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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
September 12, 2017 - Added simulation information for Netherlight Crucible abilities and adjusted rankings.
September 05, 2017 - Added Invasion Point gear to best in slot lists.
August 27, 2017 - Added Nether Crucible information to the Artifact page.
August 07, 2017 - Updated the Consumables page to include Feasts and the Mastery neck enchant.
July 29, 2017 - Updated the Best in Slot lists with notes on T19 vs T20 and viability of Tomb trinkets.
July 08, 2017 - Updated Grid settings to include Tomb of Sargeras boss debuffs.
June 15, 2017 - Finished simulations for Large-group Healing trinkets and legendary items - those lists have been updated.
June 13, 2017 - Initial 7.2.5 review. Expect more updates in the coming weeks.
May 02, 2017 - Added "Other Notable Addons" section to the addon's page.
April 27, 2017 - Updated all best in slot lists to accommodate Aman'thul's Wisdom being a top legendary choice.