Tag Archives: resto druid

Trees They Are a-Changin’

Just a couple days after I declared that I no longer like playing my Druid, the 5.4 patch notes have been released. And boy are there some game changers.

Talent Changes

Ysera’s Gift, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. 

Ysera’s Gift is a new Level 30 talent in our talent tree, replacing Nature’s Swifteness (which is now baseline for restos). This is a passive ability that will continuously tick, healing yourself, or another nearby target if you’re at full health. Completely passive healing is a bit boring in terms of gameplay, but could provide a nice buffer. Looks like this tier will now be a toss up between this talent and Cenarion Ward, though I think that passive smart healing will end up doing more overall.

Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Restoration: Now causes the Druid to gain 100% haste on their next spell after casting Swiftmend.

In the level 60 Tier, SotF has been improved to increase haste for your next spell by 100%, up from 75%. Wild Growth will now gain even more extra ticks if cast after a Swiftmend, making this talent even more powerful.

Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization. Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.

DoC has been redesigned to actually be usable.  In essence, this will turn us into (much less powerful versions) of Atonement healers. This will be a viable option on some fights, especially those where the boss takes extra damage. It could also be good on fights where there are periods of downtime when healing requirements are light.

Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.

I do like that this ability will no longer be completely passive. However, unless you’re using it for burst damage, I still find HotW incredibly boring. The healing bonus is nice, but it’s still got a 6 minute cooldown.

Nature’s Vigil when activated, causes single target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.

Another improvement to healing output. The bonus healing should come from any single target heal (RJ, RG, SM, HT, Nourish). This adds even more smart healing to our toolkit. This isn’t as big an an increase to healing as HotW but it can be used four times as often.

Spell Changes

Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid’s Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.

This new spell gives us a little more burst and is something a number of Druids have been asking for for a long time. I really love the sound of this spell. I still don’t think this will be quite as powerful as something like Uplift, since Rejuv is mana-prohibitive and doesn’t jump around on it’s own, but I do think it’s a good addition to our toolkit. Realistically you’re not going to have Rejuv on more than about 8 people at a time tops, and the first applications will only have 1-2 ticks left if you wait until it’s active on 8 targets before using Genesis. So I think this spell will be most useful for healing specific, smaller groups of people. Luckily it looks like this spell doesn’t have a cooldown, so there will be a lot of room to play with it and figure out how best to use it in each fight.

Wild Mushroom Restoration version of the ability now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

This is huge. Only having to place one mushroom is great and being able to move the mushroom without losing the stored up healing is even better. The overall healing that mushrooms can do will be reduced (which is fine, they heal for too much now), but they’ll be so much more usable.

Innervate now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds.

Whether this turn out to be a buff or nerf for you depends on how much Spirit you like to run with. With my ~8k spirit, this is a nerf. Which sucks. We’ll also likely benefit even less from Innervates from Guardians or Ferals.


Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.

This is going to be a must-have glyph. With this now you can Swiftmend the person standing out in the middle of nowhere who’s about to die without having to waste all that ground healing. Being able to place your Efflorescene where you want it (around your Mushrooom, which you can move around as you like) and have it active all the time is a huge buff.

Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it’s cast on a target other than the Druid.

Innervate trading will now be a thing again. But what if I have 8k Spirit and my co-Druid has 10k? Will she feel cheated? Will she not want my puny Innervate?

Tier 16 Set Bonuses

May as well look at the new tier set bonuses too:

  • 2P Bonus – Ironbark increases your critical chance by 20% for 12 sec.
  • 4P Bonus – Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to cause all cast time heals for the next 12 sec to cause a Living Seed on the target for 80% of the amount healed.

I really like the 2-set bonus. No, Crit’s not our best stat, but I like that this will (hopefully) give people a reason to use Ironbark all the time.

The 4-set bonus is just odd. I like the idea of Living Seed, but it doesn’t work like it should. It’s so fussy about what damaging effects will trigger it that a lot of the time it ends up wasted, so having LS be 80% of the amount healed rather than 30% and trigger from non crits might not make too much of a difference. With any HoT tick having a chance to trigger the effect it could technically be active all the time, but with the small amount of cast time heals we cast, this bonus seems underwhelming.

Overall, the 5.4 changes look to bring a huge improvement to the resto healing toolkit.  So many of these changes have been asked for by a lot of Druids, it’s nice to know the developers are listening.

What Resto Druids Need to Know for 5.3

5.3 is today! Generally, I don’t care about patches that don’t include new raid content, but Druids are getting a fair number of buffs. Here are the changes that resto Druids need to know about.


