PVE TBC Feral Druid Tank Guide (Short)

Welcome to our PVE Feral Tank Druid guide for WoW TBC. This guide will show you what you need to know to tank as a Feral Druid in dungeons and raids. This guide covers everything from talents to consumables. 

Talents

This is the standard tanking spec for Feral. It has all required Survivability and rage generation talents.

Feral Tank Druid Build

You could optionally trade change Intensity to Savage Fury if you are an off-tank and would like higher DPS.

Gems

Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.

Once your meta gem’s color requirements are met fill yellow sockets with blue or red gems.

Enchants

You may need to adjust your enchants to your gear. 

If you pick up enchanting you can benefit from Enchant Ring – Stats on both rings.

Consumables

Below is a list of consumables which help in any raid.

Professions

  • Leatherworking – This is a great choice for feral druids. It allows you to craft useful gear all the way through. You also benefit from Leg enchants. You can also increase your raid utility by crafting Drums of Battle.
  • Enchanting – Enchanting both of your rings will give you a boost plus you can save money enchanting your own gear.
  • Jewelcrafting – Great gold making choice and you can make your own gems early on. 
  • Alchemy – While an option, there are usually a lot of players selling potions. 

Stat Priority

Druids cannot parry or block, so if you have any items with Parry Rating or Block Rating on them, replace those ASAP.

There isn’t a tanking stat priority list, so I’m going to go over the important stats.

You will need a combination of Stamina, Defense Rating and Armor to survive.

  • Armor caps at 35,880 against bosses and 31,672 against level 70 mobs, this cap provides a 75% damage reduction.
  • Defense cap is 415

While Agility is a solid tanking stat it is even more important for the off-tank who can use it to increase their DPS.

These are the DPS stats and how they help you:

  • Critical Strike Rating – Increases your damage and threat
  • Strength – increases your damage and scales with buffs
  • Armor Penetration – increases your damage as well

Rotation

Demoralizing Roar and Faerie Fire (Feral) must be on the target at all times.

For threat use Mangle (Bear) and try to keep 5 stacks of Lacerate up.

Maul is your single target rage dump. You should use it when you have over 60 rage.

When pulling you can HoT yourself before the pull using Regrowth,  Rejuvenation and Lifebloom.

Once in bear form use Swipe to maintain threat.

Growl and Challenging Roar are used if someone pulls aggro off of you.

PVE TBC Feral Druid DPS Guide (Short)

Welcome to our PVE Feral Druid DPS guide for WoW TBC. This guide will show you what you need to know to play a Feral Druid in dungeons and raids. This guide covers everything from talents to consumables. 

Talents

This is a solid Feral Druid build,  it takes Feral Swiftness to maximize time on target. Feral Aggression has also been taken to increase the damage of Ferocious Bite. This is usable when the target is about to die and Rip will be ineffective.

Feral Druid Build – TBC

Gems

Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.

Enchants

You may need to adjust your enchants to your gear. 

If you pick up enchanting you can benefit from Enchant Ring – Stats oEnchant Ring – Striking on both rings.

Consumables

Below is a list of consumables which help in any raid.

Professions

  • Leatherworking – This is a great choice for feral druids. Allows you to craft useful gear all the way through. You also benefit from Leg enchants. You can also increase your raid utility by crafting Drums of Battle.
  • Enchanting – Enchanting both of your rings will give you a boost plus you can save money enchanting your own gear.
  • Jewelcrafting – Great gold making choice and you can make your own gems early on. 
  • Engineering – Not really worth it unless you are going to PVP.
  • Alchemy – While an option, there are usually a lot of players selling potions. 

Stat Priority

  1. Hit (9%)
  2. Agility
  3. Strength
  4. Critical Strike and Attack Power
  5. Haste and Armor Pen

Rotation

Feral actually uses a pretty simple rotation.

Power Shifting

To power shift, you shift out of your cat form and back in to gain energy. Furor gives 40 energy and is faster than waiting for it to recover naturally.

You should be able to shift four to five times in a two minute window. This will give you up to 125 energy which can translate to around 80 DPS.

This macro will help you shift back and forth:

/cast !Cat Form

PVE TBC Resto Druid Healing Guide (Short)

Welcome to our PVE Resto Druid healing guide for WoW TBC. This guide will show you what you need to know to play a Resto Druid in dungeons and raids. This guide covers everything from talents to consumables. 

Talents

This is the core build for Restoration Druids, this build’s main focus is Healing over Time. This build has 19 talent points left over for you to assign.

Core – TBC Resto Druid Build

Below is a finished build which takes Empowered TouchTranquil Spirit and Naturalist. Starlight Wrath has been taken for certain boss mechanics.

Finished – TBC Resto Druid Build

Gems

Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.

Enchants

You may need to adjust your enchants to your gear. 

