Resto Druid Healing
Posted on March 31st, 2009 by Lawbringer under Efficiency Tips, General Tips, World of Warcraft, WotLK
Dominating Druid Healing Part 2
Last time in part 1 we looked at glyphs and spec for trees and had some good discussion in the thread. It appears that most of you were doing pretty well when it comes to not doing something particularly weird. Now that you’ve tweaked your spec and glyphs if necessary let’s look at what you should be doing in those raid healing situation to maximize your healing prowess.
There does seem to be some undo concern about patch 3.1 and the effect it’s going to have on us trees. Unfortunately we can’t effectively answer all of those without making this post way too long. So while I hate to do this to you, you’re going to have to wait another couple of days to get our complete analysis of how those changes are going to effect us.
Instead, what we’re going to do is tell you what you should be doing now in this post, and then next time I’ll cover how those things are going to change slightly with the new patch. If we don’t cover the current situation, the changes won’t make a lot of sense and we certainly want to cover them in sufficient detail on both sides of the 3.1 line. So let’s cover effective healing as it currently stands.
Druid healing is all about making life bars stand still under any amount of incoming damage. Let’s put damage on a scale from 1 to 5 with Patchwerk hateful strikes being a 5 and something like random trash aoe being 1.
Every other healing class is supposed to use a spell that matches the incoming damage with a heal that replaces what was lost. A heal too small and the life bar never hits the top. A heal too big and you just lost too much mana. The focus here is to keep life bars at or near 100% by applying the proper ‘fill’ spell to top people back up. Druids are different.
You can think of other healers using a paintball gun to fill in the places that need more green. A druid uses a lot more finesse. Druids heal with a collection of brushes; some small, some big, to fill in those empty spots. It takes more time and patience, but it’s also less messy.
The druid is also going to match incoming damage, but they don’t worry about time quite as much. Let me explain what I mean. A Vigilant Shade pops up in Naxx. The blast shadow bolt hits a number of party members. There’s going to be another one in a few seconds. What do you do? If you’re a Paladin you probably spam FoL to top everyone up. A Priest hits CoH, a Shaman Chain heal – that sort of thing. The purpose is to try to get everyone back to 100% NOW. If you don’t get caught up, the next damage could put some folks in the danger zone – especially if that shade pops out when your group is already engaged with some mini spiders, and a pat, and . . .
The druid combats this a different way. Seeing incoming damage he can just throw Rejuvenation on the party members that got popped and then go do something else. With 2,000 or so spell power, that Rejuv is going to tick pretty big – and the current damage is taken care of as well as anything further the party member might get from the same mob. Incoming damage at level 1 and a level 1 style HoT; the next 15 seconds is pretty much taken care of.
The party members’ life bar stands still, basically with no real need to top it off. Seriously, I hope the shade is dead in under 15 seconds. Once the damage stops, the remaining portion of the HoT timer will top off the health bar with no need for anything else to be done. The hard part is trusting that bar to do it’s slow climb.
Another way of looking at it is that HoTs work more like mitigation. Every HoT you use is more like adding a boatload of armor. The bar may not move toward 100%, but it shouldn’t drop any more. What you are doing is counting on the fact that your HoT will be there longer than the damage. Thus, the time component becomes the real issue.
Which leads us to an interesting point. Because you can ‘fire and forget’ with HoTs, you can also get really good at anticipating incoming damage and get the HoT in place before the damage happens. When you do that effectively, now you can talk about keeping a life bar at 100%. That’s when you’re getting really slick. Knowing which spell to apply to which party members can pretty much leave the paladin sitting there twiddling his thumbs and doing some DPS because there really isn’t anyone to ‘top off.’ Just ask Zmack about that.
So let’s put it all in perspective. Your first option should always be Rejuvenation. It doesn’t heal real big, but it is instant cast and will take care of about 50% of all incoming damage to everyone but your tank. Let’s call that your level 1 incoming damage heal. Rank 2 is Wild Growth. It ticks bigger, especially at first, and you don’t even have to aim. Rank 3 is Regrowth; nice initial heal and a good HoT on the back end for those times when you are dealing with damage that could really put people at risk. Rank 4 is Lifebloom, probably the best anticipatory heal you’ve got, but you really need to use it properly. Also in the Rank 4 category is Swiftmend. Swiftmend is just nearly on par with nourish and instant cast to boot. And for Rank 5 damage, Nourish.