A number of Resto Druid abilities have been buffed, or improved in some way.

Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance. This change also applies to players using the Symbiosis version of Tranquility.

This is a nice change for 25s. During times of really heavy raid damage, sometimes Tranq doesn’t seem to make much of a dent in healthbars, so this should improve. Holy Priests are receiving the same buff for their Divine Hymn (so they’ll still be better than us).

Force of Nature is no longer on global cooldown and summons a single Treant. The Treant immediately casts Swiftmend (which does not require or consume a HoT) on the Druid’s current target when summoned, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.

This talent will now be completely under the player’s control, and no longer subject to dumb pet AI. Still, it doesn’t compete with Soul of the Forest or Incarnation.

Ironbark now has a cooldown of 60 seconds, down from 2 minutes.

This is great. You are now able to keep IB up on someone (like the active tank) for 20% of any encounter. The shorter cooldown should also make you feel more free to use IB on non-tanks when needed.

Swiftmend area-of-effect component now heals injured allies within 10 yards, up from 8 yards.

Swiftmend will now heal within a much larger area. Hopefully more people will stay in it for heals if the green circle is bigger.

Wild Mushroom: Bloom: Healing from this spell has been increased by 100%, which includes all bonus healing from Rejuvenation overhealing. In addition, the radius has been increased to 10 yards (up from 8).

For the fights that mushrooms excel on, they will now be even better. For the fights where people are spread out or moving frequently they’ll still be clunky and of limited use.

Mark of the Wild had its mana cost reduced to 5%, down from 10%.

Not a huge deal, but will make rebuffing someone after they’re rezzed less easier on your mana bar.

My Resto Druid Guide has been updated to reflect these changes.

Some of these, like the reduction on the Ironbark cooldown, are nice quality of life changes. The buffs to Tranquility in 25s, and the range on Mushrooms and Swiftmend are really just band-aid solutions for our outdated, outclassed toolkit though. More numbers are nice, but don’t solve the problem that the other classes can put out healing faster and more efficiently than we can.

Looking for More

Apotheosis is recruiting!

We are an Alliance 25-man raiding guild on Eldre’thalas.

We are specifically seeking healers and ranged dps:

  • Resto Shaman (seriously, I’d like to keep one for more than 3 weeks)
  • Resto Druid (someone who reads this blog must want to come play with me… please? I’m lacking a resto buddy.)
  • Mistweaver Monk
  • Warlock
  • Plus 1 or 2 other ranged dps, open to pretty much any class

We raid 9 hours a week – Tuesday, Thursday, Sunday, from 9pm ET until midnight. We are currently 1/13 heroic in Throne of Thunder. If you are an awesome healer or ranged dps and want to kill some new bosses with us, come apply

What Resto Druids Need to Know for 5.2

Unless something unexpected happens, 5.2 is going to drop on March 5th. Just a few days away. There is a fantastic round-up of 5.2-related posts on the official site that you should definitely check out. Here are the changes that resto Druids need to know about.


A number of Resto Druid abilities have been buffed, or improved in some way.

Naturalist: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%.

This is a nice buff to all our healing. Hopefully in 5.2, this chart will look a little different and Druids will be on more even footing with the other healing classes.

Wild Mushrooms will now gain 25% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 33% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

Mushrooms definitely needed some love, hopefully this change is enough to make them useful. The 33% bonus healing is applied to each Mushroom, so a 3-stack will now heal for an extra ~450k (or whatever your current health value is), split between all targets. This will make for a potent heal if it hits a single or a limited number of targets, and a reasonable group heal if it hits many targets. However, because the Mushrooms need to charge up, it makes placement of them even more important. We’ll need to learn not to place them where the raid is now, but where the raid will be in the future. Start teaching your raid that hugging Mushrooms is the cool thing to do.

The healing granted by Cenarion Ward when a target takes damage has been increased by 100%.

The current healing of Cenarion Ward is not very good. In my current gear, self-buffed, CW does a total of about 67000 healing. Doubling the amount will make it a very decent sized heal, on a 30-second cooldown. In terms of raw HPS, this puts CW ahead of Nature’s Swiftness. However, the problems with CW remain – it is very susceptible to overheal. In most cases, I still prefer Nature’s Swiftness free, emergency heal over another HoT.

Soul of the Forest: Now grants 75% Haste on the next spell cast after the Druid casts Swiftmend.