If you pick up enchanting you can benefit from Enchant Ring – Healing Power on both rings.

Consumables

Below is a list of consumables which help in any raid.

Professions

  • Tailoring – Good for players just starting out, the Whitemend and Primal Mooncloth sets are great until T5.
  • Leatherworking – Allows you to craft gear such as Leather Chestguard of the Sun. You can also further increase your raid utility by crafting Drums of Battle.
  • Alchemy – Very good option because of Redeemer’s Alchemist Stone. You can also craft your own consumables which is nice.
  • Enchanting – Enchanting both of your rings will give you an extra 40 bonus healing.

Stat Priority

  1. Bonus Healing
  2. Spell Haste
  3. Spirit
  4. Intellect
  5. MP5

Rotation

Like most healers, Resto Druids work off of a priority list instead of a rotation.

You will be in Tree of Life most of the time.

Your main abilities are

Tank Healing

If you are assigned to heal the main tank, you want to keep 3 stacks of Lifebloom on him as well as a Rejuvenation or Regrowth depending on the amount of damage he is taking.

When your tank takes a lot of damage you can use Swiftmend or Nature’s Swiftness + Healing Touch to get him back up.

Raid + Tank Healing

Keep Lifebloom stacks on the tank with using Regrowth or Rejuvenation on the raid. When a burst of damage comes in you should use Swiftmend or Nature’s Swiftness + Healing Touch to smooth it out.

PVE TBC Balance Druid DPS Guide (Short)

Welcome to our PVE Balance Druid guide for WoW TBC. This guide will show you what you need to know to play the Druid class as Balance.

Talents

Balance Druids start off with mana issues but after getting some gear they are capable of very high DPS. Balance Druids bring a ton of utility to any raid. If you need the threat reduction you can go with 5/5 Subtlety. If threat isn’t an issue then you can increase your raid utility with Improved Faerie Fire and mana efficiency with 3/3 Moonglow.

Balance Druid Build TBC

Gems

Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.

Enchants

You may need to adjust your enchants to your gear. 

If you pick up enchanting you can benefit from Enchant Ring – Spellpower on both rings.

Stat Priority

  1. Hit (16% cap, 4% from Balance of Power)
  2. Spell Power
  3. Spell Haste
  4. Spell Crit
  5. Intellect
  6. Spirit
  7. MP5

Rotation

Raid Utility

Moonkins bring both solid DPS and lots of raid utility. Here is a list of utility they bring.

Professions

  • Enchanting – Allows you to cast Enchant Ring – Spellpower on each ring for 24 extra spell power.
  • Leatherworking – Allows you to craft gear such as the pre-raid Windhawk Armor set. You can also further increase your raid utility by crafting Drums of Battle.
  • Alchemy Sorcerer’s Alchemist Stone is worth considering. Considering the mana issues Balance Druids have being able to make your own consumables is a good idea.

 

TBC Druid Pre-Raid BiS

This is a Balance/Feral/Tank/Resto Druid Pre-Raid Best in Slot list for The World of Warcraft Burning Crusade expansion. This list will allow you to begin raiding Karazhan if you have an item from this list in every slot.

Select a specialization

Balance Druid

Helm

Neck

Shoulder

Back

Chest

Bracer

Hands

Belt

Legs

Boots

Rings

Trinkets

Idol

Main Hand

Off Hand

Two Hand

Feral (DPS) Druid

Helm

Neck

Shoulder

Back

Chest

Bracer

Hands

Belt

Legs

Boots

Rings

Trinkets

Idol

Two Hand

Feral (Tank) Druid

Helm

Neck

Shoulder

Back

Chest

Bracer

Hands

Belt

Legs

Boots

Rings

Trinkets

Idol

Two Hand

Resto Druid

Helm

Neck

Shoulder

Back

Chest

Bracer

Hands

Belt

Legs

Boots

Rings

Trinkets

Idol

Main Hand

Off Hand

Two Hand

TBC Tank Druid Guide

Bear tanking in patch 2.4.3 can be rough, due to an overall lack of starting gear at 70 among other things. This guide will outline how to best be prepared as a Feral Druid, mainly focusing on the tanking role of the spec. As you play a Feral, you may notice that you are a very desired spec in a raid environment. I can’t show any videos or pictures of the days that I played a Feral Druid on retail.

I retired when 3.0 went live, and before that I had been playing a Feral tank since approximately patch 1.9 (I remember Leader of the Pack and Moonkin Form being newly added, and Paladin talent trees being completely reorganized, which was the other class I played at the time), when Bears weren’t thought of as a viable tank. I only hope that I can guide first-time Ferals that don’t have the retail experience to fall back on.

Now before I kick things off, it should be noted that Feral is a spec that can be fallen in love with. If you are a Feral Druid at heart, stick a good “RAWR” in your post. Don’t be ashamed, it’s just the beast within you coming out!

