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Evaluating Resto Druids with World of Logs

Last year I wrote a series of posts on how to evaluate raiders, specifically healers, using World of Logs. I’ve finally started updating the guide for Mists of Pandaria, starting with – what else? – resto druids!


Here are specific things to look for when analyzing resto druid logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Druids are primarily Heal Over Time (HoT) healers with great mobility and a decent amount of utility. Though Druids have generally been considered raid healers, they can also be strong tank healers.

Healing by Spell

World of Logs - Druid healing by spell
There are a number of things to look for on this screen, including:

Spell selection – Is the druid using all their available spells?

Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility, Wild Mushrooms and passive healing from Living Seed. Depending on spec they may also have: Cenarion Ward and/or Force of Nature, though these are weaker than the other available choices in most cases.

Healing from Lifebloom, Rejuv, Wild Growth, Regrowth, Swiftmend and Tranquility should be seen on every fight.

Healing Touch, Nourish and Wild Mushroom: Bloom may not appear, or appear only sparingly. Whether Nourish is used a matter of personal choice, though it will not provide much healing. Healing Touch should only be used in combination with Nature’s Swiftness. Wild Mushrooms may provide some healing on fights where mana is tight or the raid is stacked up.

You should not see healing from Renewal; this is a poor talent choice for a healer.

Top Spells

A druid’s top spells will vary depending on the nature of a fight and how spread out the raid is. Wild Growth and Rejuv will generally be at or near the top. When the raid is tightly grouped up Swiftmend will provide a lot of healing on fights where the raid is grouped up, but less when spread out. Tranquility can also be one of the top spells for healing done when it is timed well and can be used multiple times throughout a fight. If the Druid is tank healing, expect to see Lifebloom and Regrowth higher on the list.

Overhealing

Druids will generally have fairly high overheal because of the nature of their HoTs. This isn’t something to worry about. Lifebloom and Rejuv tend to have quite high overheal while you should see lower overheal on smart heals like Wild Growth or direct heals like Regrowth.

Notes on specific spells:

Lifebloom

WoL - Lifebloom

Uptime is the key metric here. Lifebloom is our source of Omen of Clarity procs and provides a steady stream of heals to whoever it’s placed on (usually a tank). Allowing a 3-stack to fall off, unless it’s timed perfectly to provide an emergency heal from the bloom, means you have to waste time and mana building the stack back up. Lifebloom uptime should be in the 90-100% range on most fights.

Tranquility

WoL-Tranquility

The first thing to look for is whether Tranquility was used at all. It is our best spell in terms of HPS and HPM and should be used on every fight. With a 3 minute cooldown it can be used 2-3 times on most fights.

Next look at the number of direct heals – Each Tranquility should tick 20 times. If this number is not a multiple of 20 it means Tranquility is being interrupted. This is most likely due to casting it at the wrong time and needing to move mid-cast, or interrupting it before it finishes.

Overheal should be fairly low, but the HoT portion of the spell can increase this number.

Swiftmend

WoL-Swiftmend

Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown (12 with the T14 4-piece bonus), so it can be used 4 or 5 times per minute. It’s unrealistic to use SM every time it’s available but it should be used often (especially if the Druid is specced into Soul of the Forest).

Note: Swiftmend has two different spell IDs. 18562 is the direct heal, while 81269 is the ground healing portion (previously known as Efflorescence).

Cenarion Ward

If the Druid has this in their spec, the most important thing to look for is overheal. If the overhealing on the spell is very high, the Druid is not using it optimally.

Direct Heals
Direct heals should not make up the bulk of a druid’s healing, but Regrowth should be used fairly often. Low use of direct heals will likely mean that Clearcasting procs are being wasted.

Buffs Cast

This screen will tell you how often a druid is using their cooldowns, along with the uptime on key abilities.

World of Logs Druid buffs cast

Lifebloom – As noted above, uptime should be as close to 100% as possible.

Harmony – This is Druids’ mastery which increases the effect of all HoTs while it’s active. Harmony should be up as much as possible, look for 95%+ uptime. If uptime is much lower, the druid needs to cast more direct heals to keep it active.

Barkskin – Barkskin can be used once every 45 seconds. It should be used often to mitigate damage taken (though not necessarily on cooldown).

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be a multiple of 20, indicating the druid channeled the spell for the full duration (Note: There are 2 Tranquility effects listed, the one to look at is spell ID 44203).

Innervate – Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown to get as much mana as possible.

