Tag Archives: damage mitigation

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.


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.


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).


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.

Keep Yourself Alive

*This is a rewrite of one of the very first posts I wrote on this blog. I thought it was time for an update*

One very important aspect of raiding, no matter what role you play, is to take as little damage as possible and stay alive for as long as you can. Besides obvious avoidance like not standing in fire (which is very important) you should also make the best use of your class’s damage reduction abilities and any other tools available to you.

Healers do their best to keep everyone alive, but each player also plays a role in this and can make the healers job easier or harder.

This post isn’t just aimed at specific classes, I’m also aiming for healers, raid leaders, and avid combat log analysts so you can tell if your fellow raiders are doing everything in their power to stay alive and reduce damage taken as much as possible.

Here’s a list of class-specific damage reducing abilities and self-heals that people can use in raids:

Death Knight

Anti-Magic Shell – Good against magic-based bosses. If timed properly it can be used to prevent the application of magic debuffs. With only a 45-second cooldown, it should be used often on any fight with magic raid damage.

Army of the Dead – This isn’t just a dps cooldown, it also reduces the damage the DK takes. For a dps DK this damage reduction won’t be huge, but any little bit helps. If they can channel the spell while raid-damage is happening they’ll get the damage reduction plus the benefit of the ghouls.

Bone Shield – Blood tank ability. This reduces damage and should be used on cooldown.

Dancing Rune Weapon – Blood tank ability. Increases parry chance by 20% while active.

Death Coil – Can be used as a self-heal while under the effect of Lichborne.

Death Pact – Sacrifices a minion to be healed for 25% of maximum health. This can be used to sacrifice and Army of the Dead ghoul rather than your normal pet.

Death Strike – This ability will heal the death knight for at least 7% of their maximum health. Though it’s generally not part of a dps DK’s rotation, it can be used to great effect when they’re desperate for a heal. Tanking DKs should be using this all the time.

Icebound Fortitude – A 20% damage reduction for non-tanks. Shouldn’t mess up damage rotations as it only requires runic power (no runes), so it should be used any time large amounts of damage are expected. For Blood tanks IBF reduces damage taken by 50%.

Rune Tap – Blood tank ability. Heals for 10% of their health.

Vampiric Blood – Blood tank ability. Increases health and healing received.


Barkskin – 20% less damage taken for 12 seconds every minute. It costs no mana, triggers no global cooldown and can even be used while stunned. This ability should be used multiple times on any fight by druids of any spec whenever damage is expected.

Frenzied Regeneration – You need to be in bear form to use this, so it will generally only be used by tanks.

Survival Instincts – This is a feral talent, and a bear’s major damage mitigation ability. It can be used in bear or cat form, so if your feral kitties are specced into it they should be using it too, whenever large amounts of damage are expected.


Deterrence – This ability can save your life in a lot of fights by deflecting incoming attacks. It does, however, cause the hunter to stop attacking so it should only be used when the incoming damage will be significant.

Raptor Strike – With the glyph, using Raptor Strike will reduce damage taken for 20% for 5 seconds. This is of questionable use since hunters are not likely to be in melee range to use Raptor Strike most of the time, but there are situational uses (such as using it while on a pillar during phase 2 of Nefarian).

Spirit Mend – Spirit Beast talent. Beast Master hunters with a spirit pet can use this ability to heal themselves.


Evocation – With the glyph of evocation this will restore health as well as mana.

Frost Armor – Very situational spell. It can be used if physical damage is expected, but most raid damage will be magical.

Ice Barrier – Frost only. Will absorb any type of damage.

Ice Block  – Removes most harmful debuffs and makes the mage completely impervious to damage.

Mage Ward – Absorbs fire, frost and arcane damage. This spell should see a lot of use on fights with these kinds of magic damage.

Mana Shield – Damaging attacks will drain mana instead of health.


Ardent Defender – Protection paladin talent. Reduces damage taken by 20% and can save you from an attack that would have killed you.

Divine Protection – Reduces damage taken by 20% for 10 seconds. Should be used often whenever damage is expected. Can be glyphed to give 40% magic damage reduction (but no physical damage reduction).