Talent Builds

A few talents that should be pointed out that have a huge impact on a Feral, besides the obvious core talents, are Nurturing Instinct and Natural Shapeshifter. These 2 talents are vital for different purposes, Nurturing Instinct being a great talent for extra threat from self-healing at the beginning of a pull. And Natural Shapeshifter (in combination with Furor, which every Feral should have) is needed for powershifting to maximize dps. I will discuss more on powershifting later in the “Playstyle” section. These are a few sample builds (with descriptions) designed to fit the different playstyles of each individual Feral out there:

The Average Bear: http://db.excalibur.la/?talent#0ZehGsfroezioVxhz

This build is very well balanced, allowing for high-end brutal Bear tanking plus the devastating claws of the Cat for maximum dps. It sacrifices an incredibly small amount of survivability by having only 3/5 in Feral Aggression in order to obtain Natural Shapeshifter maxed on the Restoration talent tree. It lacks Nurturing Instinct, as this talent isn’t absolutely necessary for tanking anyways.

The Momma Bear: http://db.excalibur.la/?talent#0ZEhGsfrkezioVx0z

This build in almost entirely based around Bear Form, and has little room for talents that improve the Kitty within a Druid. However, even though Natural Shapeshifter isn’t included, it doesn’t mean that the Druid’s Cat Form isn’t useless with this spec. Nurturing Instinct 1/2 is included to help with initial threat at the beginning of a pull.

The Bear Cub: http://db.excalibur.la/?talent#0ZxhGsfrRezioVxuz

This build is mostly designed for 5-man dungeons, however it can be used for raiding. The Kitty Form with this spec is extremely powerful, but lacks a hard hitting burst finisher due to 0/5 points in Feral Aggression. This is something that can be worked around, especially when Cat Form will hardly be used when doing 5-mans.

The Curious Kitty: http://db.excalibur.la/?talent#0ZE0MsfrRedioVxhz

This build is completely focused around that precious Kitty Form that most Ferals wish they could use more often in PvE. No tanking with this build, since that Bear becomes very soft without Thick Hide. If you are in a raid core that doesn’t have the need for a dps that can shove tank gear on and become a meat shield, then this is a great spec.

The Beast: http://db.excalibur.la/?talent#0zoZxGMsfrRxuioVxhz

This build is obvious, PvP your heart out and rip your enemies to tiny shreds! Feral Druids lack a slowing effect in TBC, but it doesn’t stop them from having an incredible amount of control and mobility to make up for it. Pounce, Maim, Dash, Feral Charge, Bash, Nature’s Grasp, and Cyclone all have high potential when a Feral dominates their opponent by making use of quick shapeshifts with superior mobility while dealing large amounts of damage.

Stat Priority

I will only list the stat priority list for the fellow Bears out there, since this topic is designed to help Feral tanks eager to learn the spec. Some things that everyone should know about a Feral Druid’s mechanics are that they only need 415 defense to be immune to criticals (200% damage) due to Survival of the Fittest. Agility gives more dodge chance per point than Dodge Rating, in addition to also giving crit chance and a small amount of extra Armor. Also, Druids are capable of achieving the armor cap for players once they are in T6. The Armor soft cap is 31,672 against trash mobs (level 70) and the hard cap is 35,880 against bosses (level 73). The soft cap should be aimed for immediately, but until you reach the hard cap, Armor increasing buffs such as Inspiration and Ancestral Healing will help fill the gap. Armor is a high priority since druids aren’t capable of being immune to crushing blows (150% damage). Expertise is good for every tank, since it increases threat and reduces the amount of parry-hasted attacks you receive from a boss. The expertise soft cap is 26, which negates all dodges but leaves parry on the table still yet. Don’t worry about trying to reach the expertise hard cap (eliminating parried attacks), it’s impossible to reach in TBC. Though you won’t be aiming for hit cap, I figured it would be good to state that the hit cap for druids, along with all other melee classes and hunters, is 9%. Classes that dual-wield can go over the hit cap without wasting stat points since it’s only their soft cap, however anything that doesn’t dual-wield will waste stats if they go over the cap. Here is the stat priority list:

1: Defense Rating – Stack this until you reach the cap.

2: Armor – Your eventual goal is to be Armor capped, so aim high.

3: Stamina – This along with Armor are the only ways a druid can counteract crushing blows.

4: Agility – This stat should be second to Stamina when gemming (after reaching defense cap).

5: Expertise Rating – Reduces the chance that the enemy can dodge or parry you, increasing your threat and survivability.

6: Dodge Rating – Though not as valuable as Agility, it’s good to have on non-leather gear.

7: Hit Rating – Not hitting an enemy can cause a load of problems, primarily loss of threat.