Yes, I left out Healing Touch. There is really never a situation where Healing Touch is the best option. A glyphed HT is not as good as Nourish at the same cast time. A non-glyphed healing touch takes almost as long to cast as a Regrowth and Nourish, which would heal for more. It’s not that HT is a stupid spell, it’s just that everything else is better, so why use it. I will agree that if you are ever going to pop HT it should be right after Nature’s Swiftness. But honestly, if you already have a Rejuv and Regrowth on your target, Nourish is a better spell even in that situation.
Also not in the list above is Tranquility, which some of you believe is the best heal we’ve got. But, considering that even with 2 points in Improved Tranquility, you’ve still got a 4 min cooldown, it’s not really something you can rely on as a ‘got-to’ heal. Plus, using Tranquility without those 2 points is probably going to take you out of the fight anyway since without the threat reduction you’re basically dead if you use it. I won’t fault you if you like it, and I’ve toyed with those 2 points myself from time to time, but generally I feel like if I really do my job with HoTs I never need to use it anyway. And even in those cases where it might save folks, it’s probably a wipe regardless of what Tranq does. It’s the best “OH CRAP” heal in the game by far, but it’s probably better to just never get to that point in the first place.
So here is how all of this works together. Let’s say you’re in OS and fighting Sartharion. The tank is taking Level 5 damage, the off tank somewhere between 3 and 4, and everyone else 1 and 2. There’s a lot going on. But the Druid can keep all of the other healers fairly bored.
The tank gets Revuj, LB, LB, LB, Regrowth, Wild Growth. For the rest of the fight it’s basically keeping those HoTs in place and perhaps throwing in a Nourish from time to time if your other healers are busy. The Off Tank gets a Rejuv, LB, Regrowth – and you’ll probably let the LB go ahead and bloom. Everyone else can just get a Rejuv except that mage and Lock who are probably making the Off Tank’s life nutty by pulling aggro from time to time from the fire elemental adds. Those two dudes get Rejuv, Regrowth and that will probably get it done.
By putting Wild Growth on the MT, those two clothies will probably be prioritized in the list, so no need to target them with that one. If things get bad, since you’ve already got Rejuv on just about everyone important it’s an easy thing to yank their life bar up a few thousand with a Switmend right NOW and wait for the incoming heal from the other direct healers.
Lifebloom doesn’t go on anyone but tanks. It is too mana intensive and doesn’t last long enough to just go throwing it around. The one exception is Sapphiron, where you will want to use a single LB to mitigate the constant level 2 damage everyone is taking. LB and PoM make Sapph a cakewalk. But in almost every other case Rejuv is a better choice. (This is especially true in 3.1, so you might as well get used to it now).
Now, lots of people keep LB rolling on the tank, and that’s a good way to go right now, but considering the changes to LB incoming, you might want to reconsider that and begin using LB the way they intended, and are about to force. So let’s take level 5 damage and split it into big, really big, and huge. For big damage, one LB, really big gets a 2 stack, and huge gets all 3. Then let them bloom. Yes, go ahead and let them bloom, in a few weeks you’ll have almost no choice anyway, so live with it.
I’ve seen new druid healers throwing LB on everyone first, then trying to get a Rejuv up and THEN doing whatever else. You can see on our damage tree why that’s upside down. Start with Rejuv, and then build up from there. With that being said, you’re also smart people so if you KNOW that the incoming damage is going to be a 3, then START with Regrowth and add a Rejuv. That’s the way I stack on a tank with Patch incoming. Regrowth as he starts the pull, Rejuv before Patch crosses the slime, then LB X 3 right as he’s taking the first hit. Now it’s just on the the off tank(s) to do the same thing, then managing all those HoT timers the best you can.
90% of the time I’m just watching bars with healbot and guessing – “Rejuv or Regrowth?” Some folks get both, some one or the other. The best way to learn this is to ask the other healers in your next raid to leave your group completely alone and let you fly solo. Start watching how your own HoTs work on those life bars. Put up a HoT and then watch what happens and resist the temptation to top people off. Open Recount to the Overhealing score and really REALLY try to keep it at 0%. It’s the only way you’re ever going to get to the point where you know which HoT will fill that bar back to 99.9% with nothing else added.
Really, most of the time you should only be hitting wild growth every time the cooldown is up, throwing regrowth and Rejuv on everyone else and LB the tanks. That’s 90% of the time folks. Start with Rejuv, then ADD Wild Growth, then ADD Regrowth, then LB (to tanks only please) then Nourish if needed. Even then, you CAN very well just hit Regrowth again (until patch 3.1) since Regrowth with Regrowth already on the target is the best heal you have. Don’t believe me – check this out.

