Resto Druid Guide
This is my new Druid Resto Mega Guide 3.0!
Last updated on: 21 december 2009
Comments, suggestions and corrections are always welcome, leave comment or email me via the contact form.
Index
1 – Types of spells
2 – Glyphs
3 – Talents
4 – Attributes
5 – Gear
6 – Enchants
7 – Gems
8 – Consumables
Since this guide is written for the beginner and the raider alike, we are starting quite basic! I am starting with spells, you need to know your tools before you go healing!
1 Types of spells
Lets get to know your druid a bit better. Which healing spells does a druid have and what do they do? The most important spell-types for a druid are Healing over Time (HoT) spells. A druid has 5 types of HoT spells:
- Lifebloom, an instant 7 second healing over time spell with a bloom (direct heal) at the end, if refreshed before the end the duration it will not bloom but stack up to three times multiplying the heal per second by 3. The lifebloom spell was introduced with the introduction of The Burning Crusade and was the number one druid spell. It was mostly used on (multiple) tanks to “cushion” high spikes of healing. When Wrath of the Lich King went live, the HoT part of lifebloom was nerfed slighty to make druids aware of other spells. While lifebloom remains a tank healing spell other spells are needed to keep your targets alive. I have used lifebloom more often on raid healing where the raid takes sustained damage.
In patch 3.1 Blizzard is changed this spell a bit. The mana cost of the spell is doubled, when you let it bloom you get 50% of the base mana back. Also the bloom is multiplied by the number of stacks. This means it becomes more expensive to keep the a lifebloom stack on a tank (same healing, more mana) and it is rewarding to let it bloom to get the mana return. Lifebloom will remain one of the most important spells for a druid, you just can’t keep it stacked on multiple tanks anymore due to the higher mana cost. But single casting it on the raid is rewarding (not refreshing it) it gives you a good and cheap spell! The Bloom can crit, and it does often. - Regrowth, a direct heal with a 21 second healing over time spell (2 second cast, 7 ticks, 1 per 3 seconds). The regrowth spell is a very powerful spell because it instantly heals your target plus it gives you 7 ticks of healing. It is quite mana efficient and used with the Glyph of Regrowth it is even better.
- Rejuvenation, an instant 15 second healing over time spell (5 ticks, 1 per 3 seconds, first tick after 3 seconds), this heal is a raid heal. It is perfect to spam around on your raid and of course have one up on the tank(s).
- Wild Growth, an instant 7 second healing over time spell healing 5 targets with 15 yards of the target it cast on. So you can cast it on a Boss and heal 5 melee’s chopping away at that boss, it will not heal the boss. Since patch 3.1 we see more and more raid damage so a decent aoe heal is very welcome. You can spam it every 6 seconds. It is a smart heal which means it will heal the players with the lowest health within 15 yards of the target it is cast on.
- Tranquility, an instant 8 second heal for party members (4 ticks), druid needs to channel. This heal is a panic button and is only used in certain situations like saving your party in heroics, but be wary it can generate a huge amount of threat.
Next to these spells a druid has three direct heals:
- Swiftmend, instantly consumes an active regrowth or rejuvenation spell and instantly heals the target instead of over time. This is a save button for any target you have your HoTs on, it heals for a very decent amount. The Glyph of Swiftmend is mandatory. A swiftmend can crit for quite a good amount of healing, so be sure to put it in sight!
- Healing Touch, heals the target for a large amount (3 second cast), the biggest heal a druid has. Most druids only use it in conjunction with Nature’s Swiftness to turn it into a big save heal. But it can be turned into a flash type heal with the Glyph of Healing Touch and become a 1 second cast heal;
- Nourish, heals the target and healing is increased by 20% if you have one or more HoT’s on the target (1,5 second cast). Nourish becomes even more powerful with the T7 4 set bonus and/or the Glyph of Nourish (these two stack!), it will buff the bonus of 20% by respectively 5% or 6% per HoT present on the target. In patch 3.2 Nourish will get more +healing from the talent Empowered Touch (+20%), which will make Nourish a more favourable spell then a glyphed Healing Touch because its healing amount will surpass Healing Touch.
A druid has a nice set of healing spells to choose from, healing with a druid means you heal over time mostly and use your direct heals like Regrowth, Nourish, Swiftmend and Healing Touch to counter higher or spikes in damage.
NB: There is no “one” way to heal, and my healing strategies might not align with yours. Thats ok though, otherwise it would become a dull world of warcraft!