Soul of the Forest is a great boost to raid healing, granting 75% haste instead of 50% makes it even better. This means than at ideal haste levels, casting Wild Growth with the SotF buff will give you 14 ticks (up from 12). However, once we drop our 4T14 bonus we’re going to run back into the problem of the cooldowns on Swiftmend and Wild Growth aligning poorly, which means Incarnation will likely be more useful. For more on how the change to SotF will affect your HoTs, go visit Binkenstein.

The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.

I’m not sure exactly how much more healing FoN will do now. I’ve heard that they’re a fair bit better, both in HPS and not being completely stupid. I still don’t see many situations where I’d take this over Incarnation or SotF though.

Rejuvenation now costs approximately 9% less mana.

This is really just a way to let us break our 2T14 set bonuses without it hurting.

My Resto Druid Guide has been updated to reflect these changes.

Other Spell Changes

There are also a few minor spell changes coming. First, one of our talents is changing;

Nature’s Vigil now has a 90-second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).

Numerically, there’s no change here. NV can just be used twice as often but provides half the bonus. This makes NV as an output cooldown less attractive to me. While I currently switch between NV and HotW on some fights, I foresee sticking with HotW most of the time now.

Revive and Mark of the Wild now cost 55% less mana.
Faerie Swarm can now snare more than one target at a time.
Mass Entanglement now has a 30-second cooldown (was 2 minutes).
Typhoon now has a 30-second cooldown (was 20 seconds).

These four changes will have minor impact on the average raiding resto Druid. The cost reduction of MotW will be nice for rebuffing those who get battle rezzed. The cooldown reduction on Mass Entanglement will make us better at CC if T15 brings us more fights with lots of adds – I would have loved this while working on Heroic Will.


I’ve posted the list of new gear available in 5.2. Valor is not being reset, so hopefully you’re sitting on a lot of it as we go into the patch. The new Shadow-Pan Assault rep has a lot of good options for quick upgrades. You’ll be able to purchase a new neck immediately for 1250 VP. If you’re anything like me, bracers tend to be the bane of the gearing process (still wearing 489s from normal Spirit Kings). SPA offers some nice bracers at Friendly for 1250 VP which you should be able to obtain quickly as well. There is also a trinket available at Friendly for 1750 VP.

None of the changes have caused our stat priority to change. You’ll still be looking to maintain your 3043 Haste level, then focusing on other secondary stats.

Throne of Thunder

If you want to get a head start on learning how to heal encounters in Throne of Thunder, go check out Dayani’s awesome, comprehensive preview of the new raid bosses.
Part 1
Part 2

A Tall Add to Mushrooms

Last night we got a slew of new patch notes for 5.2 and, surprisingly, they finally had something to say about resto Druids!


First of all, the long-awaited Wild Mushroom change. The tooltip now reads:

The mushrooms grow larger as they accumulate healing power from 75% of overhealing done by your Rejuvenation, up to a maximum of 100% of your health in bonus healing.

It’s not understood exactly how this mechanic will work as they are bugged on the PTR and have been seen healing people for a few million health. I assume that the bonus healing applies to the total heal for each mushroom (and is then split among the targets) rather than applying to each heal.

When I first read this tooltip update, I was concerned that they were unnecessarily complicating things. Why not just buff the amount of healing without adding Rejuv overheal in there? Then I realized that it’s because they still don’t want us using these constantly – having to power them up with overhealing is akin to putting a cooldown on them. I don’t think it’s the most elegant solution. It doesn’t address some of the biggest problems – that casting Mushrooms is clunky and if the raid moves away from them they are useless – but any extra throughput is welcome.

I don’t really think the new Mushroom mechanic will change the way we heal (aside from using Mushrooms more). We’ll always have multiple Rejuvs out, they’ll always be doing overhealing. The biggest challenge will be proper placement – both in location and timing – so that you have supercharged Mushrooms ready to go when the damage happens.

As much as I’ve complained about Mushrooms, I do use them to some extent on a number of fights, even in their currently weak form. Empress, Feng, Wind Lord, Garalon, all involve people stacking up and an ebb and flow of damage that gives you time to set up mushrooms. If the mushrooms are capable of healing for a significant amount, the extra burst heal capability will be appreciated. I also enjoy the thought of having to prepare and play smartly in order to get the most out of the spell.


The mana cost of Rejuv is now 14.5%, down from 16%. When you consider that 5.2 will see us breaking our 2T14 set bonus, this isn’t going to have that much of an impact, but I’ll take it.

