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Classic Restoration Druid Spells

Updated 2 weeks, 6 days ago for patch 1.13 by Preston. View the change log.

Below are details on how each Classic Restoration Druid spell functions and what its best use conditions are. Feel free to leave comments at the bottom of the page, contact me, or tweet @PrestonDvorak.

Usage Overview

Below you'll find a quick reference for each spell's usage situation along with which rank of the spell you should be using for that situation. Click on any of the spell names to be taken to that spell's section for more details.

Main spell 

Your main spell should be the one you're using most often during most situations.

Healing Touch (Rank 4)

Group-healing

Group-healing spells should be used when most of the group is taking sustained damage, you should supplement these spells with your main spell.

Regrowth (Rank 4)

Single-target healing

Single-target healing spells will be used when you're healing one player taking damage, again, they should be supplemented by your main spell.

Rejuvenation (Rank 11)

Emergencies

Emergencies occur when a player is taking critical damage and at risk of dying if you try to heal them with any of your other spells. These spells are generally used less often than all others.

Nature's Swiftness (talent), Regrowth (Rank 9), Swiftmend (talent)

Major Cooldowns

Major cooldowns can be used to make it through particularly tough situations, but only if your other spells aren't enough on their own.

Tranquility (Rank 4)

Utility

Utility spells may not see usage in every situation, but knowing the situations they're useful in is very important.

Abolish Poison, Gift of the Wild (Rank 2) / Mark of the Wild (Rank 7), Innervate, Rebirth (Rank 5), Remove Curse, Thorns (Rank 6)

Crowd Control

Crowd Control spells are used to keep enemies where you want them to be or to keep them from hitting players.

Entangling Roots, Hibernate

Passive Effects

As the name suggests, Passive Effects are always present and generally don't require any input to work.

Omen of Clarity (talent)

Mobility

Mobility spells let you move around more quickly in order to avoid harmful spells or to get in range of other players to heal them.

Dash (Rank 2)

Survivability

Survivability spells help you survive when things go wrong or when facing a particularly harmful enemy ability.

Barkskin, Bear Form

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Main Spell

Your main spell should be the one you're using most often during most situations.

Healing Touch (Rank 4)

Do

  • use Rank 4 to top off players

Dont

  • forget about your other spells when the proper situation arises

This is a versatile spell due to the wide range of ranks available. In general, you should be using Rank 4 because it's the best balance between healing done per second of cast time and healing done per mana spent.

Rank 11 can be paired with Nature's Swiftness for a huge burst of healing or in rare cases can also be cast if you know it won't end up being overhealing. Chances are you won't use any other Ranks of the spell. Anything below Rank 4 isn't as mana efficient and Ranks 5-10 don't provide significant jumps in healing per second of cast time or healing per mana spent.


Group-healing Spells

Group-healing spells should be used when most of the group is taking sustained damage, you should supplement these spells with your main spell.

Regrowth (Rank 4)

Do

  • use on players that have already taken damage
  • use to get Nature's Grace procs

Dont

Restoration Druids generally don't excel at group-healing, but they can fill the role using a low rank Regrowth, with the Moonglow build and Nature's Grace talent to fill in with quick Healing Touch casts.


Single-target Healing Spells

Single-target healing spells will be used when you're healing one player taking damage, again, they should be supplemented by your main spell.

Rejuvenation (Rank 11)

Do

  • keep active on the current tank

Dont

In most cases, it's safe to keep this on any tank that's currently tanking something and taking damage. Early data review suggests Rank 11 will be the best to use, providing the most healing per mana spent.


Emergencies

Emergencies occur when a player is taking critical damage and at risk of dying if you try to heal them with any other spell, these spells are generally used less often than all others.

Nature's Swiftness (talent)

Do

  • use to save a player if no other spells will
  • pair with Healing Touch (Rank 11)

Dont

  • use when damage isn't critical

Use this in conjunction with Healing Touch (Rank 11) to save a player that would die if you used any other spell. This doesn't remove the mana cost of the spell you pair it with, so you should use it sparingly with high mana cost spells.

Regrowth (Rank 9)

Do

  • use to keep a player alive when other emergency heals aren't enough or are on cooldown
  • use when Omen of Clarity is active to heal an injured player

Dont

  • use it to top players off when the damage isn't critical

Even as your only baseline emergency spell this should be used sparingly because it has the lowest healing per mana spent out of all your spells. However, it has the highest healing per second of cast time, which cements it as a great choice to save a player on the verge of dying if you tried to use another spell. In any case, you should use Rank 9 to maximize the healing on the player.

This is also the best spell to pair with Omen of Clarity when it's active, if you've taken that talent. You can use it to heal any injured player, but it's best used on the current tank because they're most likely to continue to be healed by the heal over time effect.

Swiftmend (talent)

Do

  • use to keep a player alive if no other spells will

Dont

  • use when damage isn't critical

This functions similarly to Nature's Swiftness but is a little less flexible because you must have a heal over time effect active on the player first. Due to the way you're using your healing spells, this is most likely to be a tank who has a Rejuvenation. The down side to this spell is its mana cost and the fact it also consumes the heal over time effect, this makes it pretty inefficient to use. The upside is it doesn't have a cast time, which can be the difference in a player dying or not.


Major Cooldowns

Major cooldowns can be used to make it through particularly tough situations, but only if your other spells aren't enough on their own.