2 Glyphs
A druid can improve or change their spells through glyphs, enchants for your spells. Glyphs might change the way you use your spells. You will have three Major Glyph and three Minor Glyph spots at level 80. Restoration druids have access to the following major glyphs:
- Glyph of Swiftmend – Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target. This means you don’t have to consume a recently casted Regrowth or Rejuvenation on your target and leads to more healing over time and mana efficiency. A druid without this glyph is handicapped, it makes swiftmend a very valuable spell;
- Glyph of Regrowth – Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target;
- Glyph of Lifebloom – It increases your Lifebloom with one second. In theory you could have a 9 second Lifebloom with the appropriate talent (Nature’s Splendor>) and this glyph;
- Glyph of Rejuvenation – While your rejuvenation targets are below 50% health, you will heal them for an additional 50% health. This glyph is a very good raid healer for encounters with a lot of raid damage like Hodir;
- Glyph of Healing Touch – Your cast time is reduced by 50%, mana cost 25% and healing by 50%. It converts your Healing Touch into a flash type heal like Nourish. In my experience a glyphed Healing Touch has higher heals then Nourish but is also costs more mana. Which one should you use? Do you want a fast panic button (which you already have with Nourish) or do you want to be able to cast 7-10K heals with a non glyphed Healing Touch when nessecary? It is all about preference.
- Glyph of Nourish – It will buff the bonus part of your nourish spell by 6% per HoT on the target. This glyph stacks with the T7 4 set bonus. The glyph is supposed to replace the T7 4 set bonus after you have replaced your T7 with T8 gear;
- Glyph of Wild Growth – Heal 1 additional target with your Wild Growth, might become handy with the talent Revitalize, 1 more target, 1 more change to proc. Apart from the talent an additional target that get heals is always good especially since the raid has a lot of aoe damage in Ulduar.
Not glyphs for your healing spells but you might like these:
- Glyph of Innervate – With enough spirit on yourself you will not be needing this glyph, but if you cast it on someone else your regeneration of mana will be a 100% for 20 seconds;
- Glyph of Rebirth – Increases the amount of health on a character brought back to life via Rebirth by 100%. Nice but not really needed.
Which Glyph should you use? The plan at first was to provide you with a decision tree but while making it occured to me that some choices are hard to make. Nowadays I easily change my glyph between fights if I feel it is necessary. Some guidlines I use:
- It depends on your healing style. It would be silly to glyph a spell which you hardly use.
- What is your role in the raid? Are you raidhealing, tank healing or a bit of both (i.e. normal dungeons or heroics)? Some suggestions (not in this particular order):
Raidhealing: Glyph of Rejuvenation, Glyph of Wild Growth;
Tankhealing: Glyph of Nourish, Glyph of Regrowth, Glyph of Healing Touch. - What gear do you have? More importantly which tier set bonuses do you have?
An example: if you have the tier 7 4 set bonus it gives you a 6% bonus to Nourish per HoT you have on the target. You could take Glyph of Nourish to boost it even more or choose not to glyph Nourish because it heals good enough for your style and choose to glyph Glyph of Wild Growth to boost your raid healing.
Lastly I would like to point out that there are minor glyphs, there’s only one I would recommend:
- Glyph of Unburdened Rebirth – Your Rebirth spell no longer requires a reagent.
3 Talents
Play styles can make you decide whether not to take a talent or to take a talent. Remember that there a more roads that lead to Rome and that a talent might work for you. I have not commented to all talents because its not needed because it speaks for itself or you just must have it!
Talents from the restoration tree, the first tier:
- Improved Mark of the Wild (2/2), must have.
- Nature’s Focus (3/3), must have.
You have no use with Furor as a restoration druid.
Next up tier 2:
- Subtlety (3/3) : lower your threat, in most builds you see a maximum of two points in this talent (they are needed to get to 10 points). Threat is not much of a problem for a restoration druid (mainly raiding druids).
- Naturalist (5/5) : This talent will lower your Healing Touch spellcast from 3 to 2,5 seconds. If you do not intend to use the glyphed healing touch, don’t use this talent. Spent your points in the shapeshifters talents.
- Natural Shapeshifter (3/3) : the goodies come from the next talent : Master Shapshifter.
Tier 3:
- Master Shapshifter (2/2) : get 4% extra healing while in tree form!