8: Crit Rating – Good for boosting threat and maintaining a healthier rage bar.

9: Strength – Threat increasing stat that scales with raid buffs, making it very attractive.

10: Armor Penetration – Great threat boost, this will be on many high-end pieces of leather gear.

11: Haste Rating – Should be generally avoided if you have a low amount of Expertise Rating.

12: Intellect – Increases the amount of times you can shapeshift during a fight, not as important for tanking as it is for dps.

Gearing Up

This is a short section that I will use to simply outline the type of gear that you will want to aim for as a Bear. One of the first things that you’ll want to do is obtain an entire set of leather gear that has bonus Armor (Armor text will be in green). A great set of pre-raid gear for a Bear is the Heavy Clefthoof set. Every tier set for Ferals has bonus Armor, along with many other leather and cloak raid drops. Another priority in gearing up is to obtain a “Feral Staff” or a “Feral Mace”. These are weapons that specifically give bonus attack power in your Feral forms. A good starter weapon to aim for is the Earthwarden, which is from exalted with Cenarion Expedition reputaion. Now then, one of the hardest parts about gearing a Feral Druid is obtaining necklace, cloak, rings, and trinkets which do not have Parry Rating, Block Rating, or Block Value on them. These stats do absolutely nothing for a Bear, so it should be common sense to avoid them at all costs. A good trinket to shoot for when first beginning the gearing process is the Badge of Tenacity, since Armor and Agility are such attractive stats. And finally, since a Druid is one of the 3 hybrid classes (other 2 being Paladin and Shaman), you will be needing a Relic. Druids use Idols in the Relic slot, and the best one possible to get as a Bear is the famed Idol of Terror. This is your easiest best-in-slot item to obtain as a Feral Druid, only costing 20 Badges of Justice. When socketing your gear with gems, the best meta gem to use is either Tenacious Earthstorm Diamond because of the Defense Rating or Powerful Earthstorm Diamond for the extra Stamina.

Enchants

Something that many people may not know about enchants for a Feral Druid is that anything that affects your weapon damage (+7 weapon damage for example) or chance on hit procs (Mongoose for example) will not work in Feral forms. So, that narrows down your weapon enchant selection to only one option. Also, I list Boar’s Speed as the best boots enchant because it’s only 3 Stamina less than Fortitude and makes up for the loss with a minor run speed increase. Here is the list of best available enchants for a Feral Druid:

Head: Glyph of the Defender – Revered with Keepers of Time.

Shoulder: Greater Inscription of Warding or Greater Inscription of the Knight – Exalted with either Aldor or Scryers respectively.

Cloak: Greater Agility – 310 Enchanting.

Chest: Exceptional Stats – 345 Enchanting.

Bracer: Fortitude – 350 Enchanting.

Gloves: Superior Agility – 300 Enchanting.

Leggings: Nethercleft Leg Armor – 365 Leatherworking.

Boots: Boar’s Speed – 360 Enchanting.

Ring: Stats – 375 Enchanting (self-enchant only).

Weapon: Major Agility – 360 Enchanting.

Playstyle

Not every Bear or Kitty plays the same. However, every one of them knows what their job is – ripping everything to shreds that gets in their way of epic loot! Bears operate much like a Warrior when tanking, having to prioritize debuffs on the enemy while maintaining a good amount of threat. So, without further ado I present to you the priority system:

Demoralizing Roar > Lacerate > Mangle > Faerie Fire

During tough situations, a Bear doesn’t have many options for survival. Depending on whether you are being directly attacked, you may be able to shift into caster (don’t worry, you won’t be out of Bear Form long enough for anyone to notice) and use Barkskin. Also, Barkskin can be used directly before a pull to reduce damage for a few seconds. Bears also have Frenzied Regeneration, which is a decent heal and the only survival cooldown available without shifting out of Bear Form. The downside to using this ability is it consumes rage, so you don’t want to use it unless you know that you can maintain threat for the few moments that it will cause you to be rage starved. Rage starvation is a very bad thing, so be kind and feed the Bear as many hits as he or she can eat.

As a Kitty, a very intriguing part of the playstyle is the art of powershifting. By shifting out of Cat Form and then back in when your energy supply hits rock bottom, a Feral Druid with the Furor talent is able to gain 40 energy for the cost of a little bit of mana. This should be done between energy ticks, so that you don’t lose 20 energy while in caster form.

