Resto Druid Spec, Builds, Talents and Glyphs
On this page, we present the viable talent and glyph choices for Restoration Druids in World of Warcraft WoD 6.2.2. We detail what each of the talents and glyphs do and in which situations they should be taken.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
Talents can easily be changed, thanks to Tomes of the Clear Mind. You will frequently find yourself changing talents and glyphs between encounters, in order to adapt your play style to different mechanics. Therefore, it is important to understand what each of your talents does and how they affect your play style.
2. Tier 1 (Level 15) Talents↑top
Tier 1 talents offer a choice between 3 means of increasing your movement abilities.
- Feline Swiftness is a passive ability that increases your movement speed by 15% at all times.
- Displacer Beast is an active ability that teleports you 20 yards forward, activates Cat Form, and grants you a 50% increase in movement speed for 4 seconds.
- Wild Charge is an active ability that differs based on the shapeshift form you are in, as follows:
- No shapeshift form: you fly to an ally's location.
- Bear Form: you charge an enemy, immobilizing them for 4 seconds.
- Cat Form: you leap behind an enemy, dazing them for 3 seconds.
- Travel Form: you leap forward 20 yards.
- Aquatic Form: your swim speed is increased by 150% for 5 seconds.
Displacer Beast should be your default choice in every encounter. If the situation does not require you to take this talent, then you can choose one of the other two, as you prefer. Wild Charge's greatest benefits will be the ability to fly to an ally's position, or to leap forward, while Feline Swiftness is just a passive movement speed increase that can, if you do not need anything else, prove useful and pleasant to play with.
3. Tier 2 (Level 30) Talents↑top
Tier 2 talents offer a choice between 3 healing spells.
- Ysera's Gift is a passive spell that heals you for 4% of your maximum health every 5 seconds. If you are at maximum health, then it heals a random injured party or raid member within 100 yards for the same amount.
- Renewal is a self-heal for 30% of your maximum health with a 2-minute cooldown. It is off the global cooldown.
- Cenarion Ward is a buff that you can place on a friendly player, lasting up to 30 seconds. When the player takes damage, Cenarion Ward activates a 6-second HoT on the player, consuming Cenarion Ward in the process.
The best choice in this tier is Ysera's Gift, providing a very solid amount of healing. It also requires no management whatsoever, which is a nice bonus.
Cenarion Ward is a useful buff to keep up on targets that take constant damage, or on someone who is dangerously low on health.
Renewal provides an excellent self-healing cooldown, but we believe that the fact Ysera's Gift and Cenarion Ward can be used to heal other raid members is enough to make Renewal unappealing.
4. Tier 3 (Level 45) Talents↑top
Tier 3 talents offer a choice between 3 crowd control spells.
- Faerie Swarm is an improved version of Faerie Fire, which it replaces. In addition to Faerie Fire's effects, Faerie Swarm also slows the target's movement speed by 50% for 15 seconds.
- Mass Entanglement roots all enemies in an area around the target for up to 20 seconds.
- Typhoon is a spell that affects enemies in a cone in front of you, knocking them back and dazing them for 6 seconds.
The choice between these talents is entirely situational and, in any case, it is unlikely to play any part in your performance. That said, Typhoon will probably prove to be the most valuable talent in most encounters.
5. Tier 4 (Level 60) Talents↑top
Tier 4 offers a choice between 3 performance-enhancing talents.
- Soul of the Forest passively grants you a buff when you cast Swiftmend. The cast time of your next Healing Touch is reduced by 50%, or the healing of your next Regrowth or Rejuvenation is increased by 100%, or of the next Wild Growth by 50%, depending on which spell you cast first (the buff is consumed).
- Incarnation: Tree of Life grants you the Tree of Life healing cooldown. It lasts for 30 seconds (with a 3-minute cooldown), it increases all healing done by 15%, it increases your armor by 120%, it grants you immunity to Polymorph. It also improves some of your spells.
- Wild Growth affects 2 additional targets.
- Regrowth is instant cast.
- Rejuvenation has its healing increased by 50%, and its Mana cost reduced by 30%.
- Entangling Roots is instant cast.
- Force of Nature is an active ability that summons a treant which casts Swiftmend on your current target, and which heals nearby injured allies with Healing Touch, for 15 seconds. Force of Nature has a maximum of 3 charges, and a 20-second recharge time.
The default choice in this tier is Incarnation: Tree of Life, because it allows you to save Mana and it buffs your healing throughput.
Soul of the Forest is viable during short encounters, where you need more sustained healing. Even in these cases, however, it is mostly better to stick with Tree of Life, as this conserves Mana and allows you to spend this extra Mana on Wild Growth.
Finally, Force of Nature is simply not a competitive option.
6. Tier 5 (Level 75) Talents↑top
Tier 5 talents offer a choice between 3 crowd control spells.
- Incapacitating Roar is an AoE incapacitate that lasts for 3 seconds and affects all enemies in a 10 yard radius. It has a 30-second cooldown.
- Ursol's Vortex is a targeted AoE slow, which slows down enemies in an 8-yard radius by 50%. When enemies first try to leave the slowing area, they are pulled back in. The vortex lasts 10 seconds, and it has a 1-minute cooldown.