- Intensity (3/3) : Must have period, a druid without a decent amount of mana regen while casting can’t do his job properly!
- Omen of Clarity (1/1) : gives you a mana free spell every once in a while.
Tier 4:
- Improved Rejuvenation (3/3), must have.
- Tranquil Spirit (5/5): If you are going to use Healing Touch (a must for the glyphed Healing Touch users) and Nourish a lot this talent is a good one since it will lower your mana cost of the spells by 10%. If you have no mana problems, you might consider spending some points in other talents.
Tier 5:
- Nature’s Swiftness (1/1) : If you have glyphed your Healing Touch chances are you won’t be using this spell much. If you don’t glyph you healing touch, get it. In combination with a Healing Touch it is a very powerful tool.
- Gift of Nature (5/5) : Must have, period.
Tier 6:
- Empowered Touch (2/2): Since this talent buffs Healing Touch and Nourish this talent is a must have. If you don’t use these spells a lot, skip it.
- Nature’s Bounty (5/5): improves your crit and thus higher heals, with mana regen in mind higher heals (25% crit is a lot!) are welcome.
Tier 7:
- Swiftmend (1/1), must have.
- Living Spirit (3/3): must have period! (Spirit also buffs your Spellpower in Tree form!)
- Natural Perfection: A few % extra crit for the people that need it. If you look at Nourish it seems to benefit a lot from crit, this talent is worth spending points on when you got some to spare.
Tier 8:
- Empowered Rejuvenation (5/5), must have;
- Living Seed: This is mainly a Main Tank heal, opinions differ about it. I have raided with and without it and I can’t say I missed it.
Tier 9:
- Tree of Life (1/1);
- Improved Tree of Life (3/3);
- Revitalize (3/3) : With patch 3.1 it procs from Wild Growth too making a chance for a proc higher.
Tier 10:
- Gift of the Earthmother (5/5): It will lower your Global Cooldown with 20% for your instant healing spells, which means you can cast more of these spells in the same time;
- Improved Barkskin: this is a pvp talent, not needed for pve.
Tier 11:
- Wild Growth (1/1), needed for raids.
Talents from the balance tree:
- Genesis (5/5): It buffs your healing over time and damage over time spells with 5%;
- Moonglow (3/3): It will reduce the manacost of Moonfire, Starfire, Starfall, Wrath, Healing Touch, Regrowth, Nourish and Rejuvenation spells by 9%. Less mana, more heals;
- Nature’s Majesty (2/2): You need to take this talent to get Nature’s Splendor, crit is not as important on lower levels of raid content but crit is becoming more important as we progress to t9/t10 level content.
- Nature’s Splendor (1/1): This is the real talent you want from the balance tree, an 8 second Lifebloom, 15 second Rejuvenation, 27 second Regrowth. Need I say more? This would mean more rolls on your raid/party and the time to cast other spells like Abolish Poison or Remove Curse.
- Nature’s Grace (3/3): It will grant you with 20% off your cast time and is worth thinking about a lower cast time could mean life or death.
- Celestial Focus (3/3): It can give you 3% speed increase for your spells, see also chapter 4 attributes.
4 Attributes
Your druid will want to have a lot of the following attributes on gear:
- Spellpower: it will strengthen your healing spells. How much it will strengthen your healing spells differs from spell to spell;
- Spirit: Spirit increases your mana regeneration and your health regen, plus gives your +15% of your spirit to healing in Tree of Life form;
- Intellect: Intellect increases your mana pool (15 manapoints per 1 intellect), mana regeneration and spell critical hit;
- MP5: Mana regeneration is the mana you regenerate in 5 seconds while not casting or while casting;
- Stamina: Stamina increases your health points.
Other stats that are interesting to Trees are:
- haste : reducing your global cooldown (1,5 seconds before you can cast another spell it is an inverse spell cast time, you will only notice it on instant spells) or spellcast duration; and
- spell crit : it gives you a chance on a ± 50% higher heal.
Which stat should you go for? Choose one until it is satisfactory for you, then focus on the other. But it will be very hard to profit from both.
4.1 How does Spellpower scale with your healing spells?
I am not going to reinvent the wheel, see this post at Elitistjerks.
4.2 How does spirit and intellect scale with your mana regeneration?
– Spirit increases your mana regeneration and your health regen, plus gives your +15% of your spirit to healing from Improved Tree of Life;
- Intellect increases your mana pool (15 manapoints per 1 intellect), mana regeneration and spell critical hit;
- Mana regeneration is the mana you regenerate in 5 seconds while not casting or while casting.