Useful Macros

Ah, my favorite part of this game’s mechanics. Macros are very important, and depending on your playstyle, you may find yourself with a full list of macros on your Feral Druid before you know it. When making a macro that you wish to use trinkets in, you can simplify it by using numbers 13 and 14 since they are the corresponding numbers for your trinket slots. Here are some very good macros that I have used for a long time:

#showtooltip Dire Bear Form(Shapeshift)
/cancelaura Dire Bear Form
/cast [nomodifier] Dire Bear Form(Shapeshift)

#showtooltip Cat Form(Shapeshift)
/cancelaura Cat Form
/cast [nomodifier] Cat Form(Shapeshift)

#showtooltip
/cast [form:1] [form:3] Faerie Fire (Feral)(Rank 5); [noform] Faerie Fire

#showtooltip
/startattack
/cast Mangle (Bear)(Rank 3)
/cast !Maul

#showtooltip
/startattack
/cast Lacerate

#showtooltip
/cast [stealth] Pounce; [nostealth] Maim

#showtooltip
/cast [stealth] Ravage; [nostealth] Shred

#showtooltip
/cast Tiger's Fury
/use 13
/use 14

Also, you can use macros to instantly switch Idols for use with different abilities. Equipping an Idol of the Raven Goddess prior to shifting into an affected form allows the bonus to remain, even after equipping a different Idol while in that form. Here’s the ones that are valuable for Ferals:

#showtooltip Dire Bear Form(Shapeshift)
/equip Idol of the Raven Goddess
/cast Dire Bear Form(Shapeshift)

#showtooltip Cat Form(Shapeshift)
/equip Idol of the Raven Goddess
/cast Cat Form(Shapeshift)

#showtooltip Mangle (Bear)(Rank 3)
/equip Idol of Terror
/startattack
/cast Mangle (Bear)(Rank 3)
/cast !Maul

#showtooltip Mangle (Cat)(Rank 3)
/equip Idol of the White Stag
/cast Mangle (Cat)(Rank 3)

#showtooltip Lacerate
/equip Idol of Ursoc
/startattack
/cast Lacerate

#showtooltip Rip
/equip Idol of Feral Shadows
/cast Rip

#showtooltip Rake
/equip Idol of Savagery
/cast Rake

#showtooltip [stealth] Ravage; [nostealth] Shred
/equip [nostealth] Everbloom Idol
/cast [stealth] Ravage; [nostealth] Shred

Your Role in the Raid

There are a few reasons why a Feral Druid is such a desired spec to have in a raid:

1: You are the most versatile spec in the game, capable of fulfilling 2 roles in a raid using the same spec.

2: Leader of the Pack, it’s what every melee and hunter dps will absolutely love you for.

3: Mangle applies a debuff that increases bleed damage by 30%, which rogues and warriors in the raid will enjoy mildly.

In addition to these perks, playing a Feral is very fun and rewarding. And of course, the number 1 rule of raiding as a Feral Druid: You must always remain in a Feral Form for fear that your clothes have disappeared somehow… Buffing, battle resurrection, using Barkskin, drinking a potion, or mounting up are the only excuses for breaking this rule!

TBC Resto Druid Guide

Let’s start with the abbreviations you need to know when playing a Restoration Druid:

HoT – Heal over time. The phrase HoTs is used as a gathering umbrella for spells that include a Healing over Time component, after you have finished casting. Examples: Lifebloom, Rejuvenation, Regrowth.

FSR – Five Second Rule. Every time you finish casting a spell (except NS), you now have 5 seconds until your Spirit will regen as it does normally. Being “within the FSR” means that you have casted a spell, and now do not have full Spirit regen.

HPS – Heal per second. Means how much a healing spell heals per second. For example, your rejuvenation ticks for 999 every 3 seconds. The spell has a HPS of 333. If the spell is not a HoT spell, HPS is identical to HPSC.

HPSC – Heal per second casting. Means how much a healing spell heals in total, per second you spend casting. For example, a spell heals for 3000 and you spend 3 seconds casting. The spell has a HPSC of 1000.

HPM – Heal per mana. Means how much each mana point you spend on a spell, heals the target. For example, a spell costs 100 mana and heals for 1500. The spell has a HPM of 15.

HPT – Heal per tick. For example, your rejuvenation heals a target for 1200 over 4 ticks and 12 seconds. The HPT is 300.

GCD – Global Cooldown. Instant cast spells cause a 1.5 sec cooldown on all spells. This cannot be improved by spell haste rating, but can be improved by shaman Blood Lust.

Overhealing – How much of your healing done with one or several spells that “overheal”, ie lands on the target but does not do any good because it is already at full health. For example, a spell that heals a target for 3000. The target only needs 1000 healing done to be at full health. The Overhealing is 2000, or 66%.

Effective Healing – Raw healing minus Overhealing. In essence, how much you actually healed your targets.

Downranking – Generally refers to using lower ranks of a spell to get a higher HPM at the cost of a lower HPSC.

Restoration Druid – A druid healing using mainly the Restoration Tree, and most of the time Tree of Life (see The Talents).

Dreamstate Druid – A druid healing using a mix of the restoration and balance tree (see The Talents).

