Tag Archives: regrowth

In Defence of Regrowth

I’m always hearing people say negative things about Regrowth. It’s a wanna-be Flash Heal. The front-end heal is too small. The HoT is too short. It costs too much mana.

I love Regrowth, and here’s why:

  • Regrowth increases our haste rating by 15% for 15 seconds (1 minute cooldown) with Nature’s Grace.
  • With 3 points in Nature’s Bounty Regrowth is the healing spell that is most likely to crit (both the direct heal and the HoT).
  • The high crit chance means lots of Living Seed procs (if you’re specced into it).
  • It’s fast.
  • It’s instant while in Tree of Life.
  • It’s free with a Clearcasting proc.
  • It gives you something to Swiftmend.

Since Wild Growth was nerfed, many druids are leaning very heavily on Rejuvenation in order to put out enough healing in Dragon Soul. Yet at the same time, druids are complaining that we don’t have enough burst.These two things seem very contrary to me.

Rejuvenation is not bursty at all. But you know what is? Regrowth. With 3 points in Nature’s Bounty it crits more than 80% of the time, hitting for around 25-30k depending on spellpower and leaving a HoT which will heal for an extra 8k or so.

Since I’ve been in Dragon Soul I’ve been dealing with the Wild Growth nerf a little differently than most druids. While many others are seeing Rejuvenation as their top heal, it’s never on top for me. It’s usually not even 2nd. I’ve been balancing between Rejuv and Regrowth use and I have to say, it’s been working really well for me. I use Rejuv on those who are at a safe level of health but are taking constant damage and Regrowth on those who are dipping a little too low for my comfort level.

There are all kinds of mathematical arguments for favouring Rejuvenation over Regrowth. Rejuv is better HPS (healing per second); it’s better HPM (healing per mana).

But you know what? Healing isn’t all about math. It isn’t about winning meters. It’s about keeping people alive. A clutch direct heal that saves someone from dying is usually worth more than a blanket of Rejuvs. It might cost more mana, it might heal for less overall, but how important is that?

The more I heal the more I think that healing is not just a numbers game. Spreadsheets and math are great and I really respect all the theorycrafters out there, but sometimes it’s not about math – it’s about what feels right and what works best for you. Spreadsheets are based on a set of ideal conditions. Raids, especially when you’re learning a new fight, do not have ideal conditions. The unexpected happens, people screw up. Healers need to be both proactive and reactive in dealing with incoming damage. This is why I really prefer to base my decisions on gear and spell usage on my own experiences and my own logs. Every person plays a little different and what’s best for one may not be best for another.

Here are some logs from my last raid where I used Regrowth quite heavily.

Spine of Deathwing

Overall healing

Spine of Deathwing - Healing Done

Healing Breakdown

Spine of Deathwing - Resto druid healing breakdown

Madness of Deathwing

Overall healing

Madness of Deathwing - Healing breakdown

Healing breakdown

Madness of Deathwing - Resto druid healing breakdown

Some important things to note:

  • Rejuv usually does only around 10% of my healing.
  • Regrowth is also around 10% of my healing.
  • Rejuve has way more overheal than Regrowth. Rejuv is around 50% overheal while Regrowth is only around 30%. The big differences in HPM and HPS that you see between these two spells on paper is lessened when you factor overheal into the equation.
  • I was often very close to using up all my mana on these fights, but I never had to completely stop healing because I was oom.
  • Many of my Regrowth casts were mana-free because of Omen of Clarity.
  • I think my HPS is still pretty good.

If you’re getting bored with Rejuv spam, or are feeling like your spells lack burst, you might want to try increasing your Regrowth use too.

Give Regrowth a shot – you might like it. 🙂

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.

Resto Druid Guide: Spells

Druids have a heal for every occasion. Here’s a look at everything healing-related in our spellbook.


Lifebloom Lifebloom

Cost: 7% of base mana
Cast time: Instant
Talents that improve it: Master Shapeshifter, Revitalize, Malfurion’s Gift, Gift of the Earthmother, Tree of Life, Moonglow, Genesis
Use: Lifebloom has become one of our most important spells again though it can only be stacked on one player (when Tree of Life isn’t active). It stacks up to three times and if it expires, it will bloom and heal the person it was applied to for a large amount. Only let Lifebloom expire if the person it’s on desperately needs a big heal and be sure to stack it up again immediately after. It’s important to ALWAYS keep Lifebloom rolling as it returns mana to ourselves and the rest of our group. Lifebloom ticks every second (faster with haste) so it provides a nice, steady stream of heals.

Rejuvenation Rejuvenation

Cost: 26% of base mana
Cast time: Instant
Talents that improve it: Blessing of the Grove, Master Shapeshifter, Improved Rejuvenation, Revitalize, Gift of the Earthmother, Swift Rejuvenation, Nature’s Majesty, Moonglow, Genesis
Use: Rejuvenation is a strong single-target heal over time. Though we shouldn’t be spamming it like we did in Wrath, it can still get a lot of use. Keep one rolling on the tank, use it as a precursor to Swiftmend on melee and use it to counter damage over time effects.

Regrowth Regrowth

Cost: 35% of base mana
Cast time: 2 seconds
Talents that improve it: Living Seed, Nature’s Bounty, Nature’s Majesty, Moonglow, Tree of Life, Nature’s Grace, Nature’s Majesty, Moonglow, Genesis
Use: Regrowth is fast but very expensive. It heals for a good amount and leaves a 6 second HoT on the target. Because of the prohibitive cost of Regrowth you should use it when you have a Clearcasting proc or in emergencies only.