The basic tenet goes like this – If Rejuv will keep the bar from moving left, it’s enough healing. Once the damage stops it will move it to the right toward 100%. If you have Rejuv up and the bar is STILL moving left, put up Wild Growth. Two HoTs up and life still going down? Add Regrowth so the thing stops moving. It’s real simple, and remember you have to take into account that those HoTs will still be ticking when there is no damage taking place. Or, that the HoTs will be ticking bigger than the incoming damage if you have stacked them properly. That means the bar stands still, and then gradually moves to the right as the damage goes down.
Now, the other healers in your group can make this very difficult to learn intuitively. They see 75% life and instantly heal. About the best thing for you to do is some heroics and really play things a little recklessly. Let your tanks’ health drop closer to 50% or so before you Nourish, that sort of thing, so you can really tell how far that bar is moving. Don’t just fire your HoTs all over the place even if you have full mana, and wait until someone actually needs to be healed before you HoT them to death.
Also, those other healers will kill your overhealing numbers. Paladins are the worst. They overheal more than anyone and will virtually guarantee that your overheals triple. That’s ok, it’s what they do, but you’ll need to make sure that as you practice this that you keep everyone, especially the paladin, from healing anyone in your group. Even if you make a few mistakes and have a couple of deaths on trash pulls, you’ll be a much better healer for it.
So there is our analysis of the current methodology of Dominating Druid healing. I promise we’ll take an in-depth look at the changes in patch 3.1 soon. If anything, we’re getting some huge buffs. And our view is that you won’t really even have to change your style all that much, you’re just getting a better Level 5 heal.
I recognize the fact that for the seasoned piece of wood out there you’ve been doing this or something very nearly like it since you were just an acorn. But for the fellow who just sprouted limbs it will help them refine their style by using the proper priorities. So test yourself for the next day or two while we work on how to continue making the world a greener place going into patch 3.1.















Back on track guys. Nice to see some properly good posts again!
I’d like to think I’m one of those guys who’s known this since day 1, but I admit I’m still a little scared of letting the tank’s health just stay where it is – if he gets down towards 70% before the HoTs get laid on, I tend to top back up to 100% just for my heart’s sake. Still, at less than 10% overheal and never a dead tank, I spose it’s not making much difference to me
Great post, thank you. I look forward to the next!
Can u explain why you don’t use LB then Rejuv? LB ticks faster, the wait for the Rejuv tic has scared me often. Thanks. (assuming non anticipatory healing)
Excellent post
“… needs to be healed before you HoT them to death.”
Love the expression!
Good info for tank, too. I won’t be so worried about my health not being at 100% if I have a Druid healing me.
The only thing I don’t apply to the tanks ever is “Wild Growth”.
I feel it is a waste on them (is more of a group heal)..assigned direct healers should be able to handle the tanks.
I use “Wild Growth” every time it is available on the group…keeps the raid as a whole healthy.
I will often target group members with Wild Growth, but since it is 100% certain that the tank will be taking damage, and NOT 100% certain that anyone else will be, I hate to waste healing power.
Here is what happens – I agree with popping WG every time the CD is up. Problem is that MOST of the time nobody but the tank needs any healing. So if I target someone else it probably only hits the tank AND I’ve had to switch targets. Not a big deal, to be sure, but the other way allows you to pretty much face roll and still get it right 99% of the time. So . . . .
IF WG hits who it needs to hit anyway, what difference does it REALLY make who is targeted? It’s sort of like saying that a shaman doesn’t ever really target the tank with chain heal. Why not? On stuff that is fairly random – CH, WG, PoM, ect. why not put it where you absolutely KNOW it’s going to heal? And tanks are never a wrong choice. Maybe not your choice of preferrence, but never a bad place.
All I can say is “Thank you!” I have recently sprouted leaves, but, while I could do regular dungeons without problem, heroics were humiliating me. Sure, I had excellent gear, which apparently is raid-worthy. However, learning HOW to heal was causing me real problem. Your guide presents, in a nice, clear & concise manner, wxactly what I was doing wrong and what I should be doing right. Thank you!
Great post.
Ty for the post. The only thing I didn’t agree with was the Wild Growth on the tank to top off the clothies. Any clothie within 15 meters of the tank is just asking for trouble. I only use it on tanks in situations like Patchwork where 3 tanks at a time are taking damage.
