Tag Archives: rejuvenation

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: 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.

Examining the Resto Druid 4T10 Bonus

I picked up my 4-piece T10 bonus a few weeks ago and I’ve had a chance to look at the amount of healing it has provided over my last three 25-man raids. As a reminder, here’s the bonus:

(4) Set: Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.

My overall impression – a resounding “meh”. Here are the numbers for the individuals bosses I’ve killed:

Lord Marrowgar

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 N/A N/A N/A N/A
Raid 2 40.5% 60.8% 4.4% 75.4%
Raid 3 N/A N/A N/A N/A
Average 40.5% 60.8% 4.4% 75.4%

Unfortunately, I only have one Marrowgar kill wearing my 4-piece bonus. The first week I didn’t equip the 4th piece until after Deathwhisper and the third week I failed at turning on my combatlog at the start of the raid.

Lady Deathwhisper

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 N/A N/A N/A N/A
Raid 2 35.9% 76.7% 1.1% 93.9%
Raid 3 44.3% 84.5% 5.2% 69.2%
Average 40.1% 80.6% 3.1% 81.5%

The results for Deathwhisper seem really random. I find that there is very little damage taken in this fight, so the set bonus is unnecessary.

Deathbringer Saurfang

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 55.3% 67.3% 3.6% 80.4%
Raid 2 51.4% 69.5% 4.4% 75.4%
Raid 3 59.1% 74.3% 6.3% 66.2%
Average 52.3% 70.4% 4.7% 77%

I was surprised the numbers for this fight were this high. Since the damage is very predictable (other than Blood Nova) I usually have a rejuv rolling on everyone who is taking damage. Maybe I was being lazy in Raid 3.


Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 44.1% 58.1% 4.0% 57.8%
Raid 2 45.8% 55.7% 2.2% 81.1%
Raid 3 52.5% 56% 5.4% 73.5%
Average 47.5% 56.6% 3.9% 70.8%

The amount of healing from the bonus is fairly minimal on Fester, plus the overheal is very high compared to my regular rejuv.


Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 41.2% 74.9% 1.8% 87.2%
Raid 2 51.1% 75.5% 3.2% 93.1%
Raid 3 57.1% 80.2% 0.8% 95.6%
Average 49.8% 76.9% 1.9% 92%

For me, the set bonus has been next to useless on Rotface. Very little healing and a huge amount of overheal.

Professor Putricide

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 42.6% 59.8% 5.1% 49.3%
Raid 2 37.9% 59.2% 3.6% 70.3%
Raid 3 47.7% 62.8% 6.4% 62.8%
Average 40.5% 60.8% 5.0% 60.8%

The set bonus performs decently on Putricide. The extra HoTs are particularly useful in phase 3.

Blood Princes

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 36.3% 61.6% 6.4% 67.7%
Raid 2 39.9% 67.6% 5.0% 73.7%
Raid 3 41.2% 75.6% 3.4% 82.6%
Average 39.1% 68.3% 4.9% 74.7%

Not bad, especially when the HoT jumps to someone out of range.

Blood Queen Lana’thel

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 46.8% 35.9% 6.4% 45.7%
Raid 2 50.1% 39.7% 3.6% 45.7%
Raid 3 58.5% 57.5% 3.3% 49.4%
Average 51.8% 44.4% 4.4% 46.9%

Blood Queen is the one fight on this list where I mainly stick to the boring old Rejuv x5, WG rotation. Because of this (and the constant raid damage), I would have expected these numbers to be much higher than they are.

Dreamwalker Valithria

Healing from Rejuv Overheal Healing from Bonus Overheal
Raid 1 15.5% 30.3% 0 0
Raid 2 16.5% 29.1% 0 0
Raid 3 18.4% 36.3% 0 100%
Average 16.8% 31.9% 0 N/A

I’m one of the healers assigned to heal the dragon on this fight, so the set bonus is absolutely useless. Although I’m kind of surprised it didn’t proc at all, even though I only had one rejuv rolling at a time.

Sure, an extra 2-6% free healing is better than a poke in the eye with a sharp stick, but compared to our previous set bonuses, this one is a bit of a letdown. 4T8 was fantastic, although admittedly overpowered, and made up about 15% of my overall healing on any given fight with very little overheal. I don’t have any concrete numbers on 4T9, but in addition to the extra healing it provided it also made the crit found on our gear much more useful.

A big problem I’m finding with 4T10 is how it works. I’m finding the smart-heal aspect is actually a mixed blessing. When my role in a fight is to blanket the raid in rejuvs, I usually target the person with the lowest health with a rejuv, just like the set bonus. I’ve been finding that I will occasionally overwrite the “jumped” rejuv a split-second after it goes up. With a 1-second GCD and 25 people to throw HoTs on, my fingers are moving faster than my brain and I find it very difficult to stop myself from casting an instant heal.