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WOW FOREVER · PLAYER REFERENCE

Restoration Druid guide

Restoration prepares healing-over-time effects before sustained damage and uses instant tools when an ally needs immediate recovery. Wild Growth supplies group healing alongside Rejuvenation and Regrowth.

Beta gameplay guide · Updated 12 October 2026

Rotation and opener

Put Rejuvenation and Regrowth on a tank taking sustained damage. Position within range of the players who will need the next group-healing effect.

Combat priority

  1. Rejuvenation

    Put Rejuvenation on a tank taking steady damage and on players who will benefit from the ticks. Apply it before predictable damage when possible; blanketing healthy players without incoming damage spends mana for little useful healing.

  2. Regrowth

    Use Regrowth when a direct heal and a continuing periodic effect both have value. On the tank, keep the periodic effect useful rather than repeatedly casting an expensive direct heal into full health.

  3. Swiftmend

    Use Swiftmend for urgent spot healing on a target with your required periodic effect. If none is present, Rejuvenation followed by Swiftmend gives a short rescue sequence. Its availability is still limited by its cooldown.

  4. Wild Growth

    Use Wild Growth when several members of the target’s party need healing. Choose a target positioned within range of the other injured party members; a party-healing spell is less useful when the party is scattered.

  5. Healing Touch

    Use Healing Touch for a substantial direct heal when you can complete the cast. Begin before the target reaches lethal health, and cancel a cast that would become unnecessary rather than paying for avoidable overhealing.

  6. Nature's Swiftness

    Combine Nature’s Swiftness with Healing Touch for an urgent instant Nature heal. Keep the cooldown for a genuine rescue instead of automatically spending it at the start of every pull.

Multiple targets and dungeon pulls

For predictable group damage, prepare useful Rejuvenations and follow with Wild Growth once health deficits exist. Spamming the area heal into full health does not prepare a stronger heal for the next event.

Use Tranquility during a window when you can remain still and its party healing will be useful. Plan your position first; having to cancel a channel immediately for a mechanic wastes the opportunity.

Resources and cooldowns

Healing-over-time effects are strongest when their duration matches incoming damage. Gift of the Earthmother and Improved Rejuvenation support that plan. Save an instant emergency response for damage that your existing effects cannot catch in time.

  • Innervate should return usable mana. Use it before the mana bar reaches zero when sustained healing demand will continue, and coordinate the recipient with the healing team.
  • Keep Nature’s Swiftness available for a target that cannot wait for a normal cast. Swiftmend can cover other urgent single-target healing when its periodic-effect requirement is already prepared.
  • Use Barkskin for your own survival during incoming damage. A dead healer contributes no recovery, and using a personal defensive is often more efficient than spending several healing globals on yourself.

Specialization mechanics and group play

Gift of the Earthmother reduces the global cooldown of Rejuvenation, Swiftmend and Wild Growth. That makes a prepared instant-healing sequence responsive, but each spell still costs mana and needs a useful target.

Naturalist shortens Healing Touch, while Reflection permits a portion of mana regeneration during casting. Choose recovery gear for sustained work rather than assuming a large opening mana pool solves every long encounter.

Living Spirit increases Spirit and leads into Wild Growth. Improved Rejuvenation strengthens your regular periodic heal; Improved Regrowth increases the direct spell’s critical chance. Their effects support different healing tasks.

Healing is a response to damage patterns, not a fixed damage-style loop. Assign tank coverage, identify the next unavoidable event, and reserve direct casts for health deficits that periodic healing will not repair in time.

Remove Curse and poison removal can prevent repeated damage or disruptive effects. When the encounter permits it, removing the cause of damage can be more effective than continuing to heal every tick.

Rebirth can recover a dead player during combat; your ordinary resurrection belongs between pulls. Pick a safe cast window and confirm who should be restored rather than spending a combat recovery on an accidental target.