Now how do these stats relate? Since patch 2.4 mana regeneration depends on spirit, intellect and raw mana per 5 seconds on gear/enchants. Best way to show how mana regen works is the formula theorycrafters have derived:
Mana regeneration while not casting
The mana regeneration formula
NB: This formula calculates the mana regen out of combat.
Base Mana RegenInt, Spi, Level = S * Base_Regen(Level) * √I * 5 + 0.001
S = Spirit
I = IntellectThe number for Base_Regen(80) is 0,003345, see this page for numbers on lower levels (it changed in patch 3.1).
If I use this formula on Raaff with 1000 spirit and 975 intellect the mana regen would be:
1000*0,003345*sqrt(975)*5 + 0,001 = 522,24 -> 522 rounded.
Mana regeneration while casting
As said before, 1 mana per 5 seconds on gear or enchants remains 1 mana per 5 seconds while casting. But how does the mana regeneration from Spirit and Intellect behave? It is important to know that the talent Intensity has an influence on your mana regen while casting from these stats, as the talent states: allows 50% of your mana regeneration to continue while casting. In patch 3.1 this was changed from 30 to 50% to counter the lower Base_Regen(level) to keep mana while casting at the same level as before patch 3.1. Lets get on with some formula’s:
Casting Mana RegenInt, Spi, Level = (S * Base_Regen(Level) * √I * 5 + 0.001) * Intensity + MP5
If I use this formula on Raaff with 80 mp5:
Casting Mana RegenInt, Spi, Level = (1000* 0,003345 * √975 * 5 + 0.001) * 0,5 + 80 = 341
So effectively your regen is calculated on the basis of the talent Intensity which everybody (have you?) has maxed out on 50%. If you would have no mana per 5 seconds (raw) and no intensity you would have no mana regen while casting.
Innervate
Innervate will grant you 225% of your base mana (3496), which means 7866 mana over 20 seconds once per 3 minutes.
4.3 How does haste scale with your cast time?
Haste increases the speed you cast your spells (lowers the casttime) with and lowers your global cooldown (gcd). The global cooldown cannot be lowered under 1 second. However the lowering of your casttime is not limited. There is no such thing and a haste cap, you can have infinite haste untill your spell is instant, which is unreachable. Your haste stat can influenced by gear (including gems and enchants), talents or aura’s (buffs, elixirs, totems etc). The only talent that can lower your gcd or spellcast time through haste is Gift of the Earthmother and Celestial Focus. Another talent that lowers you casttime is Naturalist, but it only affects Healing Touch and not through haste.
Is haste a stat a druid should look at? Yes, but only when you feel you have other stats like Spellpower, Spirit, Intellect and MP5 are sorted.
Formula of haste
Haste_needed = Casttime/ (1+Casttime_wanted/100)
- haste_needed is the x% of cast speed increase
- casttime is the casttime of the spell
- 1% increased spell cast = 32,79 haste rating
- global cooldown is 1,5 seconds, which can be lowered to a minimum of 1 second.
Global Cooldown
The Global Cooldown (or gcd) is the time you have to wait in between spellcasts before you can cast another spell. Lowering the gcd would give you the ability to cast more spells in the same amount of time and thus more healing. If you use the formula above to calculate how much haste you need to lower the gcd to 1,0 second, you will need 50% increased speed or 1640 haste. It might be reachable, but at a huge cost of other attributes which are more important.
You can get the gcd of your instant healing spells down to 1 second. How? Through Gift of the Earthmother, Celestial Focus, possible raid buffs such as Moonkin Aura/Swift Retribution Aura (3% haste) and Wrath of Air Totem (5% haste) and haste from gear. How much haste does a druid need with or without these talents and buffs?
| Haste from gear needed to get a gcd of 1 second for Rejuvenation and Wild Growth (haste rating / % needed) | ||||
|---|---|---|---|---|
| Raid buff | Not talented | Gift of the Earthmother 5/5 | Celestial Focus 3/3 | Both Talents |
| None | 1640 / 50% | 1148 / 35% | 1497 / 45,63% | 1063 / 32,39% |
| Wrath of Air Totem (5%) | 1405 / 42,86% | 980 / 29,87% | 1269 / 38,70% | 856 / 26,09% |
| Moonkin Aura (3%) | 1497 / 45,63% | 1062 / 32,39% | 1358 / 41,39% | 936 / 28,54% |
| Both raid buffs | 1269 / 38,70% | 856 / 26,09% | 1137 / 34,66% | 735 / 22,42% |
This will give you a gcd of 1 second on Rejuvenation and Wild Growth. As you might have noticed Gift of the Earthmother treats Lifebloom differently. Lifebloom gets 10% from total haste and 10% extra haste (20% total). This means you need less haste to get a gcd of 1 second for Lifebloom.