Kudos on the Article guys, i really think this is going to help when i get back into wow, and start raid healing for my guild on my resto druid. Very nice breakdown on Resto Druid Raid Healing Procedure i think, looks ill need to practice and re-learn some of my heals, i generally tried to keep my group topped off in dungeons and heroics, but i see ill need to re-tune myself to operate the way the article describes in any case, thanks for the article and keep up the great work guys!
Yeah i almost never use Wild Growth on the tank unless i get in trouble and need that extra healing, since it targets the closet player within 15 yards or something. So its a waste when not in heroics to use it on the take with all the incoming healing the tank with already be getting from other healers inside the raid. i generally look for a cluster of people all with health around 60 to 70% and toss it on them.
i think in 3.1 there will be a glyph for it to hit 6 targets instead of 5 so that will be nice also.
I healed on my priest at 60 and 70 (alt now, so still levelling) – I always got told that I “healed like a druid” because over 50% of my healing was renew (the rest mostly greater heal). I love the instant-cast-and-forget-them HoT healing on dps (if they’re still taking damage, they’re doing it wrong anyway).
My druid was feral until WotLK, so I’m still a fairly new sprout.. I sometimes get confused about “which green button to hit.”
Thanks for helping to clear it up!
Pallies and their flash heals are the bane of OH meters everywhere. OH is what made me stop healing raids.
Both of my healers are still levelling now, so at least I’m happy solo-healing for now.
Just wanted to respectfully disagree: Until 3.1, I intend to continuously put up Lifebloom on my raid o_o I usually just have all my HOT’s stacked on the tank, and when WG cooldown is up, first thing I do is see what area is taking the most damage in the group and immediately throw it on said area, be it casters, melee or tanks. Then usually a couple stacks of lifebloom. It’s what, something like 200 mana per stack? 9 hits for about 900+ a 2700 bloom= over 10k healing per lifebloom stack. That and a wild growth, healing for 7 seconds, about 1k per tick, about 16k healing combined, done in about 5 seconds. The wait between Rejuv ticks is too long if anyone in the group happens to have an add that they can’t quickly deal with, or if they’re taking major damage in any other way, say they get in the wrong area and get stuck in a puddle on Grobbulus, they’re most likely going to die. You have to allow room for error in theorycraft. Rejuv is fine in a perfect raid. One where every tank has full agro on every target, except for special circumstances where you HAVE to have others doing so, say kiting Gluth adds.
My top 3 heals, in order, tend to be Wild Growth, Lifebloom, and Regrowth. Rejuv is nice, but the tick time is SO long. With good healers while raid healing, your lifebloom stacks should be topping the tanks off most of the time.. which is what it should be doing. It does massive amounts of healing in a short period of time.
Let me know if you have any suggestions on my theory. I’m new to resto healing, but what I said is just an observation based on my healing rotation.
I fully agree with you. Your rejuvenation is either overhealing, or your target is dead by the time it ticks. I always use wild growth as a first heal to heal damaged raid members, and after that start tossing out life blooms, maybe a regrowth.
And even after 3.1 I will continue to use this tactic. You will get half your mana back of your lifebloom anyway when it blooms, but costs double mana so it remains the same.
And I don’t see what is wrong about topping off people, better safe than sorry in my opinion. If you are having mana troubles, you are seriously doing something wrong.
Just create your own healing style. It all depends on the situation.
I know this is a resto druid article, but since you mentioned paladin overhealing I was hoping someone could write an article on paladin healing. When I was a holy paladin I pretty much used FoL on whoever looked like they needed a heal and I was also with the other paladins on the top of the overhealing chart. Hopefully someone can write, in detail like this article, about being a better holy paladin or tell me if I’m doing it right and that’s just how my class is. Thanks
Hey ! Thx a lot about that post . Its right what i need at this point. I’m usuly a Warrior tank, and i just lvl a 80 druid last week. I was doing good i guess becaus they still bring me in Naxx
But this the + my game was needing.
Continue your good work and Thanx again.
I just dualspec’d resto from balance and went looking for advice. After reading your post and working through the logic, I was able to heal my guild group on my first runs through UK and Nexus without wipe. Our regular healers were on alts and were surprised at not only the overall group health but were amazed I never OOM’d
(After the dualspec, I had been spastically raining LB on everyone in a couple pugs and knew there HAD to be a better way.)
Thanks for the well-thought-out advice.
