Restoration is an absolute bonkers healer in WoW: Forever that comes with a tool for every job. In this guide I will show you how to play a setup that's primarily focused on healing, but thanks to the new
Druid talent trees we actually still get a few tools for solo World Questing. However this is a healing build, and I highly suggest you opt into Duel Spec at level 40. More info about Duel Specing will be at the bottom of the talent page!
Talent Order
Restoration Tree
5/5
Nature's Focus: Getting a 70% chance to avoid spell push back on both our healing and damage spells is very nice for both healing parties and for Solo Questing. It allows us to face tank mobs as we dps them down in the world, and in parties if we get aggro this talent allows us to still get our spell casts off.
5/5
Naturalist: We are taking this talent primarily for the 5% damage, although the reduced cast time on
Healing Touch is a nice bonus. This 5% damage applies to literally everything, meaning we are free to dps in whatever way makes sense. If we pull multiple enemies we can
Moonfire them and then go
Bear Form to
Swipe them down. If fighting one enemy we can just spam
Starfire and burn them down. This talent even applies to our basic attacks, meaning we can even just stay human form and staff bash down enemies.
3/3
Reflection: Keeping 50% of our mana regen going at all times is just amazing. Like our previous talents, this is extremely effective both for healing parties and for Solo Questing. This talent is amazing for both long, extended fights but also for easy encounters as we can convert this extra mana into damage. For Solo Questing this talent gives us fantastic uptime, allowing us to clear several more enemies without drinking.
2/5
Gift of Nature: Getting 4% more healing on all effects is a nice bonus that in my opinion outweighs
Gift of the Earthmother, at least at this early stage.
Druid has so much healing throughput that getting out your heals faster will rarely be the deciding factor in wipes. More often than not, mana efficiency will actually be what determines party wipes. Because of this, extra healing is more powerful than reduced global cooldown.
1/1
Swiftmend: An instant cast burst heal with fantastic mana efficiency. This will be your highest priority single target heal after
Regrowth, and unlocking this talent represent a significant power spike. Generally your best target will be
Regrowth, but if you have
Improved Rejuvenation then at certain levels
Rejuvenation will actually be slightly stronger. Just check the tooltip values and whichever is higher is your preferred target.
5/5
Gift of Nature: At this point we round out
Gift of Nature for a total of 10% increased healing. Great for both raw healing per second but also for mana cost efficiency.
1/3
Improved Rejuvenation:
Rejuvenation is a solid instant cast spell and at times will actually pass
Regrowth for our
Swiftmend target.
1/1
Nature's Swiftness: This typically be used to make our
Healing Touch instant cast, but we can also use it to make
Entangling Roots instant.
3/3
Improved Rejuvenation: Rounding out this talent will make our
Rejuvenation even more powerful. This is valuable because we can preemptively
Regrowth and
Rejuvenation the tank and then let our mana regen, which allows us to stay way ahead on healing and stay very mana efficient.
2/2
Improved Tranquility: Tranquility is mana efficient when just healing just two targets, and is also already hps efficient around 3 targets. If your whole party is losing health,
Tranquility is unbelievably strong for its mana cost. However, a major draw back of
Tranquility is that it generates a TON of threat. Adding to this threat problem, its also most powerful after your tank has already lost control of the pack. The threat generation of
Tranquility can quickly turn a powerful group heal into a death sentence for you as all the loss mobs quickly find you as their new target. This is where
Improved Tranquility comes into play as it fully removes the threat generation of
Tranquility while also reducing its cooldown by 60%.
3/3
Living Spirit: A pretty strong talent when paired with
Reflection, which allows the extra mana regen from this spirit to continue working while casting. It's not the strongest talent ever, but we need it for
Wild Growth.
2/5
Improved Regrowth:
Regrowth is already our most mana efficient single target heal, and with this 40% extra crit chance the efficiency get even higher. This is particularly powerful now that heal over time effects can crit.
1/1
Wild Growth: It's hard to over state just how powerful of a group heal this is. You can basically think about it as an instant cast
Rejuvenation that goes on your entire party and does all of its healing 5 seconds faster. At just two targets
Wild Growth is already vastly higher HPS than any other spell we have and at 4 targets its also very mana efficient. Use this spell anytime at least 4 party members are missing a small chunk of hp. However what's incredible about this spell is that it gives
Druid a way to very quickly convert mana into party health. So anytime you have some extra mana and multiple party members are getting low, you can throw out a quick
Wild Growth to quickly top everyone off. Just remember that
Wild Growth is only mana efficient when healing at least 4 targets.
Balance Tree
With
Wild Growth and the most powerful
Restoration talents unlocked we can now swap into the
Balance tree. We are specifically looking to take
Nature's Splendor, which will provide massive buffs to both our
Rejuvenation as well as our
Regrowth.
5/5
Genesis: will increase both our Heal Over Time effects as well as our Damage Over Time effects by 5%. This hits most of ours heals, and also
Moonfire.
2/2
Nature's Majesty: 4% crit chance will give us a little bit of damage and a little bit of healing. Not super strong but its the best thing we can take.
2/2
Improved Moonfire: This gives about 15% damage to
Moonfire, which is a nice buff and allows us to use it when we have extra mana to get some free damage out.
1/3
Moonglow: This will cut 8% mana off of our
Moonfire, increasing the mana efficiency. Again not the strongest talent but needed to get access to
Nature's Splendor.
1/1
Nature's Splendor We now get 3 extra seconds on
Moonfire and
Rejuvenation as well as 6 extra seconds on
Regrowth. This comes out to be a 25% increase on our
Rejuvenation healing, a ~13% increase on our total
Regrowth healing, and a ~16% increase on our total
Moonfire damage.
Remaining Points
Now at this point with
Nature's Splendor we've pretty much got everything we want outside of the
Restoration tree, so we're going to come back and pick up some strong points that we left behind.
5/5
Improved Regrowth:
Regrowth is already our most mana efficient single target heal, and with this 40% extra crit chance the efficiency get even higher. This is particularly powerful now that heal over time effects can crit.
1/1
Gift of the Earthmother: This talent becomes much more powerful as dungeons get harder and as we scale our
Rejuvenation harder and harder. Now that we have
Nature's Splendor, the value of spamming out
Rejuvenation is extremely high, so reducing the Global Cooldown on it is very powerful.
Gift of the Earthmother also reducing the global cooldown on
Swiftmend and
Wild Growth is a nice bonus.
5/5
Tranquil Spirit: Reducing the mana cost on both our
Healing Touch and our
Tranquility is nice for increasing our mana efficiency. This isn't a super powerful talent, but its the best we can get!
Duel Spec
As strong of a healer as
Restoration is, a big weakness of this spec is that it is not a very good solo world quester. You can level all the way to 60 playing
Restoration while questing, however at level 40 you will unlock the ability to duel spec, meaning you can swap in and out of
Restoration based on your needs. The duel spec is actually a bit of a tough choice.
Feral Combat is stronger than
Balance for leveling, but the gear for your
Restoration build and the gear for your
Feral Combat build are complete opposites.
Balance meanwhile has very similar desires to
Restoration for itemization. I would suggest playing
Feral Combat if you're up for constant big gear swaps and managing two sets of gear, but if that sounds overly tedious I would suggest
Balance instead. Any of the three specs can get to 60 without too much frustration, but if you're willing to put in the extra work duel specing and managing an extra set of gear will save you some time.
If you want to make changes to your build you can use our Druid Talent Calculator to adjust talents according to your needs.