Set bonuses

We also got a look at the T15 set bonuses:

2 piece – Swiftmend’s ground effect can now heal up to 4 targets each time it heals.
4 piece – The healing done by your Rejuvenation increases by 6% each time it causes healing.

I really like these bonuses. On fights where the raid is grouped up, the 2-piece will be great. I like the 4-piece too. Though I can already hear the cries of “but overheal!” I think a direct buff to the spell we cast the most is great. You can make the overheal argument for pretty much any increase to healing done, so I don’t take it too seriously. This bonus will do very good things to Rejuvs maintained on tanks and will also be good for any fights with constant raid damage.

What do you think of the potential 5.2 changes?

Size Matters

I have a problem with the current state of resto Druids. A resto Druid with a complaint – shocker!

My complaint isn’t about low healing output – I think my output is okay for the most part.

My complaint isn’t about mana – I like to run with as little Spirit as possible and I enjoy the mana management game (since I no longer have to worry much about LB or Harmony management).

My complaint isn’t about a lack of utility – between Symbiosis, our mobility, and all of our talent options I think we have immense utility.

My complaint is that I just don’t have enough healing spells. I want more buttons to push. Looking at actual healing spells (not cooldowns or passive effects) our basic toolkit is just too damn small.

Druids have 9 healing spells (Nourish, Regrowth, Healing Touch, Rejuvenation, Lifebloom, Wild Growth, Swiftmend, Wild Mushroom: Bloom, Tranquility). When you consider which healing spells are actually worth casting, we have even less.

Let’s take a closer look at our direct spells (I’m using my current stats for the values of these):


  • 2.5 second cast time
  • Costs 6120 mana
  • Heals for ~24,500, or ~29,400 if the target has a HoT on them
  • Without a HoT on the target: HpS = 9800, HpM = 4.0
  • With a HoT on the target: HpS = 11,760, HpM = 4.8

Healing Touch

  • 2.5 second cast time
  • Costs 17,340 mana
  • Heals for ~71,600
  • HpS = 28,640
  • HpM = 4.13

Regrowth (glyphed)

  • 1.5 second cast time
  • Costs 17,820 mana
  • Heals for ~77,000
  • HpS = 51,333
  • HpM = 4.32

Regrowth does more healing, is faster and is cheaper than Healing Touch. Regrowth does almost 5x the HpS as Nourish. Though the HpM of Nourish is slightly better (and only if the target already has a HoT on them), you’d need to cast almost 3 Nourishes to do as much healing as one Regrowth. So there really isn’t a reason to use Nourish or Healing Touch, glyphed Regrowth outclasses them both in speed and output.

Then there are Mushrooms. In a 25-man raid, when they’re hitting so many people (and pets) and suffering from diminishing returns they do very little healing per person. Plus they are awkward and unweildly (yes, yes, beating a dead horse). Sure, they don’t cost much mana, but they also don’t keep people alive. They’re slightly more useful in 10s, where they will hit less people for more, but still aren’t as good as a Wild Growth or Rejuvs on multiple people. Unless you are standing around, twiddling your thumbs with nothing to heal there’s not much incentive to set up Mushrooms.

If you take a look at the top ranked resto Druids on World of Logs you’ll notice that most of them don’t use Mushrooms at all on most fights (10s or 25s). You’ll also notice that most don’t use Nourish at all, and the ones who do only use it a handful of times. Healing Touch is generally used only a handful of times per fight as well, in combination with Nature’s Swiftness.

When we take these factors into account, that leaves our toolkit looking like this:

  • Rejuvenation
  • Regrowth
  • Lifebloom
  • Wild Growth (8 or 10 second cooldown with glyph)
  • Swiftmend (15 second cooldown)
  • Nature’s Swiftness + Healing Touch (1 minute cooldown)
  • Tranquility (3 minute cooldown)

We only have 3 healing spells that are worth casting that we can cast whenever we want – Rejuvenation, Regrowth and Lifebloom. Lifebloom isn’t really even an option. Once those initial 3 stacks are up, you only really cast LB when there is a tank swap, you’re in ToL, or once every 15 seconds to refresh (if you don’t refresh it with a direct heal). All of our other useful healing spells have cooldowns of 8 second or more.

This complaint isn’t coming from a desire to top healing meters. It’s coming from a desire to have an engaging playstyle that forces me to make decisions about which spells to cast to keep the raid alive. Imagine this scenario: you’re healing a boss fight, there is raid-wide damage going out. Wild Growth and Swiftmend are on cooldown. There is 8 seconds left on your Lifebloom stack. The damage isn’t enough to warrant casting Tranquility (or it’s already on cooldown). What do you cast? Rejuvenation or Regrowth. You only have 2 options! This is not an interesting or engaging decision. It’s also the only decision we get to make for 50% of our active time in fights.