Divine Shield – Removes most debuffs, in addition to preventing all damage for 8 seconds.  If being used by a dps, should be clicked off when no longer needed to avoid screwing up your damage output too much.

Guardian of Ancient Kings – When used by a protection paladin this decreases their damage taken by 50%

Hand of Protection – Removes most physical debuffs. Can be used and clicked off when no longer needed to reduce downtime. Can be used on others, so it might be a good idea to use one of your self-use only skills first.


Desperate Prayer – Holy talent. Self-use heal that can be a lifesaver.


Dispersion – Shadow talent. Reduces damage by 90%. You can’t dps while you’re using this, but you do regain mana and should be able to live through almost anything while this is active.

Guardian Spirit – Holy talent. Will prevent a target from dying and increase their healing taken. Will likely be reserved for tanks on most fights.

Power Word: Shield – If you don’t have a Disc Priest throwing these around the raid, a timely PW:S can save you.  And yes, it can be cast in Shadow Form.

Pain Suppression – Discipline talent.  Will likely be reserved for tanks on most fights.


Cloak of Shadows – Removes harmful spell effects and causes you to resist new ones for 5 seconds. Gives momentary immunity to damage which, when timed correctly, can avoid large bursts of predictable damage.

Combat Readiness – Using this will make the rogue deflect incoming weapon strikes. Enemies shouldn’t be targetting the rogues for attacks often, but it can come in handy.

Evasion – Again, rogues shouldn’t be getting directly attacked by mobs often, but this can occasionally come in handy if the tank drops and a rogue (if he’s next on aggro) is able to evasion-tank a boss for a few extra seconds.

Feint  – Reduces threat and damage taken by AoE effects. With the Glyph of Feint (which reduces the energy cost to zero) and only a 10-second cooldown this should be used all the time whenever AoE damage is happening.

Recuperate – Using your finishing moves to heal yourself can be a significant dps loss, but it can be very useful during heavy damage or when out of range of healers.


Stoneclaw Totem – When glyphed this totem will place a damage absorb shield on the shaman.

Shamanistic Rage – Enhancement talent. Reduces damage taken by 30%. Has a 1 minute cooldown, so it should be used often.

Spirit Link Totem – Reduces damage taken by 10% and redistributes the health of anyone in range.


Death Coil – Causes damage and restores health.

Drain Life – Causes damage and restores health.

Shadow Ward – Absorbs shadow damage. For Destruction Warlocks, this can turn into Nether Ward, which will absorb any magic damage.

Soul Link – Causes 20% of damage taken to be taken by your pet instead.


Bloodthirst – Fury talent. This does damage and healing and will be used by Fury warriors all the time.

Enraged Regeneration – Regenerates health over 10 seconds.

Last Stand – Protection talent. Increases the warrior’s health by 30%.

Rallying Cry – Increases the health of all raid members (the warrior included) in range by 20%. This is a great raid cooldown to help people survive a large amount of damage and give the healers some extra time to catch up on healing.

Shield Block – Requires a shield, so will only be used by tanks. With Shield Mastery, this also reduces magic damage taken.

Shield Wall – Reduces damage taken by 40%. This will generally only be used by tanks. For DPS putting on a shield and hitting this can be rather unwieldy and a big dps loss, but I’ve seen it used to save a raid from a 1% wipe.

Victory Rush – On fights with adds  this can provide some decent healing for your warriors.

Race/Profession Abilities

First AidDense Embersilk Bandages can heal for a fair amount and are great to use in a pinch.

Gift of the Naaru – Draenei’s racial ability.

Lifeblood – A self-heal (plus haste boost) for herbalists.

Stoneform – Dwarves racial ability. Removes harmful effects and reduces damage taken by 10%.

And some general tips for all:

Don’t pull aggro – Most classes have threat reducing/dropping moves. Make use of them before the boss comes stampeding towards you. And for heaven’s sake, don’t use Bladestorm as your opener on a pack of trash mobs.

