysight for 10% more movement and mounted speed.
Rotation
Healing a dungeon pull
- Put Rejuvenation on the tank as the tank engages. It's instant, and with Gift of the Earthmother it costs only a 1-second global cooldown.
- Add Regrowth when the tank drops under 80%. Its direct heal lands now and its HoT keeps ticking for 21 seconds.
- Swiftmend when the tank takes a spike. It heals for the full HoT and leaves both HoTs running.
- Cast Healing Touch for big, sustained damage. Start it early: it's a 3-second cast.
- Nature's Swiftness plus Healing Touch when the tank is about to die.
- Rejuvenation on anyone else who takes damage. Don't heal DPS players who pulled their own aggro with your most expensive spell.
AoE damage
Tranquility heals every party member within 20 yards every 2 seconds for 10 seconds. At 30 it's on a 5-minute cooldown, so save it for the pull that goes wrong.
Mana
- Drink between pulls whenever you're under 70%. The tank waits for you.
- Keep Omen of Clarity in mind: a Clearcasting proc makes your next heal free, so spend it on Healing Touch or Regrowth.
- Between dungeons, quest in Cat Form. It costs no mana and the talents above still add 5% damage.
Rolling HoTs on the tank
- Keep Rejuvenation on every tank you're assigned. It lasts 15 seconds with Nature's Splendor, and every tick can crit.
- Keep Regrowth on the main tank. The HoT lasts 27 seconds, and Improved Regrowth makes the direct heal crit most of the time.
- Swiftmend on cooldown whenever the tank is missing health. It's a full HoT's worth of healing in one instant hit, every 15 seconds, and both HoTs keep ticking.
- Healing Touch for the big sustained damage your HoTs can't cover.
- Nature's Swiftness into Healing Touch for the moment the tank is about to die.
Party and raid damage
- Wild Growth on a party that takes damage together. It heals most in the first seconds, so cast it the moment the damage lands, not before.
- Rejuvenation on raid members who take damage outside Wild Growth's reach.
- Tranquility when a party takes heavy damage for several seconds. It's a 10-second channel on a 2-minute cooldown with Improved Tranquility, and the ticks can crit. Cast Barkskin first so nothing pushes it back.
Raid sizes
Neither raid is open yet (both open on December 9), so treat these as a plan to confirm with your raid leader, not a tested routine.
- Barrow Deeps (10 players): a small raid has few healers, so you may be the only HoT healer. If so, keep Rejuvenation on everyone who takes damage.
- Hyjal Summit (20 players): agree on a healing assignment in advance, such as the tanks or one party, instead of healing whoever is lowest. Wild Growth and Tranquility work best on a party that stands together.
Mana
- Innervate on yourself at 40% mana on long fights. It's 20 seconds of 400% extra regeneration, all of it while casting.
- Major Mana Potion first, then Innervate: the potion has the shorter cooldown.
- Keep a lower rank of Healing Touch and Regrowth on your bars for moderate damage. They heal less and cost much less.
Stat priority
Dungeon healing
- Healing Power
- Intellect
- Spirit
- Stamina
Healing Power adds to every tick of every HoT, and at levels 10–30 even small amounts are a big share of a spell's healing. In Forever, healing gear also grants spell damage equal to a third of its healing value, so it helps you quest too. Intellect is your mana pool and Spirit refills it, half of it while you cast thanks to Reflection.
Raid healing
- Healing Power
- Intellect
- Spirit
- Critical Strike
- Haste
- Stamina
Healing Power scales every HoT tick, Swiftmend and Wild Growth. Intellect and Spirit keep you casting: Living Spirit adds 15% to your Spirit and Reflection lets half of that regeneration continue in combat. Critical Strike is worth more to a Forever Druid than to a Classic one, because Rejuvenation, Wild Growth and Tranquility crit now and Regrowth already has +50% crit chance from talents.
Gear
What to wear
Take leather or cloth with Healing Power first, then Intellect and Spirit. In Forever, caster weapons roll Spell Power and healing on their level upgrades, so a staff or a mace and off-hand from the right level is a real upgrade. Keep a second set with Agility and Strength if you quest in Cat Form.
What you're gearing for
Healing Power, then Intellect and Spirit. Your relic slot has two Swiftmend idols: the Idol of Swiftness takes 3 seconds off Swiftmend's cooldown and is crafted by Enchanters, and the Idol of Synthesis takes 1 second off for each of your HoTs on the target.
Consumables
- Brilliant Mana Oil on your weapon: Healing Power and mana regeneration.
- Flask of Distilled Wisdom for progression bosses: 2,000 more maximum mana for 2 hours, through death.
- Major Mana Potion before Innervate on long fights.
Professions
Herbalism and Alchemy is the Restoration pair. Alchemy makes your flasks and mana potions, and a healer drinks more of them than anyone. Tauren can Cultivate a duplicate of an herb, once per herb.
Enchanting is the gear profession: it crafts the Idol of Swiftness, which takes 3 seconds off Swiftmend, and it disenchants every piece you outgrow.
For gold, level with Herbalism and Skinning and quest in Cat Form. Switch to Alchemy or Enchanting at 60 once you have the gold for materials.
Group play and dungeons
Your job is to keep the tank alive first, the party second, and yourself third.
- Let the tank build threat before you heal. Healing threat goes to every mob already in combat with your group. A big heal in the first seconds of a pull, before the tank has hit each mob a few times, pulls those mobs onto you.