I really like a lot of the things that have happened to Druids in this expansion. I enjoy figuring out if Heart of the Wild or Nature’s Vigil will help me more in a fight. Or whether the utility of Incarnation will be more useful than the output of Soul of the Forest. I like figuring out which Symbiosis target will be the most useful. But I’m starting to feel like all the thinking I need to do takes place outside of the encounters – I figure out the optimal talent and glyph setups for each fight, the best time to use all the cooldowns, and then I execute. When I’m actually healing there’s very little decision-making to be done and very little room to heal any differently from encounter to encounter.

Our toolkit needs something to spice it up a little bit. We need more healing spells, or refinement of the ones that are currently useless, so we have the ability to adapt our healing to different encounters or different damage patterns. As it stands now, the lack of options in our toolkit does not let us do that.

Healing Tips for Mogu’shan Vaults (Part 2)

Here some tips on how to heal the last 3 encounters in MSV, including the best time to use cooldowns and which talents, glyphs and symbiosis targets are optimal for each fight. Tips for healing the first 3 bosses, along with some general advice can be found in my last post.

Spirit Kings

The Spirit Kings fight is mainly about your raid avoiding damage. The damage on this fight is low – if people are getting caught my the bosses abilities they will likely die immediately, they can’t be healed through things like Annihilate, Flanking Orders or the most damaging Volley. This fight also only requires one tank.

While Qiang the Merciless is active, healing requirements are low. The whole raid will take a bit of damage from Massive Attacks, but it doesn’t happen that often and doesn’t hit that hard. The other damaging attacks during this phase (Annihilate and Flanking Orders) will kill anyone caught in them immediately.

When Subetai the Swift is active, you’ll be doing more spot healing. People caught in the first round or two of Volley will need some quick heals (though if they get caught in the 3rd round they’ll die) and those hit with Pinning Arrow will also need some heals until they are freed.

When Zian of the Endless Shadow is up, damage is low of people are properly spread out. If not, some group healing will be needed.

The healing requirements go up slightly when Meng the Demented is active – Maddening Shout can bring your whole raid fairly low on health and dps seem to like to hurt themselves with Cowardice. 


Level 60 – SotF or Incarnation

I think both of these talents have their strengths on this fight. Soul of the Forest is nice while Qiang or Meng is up to heal people up more quickly with WG. However this is  a movement heavy fight, so the utility of Incarnation is good too.

Level 90 – Heart of the Wild

The healing requirements on this fight are fairly low but the dps requirements are higher. This is also a long fight, so I love HotW for this. You can use this twice during the fight and put out some respectable damage on the boss.


There are a few decent choices for this. You could use it on a Shaman so you can cast Spiritwalker’s Grace before you use Tranquility. If you have people who like to stand in Flanking Orders or Volleys, you could use it on a Priest for Leap of Faith. If you have a habit of standing in the bad you could use it on a Mage for Ice Block (or just stop standing in bad).


Tranquility -This is a long fight so you should be able to use Tranq 3 times. I will generally use it near the start of the fight, after Massive Attacks. When Meng is up it is great after a Maddening Shout, when your raid is low on health.If Ziang or Subetai are up, the damage will really depend on how good your raid is avoiding it, so just use it when a number of people get low.

Heart of the Wild – I like to use this at the beginning of the fight while Qiang is up, then do kitty dps. Use it again when it comes off cooldown, though if Meng is up, you may want to wait.

Ironbark – There’s not really anything in this fight that makes the tank take more damage, so there’s no real best time to use this. I try to use it on the tank when people are going to be moving (Flanking Orders are about to come through the raid, Pillage is about to happen, etc.)


Elegon is a really fun, and often challenging fight to heal. First, a tip for any healer or ranged – if you stand just on the outer lip of the Energy Vortex you just have to jump to clear your Overcharged stack. Once you get the positioning down, you can clear your stacks often without any downtime.

Phase 1 has spiky damage on random players throughout (from Arcing Energy), large amounts of damage that hit the whole raid (from Stability Flux and Total Annihilation) and the tank damage can also get dicey as the tanks’ Overcharged stacks build up. There is also a magic effect applied to players that reduces healing taken that should be dispelled. I try to be conservative with my mana during the times when Protectors are not out and doing a ton of raid damage. When the Protectors reach 25% health, then you’re going to want to start casting a lot of raid heals – get Swiftmend down under the ranged or melee group, cast WG on cooldown, spot heal with Rejuvs and Regrowths. You want to make sure that people are at safe levels of health before Total Annihilation goes off. Mushrooms can be set up pre-pull along with during downtimes and Bloomed when the Protectors die.