|
Haste from gear needed to get a gcd for Lifebloom (haste rating / % needed)
|
|||
|---|---|---|---|
|
Raid Buff
|
Gift of the Earthmother 5/5
|
Celestial Focus 3/3
|
Both Talents
|
|
None
|
705 / 21,5%
|
1019 / 31,07 %
|
629 / 19,15%
|
|
Wrath of Air Totem (5%)
|
554 / 16,88%
|
815 / 24,83 %
|
442 / 13,48%
|
|
Moonkin Aura (3%)
|
629 / 19,15%
|
893 / 27,25 %
|
515 / 15,68%
|
|
Both raid buffs
|
442 / 13,48%
|
695 / 21,19%
|
334 / 10,17%
|
Haste and casttime
Haste increases the speed of your spellcast. A nice stack of haste gives your druid more spells to cast in the same amount of time. Which means more healing output. If you look at the formula you will see that the longer the casttime the easier it is to lower your casttime. This is because haste is based on a percentage and not on a absolute value. As you can imagine 5% of a 3 second Healing Touch cast is higher the 5% of the 1,5 second Nourish cast. This also means you need more haste to get the same absolute amount of your spellcast (0,1 sec of healing touch 3 sec cast means 114 haste, on the 1,5 nourish cast it means 234 haste).
4.4 Crit
Now we have progressed to a gear level that has enough of our base stats spellpower, spirit and intellect other stats like haste and critical strike chance become more important. I already wrote about Haste, you can read it here, but how does crit work? It is becoming more important, especially now we have the new Tier 9 set bonuses that are all about crit:
- 2 set: + 5% critical strike bonus to Nourish;
- 4 set: Your Rejuvenation ability now has a chance for its healing to be critical strikes.
Critical Strike
Every time you cast a spell you have a chance of getting a bonus on the result. The bonus is 50 – 100% when it is a damage spell (depending on talents) and 50% on a healing spell. The chance to get a critical strike depends on your critical strike chance and of course more critical strike chance means more probability of a critical strike. The formula for calculating your critical strike percentage is:
Critical strike percentage = ((Intellect/166.6667) + 1,85) + (Critical Strike Rating/45,91)
The formula tells us that you get more critical strike by accumulating either Intellect (166,67 intellect = 1% crit) or Critical Strike Rating (45,91 rating = 1%). The easiest way to boost your critical strike chance is getting critical strike rating found on gear. If you are not yet raiding you will get critical strike mostly by accumulating Intellect, critical strike rating is hard to get on pre raid gear. Having said that, critical strike is not important until you become fully raid geared and it starts to make a real difference. It is important to remember that your HoTs can not crit, only direct heals can crit: Healing Touch, Nourish, Regrowth and the Lifebloom bloom.
Next to gear you can boost you critical strike rating by choosing the right talents. The following talents improve your critical strike chance:
- Nature’s Bounty : 25% extra on Regrowth and Nourish;
- Natural Perfection: 3% extra on all spells;
- Nature’s Majesty
Balance tree): 4% extra on Healing Touch and Nourish.
Or summed up by spell:
- Nourish +29% or + 32%;
- Regrowth + 25% or + 28%;
- Healing Touch +4% or +7%.
An example: A certain druid has a 1029 intellect and 438 critical strike rating that means he has a critical strike chance of 17,57% on all his spells. The above mentioned spells have a bonus through talents (between brackets with Natural Perfection):
- Nourish : 17,57 + 29 = 46,57% (49,57%);
- Regrowth:17,57 + 25 = 43,57% (46,57%);
- Healing Touch: 17,57 + 4 = 21,57% (24,57%).
As you can see Nourish and Regrowth benefit the most from crit and if you use these spells a lot it is good to pick up a few pieces of gear with critical strike rating.
