Category Archives: Cataclysm

Resto Druid Guide: Healing Tips for Raiding

There is not a single correct way to heal. Spell usage really comes down to fight mechanics, group composition, healing assignment and personal preference. However, there are some important things that every druid should know about healing efficiently in raids.

General Strategy

Single Target Healing

Druids have a very good tool set for single target healing. If you’re assigned to tank heal, in general you will want to:

  • Keep up 3 stacks of Lifebloom
  • Keep up a Rejuvenation
  • Direct heal (and refresh Lifebloom stacks) with either Nourish or Healing Touch, depending on how big a health deficit the tank has.
  • Use Regrowth or Swiftmend when fast heals are needed.

Whether Nourish or Healing Touch is used primarily is really up to you. Many druids who raid 10-mans prefer Healing Touch. I prefer Nourish (in both 10s and 25s).  It all depends how much health your target needs and how much healing they’re receiving from the other healers.

Multi-target Healing

  • Keep 3 stacks of Lifebloom on a tank
  • Use Wild Growth whenever 3 or more people need heals – this will generally be used on cooldown
  • Use Rejuvenation to stabilize people – you should be able to keep up 3-5 rejuvs at a time (~3 is a good number for 10s, while in 25s you can keep up more)
  • If someone gets dangerously low on health, hit them with a quick Regrowth or Rejuv then a Swiftmend. Nourish or Healing Touch can then be used to heal them to a safe level.
  • For those who are low on health but not in immediate danger of dying, get a Wild Growth or Rejuv up then top up with Nourish or Healing Touch.
  • Use Swiftmend to proc Efflorescence when people are grouped up.
  • If damage starts getting out of hand, use Tree of Life and Tranquility.

Tricks and Tactics for Specific Spells



Barkskin reduces your damage taken by 20%. It costs no mana. It triggers no global cooldown.

  • Use it often.
  • Use it before channelling Tranquility.
  • Use it anytime a boss if about to do a large, raid damaging ability.
  • Use it if you get targeted for a damaging attack.


Innervate returns 20% of your mana, so it makes sense to use it for the first time once you hit 80% and every time it’s off cooldown from then on. There are ways to increase the effect of Innervate:

  • Innervating while your mana pool is increased (such as when under the effect of Hymn of Hope or a trinket proc that increases your Intellect) will increase your mana gain, so try to plan the use of these things with your raid.
  • If you play with another druid, you should both use the Glyph of Innervate and Innervate each other to increase your mana return by 50%.



Always keep this stacked on someone (usually a tank). If your lifebloom target gets very low on health and your stacks are about to expire, let it bloom for a large heal, then stack it back up immediately. Your uptime on Lifebloom should be as close to 100% as possible.

Omen of ClarityOmen of Clarity / Clearcasting

Clearcasting makes your next Swiftmend, Regrowth or Healing Touch a mana-free cast. Use your clearcasting procs every time. Be sure you are aware of when you get a clearcasting proc (the in-game power aura is quite good) so you don’t miss any.

  • Use Healing Touch if you have the time and someone needs a large heal.
  • Use Regrowth if speed is more important, or to help set up a good Swiftmend target for Efflorescence.
  • Using procs for Swiftmend should generally be avoided as it is the cheapest of the 3 heals should be used strategically to place Efflorescence.


Regrowth is our fastest direct heal without a cooldown. Though its mana cost is slightly prohibitive it does have a number of things going for it:

  • With points in Nature’s Grace Regrowth increases our haste rating by 15% for 15 seconds (1 minute cooldown). Regrowth should be used to keep the uptime on this haste buff as high as possible (25%). The extra haste could push you over to a new haste break point and will also benefit your spells with a cast time.
  • With points in Nature’s Bounty Regrowth is the healing spell that is most likely to crit (both the direct heal and the HoT), this will apply Living Seed and increase its healing output.
  • It’s fast. In situations where multiple people get very low on health you can pump out almost double the amount of Regrowths in a few seconds as you could Nourish or HT.
  • It’s instant while in ToL.
  • It gives you something to Swiftmend.

Regrowth should certainly not be spammed, but the reasons listed above make it an excellent choice when you get a Clearcasting proc or if someone needs a heal fast.


In general Tranquility will only be usable once per fight. Do not forget to use it. It provides a huge amount of healing for a relatively low mana cost. When you use Tranquility remember:

  • Use it when you will not have to move for the next 8 seconds. You don’t want to have to interrupt the channel.
  • Use Barkskin before Tranquility. You don’t want to lose ticks if you take damage.
  • Use Wild Growth as a primer to increase the healing through Symbiosis.

