Restoration Druid Talents

Patch 7.3.5 Updated
January 15, 2018

Below you'll find details on how each Restoration Druid talent functions and what its best use conditions are. Druid talents allow you to customize your setup for any encounter, be it single-target healing, group-healing, or utility. This information is geared towards new and intermediate players, so I've done my best to avoid lots of math or complex theories. Feedback is greatly appreciated! Feel free to leave comments at the bottom of the page, contact me using the form at the bottom of the site, or tweet @PrestonDvorak.

Talent Builds

Use the buttons below to select builds for different situations. Certain encounters or instances may deviate from these suggestions, so don't be afraid to experiment! You can click on any of the talents to scroll to a section with more information on that talent.

or Personal Choice
Not Recommended
(most situations)


Level 15 (Tier 1)


Good For
  • tank or single-target focused healing
  • pairing with Soul of the Forest talent

This talent will be best used when you're single-target healing or are in a small group and feel you need an additional, burst-heavy emergency heal. In most large-group settings, Cenarion Ward will be the way to go instead because it's cheaper and heals for more over its duration. You should always take this talent if you take the Soul of the Forest talent in Tier 5.

Cenarion Ward

Good For
  • predictable tank or single-target healing
  • use as a personal survival cooldown

This fills a similar role to Prosperity in that it gives you a second Swiftmend-type heal. It's not as burst-y as Swiftmend, but over its duration it will heal for more than Swiftmend and costs less mana. Being able to cast it on a target before damage happens gives it some extra flexibility, too. It's great for situations where there is predictable, moderate to heavy sustained damage on a single target. It will also works great as a personal survivability cooldown.


Good For
  • situations where lots of Rejuvenations are maintained but Healing Touch is still needed frequently

You'll likely use this talent in situations where you're able to maintain a lot of Rejuvenations. If you're finiding that the damage the group is taking is too much for Rejuvenation alone, but not quite enough for your large heals like Wild Growth and Swiftmend, this might be the talent to take. It will allow you to maintain all of your Rejuvenations as normal and then spot-heal with Healing Touch much more quickly.

Level 30 (Tier 2)


Good For
  • when you need a large, personal heal

Use this talent if you find yourself taking large spikes of damage or you need something more than Barkskin and a healing potion to keep yourself alive. 

Displacer Beast

Good For
  • all-around mobility

A great mobility talent that I recommend for most situations. It functions like a Mage's blink, instantly teleporting you forward, even allowing you to pass over harmful spells on the ground. It gives you a short speed buff and places you in cat form, further increasing your mobility for a short time. Being in cat form is a small inconvenience because casting any healing spell will immediately pull you out of cat form.

Wild Charge

Good For
  • flying to players in difficult-to-reach areas

This talent offers a lot of flexible movement options, but they're all slightly harder to make use of than Displacer Beast. Most of the time, you'll make use of your caster form where you fly to friendly player's location. Unlike Displacer Beast, the fact that you're "flying" to the location allows you to move to allies that are across gaps or on higher elevations than you.

Level 45 (Tier 3)

From a raiding standpoint, your talent choice in this tier will be almost completely situational depending on the passive effect. There could be fights were the extra damage from Balance or Feral is needed, but it's unlikely. Even less likely is you'll need to tank something (although I have been an emergency tank on some boss kills)! If extra damage is required, Balance will be the best option because you can stay out at range, but it will ultimately be up to you and your raid.

Balance Affinity

Good For
  • encounters where the group is really spread out

The extra spell range will be most noticable on fights where the group is really spread out. This will give all your spells a maximum range of 45 yards.

Feral Affinity

Good For
  • situations that require lots of quick movement

Druids are very mobile healers to begin with, and already have Dash by default, with the option to take Displacer Beast for even more mobility on top of that. Those things make this talent a little less attractive, but it's still something to keep in mind if you feel like you need to move even faster.

Guardian Affinity

Good For
  • situations where you'll be taking any amount of damage

This will likely end up being the go-to talent. Taking 6% less damage is never a bad thing, and it's made even better by the fact healer mana will need to be managed more carefully than ever in Legion.

Level 60 (Tier 4)

Mighty Bash

Good For
  • stunning single enemies if no one else can

This is a good choice if there are enemies that can be stunned or need to be stunned and you don't have enough stuns otherwise. It can be difficult to use because it requires you be in melee range of whatever you're stunning, so coordination will be key.

Mass Entanglement

Good For
  • rooting groups of enemies that won't be taking damage

This will work best on enemies that aren't being damaged by anything and just need to be held in place, either for a tank to come pick them up or for a stronger crowd control to hit them. The biggest problem with this talent is the roots will break on even the smallest amount of damage, making it an inconsistent crowd control in most group settings.


Good For
  • keeping enemies away from yourself or the group

This is a good all around talent for any encounters with adds that need to be managed. I consider it a nice compromise between the other two talents in this tier, it's much more consistent and easier to use at range. Note that not all adds will be affected by the knockback or the daze, so you'll need to experiment!

Level 75 (Tier 5)

Soul of the Forest

Good For
  • sustained group-healing with Wild Growth
  • pairing with Prosperity talent

This talent is great for situations that require sustained, moderate to heavy group-healing when used to buff Wild Growth. I haven't personally found situations where I consistently use it to buff Rejuvenation or Regrowth for single-target healing, but it could be useful if you find your primary job is to heal the tanks. Consider pairing this choice with the Prosperity talent in Level 15 (Tier 1) for added flexibility.