Rejuv is OP, If your not using that as your main spell then you’re blowing it (especially in ULD where most fights are healing on the fly). LB is great for tanks, but I have cut down the use of it (60-70 OH/ high mana cost) on raid heals. Raid heals: Rejuv, WG, LB & Swiftmends. Tank healing: Regrowth, Rejuv, LB(3) ,WG(which will heal melee) and top it off w/ Nourish, Swiftmend whenever you need a quick bomb. So in short Rejuv is awesome and get use to that spell if want to see your raid live and if you want to top the charts.
That’s my story and I’m sticking w/ it!
Good thread here!!
4-piece set bonus, you now have an instant heal added to Rejuv. The instant heal makes Rejuv by far the best spot heal you have for general raid healing, and renders LB next to useless for patch healing. The mana cost of LB is simple too high to make it practical for anyone besides the tank. Assuming you’re sitting on the GCD soft cap and while raid buffed can comfortably cast off a spell once per second, Rejuv spam is easily the way to go while raid healing. Cast it as many times as possible inbetween your WG spam, and also keep in mind that Rejuv procs Revitilize as well.
Use Swiftmend to its fullest capacity, I use it within seconds after coming up pretty much every time it’s refreshed. I know some Trees that save it for a “panic button” healing spell to be used only when the tank is in danger, but to be perfectly blunt any decent healing squad should be relying on your Healadins and Priests to keep the tank alive under fire, not the Trees. You can cast it at will pretty safely, and with the Nightsong (2) set bonus it has extra juice to carry your heal even further. Nourish should be used sparingly IMO, the mana cost is just a bit too high to make it worth casting very often in a raid setting. This does not mean that you shouldn’t cast it- Use it only when absolutely necessary, but definitely use it if the situation calls for it. Once you learn to trust your HoTs and your fellow raid healers to keep people topped off, you will be using Nourish as a spot heal less and less and less.
I’d only like to add a comment to adapt it to contemporary Tree healing, that is healing through U25 and into ToC25. A smart, well geared Tree can absolutely annihilate raid healing using a very simple priority-based spell rotation. Wild Growth should be properly glyphed and cast every time it is up. Every six seconds, no matter whether people are taking heavy damage or not, you should be blasting WG. There are two big reasons; First, just because people aren’t taking damage now doesn’t mean they won’t be in just a few seconds, and two because with proper spec your Revitalize will be ticking away and restoring mana/rage/energy/runic power to your raiders. Look over your raid reports sometime and you’ll be floored at how much return people get over the course of the night. Assuming you’ve reached the Haste GCD, as any good Tree should, you have time to cast another 4-5 spells inbetween WG and spamming it will not interupt a set rotation too any large degree. When in doubt, cast it on the tank to spread it to the melee. This guarantees an extra HoT on the tank with the bonus of the Revitalize return, not to mention it’s easy to predict that the tank will be in range of your melee group to spread WG over to them and maximize its effect.
Your Rejuvenation spell is amazing going into ToC. Assuming you’ve put together the Nightsong Set (Tier
When it comes to raid healing, a Tree has it very simple. HoT the hell out of your tank, and you’re good to go! My rotation to HoT up the tank, which I use on pretty much every initial pull, is this: Rejuvenation pre-pull. Time Regrowth to land as soon as the tank takes the first hit from the boss, and queue-cast WG to hit as soon as the Regrowth does. Stack LB to 3, refresh Rejuv, then move on to raid healing and leave the rest of the tank healing to the Healadins and Priestys.
^ This instruction is aimed at the druids who seek to heal every person possible while raiding. Call it raid healing if you will, but I just call it “Tree heals”. The general goal is to build up your stats enough to sustain casting HoTs constantly for the entire duration of the encounter, then stack spell power to give your heals the juice they need. Obviously not every Tree is at the point where they can do this, but once you get yourself geared the nature of Tree healing is to roll HoTs on as many people as you possibly can in the shortest period of time. Hope this is helpful to someone looking for answers, keep up the good work!
~Vigilantree, US-Zul’jin
nice. i like it.
Hey I’m not sure if this guide is up to date currently or not, but Lifebloom is always my 1 rank choice spell. While it is quite expensive, the mana-return portion on it makes it the *cheapest* spell to use. Also if you get a clearcast proc from omen of clarity, by selecting to use Lifebloom you actually will GAIN 498 mana everytime (With 0 cost to casting the spell) and still get healing done guaranteed. I’m not sure if the mana return on LBoom is a recent fix in the past year or not. Just wanted to toss my 2c in there.