Ironbark –  This is a damage reduction spell Druids can cast on someone else, it has a 2 minute cooldown. It should be used on every fight.

Clearcasting – Compare the amount of Clearcasting procs to the number of Regrowths cast (this is found in the Healing by Spell tab). The Druid should have at least as many Regrowth casts as CC procs.

Trinkets – If the druid has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

The following are talents, so whether they appear in a Druid’s logs is spec-dependent:

Nature’s Swiftness – This spell makes your next spell with a cast time instant, larger and mana free. It has a 1 minute cooldown. This spell is often used for emergency heals, though if the Druid has it in their spec, you should see it used at least a few times on every fight.

Incarnation – Incarnation has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Nature’s Vigil – Nature’s Vigil also has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Heart of the Wild – If the Druid has this in their spec, you may not see it used. It’s generally only used on fights where the Druid has the room to stop healing and do some damage. Otherwise, it’s just taken for the intellect buff.

You should also check to see if the Druid is using abilities given to them by Symbiosis. For the list of those, check here.

Barkskin in Dragon Soul

Damage mitigation is not just for tanks or PVP. Good use of your damage mitigation abilities make for happy healers and happy raid leaders.

Barkskin is a druid ability that is full of win:

The druid’s skin becomes as tough as bark. All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Usable in all forms. Lasts 12 sec. 60 second cooldown.

Barkskin

It costs no mana and triggers no global cooldown so there’s really no excuse for not making the most of it.

Here are some ideal times to use Barkskin for each boss in Dragon Soul. Most of these situations are also good times to use Divine Protection if you are a Paladin since the two talents are quite similar.

Morchok

Normal and Heroic: Barkskin should be usable once every crystal phase. The best time to use it is just before a Stomp. If you are one of the crystal soakers, you can time your Barkskin so it is active for both a Stomp and the following Resonating Crystal damage.

Warlord Zon’ozz

Normal: Barkskin is best used during the Black phase on this fight to reduce the damage taken by Black Blood of Go’rath.

Heroic: Use Barkskin at the beginning of the Black phase, as that is when raid damage is highest (as adds are killed there is less damage going out). You could also use Barkskin when you are affected by Distrupting Shadows if it will not be cleansed off.

Yor’sahj the Unsleeping

Normal and Heroic: The ooze combinations on this fight are unpredictable, so it’s hard to time your Barkskin to get the most use out of it. In general, try to use Barkskin whenever the raid damage is heavy. The Red oozes will cause the most damage, so using Barkskin anytime that is up is a good idea. Make sure you’re popping Barkskin after the oozes reach the boss – there’s no damage while they’re travelling to them. It’s also a good idea to use it when Black is active and you have an add hitting you.

Hagara the Stormbinder

Normal and heroic: Main phase – use Barkskin if you are soaking Ice lances. You can also use Barkskin if you are placed in an Ice Tomb.

Lightning phase – Damage during this phase ramps up the longer it lasts, so wait a few seconds before using Barkskin.

Ice Phase – Use Barkskin if you are standing in the Watery Entrenchment (this is a strat you’re more likely to use in heroic mode). If you aren’t in Watery Entrenchment, you shouldn’t be taking any damage so Barkskin shouldn’t be needed (though you can pop it just to be safe in case you get hit by an Icicle).

Ultraxion

Normal and heroic: Use Barkskin on cooldown to prevent as much damage as possible from Unstable Monstrosity. If your Barkskin comes off cooldown just before an Hour of Twilight is going to be cast, hold off and use it after you come back out of the Twilight Realm.

Warmaster Blackhorn

Normal and heroic: In phase 1 use Barkskin whenever it’s available and you are about to take damage from either a Twilight Barrage or a Twilight Onslaught.

In phase 2, use Barkskin before as many Disrupting Roars as you can.

Spine of Deathwing

Normal: There are a lot of good opportunities for Barkskin on this fight. You’ll want to use it as often as possible, when you’re affected by one of the following:

Grasping Tendrils – You will be taking a fair amount of damage while you’re waiting for Deathwing to do a barrel roll.
Fiery Grip – You will be stunned, but you can still use Barkskin.
Superheated Nucleus – This happens when the Amalgamation is about to explode. The whole raid will take significant damage for a few seconds until it dies.

When you’re affected by one of the above and Searing Plasma, Barkskin is particularly effective since any healing on your will be absorbed.