Swiftmend Swiftmend

Cost: 10% of base mana
Cast time: Instant
Talents that improve it: Master Shapeshifter, Improved Rejuvenation, Living Seed, Nature’s Bounty, Efflorescence, Nature’s Majesty, Moonglow, Genesis
Use: Swiftmend is a large instant heal with a 15 second cooldown that requires either Rejuvenation or Regrowth on your target in order to be used. If you are specced into Efflorescence, make sure you are using Swiftmend on targets that are grouped up.

Nourish Nourish

Cost: 10% of base mana
Cast time: 3 seconds
Talents that improve it: Naturalist, Master Shapeshifter, Living Seed, Nature’s Bounty, Empowered Touch, Nature’s Majesty, Moonglow
Use: Nourish is a cheap, slow, small heal and is the only spell we are currently capable of spamming without running out of mana. Nourish heals for 20% more if the target already has a HoT on them. Use Nourish to refresh your Lifebloom stacks on the tank if they are not at full health. It is also used a lot for single-target raid healing.

Healing TouchHealing Touch

Cost: 30% of base mana
Cast time: 3 seconds
Talents that improve it: Naturalist, Master Shapeshifter, Living Seed, Empowered TouchNature’s Majesty, Moonglow
Use: Healing Touch is a large heal with a long cast time and expensive mana cost. It should be used sparingly. It’s best used to refresh your Lifebloom stack on a tank (or other player) who is getting dangerously low on health.

Wild Growth Wild Growth (talent)

Cost: 27% of base mana
Cast time: Instant
Talents that improve it: Master Shapeshifter, Tree of Life, Nature’s Majesty, Moonglow, Genesis
Use: Wild Growth is a talent in the resto tree. It is a smart group heal that heals multiple targets over 7 seconds. Use Wild Growth when many people are taking damage.

Tranquility Tranquility

Cost: 32% of base mana
Cast time: 8 seconds, chanelled
Talents that improve it: Master Shapeshifter, Nature’s Majesty, Moonglow, Genesis
Use: Tranquility is a huge, channeled, smart group heal that heals the 5 people with the lowest health and leaves a small HoT on them. With an 8 minute cooldown, Tranquility can and should be used once per fight when multiple people are low on health. It provides a LOT of healing for a relative small mana cost.

Nature's Swiftness Nature’s Swiftness (talent)

Cost: 0
Cast time: Instant
Use: This is an optional talent in the resto tree. It is best used in combination with Healing Touch if someone needs a large heal quickly.

Tree of Life Tree of Life (talent)

Cost: 6% of base mana
Cast time: Instant
Use: Tree of Life is a talent in the resto tree. It is on a 3 minute cooldown and it increases your healing, armor and modifies some of your other spells. When in Tree of Life:

  • Regrowth becomes an instant cast
  • Lifebloom can be applied to multiple targets
  • Wild Growth heals 2 extra targets
  • Wrath is faster and does more damage
  • Entangling roots becomes an instant cast and does more damage

Tree of Life should be used often, if for nothing else than the 15% healing increase. If you save ToL as an ‘oh shit’ button, you’re missing out on a lot of extra healing output. That said, if you know there is a particularly tough to heal phase on a fight, you can time its use around that.

Remove Corruption Remove Corruption

Cost: 17% of base mana
Cast time: Instant
Talents that improve it: Nature’s Cure
Use: Remove Corruption gets rid of 1 poison, 1 curse and (if specced into Nature’s Cure, which you should be) 1 magic effect all with one button. This spell is not cheap and it will be cast even if your target is not affected by one of these debuffs. Use it judiciously.

Omen of Clarity Omen of Clarity

This is a passive effect. Your spells have a chance to put you into a Clearcasting state, reducing the cost of your next spell with a cast-time by 100%. The talent Malfurion’s Gift increases your chances of this happening. The tooltip on this is misleading. Clearcasting only effects Regrowth, Healing Touch and Swiftmend. Nourish is not effected by it.
Use: Whenever you get a Clearcasting proc, make the most of it. Use Healing Touch if someone needs a large amount of healing or Regrowth they need a smaller amount. Only use the proc for Swiftmend if you will get a decent Efflorescence placement from it.

Mark of the Wild Mark of the Wild

Cost: 24% of base mana
Cast time: Instant
Use: This is the buff we offer to raid groups. It provides the same buff as Blessing of Kings, so work out who will use it if you’re in a group with paladins.

Rebirth Rebirth

Cost: 0
Cast time: 2 seconds
Use: Rebirth is our in-combat resurrection spell. Use it wisely as it has a 10 minute cooldown.

Revive Revive

Cost: 72% of base mana
Cast time: 10 seconds
Use: This is our out of combat resurrection.


There are also a few spells in the Balance spellbook that we should be using regularly.

Barkskin Barkskin

Cost: 0
Cast time: Instant
Use: Barkskin reduces our damage taken by 20% and prevents spellcasting delays. With zero mana cost and a 1 minute cooldown, you should be using Barkskin a lot.  Use it whenever you are taking damage. You should also use Barkskin before channeling Tranquility to ensure you don’t miss any ticks.

Innervate Innervate

Cost: 0
Cast time: Instant
Use: Innervate restores 20% of your maximum mana over 10 seconds. If you raid with another resto druid, use Glyph of Innervate and trade innervates. Use this early and often.

Thorns Thorns

Cost: 36% of base mana
Cast time: Instant
Use: Thorns is a good way to help your tank build aggro, especially on multiple targets. Note the cost on Thorns though, only use when necessary.

My full resto druid guide can be found here.