PvE talent choices

Standard Build 51 points · 11 / 7 / 33

Balance

Genesis 5/5Moonglow 1/3Nature's Majesty 2/2Nature's Reach 2/2Nature's Splendor 1/1

Feral Combat

Heart of the Wild 5/5Feral Swiftness 2/2

Restoration

Nature's Focus 5/5Naturalist 5/5Reflection 3/3Gift of Nature 5/5Gift of the Earthmother 1/1Improved Rejuvenation 3/3Swiftmend 1/1Nature's Swiftness 1/1Living Spirit 3/3Improved Regrowth 5/5Wild Growth 1/1

Open this exact build in the calculator

Build reference · Level-60 allocations are beta plans, not final launch performance rankings.

Level 30 (Beta) 21 points · 0 / 0 / 21

Balance

Feral Combat

Restoration

Nature's Focus 5/5Naturalist 5/5Reflection 3/3Gift of Nature 2/5Gift of the Earthmother 1/1Improved Rejuvenation 3/3Swiftmend 1/1Nature's Swiftness 1/1

Open this exact build in the calculator

Build reference · Level-60 allocations are beta plans, not final launch performance rankings.

Leveling 1-60 51 points · 31 / 7 / 13

Balance

Improved Wrath 5/5Improved Moonfire 2/2Nature's Majesty 2/2Nature's Reach 2/2Improved Entangling Roots 3/3Nature's Splendor 1/1Insect Swarm 1/1Improved Starfire 5/5Nature's Grace 1/1Eclipse 3/3Moonfury 5/5Moonkin Form 1/1

Feral Combat

Heart of the Wild 5/5Feral Swiftness 2/2

Restoration

Nature's Focus 5/5Naturalist 5/5Reflection 3/3

Open this exact build in the calculator

Build reference · Level-60 allocations are beta plans, not final launch performance rankings.

Important talent effects

Gift of Nature

Increases the effect of all your healing spells by 2%.

5 ranks

Gift of the Earthmother

Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.

1 rank

Improved Rejuvenation

Increases the effect of your Rejuvenation spell by 5%.

3 ranks

Swiftmend

Instantly heals a target with an active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of one of those spells.

1 rank

Nature's Swiftness

When activated, your next Nature spell becomes an instant cast spell.

1 rank · Requires Naturalist

Wild Growth

Heals the target and their party for 285 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.

1 rank · Requires Living Spirit

PvP talent choices and play

Use instant healing while moving around cover. Keep effects on the ally under pressure and reserve Nature’s Swiftness for a heal that cannot wait for a cast. Avoid standing exposed merely to complete a nonessential Regrowth.

Recommended gear & upgrades

Forever beta equipment options. Compare level requirements and sources; these are not final launch rankings.

Head

Source / location
Embalmed Shroudcloth · Level 30
Fallen ChampionScarlet Monastery

Chest

Source / location
Beguiler Robescloth · Level 29
Trash dropScarlet Monastery
Civinad Robescloth
Rig WarsQuest
Death Speaker Robescloth · Level 26
Death Speaker JargbaRazorfen Kraul
Doomsayer's Robecloth
Solution to DoomQuest

Main Hand

Source / location
Death Speaker Sceptermace · Level 28
Death Speaker JargbaRazorfen Kraul
Fallen Dragon's Scepterstaff
Stopping the CycleQuest (Alliance)
Healer's Staffstaff
Earthen Echo / Prehistoric PrismQuest
Living Rootstaff · Level 18
Verdan the EverlivingWailing Caverns

Off Hand

Source / location
Alliance Outrunner Healing RodLevel 21
Hannah BladeleafRare Spawn (Horde)
Eye of Paleth
Cleansing the EyeQuest
Omega Orb
Compendium of the FallenQuest (Horde)

View equipment for every slot

Stats and equipment decisions

Priority / equipmentHow to use it
Healing powerImproves the useful healing supplied by your spells. Compare pieces with healing bonuses against your current equipment instead of choosing them solely for their armor type.
IntellectProvides a larger mana reserve for difficult pulls and longer fights. Extra reserve is useful when you need to cast continuously, but it cannot replace good target selection.
Spirit and mana regenerationSupport sustained recovery, with Reflection and Living Spirit making Spirit relevant to the selected build. Preserve recovery on long encounters rather than trading every point away for burst throughput.
Critical strikeBenefits direct healing, especially Regrowth alongside its talent. Evaluate it against healing power and recovery; periodic-heal coverage and direct-heal burst are different gearing demands.