Tier 9 Set Bonus
Nourish has the potential of getting a bonus to critical strike chance of 34/37% with the 5% of the set bonus, which is a lot! If you use Nourish a lot this is a set bonus for you. The success of this set bonus depends on how much critical strike chance your druid has and how much you actually use Rejuvenation. Since nobody has had the chance to test this set bonus I am sceptical of this bonus. The 4 set bonus of T8 (your Rejuvenation spell also provides an instant heal for your target) is a lot better where you are sure of an extra instant base tick (not benefitting from Genesis, Improved Rejuvenation, or Gift of Nature. It is benefitting from Empowered Rejuvenation, Master Shapeshifter, and Tree of Life).
5 Gear
I am not going to list best in slot (BiS). Most BiS lists do not take into account your playstyle and are made with assumptions from theorycrafting and players. You will have to make a decision for what is best for you. I did list gear for healing druids: heroic dungeons, 10 and 25 man raids and 10 and 25 man heroic raids.
Always think what is best for you and think about the priority list (its a rough guideline, not a must):
- Spellpower > Spirit > MP5 > Haste > Crit for Druids up to full ilvl 226 gear (but if you keep these rules always, you’re okay);
- Spellpower > Haste > Crit > Spirit > MP5 after that.
After a certain amount of spirit and mana per 5 seconds (from gear) you will have enough mana regeneration for most encounters (you’ll know when!). Since Intellect and Stamina is present on all gear wearable by druids did not include it in the list, for some encounters you might need a certain amount of hitpoints.
5.1 Weapons
Weapon drops from heroic instances, 10 man normal raids, 10 man heroic raids, 25 man raids, 25 man heroic raids.
5.2 Gear
Gear drops (both cloth & leather) from heroic instances, 10 man normal raids, 10 man heroic raids, 25 man raids, 25 man heroic raids.
Gear bought from vendors (pvp, emblems & tier items).
Listing of all druid sets (tier). Any bonus from the pve sets is good, but since tier 9 and 10 are easily obtained through badges go for this gear.
5.3 Idols
Idols buff a certain spell or proc from a certain spell. The Idol of the Black Willow and Idol of Flaring Growth are the best idols since they buff your spellpower. But for certain tasks other idols might be better!
Rejuvenation
- Idol of the Black Willow: This idol (bought for 30 Emblems of Frost) is very good but has a ramp up time (32 spelpower per proc) and buffs you for 256 spelpower. It can be kept up like the Idol of Flaring Growth. For the fights that are long and don’t need a lot of healing from the start, this idol surpasses Idol of Flaring Growth.
- Idol of Flaring Growth: A very good Idol (bought for 25 Emblems of Triumph), procs almost all the time and 200 spellpower up all the time!
- Idol of Pure Thoughts: Increases the periodic healing of rejuvenation by 33 (can be bought with 30 Venture Coins in Grizzly Hills). Although the BC idol Harold’s Rejuvenating Broach might be better: Increases the spellpower of Rejuvenation by 86.
- Idol of Awakening: Reduces the mana cost of Rejuvenation by 106 (25 Emblems of Valor). It makes rejuvenation a very good raidheal, cheap and efficient when cast on time (pre-cast!) to make sure it won’t be overwritten by another heal.
Lifebloom
- Idol of Lush Mosh: Increases the periodic healing of Lifebloom by 106 (can be bought with 15 Emblems of Heroism). This is one you want, it buffs Lifebloom greatly (at approx 1700 +spellpower it means a ± 950 tick with a 3 stack Lifebloom).
Nourish
- Idol of the Flourishing Life: Increase the spellpower of your Nourish by 186 (19 Emblems of Conquest).
6 Enchants
Head Enchant from Wyrmrest Accord with revered status: Arcanum of Blissful Mending + 30 spellpower and +8 mana per 5 seconds;
Shoulder Enchant from Sons of Hodir:
- Greater Enchant of the Crag +24 spellpower and +6 mana per 5 seconds
- Lesser Enchant of the Crag +18 spellpower an d + 4 mana per 5 seconds
Glove Enchant from enchanters: Scroll of Enchant Gloves – Exceptional Spellpower, +28 spellpower.
Wrist Enchant from enchanters: Scroll of Enchant Bracers – Greater Spellpower, +23 spellpower.
Belt Enchant, there are no belt enchants but you can put a socket in your belt and put in every gem you want (except meta gems, but the color you put in counts for activating a meta-gem): Eternal Belt Buckle puts one socket on your belt. Can be bought from AH or contact a Blacksmith.
