Tag Archives: 4.0.3

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 cannotbetamed@gmail.com.

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.

Resto Druid Guide: Spec and Talents

Once you hit level 85 and are looking to start heroics or raiding you’ll probably want to make a few tweaks to your spec. The general spec for PVE healing is 8/2/31.

Here is the basic spec that includes everything I consider to be mandatory talents.

Basic resto druid spec

With this spec you get a reduction in spell cost from Moonglow in the balance tree and 10% extra mana from Furor in the Feral tree, which are very important right now. The mandatory resto talents are:
Natural Shapeshifter
Heart of the Wild
Master Shapeshifter
Improved Rejuvenation
Living Seed
Empowered Touch
Malfurion’s Gift
Wild Growth
Nature’s Cure
Gift of the Earthmother
Tree of Life

This  leaves you with 5 extra points to spend in the Resto tree.

My spec of choice places the extra points in Efflorescence (3 points) and Nature’s Bounty (2 points). My spec looks like this:

My restoration druid specLink

Here’s a closer look at all the possible talent choices for druid healers and how important they are:


Tier 1

NoBlessing of the Grove (2 points) – Two points increases the healing of your Rejuvenation by 4%. With the reduced reliance on Rejuvenation this is a fairly weak talent. There are better places to spend your points.

YesNatural Shapeshifter (2 points) – Reduces the cost of shapeshifting by 20% and increases the duration of Tree of Life by 10 seconds. This is a prerequisite for Master Shapeshifter in tier 2.

YesNaturalist (2 points) – Reduces the cast time of Nourish and Healing Touch by 0.5 seconds. Nourish is your most mana efficient spell and you will be using it often. These points are a must.

YesHeart of the Wild (3 points) – Increases your Intellect by 6%. Intellect gives you a bigger mana pool, more spell power and increases mana regeneration effects. Another must have.

Tier 2

NoPerseverance (3 points) – Decreases your magic damage taken by 6%. Damage reduction is always nice, but unfortunately there are too many other important talents to take, making it hard to squeeze any points in here.

YesMaster Shapeshifter (1 point) – Increases your healing by 4%. This applies to all healing spells. Take this.

YesImproved Rejuvenation (3 points) – Increases the healing of your Rejuvenation and Swiftmend by 15%. This is a much stronger talent than the 4% rejuv bonus from Blessing of the Grove. This will also increase the healing of Efflorescence (if you take it).

Tier 3

YesLiving Seed (3 points) – When you critically heal with Swiftmend, Healing Touch, Nourish or Regrowth you plant a Living Seed on the target that will heal for 30% of the amount healed the next time they are hit. With our increased dependence on direct heals, Living Seed now provides a much more healing than it did in Wrath. This is a prerequisite for Efflorescence.

YesRevitalize (2 points) – Rejuvenation and Lifebloom ticks have a 20% chance to regenerate 2% of your mana. Also Replenishment to your group when you cast or refresh Lifebloom. This is a necessity in order to regenerate mana, both for ourselves and our groups. Lifebloom should be stacked on the tank (generally) at all times, so this will proc all the time.

OptionalNature’s Swiftness (1 point) – Makes your next nature spell an instant cast. While this is a handy talent to combine with Healing Touch for a big emergency heal, talent points are rather tight. If this is something you use often, take it. If it’s something you find stays unused in a lot of dungeons and raids, skip it.

NoFury of Stormrage (2 points) – Makes your wrath spell free and gives you a chance to proc instant Starfires. Sounds like fun, but there is no room for this in a PVE healing spec.

Tier 4

OptionalNature’s Bounty (3 points) – Increases the critical strike chance of Regrowth and gives you a chance to reduce the cooldown on Swiftmend by 0.5 seconds when you critically heal with Nourish or Healing Touch. How useful this talent is really depends on your healing style. With the immense cost of Regrowth, it probably won’t see too much use. I’d suggest taking other important talents first and dropping any extra points needed to reach the last tier into this.

YesEmpowered Touch (2 points) – Increases the healing done by Healing Touch and Nourish by 10% and these spells now refresh Lifebloom. You will definitely want these spells to refresh your Lifebloom stacks in order to maintain a steady amount of healing on tanks. This is a must have.

YesMalfurion’s Gift (2 points) – Whenever you heal with Lifebloom you have a 4% chance to proc Omen of Clarity. Mana is in short supply so this is an excellent talent. Maintaining stacks of Lifebloom at all times means this procs often.

Tier 5

OptionalEfflorescence (3 points) – When you heal with Swiftmend, you sprout a bed of healing fauna beneath the target, healing everyone within 4 yards for 30% of the amount healed over 7 seconds. This is another talent that depends on how you play. In raids where people are grouped up a lot, it can provide a lot of healing. However, if you stick mostly to 5-man dungeons or don’t place the Efflorescence properly, it becomes much less useful.

YesWild Growth (1 point) – Heals 5 people within 15 yards of the target over 7 seconds. This is our most useful AoE heal. Must have.

YesNature’s Cure (1 point) – Allows your Remove Corruption spell to also remove 1 magic effect. To me, this is a must have. There are an endless number of nasty magic debuffs. Being able to get rid of them is a good thing.

NoNature’s Ward (2 points) – When you take an attack at or below 50% health you will automatically cast a free Rejuvenation on yourself. This is a PVP talent. There’s no room for this in a PVE spec.