Madness of Deathwing

Normal: During phase 1, there are two times when Barkskin is particularly effective. First, when an Elementium Bolt is going to hit. Second, when Blistering Tentacles are up and you are taking damage from Blistering Heat.

In phase 2, use Barkskin when Deathwing’s health reaches 10% and you are taking extra damage from Corrupted Blood.

Also don’t forget to use Dream during this fight. In phase 2 you want to save it in case you get targeted by Shrapnel, but during phase 1, you can use it whenever you’re taking damage.

Barkskin in the Firelands

Damage mitigation is not just for tanks or PVP. Good use of your damage mitigation abilities make for happy healers and happy raid leaders.

Barkskin is a druid ability that is completely full of win:

The druid’s skin becomes as tough as bark. All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Usable in all forms. Lasts 12 sec.Barkskin

It costs no mana and triggers no global cooldown so there’s really no excuse for not making the most of it.

Here are some ideal times to use Barkskin for each boss in the Firelands raid. Most of these situations are also good times to use Divine Protection if you are a Paladin since the two talents are quite similar.

Shannox

There isn’t a whole lot of raid damage on Shannox. You have two options for when to Barkskin. Either you can save it for Face Rage (if you get targeted), or you can use it whenever Shannox uses Hurl Spear. You only need to Barkskin this if you are in 50 yards of the spear target.

In phase 2, you should use Barkskin for every Magma Rupture.

Heroic: Use Barkskin any time you are targeted by Rageface, whether it’s a Face Rage or just melee attacks. You can also use it for Hurl Spear if it’s in 50 yards of you.

Beth’tilac

Use Barkskin on every Venom Rain. These happen approximately every 80 seconds.

In phase 2, use Barkskin whenever you can to counter the repeated Ember Flares.

Heroic: You can use this at the same times as in normal. If you are responsible for intercepting Broodlings though, you may want to use it just before hitting one to reduce the damage from the Volatile Burst and the poison left on the ground.

Lord Rhyolith

Barkskin before as many Concussive Stomps as you can. You’ll likely only get time to use it once in phase 2, use it whenever you can to counter the constant Immolation damage.

Heroic: Same uses as normal.

Alysrazor

Use Barkskin straight off to counter Firestorm. During phase 1 all of the damage is avoidable, so you shouldn’t really need Barkskin. If you get clipped by a Lava Spew or a Brushfire, the best thing to do is just run away immediately. You could use Barkskin on cooldown just to be safe (in case you cop a Fieroblast or something).

During phase 2, pop Barkskin as soon as the Fiery Tornadoes spawn, just in case.

There’s no damage taken in phase 3, but phase 4 has constant AoE damage. Use Barkskin when Alysrazor reaches ~80 Molten Power to counter the damage from both Blazing Buffet and the Full Power that happens at the end of the phase.

Heroic: Same uses as normal.

Baleroc

If you’re a healer you shouldn’t take any damage during the Baleroc encounter so there is no need for Barkskin. However, if you’re a dps and are tanking a Shard, use Barkskin to lessen the Torment damage.

Majordomo Staghelm

During Scorpion phase use Barkskin whenever you can. If he will be in Scorpion form for 9 or 10+ Flame Scythes use it once before the first scythe and then again when it’s off cooldown.  During the phase when Searing Seeds are active, use Barkskin just before yours goes off.

During Cat phase, the damage is not predictable and is mostly avoidable so there’s not much use for Barkskin. However, when Burning Orbs are active, you can use it if you end up tanking one of those.

Ragnaros

During phase 1 the only predictable damage is from Magma Trap Eruptions. Use Barkskin just before a trap is triggered. It should be usable twice during this phase.

During transition phases you can use Barkskin on cooldown as you will likely be getting hit by random Lava Bolts fairly often.

In phase 2 use your Barkskin just as Molten Seeds spawn. It should still be up as they are exploding.

Phase 3 doesn’t have any avoidable damage, so Barkskin is of limited use. Save it for if you get caught in a Lava Wave or Engulfing Flames.

Evaluating Resto Druids with World of Logs

This is  part of a series about using World of Logs to evaluate raiders. I’ll be building the full series in my guides section. I suggest reading this post there for a better layout and less squishy images.

Here are specific things to look for when analyzing resto druid logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Healing Done

Druid healing meters

Druids are an output class. We have nothing to offer the raid in terms of mitigation (/glare at Blizzard), so we need to make up for that in raw healing done. On any fight with a decent amount of raid damage (which is pretty much all of them), druids should be very high on HPS (healing per second) and healing done.