Tree of LifeTree of Life

Tree of Life has a 3 minute cooldown so you should be able to use it at least twice on most fights. It is best used in times of heavy raid damage. General tactics while in ToL:

  • Use Lifebloom on multiple people. Single applications can be used on many raid members to give them a small HoT then a direct heal from the bloom at the end. If specific people are taking heavy damage, you have multiple 3-stacks up. All the extra Lifeblooms ticking will give you many Clearcasting procs.
  • Use Clearcasting procs for instant Regrowths.
  • Use Wild Growth on cooldown whenever multiple people have a health deficit.
  • If there are many people getting low on health, use Tranquility. It is best to prime it with a Wild Growth to make the most of our mastery.

Wild GrowthWild Growth

Most raid fights have constant raid damage, so using WG on cooldown is almost always a good idea. Wild Growth can be cast on hostile targets. If you are fighting a large raid boss (like a dragon) and people are spread out, target the boss for your Wild Growth cast and it will hit people all around it.

A Note on Cooldowns

Druids have a limited amount of cooldown abilities to increase healing. We have Tree of Life, Tranquility, Nature’s Swiftness, plus any on-use trinkets you may have. Many people like to wait for emergencies to use these spells and they end up not being used at all. This is a bad idea. Tree of Life increases our healing by 15% in addition to the spell buffs it provides. If you are not using it, or using it less than you could be, you are gimping your healing. Tranquility provides a huge amount of health to your raid (for example, on my first Chimaeron kill it did 380,000 healing. In 8 seconds. That’s pretty awesome.) If you’re not using it every fight, you’re gimping your healing.

When learning a new fight it can be difficult to know the best time to use these abilities. However, once you’ve learned the damage pattern plan your cooldown use ahead of time so you can make the most of them.

My full resto druid guide can be found here.

Restoration Druid Guide for Cataclysm

My resto druid guide has been put together and posted. It includes information on talents, spells, glyphs and stats. I will be updating it as changes are made and will likely be adding new sections on dungeon and raid healing strategies shortly.

If you have any comments or notice any mistakes, please comment here or send me an email at

Cataclysm Restoration Druid Guide

Resto Druid Guide: Glyphs

Druids don’t get a lot of choices for glyphs. Here’s a review of the ones available to us.

Prime GlyphPrime

There is really no question when it comes to which Prime Glyphs to choose.

The good:

Glyph of Lifebloom – Increases the critical strike chance of your Lifebloom by 10%. Lifebloom is something you should be keeping up 100% of the time, so this is a very valuable glyph. The crit applies to both the ticks and the bloom.

Glyph of Rejuvenation – Increases the healing done by your Rejuvenation by 10%. Rejuv should still be getting a lot of use for raid healing so this is a nice glyph.

Glyph of Swiftmend – Your Swiftmend no longer consumes a Regrowth or Rejuvenation effect from the target. Excellent for two reasons: First, we don’t have to spend the mana to re-apply the HoT if it’s consumed. Second, if you consume another druid’s HoTs you will receive a beating.

The bad:

Glyph of Regrowth – Your Regrowth heal over time will automatically refresh its duration on targets below 25% health. This is a poor choice for a number of reasons: Regrowth is too expensive and not used much, the HoT only lasts for 6 seconds and ticks for an insubstantial amount, no one should be under 25% health for too long. Skip this one. *We’ve been promised a change for this glyph so it may become more useful in the future*

Major GlyphMajor

In the Major Glyphs, we’ve got two clear winners and then a choice between two situational glyphs.

The good:

Glyph of Rebirth – Players resurrected by Rebirth are returned to life with 100% health. With this glyph we don’t have to worry so much about battle rezzing at the perfect time to avoid our target dying again due to raid-wide damage. This also saves the mana it would take to heal the rezzed person.

Glyph of Wild Growth – Wild Growth can effect 1 additional target. A nice improvement to our major AoE healing spell.

The Situational:

Glyph of Healing Touch – When you cast Healing Touch, the cooldown on your Nature’s Swiftness is reduced by 10 seconds. If you don’t have Nature’s Swiftness in your spec, obviously this is a bad choice. If you do it could be useful in order to get out more emergency heals.

Glyph of Innervate – When Innervate is cast on a friendly target other than the caster, the caster will gain 50% of the Innervates effect. I’d place this above Glyph of HT in terms of usefulness, but it depends on your group makeup. If you play with another resto druid, definitely take this and trade Innervates with them. If some mean raid leader expects you to Innervate other people (the horror!), definitely take it. If you’re the only resto druid and you use your Innervates on yourself, it becomes useless.