- Stand within range of the whole group. Tranquility and Wild Growth need the party close.
- Dispel. Remove Curse removes one Curse or Bane, and Abolish Poison cures a poison every 2 seconds for 8 seconds.
- Crowd control. Hibernate sleeps a Beast or Dragonkin, and Entangling Roots roots a runner. Both hold only until damage breaks them.
- Rebirth the tank or the other healer mid-fight. It needs a seed reagent (Ironwood Seed at 60) and has a 30-minute cooldown. Use Revive for everyone after the fight: it's cheaper and needs no reagent.
- Innervate yourself first. A healer who runs dry costs the whole group. On a long boss with a second healer, give it to whichever of you is lower: it's 20 seconds of 400% extra regeneration, all of it while casting, on a 6-minute cooldown.
- Buff before every run. Mark of the Wild lasts an hour. From 50, Gift of the Wild covers the whole party or raid in one cast; you learn it from Book: Gift of the Wild, and it needs a reagent: Wild Berries at rank 1 and Wild Thornroot at rank 2.
- Cure Poison or Abolish Poison? Cure Poison removes one poison now. Abolish Poison removes one now and keeps cleansing every 2 seconds for 8 seconds, so it handles a mob that keeps reapplying its poison.
- Protect yourself when a mob breaks loose. Nature's Grasp roots the next mob that hits you in melee (1-minute cooldown, castable in any form), and Barkskin cuts Physical damage by 20% for 15 seconds without slowing your casts. Tell the tank, step toward them, and keep healing.
- When the tank dies mid-fight, Rebirth them at once if the fight can still be won. It's a 2-second cast with a 30-minute cooldown, so spend it on the tank or a healer, never on a damage dealer the group can finish without.
- Drink between pulls, and say so. A tank who pulls while you're at 30% mana is a wipe you can see coming.
Dungeon HoT habits
- Keep Rejuvenation rolling on the tank through every pull, and add Regrowth once the tank drops under 80%.
- Save Swiftmend for the spike. It doesn't eat your HoTs, so it's always safe to press when the tank drops fast.
- Tranquility heals only the party within 20 yards. On a pull where the whole group takes damage, step into the middle before you channel.
PvP
A Restoration Druid is hard to kill and harder to stop. Keep Rejuvenation and Regrowth on yourself before the fight starts, and heal with instants while you move: Rejuvenation, Swiftmend and Wild Growth never stop you running. Every shapeshift breaks Polymorph, roots and snares, so a snared Druid shifts to Travel Form outdoors or Cat Form indoors and walks away. Barkskin cuts Physical damage by 20% and stops pushback on a Healing Touch you have to land. Save Nature's Swiftness for the moment a teammate's health bar is about to empty.
Tools that win fights
- Entangling Roots a melee attacker and step away. You can root one target at a time, and damage can break it.
- Nature's Grasp before the fight: the first enemy that hits you in melee is rooted.
- Hibernate a Hunter's pet. It sleeps Beasts and Dragonkin for up to 40 seconds at max rank, and any damage wakes them.
- Cure your team. Abolish Poison clears a Rogue's poisons as they land, and Remove Curse clears Curses and Banes.
- Dash in Cat Form for 50% more speed for 15 seconds (60% from 46) when you need to reach a teammate or break away from a melee player.
- Innervate a teammate caster who's out of mana when you aren't.
Stand at maximum range from the fight, behind a pillar or a teammate if you can. Every second a melee player spends running to you is a second they aren't hitting your team.
Tips
Forever's Swiftmend no longer eats your Rejuvenation or Regrowth. Swiftmend a target with both HoTs running as often as its 15-second cooldown allows: the heal is free extra healing on top of the HoTs.
Wild Growth heals the target and their party within 43.5 yards, not the raid. Target someone in the party that's taking damage, not the tank's party by default.
Barkskin before Tranquility. Barkskin no longer slows your casting, and it stops damage from pushing back your channel.
Train every Rejuvenation rank. Rejuvenation is your most-cast spell from 4 to 60, and trainers teach a new rank every six levels.
Refresh Regrowth before it runs out, not after. A 27-second HoT with a high crit chance on the direct heal is too valuable to let lapse on the main tank.
Cast Wild Growth after the damage lands, not before. It front-loads its healing, so a cast on injured players heals far more than one that lands on full-health players.
Mark of the Wild on the whole group. It lasts an hour and includes Improved Mark of the Wild for free.
Macros
Rejuvenation on your mouseover target, or your current target if you aren't pointing at anyone.
#showtooltip Rejuvenation
/cast [@mouseover,help,nodead][] RejuvenationNature's Swiftness and Healing Touch in one press, on your mouseover or your target.
#showtooltip Healing Touch
/cast Nature's Swiftness
/cast [@mouseover,help,nodead][] Healing TouchSwiftmend on your mouseover target, for the moment a raid frame drops.
#showtooltip Swiftmend
/cast [@mouseover,help,nodead][] SwiftmendInnervate on yourself without changing targets.
#showtooltip Innervate
/cast [@player] InnervateRebirth on your mouseover target, so you can resurrect a fallen tank without losing your healing target.
#showtooltip Rebirth
/cast [@mouseover,help,dead][] RebirthChangelog
- Guide published with Level 30 Dungeons and Level 60 Raid builds.