NS – Nature’s Swiftness. A 21point talent in the restoration that all full-time healing druids will have. It makes your next nature spell instant cast (All healing spells are nature).

NG – Nature’s Grace. A talent in the balance tree that, on a critical spell strike, reduces the cast time of your next spell with 0.5 seconds.

ToL – Tree of Life, a 41 point Shapeshift form in the restoration tree that disables Healing Touch and Abolish Poison and Remove Curse, decreases HoT mana costs by 20%, and gives an aura to your Party which increases healing on party members by up to 25% of your spirit. See Tips&Tricks for an exploit.

Stats

+Healing done by spells and effects – the single most wanted item stat for any Resto druid. It scales extremely well (see “The Skills”) and it is also hard to increase by Pots and buffs. This is the MAIN stat of your resto druid, and every upgrade should be considered from that viewpoint.

Spirit – only works when you are outside the FSR rule, or at 30% efficiency while you are thanks to a talent. Spirit also stacks well with Blessing of Kings (unlike +healing and mp/5s) and also buffs your ToL aura and your +healing if you have a priest doing Divine Spirit. Since 2.3 patch, it is overall better than mp5 when it comes to raiding. See addons for Fubar_Regenfu for measuring FSR.

Mp/5s is the third stat that any resto druid should look out for. As a resto druid, you will seldom find yourself outside the FSR rule – which means that mp5 (which always works) is a good way to regen mana. The best way to regen mana is in fact MP/5s (but Spirit wins overall due to blessing of kings, divine spirit and ToL aura). Usually, keeping a 10:1 ratio between +healing and mp/5s while casting (check your Character Info panel in game) is a good idea to have unbuffed.

Stamina – is not to be underestimated in any way. Many encounters require it, and you should have it. Either at all times, or on a separate, healing-gimped stamina set (like PVP items).

Stamina is not to be underestimated in any way. Many encounters require it, and you should have it. Either at all times, or on a separate, healing-gimped stamina set (like PVP items).

Intelligence – the waste stat. If I could take all my intelligence and convert it to something useful, I would. In boss encounters, you almost always regen so much mana, that any Int you have is so dwarfed that you may start to cry. DO NOT CONSIDER THIS A HEALING STAT (unless you refuse to leave the balance tree and stick with Dreamstate).

Damage – There is only one encounter in the TBC Endgame that needs you to do damage, and even then it can be bypassed. Any item with +damage instead of “+healing and damage”, is a bad item to heal in unless you cannot find anything better. +damage costs a LOT of “item points”, and will not work for healing in the long run.

Spell Haste – The bottom of the barrel. It does NOT affect global cooldown, and is almost completely wasted on a Resto druid.

Talents

Dreamstate Build – Instead of relying on HoTs, this build focuses on giving Healing Touch all the boosts it can get, in order to spam it. This build also has better mana regen than a resto build due to Dreamstate, but in the end suffers from poor Mana efficiency and relies overly on slow antiquated heals. In other words this is a MT Healing Build. I don’t recommend this build in PvE situation due to missing a lot of good talents in the Restoration Tree.

Resto Dreamstate build

Restoration Build – Instead of relying on HT, this build focuses on giving HoTs all the boosts they can get, in order to spam it. This build also has better mana efficiency than a dreamstate build due to Tree of Life, but in the end suffers from poor measurable Overhealing and relies overly on slow Heal over Time spells.

Skills

Rejuvenation – The instant cast HoT ticks 4 times over 12 seconds, the first tick 3 seconds after the cast. Rejuvenation can be used up by Swiftmend.

Regrowth – A 2 second cast spell with a direct heal component and a 21 sec HoT ticking every 3 sec for a total of 7 ticks. The first tick is done 3 seconds after the direct heal has landed (5 seconds after you started casting). Gains a total of 53% crit from talents. Regrowth can be used up by swiftmend.

Swiftmend – An instant cast spell with a direct heal component. Requires a Regrowth or Rejuvenation on the target to work properly. Consumes the Regrowth or Rejuvenation on the target when used. Always chooses the HoT on the target with the least time remaining until it expires. For maths, remember that using Swiftmend has an additional cost in the HoT it consumes which will not tick. Healing done by Swiftmend is decided by your talents and healing, not by the one who casted the HoT.

Lifebloom – An instant cast spell with a 7 sec HoT duration, with ticks every second. At the end of the 7 seconds, a “bloom” heal is applied. Lifebloom also stacks up to 3 times. With 2 stacks, the ticks are doubled in strength. With 3 stacks, the ticks are tripled in comparison to 1 stack. The “bloom” heal is always the same, no matter how many stacks. The “bloom” heal’s crit rate is decided by your target’s chance to Critically Strike with spells. Recasting a Lifebloom on a target resets the Lifebloom duration. For Mathematical analysis, the “bloom” is always attributed to the first stack. Remember that (just as Swiftmend) recasting (stacking) Lifebloom before it has expired on a target has an additional cost in the ticks that will now not tick. For maximized mana efficiency, Lifebloom should be renewed after 6 seconds have passed on the HoT duration.