Pants Enchant from tailors:
- Shining Spellthread +35 spellpower and +12 spirit.
- Brilliant Spellthread + 50 spellpower and +20 spirit.
Chest Enchant from enchanters – Scroll of Enchant Chest – Powerful Stats, + 10 to all stats.
Boot Enchant from enchanters Scroll of Enchant Boots – Greater Spirit, +18 spirit.
7 Gems
What choice should you make? I think that you should put Runed Cardinal Ruby in your red sockets spellpowerrrrrr! Purified Dreadstone in your blue sockets for the spellpower and always needing spirit. Luminous Ametrine lacking intellect in your yellow sockets. Other gems are nice, but use these only if you think you lack a certain stat (remember: Spellpower, Spirit, Haste, Crit). If you feel have enough mana regeneration you can start thinking about stacking Runed Cardinal Ruby.
Meta gems
The two meta gems are Earthsiege Diamond and Skyflare Diamond. A meta gems requires a combination of normal gems to work. The combination gems (purple, green and orange) count for the color the meta needs. The gems for restoration druids are:
Bracing Earthsiege Diamond – 24 spellpower and 2% reduced threat, requires 2 blue gems and 1 red gem.
Ember Skyflare Diamond – 24 spellpower and 2% intellect, requires 3 red gems.
Forlorn Skyflare Diamond – 24 spellpower and 10% reduced silence period, requires 2 yellow gems and 1 blue gem.
Trenchant Earthshatter Diamond- 24 spellpower and 10% reduced stun period, requires 1 red, 1 yellow and 1 blue gem.
The last two gems can also be bought for 15 Stone Keepers Shard in Wintergrasp but with 5 spellpower less.
I suggest you take Ember Skyflare Diamond.
8 Consumables
Food
Served for 10 or 25 players:
Fish Feast – 46 spellpower and 40 stamina;
Great Feast – 35 spellpower and 30 stamina.
Served for one player:
Tender Shoveltusk Steak – 46 spellpower and 40 stamina;
Firecracker Salmon – 46 spellpower and 40 stamina;
Cuttlesteak – 40 spirit and 40 stamina;
Mighty Rhino Dogs – 16 mana per 5 seconds and 40 stamina;
Spicy Fried Herring – 16 mana per 5 seconds and 40 stamina.
As a druid we all know what we need most: spellpower and spirit. Most druids will use Fish Feast or Tender Shoveltusk Steak. But at some point (and surely with the current raid content) you will have enough spellpower (± 1700 should be enough) to get your task in a raid done. Then other food that buffs your mana regeneration could be a nice choice. If you take the Cuttlesteak you do not only get spirit but also spellpower (15% of spirit, 6), you could also go for raw mana per 5 secons and take some Mighty Rhino Dogs or Spicy Fried Herring. As your chef I would recommend the food that buffs you with 46 spellpower and 40 stamina untill you feel you lack mana regen (which should not happen!).
Drinks
Flasks
Flask of the Frost Wyrm – 125 spellpower;
Flask of Pure Mojo – 38 mana per 5 seconds.
Elixirs
Spellpower Elixir – 58 spellpower (battle elixir);
Elixir of Spirit – 50 spirit (guardian elixir, ± 41 mp5s and 6 spellpower);
Elixir of Draenic Wisdom – 30 spirit and 30 intellect (guardian elixir, comparable to Elixir of Spirit with ± 39 mp5s, 450 manapoints and 4 spellpower);
Elixir of Mighty Thoughts – 45 intellect (guardian elixir);
Elixir of Mighty Mageblood – 24 mana per 5 seconds (guardian elixir).
If you are raiding I would go for the Flask of the Frost Wyrm or Spellpower Elixir with Elixir of Spirit/Elixir of Draenic Wisdom. But mostly players choose the flask because it persist throught death and will cost you less gold if you have to run in frequently. Plus, the flask is 125 spellpower that is a lot and beats the extra regen from the Elixir of Spirit. (If you like to do the math and prove me wrong, drop me an email!).
Potions
Runic Mana Potion – 4200 to 4400 mana;
Runic Healing Potion – 2700 to 4500 health;
Crazy Alchemist’s Potion – 3100 to 3500 health and 4200 to 4400 mana, only available for alchemists.
You can only use 1 potion per combat.
If you are an alchemist, your flasks last for 2 hours, elixirs for 60 minutes and your flask, elixir and potions have an extra effect through Mixology.