World of Logs - Active Time

The Active Time percentage should also be very high, close to 100%. HoTs should be ticking all the time, which keeps this number high.

Player Details

Now to get into the juicy details.

Healing by Spell

Druid healing by spell
There are a number of things to look for on this screen, including:

  • Spell selection - Is the druid using all available spells? Most, if not all, spells should be used on each fight. Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility. Some druids prefer to use HT and exclude Nourish (or vice versa), but otherwise all spells should be used.
  • Top 3 spells – Generally a druid’s top 3 spells will be Wild Growth, Rejuvenation and Lifebloom. If a druid is assigned to tank heal, especially in 10s, Healing Touch take the place of Rejuv or WG.

Some notes on specific spells:

Lifebloom

World of Logs - Lifebloom

Uptime is the key metric here. Lifebloom provides Replenishment to the raid, is our only source of Omen of Clarity procs and provides a steady stream of heals to whoever it’s placed on (usually a tank). Allowing a 3-stack to fall off, unless it’s timed perfectly to provide an emergency heal from the bloom, means you have to waste time and mana building the stack back up. Lifebloom uptime should be in the 90-100% range on most fights.

Overheal on Lifebloom is not a concern.

Tranquility

Tranquility World of Logs

The first thing to look for is whether Tranquility was used at all. It is our best spell in terms of HPS and HPM and should be used on every fight.

Next look at the number of direct heals – 20 is the number you should see. If this number is less it means Tranquility is being interrupted. This could be due to casting it at the wrong time and needing to move mid-cast or not using Barkskin before casting.

Overheal should be fairly low, but the HoT portion of the spell can increase this number.

Swiftmend

Swiftmend World of Logs

Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown, so it can be used 4 times per minute. It’s unrealistic to use SM every time it’s available (those with Efflorescence in their spec will likely want to line up its use with raid damaging abilities), but it should be used often.

Buffs Cast

This screen will tell you how often a druid is using their cooldowns, along with the uptime on key abilities.

World of Logs - Druid buffs castLifebloom – As noted above, uptime should be as close to 100% as possible.

Tree of Life – ToL has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Nature’s Grace – NG gives 15% haste for 15 seconds after casting regrowth. It has a 1 minute cooldown. Ideal uptime is 25%.

Barkskin – Barkskin can be used once per minute. It should be used often (though not neccessarily on cooldown). Check my guide to Barkskin in Tier 11 to get a grasp on when/how often it should be used on specific fights.

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be 20, indicating the druid channeled the spell for the full duration (Note: There are 2 Tranquility effects listed, the one to look at is spell ID 44203).

World of Logs - InnervateInnervate – There are two Innervate effects to look at. Spell ID 29166 is the primary effect. Spell ID 54833 is a secondary effect from Glyph of Innervate. If there are two resto druids in the raid, they should be swapping Innervates and be affected by both the same amount of times. If there is only one resto druid, you can tell how they are using their Innervate – If the primary effect shows up in their stats, they are Innervating themselves, if the secondary effects shows up, they are Innervating someone else. Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown.

Nature’s Swiftness - If the druid has this in their spec, it should be used on every fight.

Trinkets – If the druid has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

Barkskin in Bastion of Twilight

This is the second post on Barkskin in tier 11. To read general information about Barkskin and why it’s so awesome, see my first post on Barkskin in BWD.

Here are some of the best places to use Barkskin in Bastion of Twilight and Baradin Hold. This applies whether you are resto or dps (I won’t presume to tell bears when to use Barkskin).

Bastion of Twilight

Halfus Wyrmbreaker

The beginning of the fight is the most hectic part, so it’s a good idea to use Barkskin straight off. It will help reduce damage from the proto-behemoth’s abilities or any Shadow Novas that get cast. Continue to use Barkskin on cooldown until Halfus reaches 50%.

Once Halfus reaches 50%, use Barkskin before each Furious Roar, as everyone gets stunned and is unable to heal.

Valiona and Theralion

While fighting Valiona, use Barkskin when collapsing for Blackout. It can also be used if you get caught in Devouring Flames (but try not to).

While fighting Theralion, Barkskin should be used on cooldown. Between Meteorites, Fabulous Flames and Engulfing Magic, you’re likely taking damage through most of the phase.

Twilight Ascendant Council

During phase 1, use Barkskin when Feludius starts casting Aegis of Flame.