Healing Touch – A 3 second cast heal with only a direct heal component. Famous for “downranking” to gain mana-efficiency.

Lifebloom stacking is by far the best way to gain mana efficiency and HPSC on a target that will keep taking damage

— A single Lifebloom is excellent (high HPSC, high HPM, moderate HPS) to restore health to targets that are lightly damaged. One Lifebloom is good. Two are bad.

Rejuvenation isn’t good at anything, more of an all-rounder (slightly higher HPSC than one stack of lifebloom, but worse in all other aspects).

Healing Touch scales very bad with +healing, and is left behind in all aspects as gear improves. It is purely for dealing with Spike damage on a single target.

Regrowth has the highest HPSC of all healing spells (excempt Lifebloom stacks). However, it has a low HPS, and pays for its high HPSC by having a terrible HPM (almost as bad as HT!).

Swiftmend remains a situational spell, to use only if a target has a consumable spell, and is in danger – however it does have a relatively high HPS and HPM (not included lost ticks from consumed spell)

— Out of all the spells, Lifebloom scales the best with improved gear, whether you stack or not.

Skills and when to use them

Given the information above , I can state that:

– If a raidtarget took a hit, use a single Lifebloom, and let the final heal Bloom.

– If you heal the tank, keep 3 stacks of Lifebloom at all times on MT

– If you need emergency healing or if many are low on health, I use Regrowth

– If I need emergency healing, I use Switfmend if possible

– if the target already has Lifebloom and I need a bit more punch, I use Rejuvenation if the bloom was just cast, or a 2nd stack if it is almost over.

Spell rotations

Spell rotations are mostly used in conjecture with Lifebloom rolling. Basically, it is a phrase to indicate that you now have a limited amount of GCD to use in order to keep Lifebloom up, and you wish to make the most of it. Given that Lifebloom rolls should be refreshed every 6-6.5 seconds, we are given a certain amount of GCD to use for other stuff. For example, if you are using Lifebloom rolls on two tanks, your spell rotation would look something like:

1st GCD (1.5 sec): Cast Lifebloom on tank 1

2nd GCD (3 sec): Cast Lifebloom on tank 2

3rd GCD (4.5 sec): Cast

Rejuvenation/Swiftmend/Lifebloom/NS+Regro on random target.

4th GCD (6 sec): Cast Rejuvenation/Swiftmend/Lifebloom/NS+Regro on random target.

And then you would start over, because by then the Lifebloom rolls are expiring on the tanks.

If you are only healing 1 tank, that leaves you with 3 GCD, or if you wish, a Regrowth and 1 GCD.

If you are only healing 2 tanks, it is common practice to spread your Rejuvenations to the 4th GCD and leave the 3rd open for Swiftmends/Raidtarget Lifeblooms. In your first rotation, you put a Rejuvenationon one of the tanks, and in the second rotation, you put it on the other.

If you are only healing 3 tanks, you basically have to refresh Lifebloom rolls most of the time, and only on the 4th GCD can you do anything else.

If you are healing 4 tanks, you will have no time to do anything except refresh the Lifebloom rolls.

These factors also need to be understood when it comes to dealing with Lifebloom rolls that accidentally expired before they should have. If you are healing 2 tanks, you can put up a 3 stack Lifebloomimmediately on the 2nd tank after you have refreshed the roll on the 1st. If you are dealing with 3 tanks, you will have to spread out the stacks over 2 rotations. If you are dealing with 4 tanks, you will have to spread out the stacks over 3 rotations. This is done so you do not get more expired rolls. Making new rolls of Lifebloom must also be considered from a trinket point of view, to make sure that you get the highest possible HPS and HPSC and HPM from your rotation.

Intentionally expiring the rolls is another point of discussion. Essentially, it depends on how many tanks you are rolling Lifeblooms on, as that will also determine the time it takes to reapply a full stack. If you are dealing with a 2 tank scenario, and one tank will not take damage for 20s or so, I recommend that you let his bloom expire. If healing 3 tanks, the same number would be somewhere around 30-40s.

Note that, unless you are healing 4 tanks, you don’t have to use every GCD for a spell. The GCDs put the upper limit on spell rotations, but the lower limit is determined by the amount of tanks (healing 2 tanks – then you MUST use at least 2 GCDs every rotation).

Gear Guide —————————————————-

This can be left to some debate with certain pieces out of date atm. But the best gear guide that I agree with I found here. http://druid.wikispaces.com/Healing+Gear+List

Simply Edit it for available content and raid needs.