Enchanting equipment

For inexpensive leveling preparation, Enchant Bracer - Inferior Stamina and Enchant Chest - Inferior Stamina add survival to equipment you expect to keep. Prioritize an important weapon or role-specific item upgrade before spending heavily on temporary armor.

Consumables and preparation

Mana Potion

Use a level-appropriate mana potion during a long fight while there is room in your mana pool for the recovery. Do not spend the cooldown at full mana.

Healing Potion

Carry a level-appropriate healing potion for an emergency when casting a heal would expose you to another hit.

Elixir of Wisdom

An early-level Intellect option for a larger casting reserve. Buy a small supply for dungeon runs before investing in more expensive endgame supplies.

Elixir of Greater Intellect

Use a later Intellect elixir when your level permits it and additional casting reserve is useful.

Nightfin Soup

A mana-regeneration food option for later content where it is obtainable. For low-level beta dungeons, carry affordable level-appropriate food and water rather than buying supplies you cannot yet use.

Useful profession pairings

Skinning and Leatherworking: turn the leather collected while questing into usable leather equipment. Compare each craft’s actual spell damage, healing or physical stats with the gear you already own before spending materials.

Herbalism and Alchemy: gather herbs along your quest route and keep a supply of mana and useful elixirs. The benefit is repeatable consumable access rather than an assumed exclusive profession damage bonus.

First Aid: keep bandages and healing supplies available even though you can heal. A recovery item can conserve the mana needed for shapeshifting or the next dungeon pull.

Skinning · Leatherworking · Herbalism · Alchemy · Recipe database · Camping buffs

Races and racial abilities

Night Elf: Elune’s Light is an offensive critical-strike cooldown; Shadowmeld is useful for avoiding an unwanted fight. Choose the racial for its practical tools rather than treating the original Classic racial package as unchanged.

Tauren: War Stomp gives a close-range emergency stun. Use it to interrupt pressure long enough to reposition or heal; Endurance adds survivability.

Skyborne: Wind Blessed supplies passive haste, while Elemental Insight helps against elemental enemies. High Order offers Read Ley Line for recovery; Windshaper offers Skysight for movement. Faction choice changes those tools.

Leveling and solo play

  1. For mostly solo questing, a damage-oriented Balance or Feral allocation is more efficient than investing every point into healing throughput. Carry healing gear so you can still heal an appropriate dungeon without turning every solo fight into a long spell exchange.
  2. For a dungeon-healing route, start with talents supporting cast reliability and Healing Touch, then buy the periodic-healing tools as their rows unlock. The shown level-30 build supplies exact points without pretending that Wild Growth is available at that level.
  3. Drink while the group is recovering, tell the tank before a pull if mana is low, and use spare time to refresh Mark of the Wild. Do not begin an optional damage cast when the tank is already taking a dangerous hit.
  4. Practice mouseover healing and visible party debuffs early. Learning which player needs the next global is more important than collecting a large number of unbound spell buttons.

Leveling routes and preparation · Dungeon entrances and level ranges

Useful macros

Mouseover Rejuvenation

#showtooltip Rejuvenation
/cast [@mouseover,help,nodead][help,nodead][@player] Rejuvenation

Heals a friendly mouseover, then a friendly target, otherwise yourself. The same targeting structure can be used for Regrowth and Healing Touch.

Emergency Nature’s Swiftness

#showtooltip Nature's Swiftness
/cast Nature's Swiftness
/cast [@mouseover,help,nodead][help,nodead][@player] Healing Touch

Combines the cooldown with a targeted emergency heal. If the client requires a second keypress for the heal, press it again while keeping the intended mouseover selected.

Strengths and weaknesses

Strengths

  • Healing while moving
  • Prepares for sustained damage
  • Instant emergency and group tools

Limitations

  • Effects can overheal low-damage targets
  • Channels need protection
  • Mana spent too early can be wasted

Common mistakes

  • Applying every heal before knowing who takes damage
  • Channeling Tranquility in an unsafe spot
  • Waiting for a slow effect when an instant heal is required

Full Restoration talent reference

Exact rank text and prerequisites from the calculator’s existing talent data. Use the interactive tooltip for additional ranks.