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Thanks Raaff.
Again, great guide and thank you for putting the time into it.
Thought this in might be helpful for other Druids.
Lovely’s Review On Healing Add-Ons
Healium:
This is the one I prefer. Healium is a very easy to use add-on. It is easy to set up. It gives you more options for set up the other add-ons. Healium displays a color-coded box for each party member. The names stack in a row verse Healbots columns. To the right of the name are icons for all the different healing spells that you might use. The setup menu allows you to set up all the spells in the order that you want. For example I have: Nourish, Rejuvenation, Regrowth, Life Bloom, Wild growth, Swiftmend, Rebirth and Innervate. All this icons are set up so I can mouse over them and click on them with my left mouse button. This makes it real quick and fast to get all my hots on. I click on Wildgrowth at the beginning of the fight and again during and at the end of a fight. When you do cast a healing spell, another icon will show up on the left side of the party members name, This will show the count down of the each spell. This helps to see when your hots are about to expire and can quickly be reapplied. Also shows the stacks of Life Bloom, to make sure I get 3 stacks on my tank. The only spell that I can use in this add on is Tranquiltity; mainly because its an AOE. The nameplate for each party member is colored code for each class. The nameplate will turn red for the party member that is out of range. I always try to stay at max range at all times so this feature is helpful.
Healium displays each party in a separate box (5 people) that can be moved on your screen and made smaller so you can still see. This add-on allows you to display which party you are healing if you are in a raid, so if you are in charge of party 2, you can have just party 2 showing, although this is most unlikely, it is possible to do. You can also just have your tanks displayed. Also allows you to have all pets displayed, but I leave that up to the owners to deal with. The icons size can be changed, but it can take over your screen a little. I just healed Ulduar 10-Man the other night. So I had to make the two party boxes small and stack in the middle of my screen. I was still able to see what is going around me. Not that I really need to see much, it helps to know if I am standing in something that cause me to take damage. And also to see where my party is so I can still be with in range of them.
DisAdvantage: Take over your screen.
Advantage: User Friendly
Decursive:
Decursive is a great add-on that can be used my many classes. A small box will show up on your screen, one per party member. This add-on is used for when a party member gets poisoned, cursed, charmed, de-spell etc. The little will light up and a bell sound will go off. When you mouse over it, it will show the name of the person that is being affected. All you do is click on the boss to get rid of the poison etc. As a druid I can de-curse and de-poison my team. So when I hear the bell I left click to de-curse, right to de-poison.
If you click on the wrong mouse key, and error message will pop up on your screen and in your chat box. So you just need to remember which key does which function. Failure to get it off quickly will result more heals to that party member and also a loss of time trying to remove it.
This add-on is must have for druids, mages, and shamans. I haven’t played the other classes, but I know from other players that it is a must have. This add-on does not take up that much room. It is easy to set up, and can be moved out of the way.
DisAdvantage: Not remembering which mouse to hit.
Advantage: Easy to set up, small icons.
your a moron these talents dont even add up right. You tell people to spend more points then they have.
@Lovely: Thank you, I will look into those addons, Decursive I know, never tried Healium.
@Dan: No Dan, I tell people to read and make a choice for themselves. Some talents are must haves, some are personal choices and some are role choices.
Raaff…thank u for this very clear and nice guide… i hope i can be a nice mainhealer in raids
)
Question… can a (equally equipped/player) druid ever heal higher than shaman or pala?
@Ulm: Its not about the amount of healing, its about how effective you heal. But to answer your question, a druid can heal higher then a shaman or pala depending on the fight/mob.
Thanks for the informative guide and thanks for taking the time to put something together for others to reference. Please ignore any rhetoric or slander others may put in comments; you are doing more than 80% of people out there are willing to do. Kudos…
Is it ok to get cloth gear if it has better stats than the leather?
Yes! Cloth is good for trees too.
@ Dan: They’re just highlighting the talents useful to resto druids, not giving a set build.
A good guide, though. I’ve been healing as resto druid for almost a year and I can’t really disagree on anything here, although some things have changed since this was posted, such as Gift of the Earthmother talent.
Would love to be able to read this site… Background makes it an eyesore.
Very often I visit this blog. It very much is pleasant to me. Thanks the author
Hey! Nice work!
I am wondering what main different it is to heal a Dk, pally and a warrior tank. What should i keep in mind?
Thanks!