Lifebloom Rolling is what you call it when you have one Lifebloom that you try to keep up as long as possible on a single target taking a lot of damage. The reason is Mana efficiency and Healing output over time weighted against GCD is EXTREMELY good. Lifebloom rolling means you start with 3 stacks, and then refresh it every time 6-6.5 seconds have passed.

Know when to use Regrowth, and when to use Lifebloom, and when to use Swiftmend, and when to use NS, and when to use Rejuvenation.

I cannot stress this enough. Regrowth = Expecting more incoming damage on the target, and he is already low.

Lifebloom = target moderately or lightly wounded (or Rolling, see above).

Swiftmend = You have a Rejuvenation or a Regrowth on a target that is almost dead, and you need instant healing.

Nature’s Swiftness = You are absolutely convinced that the target will die within the next second if you don’t save him.

Rejuvenation = only use if you expect a target to take damage over 12 sec instead of 7 sec (Lifebloom), and only use on tanks if they already have Lifebloom and Regrowth on them. The type of the fight is also of great concern – is it a fast fight? Then you don’t need mana. Is it a 10 minute enrage timer that you barely can manage? Then Lifebloom is king.

The experience of a healer matters.

The only way to really learn how to heal good, is to

1. Raid a lot.

2. Analyze how your raid healers behave, and fill in the gaps. That is all that HoTs can do. That is what druids can do better than anyone.

Bring consumables to all encounters that require it.

Flask of Mighty Restoration

Superior Mana Oil

Golden Fish Sticks

Blackened Sporefish

Super Mana Potions

Gems & Enchants

Gems :

MetaBracing Earthstorm Diamond

Red – Teardrop Crimson Spinel 22 healing + 8 spell damage (No longer exists due to Cataclysm and changes to Wowhead)

Blue – Royal Shadowsong Amethyst (No longer exists in the game due to Cataclysm and changes to Wowhead) 11 healing + 4 spell damage + 2 mp5

Enchants

Head – Arcanum of Renewal (35 healing + 12 spell damage + 7 mp5 , requires Revered Reputation Level with Thrallmar)

Shoulders – Greater Inscription of the Oracle (6 mp5 + 22 healing)

CloakEnchant Cloak – Major Resistance

ChestEnchant Chest – Major Spirit

Wrist – Enchant Bracer – Superior Healing (30 healing + 10 spell damage)

Hands – Enchant Gloves – Major Healing (35 healing + 12 spell damage)

Legs – Golden Spellthread (made by Tailoring – 66 healing + 22 spell damage + 20 stamina)

Feet – Enchant Boots – Vitality

Rings (Enchanters only) – Enchant Ring – Healing Power

Weapon – Enchant Weapon – Major Healing

Tips & Tricks

Use the right idol is something you cannot stress enough. Each idol available gets you an additional 2-3% on all healing spells you can use. Harold’s Rejuvenating Broach also buffs Swiftmend, if you are using it on a Rejuvenation spell.

Use Tree of Life aura as a tool, not as something you paid for but want to return. It has its uses. Find them. For example, it is a great aura on Gurtogg Bloodboil, or High Warlord Naj’Entus.

Ask the mages to buff Amplify Magic if someone won’t take magic damage. It adds +230 healing done to every spell on that target.

Innervate is not just a boss spell – use it to clear trash faster. The faster you clear trash, the more time you have on bosses. If you don’t need your innervate in a fight, then someone else can use it.

Rejuvenation+Swiftmend is usually not a good idea, but may be required if you are moving in a boss fight. Cast Rejuvenation and then immediately cast Swiftmend. Some 3k healing in 1.5 sec cast time (3 sec GCD).

NS and switching out of ToL usually works wonders

Macro :

/cancelform

/cast Nature’s Swiftness

/cast Healing Touch and spamclick. However, keep in mind that a NS+Regro+Swiftmend will cost less if you are going to switch back into ToL. Also remember to keep any interface modifications from automatically switching idols when you leave the ToL, causing a GCD.

Omen of Clarity and Thorns – use it. It costs nothing of the mana you use in combat, and even a few thousand extra threat points in combat may be the difference between a wipe and a kill. OoC is great for those times when you have a moment and not casting anything – throw a few melee swings, preferably with your staff. If your OoC procs clearcasting, your next spell is free and does not start FSR.

Professions are a great way to get healing gear – specifically Tailoring. Grind the mats in feral before you turn 70, and then purchase what you can to craft Whitemend and Primal Mooncloth. You will be hard pressed to replace it for stamina gear, but not before start of Hyjal Summit / Black temple. Yes, they really are that good.

Interface Options has a cool feature in the bottom right corner of the “Advanced Options” tab. It displays healing like damage is usually displayed on screen. The option is called “Show Healing”.

Credits go to :

-Druid Wiki

-<GetSmart>

-GuildLaunch