Minor GlyphMinor

Minor glyphs don’t effect combat mechanics and are really a matter of personal preference.

Glyph of Unburdened Rebirth – Your rebirth spell no longer requires a reagent. This is the most useful minor for me. It saves an inventory slot and helps avoid the embarrassment of having to announce that you can’t battle rez because you have no reagents.

Glyph of Mark of the Wild – The cost of Mark of the Wild is reduced by 50%. This is useful if you need to buff someone mid-fight.

Glyph of the Treant – Your Tree of Life form now resembles a Treant. If you don’t care for looking like Grampa tree, you can go back to wilted broccoli for your Tree of Life look.

Glyph of Aquatic Form – Increases your swim speed by 50% when in Aquatic Form. This could come in handy if any underwater fights are introduced, but for now it’s just nice for swimming around Vashj’ir.

Glyph of Dash – Reduces the cooldown on your Dash ability by 20%. Could occasionally be useful if you use kitty>dash to move around in fights.

Don’t forget to carry around some Dust of Disappearance so you can switch your glyphs to suit particular fights.

My full resto druid guide can be found here.

Hola Amigos!

I am back from Mexico!

Unfortunately I have nothing to post now because I’m too busy trying to catch up with everyone and get my characters leveled. Jasyla’s almost level 82 and my poor little priest (my new Horde main) is only level 70. You know what sucks? Having to level through Northrend when new content is out.

I felt a little lost when I signed on yesterday. I ran around Stormwind for a bit looking for all my trainers and trying to figure out what to do. But now I’ve gotten the hang of things. I’ve done some quests in Hyjal and Vash’jir, explored most of the new zones (oh my god, Uldum is amazing! Can’t wait to quest there), and have done three of the new dungeons. Overall, Cataclysm is a lot of fun so far.

There probably won’t be any posts here for a couple of days, but I will get to work on responding to all the comments left while I was gone.

Cataclysm leveling spec

Wondering where you should put your shiny new talent points once you starting leveling past 80?

I’ve got this as a starting point at level 80. As you level, you’re likely going to want to take talents that help your mana bar. These are Furor and Malfurion’s Gift. Put points in those talents (doesn’t really matter which one comes first) to give yourself some extra sustainability in the new, tougher 5-man dungeons. Once you reach 85, your spec will look like this:

Resto druid leveling spec for CataclysmLink

Patch Fever

Is it just me, or is patch 4.0.3a the best thing to ever happen to World of Warcraft? I haven’t been this excited to play in a long time. My only problem: I don’t have enough time to do everything I want to.

I want to get my priest up to 80. I want to do all the new quests on my druid. I want to level a new, Horde druid. I want to level up my new prot warrior (but I have to wait for all my goblin-rolling friends so we can level together).

I love the updates to the old zones and the new starting area questlines. I love the fun little mini-games like Plants vs. Zombies and spider wrangling. Everything flows better and some of the new visuals are stunning. Okay, I’m gushing, I’ll stop. Suffice it to say, I am pumped for Cataclysm.

Speaking of Cataclysm, I’m going to be away the week of the release. Anyone out there want to do a guest post here between December 5th and 13th? I know it’s a long shot. I’m sure people will be busy playing and writing their own posts, but I thought I’d throw it out there. Drop me a comment or send me an email at if you’re interested.

Raid Debuffs – Updated for Cataclysm

Here are all of the debuffs that will be in play come Cataclysm. With the exception of a couple level 80+ skills, most are available as of patch 4.0.1.

For the full, up-to-date debuff guide, see Raid Buffs and Debuffs.

A few things to keep in mind:

  • As always, the debuffs in each category do not stack.
  • Debuffs have been normalized so that each debuff in a category is the same (with the exception of healing taken and castin speed).
  • Different types of hunter pets now provide different debuffs


Reduces armor by 12%

Attack Speed

Reduces melee and ranged attack speed by 20%

Bleed Damage

Increases bleed damage taken by 30%

Casting Speed

Reduces casting speed by 30%

Reduces casting speed by 25%

Crit Chance

Increases chance to be critically hit by 5%

Damage Done

Reduces physical damage dealt by 10%

Damage Taken (magic)

Increases magic damage taken by 8%

Damage Taken (physical)

Increases physical damage taken by 4%

Healing Taken

Reduces healing taken by 10%

For the first part of this post see: Raid Buffs

Windsoar has also made a list of buffs and debuffs sorted by the class that provides them. Take a look over at Jaded Alt.


I’m also making my spreadsheet available if you want to download it. It might be easier to work with since you can sort by class, type, spec, etc. Download the Excel spreadsheet here.