WoW Forever Restoration Druid — Specialization Changes
Specialization Overview
Healer. On top of direct heals and heal-over-time effects, Restoration gained Wild Growth — periodic healing spread across the target's whole group — and a faster chain of instant spells. An already-ticking
Rejuvenation or
Regrowth lets
Swiftmend close a sudden drop in health without a setup cast.
Class Changes
Wild Growth Follows the Target's Group
Wild Growth heals the target and its group over seven seconds; allies must be within 43 meters of the target. The healing is stronger at the start and tapers toward the end. Pick a target in the group that actually took damage and that the spell will really cover, rather than just the lowest health bar in the whole raid: the spell follows the target's group, it does not seek out the most wounded across the raid.
Gift of the Earthmother shortens the global cooldown on
Rejuvenation,
Swiftmend, and Wild Growth by half a second. That lets you land one instant heal after another more quickly — valuable during spread damage and while moving. The shorter delay helps you reach the next wounded ally sooner, but mana also drains faster on that kind of chain.
Swiftmend and Direct Healing
Swiftmend heals a target that has an active
Rejuvenation or
Regrowth for the amount of that spell's full periodic healing. In Classic the effect was consumed outright and delivered a fixed 12 seconds of
Rejuvenation or 18 seconds of
Regrowth. Keep a suitable effect on whoever is most likely to need emergency help, so that
Swiftmend is ready for a health drop, rather than spending the first global cooldown of an emergency on setup.
In Classic, Restoration either healed with downranked
Healing Touch to save mana or built around
Regrowth with
Improved Regrowth and
Nature's Grace. In Forever, direct healing stayed alongside the new group effect:
Nature's Swiftness makes your next Nature spell instant, and Naturalist shortens
Healing Touch. Keep these direct tools free for damage that will not wait for ticks.
Improved Regrowth gives
Regrowth a chance for a critical effect, and
Gift of Nature boosts healing overall. A tank who already has
Rejuvenation or
Regrowth ticking can be given
Swiftmend right away, while
Healing Touch covers the damage that continues afterward.
Mana Regen, Tranquility, and Windows for Damage
Reflection keeps part of your mana regeneration going while you cast, Living Spirit adds Spirit, and
Tranquil Spirit lowers the cost of
Healing Touch and
Tranquility.
Improved Tranquility reduces both the threat and the cooldown of
Tranquility, which lets you use the channel more deliberately. Pick a window where you can hold to the end: an interrupted channel loses the very healing you started it for, no matter how efficient the full calculation looked.
Naturalist also increases all the damage you deal, and healing gear grants a third of its value as bonus damage. For a healer that is a noticeable boost in solo play and during safe lulls in a dungeon. Keep such casts subordinate to your mana pool and the damage ahead.
Moonfire can keep dealing damage while you return to healing, including critical ticks.
Insect Swarm can do the same, but requires an investment in Balance: unlike the Classic Restoration talent, it now needs at least 16 points in the Balance tree. Together with the 31-point Wild Growth, that leaves only four points for everything else in a 51-point build. Apply heal-over-time effects to enemies that will live long enough to take the ticks.
Core Ability Overview
Wild Growth
Instant periodic healing on the target and its group over seven seconds. It heals more at the start, so it is used preemptively rather than at the very last moment.
Rejuvenation and Regrowth
Rejuvenation is a cheap heal-over-time effect and the prime candidate for
Swiftmend.
Regrowth combines an instant portion with a continuation and gains a chance for a critical effect from
Improved Regrowth.
Swiftmend
Swiftmend turns an active
Rejuvenation or
Regrowth on the target into instant healing. A pre-applied effect is itself the preparation for an emergency.
Healing Touch
Healing Touch is a heavy direct heal, shortened by Naturalist and made cheaper by
Tranquil Spirit. Together with
Nature's Swiftness it covers damage that will not wait for ticks.
Tranquility
Tranquility is a channel over the group.
Improved Tranquility lowers its threat and cooldown, but the channel needs to be carried through to the end.
Group Support
Innervate returns mana to an ally,
Rebirth raises a fallen ally right in combat,
Mark of the Wild and
Thorns buff the group, and
Remove Curse and
Cure Poison clear curses and poisons.
Damage Between Heals
Moonfire keeps dealing damage while you heal, and
Wrath covers quick casts. Naturalist raises all of your damage, and part of the healing power from your gear also goes into damage.
Talent Overview
The Restoration tree holds exactly 51 points — the whole budget goes into it entirely, leaving no spare points for the neighboring trees.
This is not a finished leveling build. It is only an example of point distribution for familiarization.
Talents
Weapon Choice
A healer's weapon is stats. A staff or a one-hander paired with an off-hand is chosen by healing power, Intellect, and Spirit; damage per hit does not matter.
Healing power is the main stat, but it needs to be counted separately: one part goes into the volume of heal-over-time effects, the other into direct spells. A build around Wild Growth and
Rejuvenation values the former, while a build around
Regrowth and
Healing Touch values the latter.
Spirit and mana regeneration matter because of
Reflection and Living Spirit: part of your regen keeps working even while you cast. Intellect gives a mana buffer for a long fight, and
Tranquil Spirit removes part of the cost.
Crit is not useless for this tree, but it is narrow:
Improved Regrowth gives a chance for a critical effect specifically to
Regrowth. If you heal mostly with heal-over-time effects, crit loses out to healing volume and mana regeneration.
And separately about damage: Naturalist raises all the damage you deal, and healing gear adds a third of its value to damage. You do not need to assemble a separate damage set for this — it is a bonus on top of what you already have.
Author
Fouren
Fouren has been playing World of Warcraft for over 15 years. He is an active player with 12 Cutting Edge achievements under his belt, and has reached the top 1% and 0.1% multiple times on various classes. His main classes are healers, particularly Holy Paladin.



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