Incarnation: Tree of Life

Good For
  • healing predictable, heavy group-wide damage
  • healing critical single-target damage

Tree of Life is a substantial healing cooldown. For group-wide damage, it works best when you know the damage is coming ahead of time and can place heal over time effects on as many players as possible. Once you use Tree of Life, all the existing heal over time effects will heal for more and you can focus on topping off low players. Finally, there are some situations where you may need to use it to heal critical single target damage. This is rare, and you should always try to use your other single-target spells instead (Ironbark, Swiftmend, Cenarion Ward, etc). More information on group-healing and single-target healing can be found on the tips and tricks page.


Good For
  • situations where players often drop below 60% health

On paper, this talent seems like it would rarely ever proc at all, however, when doing difficult content (raids, mythic+ dungeons, etc) players often spike below 60% health, which is enough to trigger the Cultivation heal over time. Even casting a fresh Rejuvenation on a player below 60% health instantly applies Cultivation to them. This turns it into a great emergency heal that happens automatically and doesn't cost any mana. It becomes even better when you consider that Cultivation counts as a heal over time for our mastery.

Level 90 (Tier 6)

Spring Blossoms

Good For
  • group-healing when most of the group is stacked

This talent is best used for situations when most of the group is stacked and there's consistent, group-wide damage happening. The small HoT doesn't do a lot by itself, but it does count toward our mastery, making subsequent HoTs more powerful. You'll need to keep Efflorescence under the group, which can use a lot of mana if the group is moving a lot, so keep that in mind.

Inner Peace

Good For
  • encounters where you need to use your Tranquility more often

With the changes to Tranquility in Legion, this talent is really strong when it's needed, but only if it's needed. Take it any time your group is lacking large raid cooldowns or you feel using Tranquility one minute faster is beneficial. Otherwise, you'll see more benefit from the other talents in this tier.


Good For
  • group-healing encounters where the group is spread out or there is frequent movement
  • when small numbers of players need heavy healing

This talent works best in situations where the group is spread out and healers are each responsible for a portion of the group. It's also nice when specific players will need heavy healing over an extended period of time, such as fights where high-damage debuffs are applied. It's also the best pick for Mythic+ dungeons where you'll be able to get two Rejuvenations on all players reliably.

Level 100 (Tier 7)

Moment of Clarity

Good For
  • heavy tank or single-target healing, particularly in small groups

This talent is mostly single-target healing focused because it will allow you to use Regrowth three times for free during Omen of Clarity, while also buffing the healing those Regrowths do. The main problem being it relies on Omen of Clarity procs, making it a bit inconsistent. I see this having a lot of use in small groups where the tank damage is incredbly heavy and you're making frequent use of Regrowth to keep them alive. The talent is also slightly more flexible than Stonebark because you can cast the Regrowths on three different players if needed, as opposed to only one Ironbark.


Good For
  • tank or single-target healing, especially with predictable damage

This is another increase to single-target healing, allowing you to use Ironbark every minute. It's great for slowing incoming damage on a tank or helping heal a player when they're already low, thanks to the 20% buff to HoT effects. I would take this talent anytime you're not going to be making regular use of Flourish.


Good For
  • healing moderate to heavy group-wide damage, especially in large groups

This is a very substaintial group-healing cooldown when used properly. It requires that you place as many heal over time effects on the group as possible before the damage happens. You'll start placing Rejuvenations ~10 seconds before the damage is going to happen, use Wild Growth as the damage begins, and then use Flourish. This allows you to place Rejuventions on additional players before your previous ones fall off, or gives you time to spot heal critical damage. More information on group-healing can be found on the healing tips and tricks page.

Comment on "Restoration Druid Guide"


January 15, 2018 (Restoration Druid Guide) - Guide reviewed for patch 7.3.5, not changes needed.

January 03, 2018 (Addons) - Added my WeakAura for Eonar's Verdant Embrace.

December 10, 2017 (Stat Weights and Gearing) - Added set bonus item level worth section.

December 07, 2017 (Artifact Weapon and Relics) - Added CrucibleWeight addon import code.

December 05, 2017 (Stat Weights and Gearing) - Trinket item level worth updated for Dec 5 hotfixes: Garothi Feedback Conduit +5, Highfather's Machination +5, Ishkar's Felshield Emitter +5, Tarratus Keystone +0, Vitality Resonator +0.

November 28, 2017 (Stat Weights and Gearing) - Updated the item level worth of some trinkets, particularly trinkets available at item level 1000. Previously, I had counted item level worth from 915, instead of from 1000.

November 26, 2017 (Addons) - Grid saved variables have been updated to include debuffs from the Antorus guides.

November 25, 2017 (Stat Weights and Gearing) - Added stat weights, changed the BiS wrist and finger items, and added the Insignia of the Grand Army legendary.

November 24, 2017 (Enchants, Gems, Consumables) - Updated raiding enchant and consumable information to favor mastery.

November 24, 2017 (Stat Weights and Gearing) - Updated Best in Slot, Legendary, and Trinket information for Antorus, including the new "item level worth" system for trinkets.

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