In phase 2, the raid damage is very predicatable. When Energy Charges die, they blow up and damage the whole raid. This is the only damage going out during this phase. Just make sure people get topped up after each Charge explosion so they can handle the next one. There isn’t a whole lot of healing needed here, so I generally try to throw out a few Moonfires and Wraths in order to help get the later round of Energy Charges down.

The beginning of phase 3 has no raid damage. When the Pillars appear I will switch into cat form and help dps one of the pillars (I use cat instead of casting spells so I don’t spend any mana). The raid will not start taking damage until a pillar is killed. Once that happens, you’ll need to start healing the people on your side, and will need to heal the tank who is picking up Sparks.

The last phase of the fight is basically a dps race, with the entire raid taking increasing amounts of damage. This is when you need to do as much raid healing as possible and chained cooldowns come in handy.


Level 60 – Soul of the Forest

Initially I used Incarnation for this fight, but I now find that the damage patterns suit Soul of the Forest really well. Whenever a Protector is dying, you’ll want to follow up a Swiftmend with a WG to get people healed up as quickly as possible. If the Protector is not out when your SM is off cooldown, follow it up with a Rejuv or a Lifebloom application on the tank to maximize the healing there. In Phase 2, try to time a SM > WG for after the round of Energy Charges die.

Level 90 – Nature’s Vigil

While the damage from Heart of the Wild can be extremely handy during phase 2, the timing of the fight means that you’ll likely only get to use this once. So I prefer Nature’s Vigil. There are many times when the extra healing is useful and you can likely use this 3 times during the fight.


I like to use Symbiosis on a Monk or DK for this fight so I have more damage mitigation abilities.


Tranquility – You should be able to use this 3 times during the fight. You can use it while a Protector is dying during phase 1 (both before 85% and for the next phase 1), and then again during the last phase.

Nature’s Vigil – Like Tranq, you should be able to use this 3 times during the fight. You can follow the same strategy for this spell as for Tranq.

Ironbark – Use this on a tank when they are tanking the boss and their Overcharged stacks are getting high.

Will of the Emperor

This is a long fight. For the most part, the raid doesn’t take too much damage, but the tanks take a major beating so most of the healing should be focused on them. Keep a full stack of Lifebloom and a Rejuv on your tank along with a steady stream of direct heals. Unless the raid’s doing something really wrong, I find I don’t have to do a lot of raid healing aside from tossing out WGs once in a while. I also try to keep a Rejuv up on the other tank and the people on the Strengths. The only exception to this is when Titan Gas is happening. Then the raid will need a lot of healing and the tanks will be taking extra damage as well.


One thing I really like about being a Druid on this fight is that I feel our talents  let us help out a lot with controlling the Rages.

Level 45 – Typhoon

Typhoon is very handy for knocking back Rages when they get too close to the ranged group. I used this ability 30 times over the course of the fight on my first kill.

Level 60 – Incarnation

Since this fight is so long, I find the utility and mana benefits that come from Incarnation outweigh the benefits of the other talents. Use ToL often (you should be able to get in 4 uses if you use it early).

Level 75 – Ursol’s Vortex

This is also very handy for dealing with Rages. You should be able to use this spell every second time they spawn. Place it between the Rages and the ranged group.

Level 90 – Nature’s Vigil

The extra healing output from this is very helpful for tank healing, and you should be able to use it 4 times over the course of the fight.


On this fight I’ll generally go with a Monk so I can use Fortifying Brew during the Titan Gas.


Tranquility – This is best used during Titan Gas. You’ll only be able to use it on every 2nd one.

Incarnation – Not much goes on at the start of the fight, so use this the first time when the bosses come out. Get LB stacks rolling on both tanks and get as many free Regrowths as possible. The 15% increased healing helps too. Use ToL whenever it’s available after that.

Nature’s Vigil – I recommend using this right after Incarnation each time.

Ironbark – The tanks take a beating, so make sure you’re using this as much as possible. I like to put Ironbark on my tank before I start channeling Tranquility during Titan Gas. Outside of that, just time it so you can use it often. The only bad time to use it is when the boss is doing Devastating Combo, as the tank should not be taking damage then.

Happy healing!