Tranquility (Rank 4)

Do

  • use during periods of critical group-wide damage
  • coordinate usage with the other healers or raid leader

Dont

  • use to top off low to moderate damage, unless the majority of group members risk death otherwise

This is your large group-healing cooldown and will keep your group alive through damage or bring them back from the brink of death. It's important to note that this only heals people in your five-player group, so if you're in a raid it will only be healing five players (including you). You must also stand still while channeling or the effect will end. Try to use this sparingly when the amount of players that need healing is overwhelming or it will cost too much mana to heal them all individually.


Utility

Utility spells won't see usage in every situation, but knowing the situations they're useful in is very important.

Abolish Poison

Do

  • use to remove Poison effects from players

This spell will remove up to five Poison effects from the targeted player over 8-seconds. You should prioritize incapacitating effects first followed by the most damaging effects, and if mana permits you can use it on minor damaging effects. If you know an ability is going to apply multiple Poison effects to the player, wait until they're all applied to get the maximum effect for your mana spent.

Gift of the Wild (Rank 2)

Do

  • buff all players before a dungeon or boss encounter

This buff should be applied to all players of your group or raid before you begin a dungeon or a raid encounter. You should also reapply the buff to anyone resurrected by Rebirth (Rank 5). If only a single player needs the buff, you can use Mark of the Wild (Rank 7) to conserve mana and reagents.

Innervate

Do

  • use on yourself or another healer when missing mana

Dont

  • use when near full mana

This increases mana generation and allows it to continue while casting and inside the 5-second rule. You can cast this on yourself or another healer depending on your composition and group size.

Rebirth (Rank 5)

Do

  • use immediately to resurrect a tank in most situations

Dont

  • always immediately use on a DPS or healer

Resurrecting someone in combat is very powerful and is something only Druids can do. Due to the incredibly high mana cost you'll likely only use this to resurrect tanks, and possibly other healers. Using it should be well coordinated as the player will need immediate healing, especially if they're a tank that will be taking damage shortly after being resurrected.

Remove Curse

Do

  • use to remove Curse effects from players

This spell will remove one Curse effect from the targeted player. Just like with Abolish Poison, you should prioritize incapacitating effects first, followed by the most damaging effects, and if mana permits you can use it on minor damaging effects.

Thorns (Rank 6)

Do

  • use on a tank before a dungeon or boss encounter

Thorns should be kept active on the tank for the duration or a dungeon or boss encounter. Not only will it contribute a small amount of damage, but it will also aid in threat generation.

Crowd Control

Crowd Control spells are used to keep enemies where you want them to be or to keep them from hitting players.

Entangling Roots

Do

  • use to hold a melee enemy in place

Dont

  • use on a ranged/caster enemy
  • use on an enemy taking damage

This will primarily be used to control melee enemies. It doesn't fully incapacitate the affected enemy so it's less useful for ranged or caster enemies. It will also break very quickly if the affected enemy takes damage. If a player is standing near a melee enemy when it's rooted, that player will be hit even if they don't currently have aggro.

Hibernate

Do

  • use to incapacitate a beast or dragonkin

This will fully incapacitate the enemy it's used on, making it effective for both ranged and melee enemies. It will break if the enemy is damaged, so try to use it on enemies away from where you're fighting or before pulling a group.


Passive Effects

As the name suggests, Passive Effects are always present and generally don't require any input to work.

Omen of Clarity (talent)

Do

  • use the effect to cast a free Regrowth

If you've selected this talent, you should be standing near enemies and melee attacking them in order to proc Clearcasting (I need to verify it works this way once Classic is available). It will usually be best to use the free heal on a Regrowth cast on an active tank because they're most likely to continue to be healed by the heal over time effect.

Mobility

Mobility spells let you move around more quickly in order to avoid harmful spells or to get in range of other players to heal them.

Dash (Rank 2)

This can be a somewhat clunky ability to use because it requires you shift into Cat Form and then activate it. This makes it something you're probably not going to use reactively to get out of a bad situation. You should aim to use it preemptively when you know movement is coming.

Survivability

Survivability spells help you survive when things go wrong or when facing a particularly harmful enemy ability.

Barkskin

Do

  • use when being hit by a melee enemy or physical damage dealer

This reduces physical damage taken and reduces spell pushback, but also increases spell cast time. Try to only use it when you know a melee enemy is going to be attacking you for a bit or you'll die otherwise.

Bear Form

Do

  • use when an enemy is attacking you or you're taking damage and cannot heal

Bear Form increases your armor and maximum health, giving you the potential to survive more damage. You'll mostly use this if an enemy is attacking you directly, but it could also be useful if you know you're about to take damage you won't live through without extra health.


Comment on Classic Restoration Druid Guide

Changelog - View the last ten changes. - +

August 29, 2019 - 7:24 pm (Talents and Builds) - Added Hybrid Healer/Tank build.

August 25, 2019 - 6:49 pm (Enchants and Consumables) - Added page.

August 25, 2019 - 11:59 am (Stats and Gearing) - Added page.

August 24, 2019 - 8:16 pm (Spells and Abilities) - Reviewed again, added several missing spells.

August 24, 2019 - 6:16 pm (Talents and Builds) - Updated builds.

November 03, 2018 - 6:56 pm (Spells and Abilities) - Completed an update pass based on Classic demo information.