- Mighty Bash is a single target 5-second stun.
The choice between these talents is entirely situational. That said, you will find that Ursol's Vortex will probably come in handy in most encounters.
7. Tier 6 (Level 90) Talents↑top
Tier 6 talents offer a choice between 3 talents that improve your ability to heal and to act as a hybrid.
- Heart of the Wild is a 6-minute cooldown that grants you 35% increased healing when used. In addition to this, allows you to tank, and to deal competitive melee and spell damage. It lasts 45 seconds.
- Dream of Cenarius is a passive ability that increases the damage done by Wrath by 20%, and causes your Wrath to heal a nearby ally for 150% of the damage it does.
- Nature's Vigil is a 90-second cooldown that causes all single target healing spells to also damage a nearby target for 30% of the healing done, and all single target healing and damaging spells heal a nearby friendly target based on the amount done (20% for heals, and 40% for damaging spells or abilities).
The choice in this tier is quite difficult. We recommend using Nature's Vigil as the default talent. That said, Heart of the Wild is better for burst healing, so if the encounter calls for heaving healing at a specific moment, then Heart of the Wild is the talent to choose.
Finally, while Dream of Cenarius remains a viable option, it is not a preferred choice at this time.
8. Tier 7 (Level 100) Talents↑top
Tier 7 talents offer you a choice between 3 passive abilities that enhance your healing performance.
- Moment of Clarity modifies your Omen of Clarity to last for 7 seconds, instead of for one cast.
- Germination allows you to apply two Rejuvenations to the same target, and increases the duration of Rejuvenation by 3 seconds. When Rejuvenation is already applied on a target, a second cast of Rejuvenation applies a second version of the HoT. From this point on, as long as both HoTs are active on the target, Rejuvenation will always refresh the HoT with the shortest remaining duration.
- Rampant Growth causes your Swiftmend to consume your Rejuvenation or Regrowth HoT on the target, but Swiftmend no longer has a cooldown and its healing is increased by 20%.
Germination provides the most steady, sustainable benefit, and it should be your default choice on most fights.
Moment of Clarity can be quite decent, but its random nature makes it somewhat unreliable. That said, there are some opinions within the community that it could be used over Germination. We do not advise this for now, but we will evaluate the matter further.
Rampant Growth requires too much attention and proper management, and even then it is not really competitive with Germination.
9. Major Glyphs↑top
There are a large number of Major Glyphs that can affect your gameplay as a Restoration Druid, although few of them offer obvious benefits. There is also one very useful Minor Glyph.
The 3 Major Glyphs you should use as default are:
- Glyph of Regrowth, which increases the critical strike chance of Regrowth by 40%, but removes its HoT component. Despite the fact that you both gain and lose certain benefits, we believe that this glyph is quite strong and should always be considered a strong option. It is especially important to note that since Regrowth is guaranteed to be a critical strike with this glyph (it has an innate critical strike chance of 60%), you will also proc Living Seed each time.
- Glyph of Wild Growth causes Wild Growth to affect an additional target, but it increases its cooldown by 2 seconds. The result of using this glyph is that you gain higher healing throughput (assuming that there are 6 players to be healed, so, predominantly in large raids) from Wild Growth casts, but your uptime with it will be lowered. This frees up a global cooldown, allowing you to weave extra spells in. You will have to decide how important healing a 6th target is to you in the encounter, compared to having higher uptime of Wild Growth.
- Glyph of Stampeding Roar increases the range of Stampeding Roar by 30 yards. If using this ability is vital to your raid's strategy, this glyph is excellent.
In case you do not need to use Glyph of Stampeding Roar (for example, if the raid does not need to move during the encounter), then you can use Glyph of Rebirth instead.
There is a number of other glyphs that may be useful in certain situations.
- Glyph of Healing Touch reduces the remaining cooldown of Nature's Swiftness by 2 seconds each time you cast Healing Touch.
- Glyph of Rejuvenation reduces the cast time of Healing Touch by 10% while Rejuvenation is active on 3 more targets. You might find this glyph useful, depending on the encounter.
- Glyph of Blooming causes your Lifebloom to heal for 50% more when it blooms, but it reduces its duration by 5 seconds, and no longer allows it to be refreshed by Healing Touch and Regrowth. This will probably only be useful in PvP, where Lifebloom can often be dispelled, but it may also be useful in some rare PvE situations. We would like to emphasize that this glyph diminishes the benefit of the Tier 18 2-Piece Set Bonus, so it should be avoided if you are using this bonus.
10. Minor Glyphs↑top
An important note is due to Glyph of the Sprouting Mushroom, allows you to place your Wild Mushroom anywhere on the ground, instead of having to place it underneath a target. This glyph is very good, since it gives your Wild Mushrooms a lot of freedom. Effectively, it is mandatory.
Aside from that, there is only one Minor Glyph worth talking about. Glyph of Grace reduces the damage you take from fall damage even when you are not in Cat Form. While this is not likely to be of use often during PvE progression, it can sometimes help.
Content gathered and originally posted by Vlad at http://www.icy-veins.com/wow