View every Restoration talent

Nature's Focus

Passive · Tier 1 · 5 ranks

Gives you a 14% chance to avoid interruption caused by damage while casting Arcane and Nature spells.

Furor

Passive · Tier 1 · 5 ranks

Gives you a 20% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 20% of the Energy you had when you were last in Cat Form, plus 2 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 20 Energy.

Naturalist

Passive · Tier 2 · 5 ranks

Reduces the cast time of your Healing Touch spell by 0.1 sec and increases all damage you deal by 1%.

Subtlety

Passive · Tier 2 · 3 ranks

Reduces the threat generated by your Nature and Arcane spells by 10%.

Natural Shapeshifter

Passive · Tier 2 · 3 ranks

Reduces the mana cost of all shapeshifting by 10%.

Reflection

Passive · Tier 3 · 3 ranks

Allows 17% of your Mana regeneration to continue while casting.

Gift of Nature

Passive · Tier 3 · 5 ranks

Increases the effect of all your healing spells by 2%.

Gift of the Earthmother

Passive · Tier 3 · 1 ranks

Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.

Tranquil Spirit

Passive · Tier 4 · 5 ranks

Reduces the mana cost of your Healing Touch and Tranquility spells by 2%.

Improved Rejuvenation

Passive · Tier 4 · 3 ranks

Increases the effect of your Rejuvenation spell by 5%.

Swiftmend

Active · Tier 4 · 1 ranks

162 Mana | 40 yd range | Instant | 15 sec cooldown

Instantly heals a target with an active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of one of those spells.

Nature's Swiftness

Active · Tier 5 · 1 ranks

Instant | 3 min cooldown

When activated, your next Nature spell becomes an instant cast spell.

Requires Naturalist

Living Spirit

Passive · Tier 5 · 3 ranks

Increases your Spirit by 5%.

Improved Tranquility

Passive · Tier 5 · 2 ranks

Reduces threat caused by Tranquility by 50% and its cooldown by 30%.

Improved Regrowth

Passive · Tier 6 · 5 ranks

Increases the critical effect chance of your Regrowth spell by 10%.

Requires Improved Rejuvenation

Wild Growth

Active · Tier 7 · 1 ranks

550 Mana | 40 yd range | Instant | 6 sec cooldown

Heals the target and their party for 285 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.

Requires Living Spirit

Changes from Classic

Changed talents and removed Classic talents
  • Nature's Focus — changed: Classic reference: Gives you a 14% chance to avoid interruption caused by damage while casting the Healing Touch, Regrowth and Tranquility spells.
  • Furor — changed: Classic reference: Gives you 20% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form or 40 Energy when you shapeshift into Cat Form.
  • Naturalist — changed: Classic reference: Reduces the cast time of your Healing Touch spell by 0.1 sec.
  • Subtlety — changed: Classic reference: Reduces the threat generated by your Healing spells by 4%.
  • Natural Shapeshifter — moved: Classic reference: Reduces the mana cost of all shapeshifting by 10%.
  • Reflection — changed: Classic reference: Allows 5% of your Mana regeneration to continue while casting.
  • Gift of Nature — changed: Classic reference: Increases the effect of all healing spells by 2%.
  • Gift of the Earthmother — new
  • Swiftmend — changed: Classic reference: an amount equal to 12 sec. of Rejuvenation or 18 sec. of Regrowth.
  • Living Spirit — new
  • Improved Tranquility — changed: Classic reference: Reduces threat caused by Tranquility by 50%.
  • Wild Growth — new

Removed Classic talents

Improved Mark of the Wild, Improved Enrage.

Sources and updates

12 October 2026: Expanded gameplay priorities, build allocations, cooldowns, mechanics, stats, preparation, racial choices, professions, leveling and macros. Level-60 builds are beta planning recommendations; live beta availability depends on character level.

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