Tier 6

YesGift of the Earthmother (3 points) – Increases the healing done when your Lifebloom expires by 15% and causes your Rejuvenation to instantly heal for 15% of the total effect. With this, the ‘bloom’ from your Lifebloom is very large and can restore a big chunk of health. The Rejuvenation bonus is very nice too.

OptionalSwift Rejuvenation (1 point) – Reduces the global cooldown of your Rejuvenation by 0.5 seconds. Since Rejuvenation is no longer blanketed on everyone, I find this spell is of limited use.

Tier 7

YesTree of Life (1 point) – Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarily enhanced while shapeshifted. This is our one major cooldown spell that increases our healing output, reduces our physical damage taken (through armor) and allows us to multi-stack Lifebloom, Wild Growth more people and gives us an extra instant (though highly expensive) spell. It’s a bargain for 1 point. Plus, who doesn’t like Grampa tree? 😛


Tier 1

YesNature’s Grace (3 points) – Increases your haste by 15% for 15 seconds after casting Regrowth, Moonfire or Insect Swarm. Has a 1 minute cooldown. If you’re smart about how you use this,  it can be very useful. 15% haste will give you extra ticks on almost all of your HoTs. This can increase your output considerably during the proc.

YesNature’s Majesty (2 points) – Increases your critical strike chance for all spells by 4%. Fairly straightforward.

Tier 2

YesMoonglow (3 points) – Reduces the cost of your healing and damage spells by 9%. This talent is the reason we spend any points in Balance tree. The current mana situation makes this a very valuable talent.

NoGenesis (3 points) – Increases the healing done by your HoTs and Swiftmend. When we get to a point where mana is no longer such a big concern this will be a fantastic talent, but until then we need to take Moonglow instead.


Tier 1

YesFuror (3 points) – Increases your maximum mana. Unfortunately, putting 31 points in resto and 8 points in balance only leaves 2 points to put here, increasing your mana by 10%.

My full resto druid guide can be found here.

Resto Druid Guide: Stats (includes Haste break points for HoTs)

Here are the stats you will find on healing gear and what they do for you.



Each point of Stamina gives you 10 health. Stamina is not a stat you have to look for. It will be present on all your gear. Your health will increase with your item levels.


Each point of Intellect gives you:

  • 1 spell power
  • 17.53 mana
  • 0.0015% critical strike chance

Intellect is the strongest stat for resto druids. It increases our mana pool, gives us thoroughput and increases the effects of mana regeneration that are based on mana pool (Innervate, Replenishment). Amount of intellect should be the first stat you look for on gear.


Spirit increases mana regeneration, both in and out of combat. Your mp5 depends on both your spirit and intellect.


128.05 haste rating = 1% haste

Haste reduces the global cooldown (to a minimum of 1 second), reduces the time it takes to cast spells and can increase the number of times your HoTs tick. Haste is very important, especially to get in those extra ticks. See below for the chart of Haste Break Points.

Critical Strike Chance

179.28 crit rating = 1% critical strike chance

All your heals, including HoT ticks, are capable of critting. Critical heals heal for 1.5x the amount of normal heals. This is a lower priority stat for druids.


The resto druid mastery is Symbiosis. It increases the potency of your healing spells when your target is already affected by one of your heal over time spells. All of your healing spells benefit from this, even other HoTs. How important Mastery is depends on your style of healing. If you are a tank healer, Mastery can be strong. However, if you are a raid healer, or if you infrequently cast spells on targets that already have a HoT on them, Mastery becomes less useful.

Spell Power

Spell power is only found on weapons. It effects the output of your spells.

Stat Priority

Intellect > Spirit > Haste > Critical Strike Chance = Mastery

Haste Break Points

With certain amounts of haste, you can squeeze in extra ticks of your HoTs. Each table below shows the amount of haste needed to get x extra ticks of each spell. There are two sets of values. First, if you do not have a 5% haste buff and second, if you do.


Ticks 10 11 12 13 14
Without buff base 640
With buff base 0

Wild Growth

Ticks 7 8 9 10
Without buff base 909
With buff base 256


Ticks 4 5 6
Without buff base 1601
With buff base 915


Ticks 4 5 6
Without buff base 2135
With buff base 1423

In order to get a 1 second GCD you would require 6403 haste without the 5% buff, or 5489 haste with it. This is not going to be possible with current gear.

So how much haste should you be looking for? First, figure out if you will consistently have a 5% haste buff in your raid group, and plan around that. Next, pick an attainable target. Here are the above tables organized a little differently to help you pick a good target.

Without 5% buff

Haste Extra ticks
640 11th tick of LB
909 8th tick of WG
1601 5th tick of RJ
1921 12th tick of LB
2135 5th tick of RG
2744 9th tick of WG
3202 13th tick of LB

With 5% buff

Haste Extra ticks
0 11th tick of LB
256 8th tick of WG
915 5th tick of RJ
1220 12th tick of LB
1423 5th tick of RG
2004 9th tick of WG
2440 13th tick of LB
3659 14th tick of LB

So, if you have the 5% buff 1423 haste could be an attainable goal that would give you 1 extra tick on Wild Growth, Rejuvenation and Regrowth and 2 extra ticks on Lifebloom. Gear for haste, and reforge others stats (crit or mastery) until you hit this number. Once you reach 1423, additional haste will be less useful to you until you can reach the next break point of 2004.

*Special thanks to Hamlet’s TreeCalcs spreadsheet which provides all the neccessary druid math*

My full resto druid guide can be found here.

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