Don’t stand in fire – I know the old tunnel vision trap is easy to fall into. A large part of avoiding bad things on the ground is being able to see them, so this problem can often be solved with a good UI. Don’t clutter your UI with enough mods and meters that you can’t see half your screen. Also, make sure you can see your health bar (by moving it to a place your eyes automatically track to, or using a HUD) or have some kind of visual or audio notification to tell you when you’re taking damage. If you’re taking unexpected damage, the answer might be to move.

Use your health stones/health pots – To increase the likelihood of using these things, make sure they get integrated into the way you play. If you use keybinds, have one for your health stone. If you’re a Clique user, assign a mouse-click to it. If you put your health stone on an action bar on the corner of your screen that you never look at, you aren’t going to use it.

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.


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.


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.


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.


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.


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.

Tranquility and the Elusive New Druid Cooldown

I wasn’t originally going to write this post. A number of my fellow druid bloggers have already said what I’m going to say, but I think it’s an important issue and I wanted to show some druid solidarity.

Mid-Febraury Blizzard said something that caused the excitement of healing druids and shaman everywhere.

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hotfix, but it is something we are looking at for the next major content patch.

And there was much rejoicing. The druid community was all aflutter thinking about what kind of cooldown we’d get. The consensus seemed to be that it would be a damage reducing cooldown, since we are not lacking for output cooldowns but have absolutely nothing to offer in the way of mitigation.

The new shaman damage mitigation cooldown was recently revealed. Druids have not received even a hint of a new ability. What we have gotten is a talent change that reduces the cooldown of Tranquility from 8 minutes to 3 minutes. So druids have been wondering – is this our “new” cooldown ability? I sincerely hope not, and until Blizzard tells us “sorry trees, that’s all you’re getting” I will hold out hoping that a new spell is still coming, just hasn’t been worked out quite yet.

The problem with the Tranquility change (if this is in fact our new cooldown) is twofold:

1. It does not address our biggest issue. Druids have absolutely no problem with output. We have a few very good output cooldowns and don’t need anymore. What we lack is mitigation, which plays a huge role on some fights. We have absolutely nothing to offer the raid on the final phase of Chimaeron. When things go wrong (say Cho’gall gets multiple stacks of Twisted Devotion), damage mitigation is much more valuable than straight healing.

2. As I mentioned in a previous post, if Tranquility has a 3 minute cooldown, the output is going to get nerfed. If I use Tranquility at the right time in a 25man raid it can do ~400,000 healing in 8 seconds. Imagine if I can do this twice, even 3 times in a fight? Druids rocket up the healing meters, everyone complains about how overpowered we are, Tranquility gets nerfed. I would much rather have an awesome output boost usable once a fight than a mediocre one usable a bit more often.

So, my plea to Blizzard is that we get a real, brand-spanking new damage mitigation cooldown (even if it means reverting the Tranquility change). Druids are a little light on healing abilities in general (we didn’t even get a new spell for Cataclysm) and I’d really love something new to work with.

Crying Tree of Life

Don't make the trees cry, Blizzard.

Now, I have to say (because I’m an eternal druid fangirl and optimist): Though I’m concerned about the cooldown situation, I don’t think druids are in a bad place. In my (so far not hard-mode) Cataclysm experience, resto druids are capable of doing very well. I have never felt in danger of losing my raid spot because I’m a druid. I do not think we will be unwanted in raids because we lack damage mitigation, because there is something to say for straight output. If I were a raid leader, I’d want a balance of healers in my raid: some that mitigate tank damage, some that mitigate raid damage and some that are capable of healing through a metric ton of damage. So don’t think that I’m saying that druids are broken. We’re really not. We just have one glaring omission in our toolset that Blizzard has a chance to fix.

Here are some other takes on the druid cooldown situation:

Falling Leaves and Wings – I’m Growing Nervous about Tranquility
Feral Tree – Balancing Healer Raid CDs in 4.1
Restokin – Efflorescence and Tranquility Updates
Tree Bark Jacket – Patch 4.1 and Resto Druid Desirability

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.


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


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 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).


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.


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.


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.


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 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.