In phase 2, use it before Thundershock or Quake. If you find yourself with the wrong buff (because the tornado and spawned right on top of each other, or you had to run away because you were the lightning rod), Barkskin can help you survive.

When you reach phase 3 the whole raid will start taking increasing amounts of damage, use Barkskin on cooldown.

Cho’gall

In phase 1, there is only one source of unavoidable damage on the raid. When Cho’gall has Shadow’s Orders up, the raid will be taking shadow damage on each of his melee strikes. Use Barkskin to mitigate the damage from this.

In phase 2, damage will begin to ramp up as your Corruption increases. Cho’gall will begin using Corruption of the Old God which will do damage to the whole raid every 2 seconds. Use Barkskin on cooldown throughout the phase.

Baradin Hold

Argaloth

Use Barkskin just before you get hit with Meteor Slash.

And now, a rant!

I read a comment about Barkskin the other day that really made me mad. The comment questioned how useful Barkskin really was for druids, and claimed that they rarely use it because they can survive without it.

My mind, it was boggled.

I know that some people don’t use Barkskin because they forget. It never became part of their playstyle, and they just don’t think of it. That is very unfortunate, but is an innocent mistake (though they should really work on it). To say “I rarely use Barkskin because I can survive without it” is awful. In my mind it’s no better than saying:  “I could run out of this fire on the ground immediately, but I can survive a few ticks” or “I could interrupt this spell, but it’s not going to kill anyone.”

When you’re in a dungeon or raid with other people, every little bit counts. When faced with the option of taking 60,000 damage or using Barkskin and taking only 48,000 damage, the correct course of action should be extremely obvious.

Happy Barkskining!

Barkskin in Blackwing Descent

It’s that time again…time to talk about one of my favorite topics: damage mitigation! Druids of every spec have a fantastic damage mitigation ability in Barkskin.

The druid’s skin becomes as tough as bark. All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Usable in all forms. Lasts 12 sec.

Barkskin
Barkskin is not just for tanks or PVP. The ability to reduce your incoming damage is always a good thing. When I see a druid die in a fight and later see from the stats that they didn’t use Barkskin once, it makes me sad. Even if they don’t die, seeing druids who don’t use Barkskin at all makes me sad. If you aren’t using Barkskin, you are taking damage that is unnecessary and avoidable and taking heals away from others.

Barkskin costs no mana and triggers no global cooldown so there is really no excuse for not using it.

Here are some of the best places to use Barkskin in Blackwing Descent. This applies whether you resto or dps (I won’t presume to tell bears when to use Barkskin, as it’s one of their tanking cooldowns).

Magmaw

All of Magmaw’s raid damage happens while his head is up. Between Lava Spew and Magma Spit damage is a little unpredictable. Use Barkskin on cooldown.

Omnitron Defence System

The most predictable damage on this fight happens when Magmatron is up. Use Barkskin while he’s casting Incineration Security Measure. Alternatively, you can save Barkskin just in case you get Acquiring Target, but you’ll prevent more damage overall if you use it often.

Maloriak

Use Barkskin during the red cauldron phase to mitigate damage from Scorching Blast. Just remember that he doesn’t start using it until about 10 seconds after the phase starts, so wait a bit before you use it.

Once you reach phase 2, use Barkskin on cooldown to help out with any incidental damage from Acid Nova or Absolute Zero.

Atramedes

Assuming your Searing Flame interrupter is on the ball, Modulation will be the biggest source of damage taken. Try to have Barkskin up during as many Modulations as possible, especially as your sound gets higher.

Chimaeron

Use Barkskin every time the Bile-o-Tron goes offline and the raid collapses and gets pelted by Caustic Slime.

Lord Victor Nefarius

Every time Nef’s health goes down 10% he casts Electrocute which does massive damage on everyone in the raid. Try to have Barkskin up for as many of these as possible. Hit it as soon as he reaches a new tier of health (90%, 80%, 70%, etc.).

You might want to save Barkskin for the transition into phase 2. Between Magma, Shadowflame Barrage, and any Blast Novas that get through while the interrupters are getting into position, there is a lot of damage going out.

In addition to all these uses, it’s also always a good idea to use Barkskin before you channel Tranquility to prevent you from getting spell pushback.

Coming next: Barkskin in Bastion of Twilight.

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

Barkskin

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.

InnervateInnervate

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%.

LifebloomLifebloom

Lifebloom:

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.

RegrowthRegrowth

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.

TranquilityTranquility

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.