Restoration Druid Talents & Build Guide – Legion 7.3
Welcome to the Resto Druid Talent Guide! This guide provides an overview of all Resto Druid talents, information on which talents work well in different situations, and popular Resto Druid builds in Wowhead's talent calculator.
This guide is currently updated and maintained by
, Restoration Druid currently of Alacrity of US-Stormrage and formerly of Reckoning on US-Mannoroth. I've been raiding in WoW for almost 11 years on various healers and DPS with my most recent accomplishment of finishing US-12th, World-64th in Mythic Nighthold. Find me on
Priorities & Abilities
Macros & Addons
Resto Druid Talents in Legion provide much more choice than in prior expansions. There are a few distinct Resto Druid builds that excel in different situations that we'll explore later, but let's discuss each talent tier so you have some context for how these builds fit together.
Level 15 Talents
- A very strong talent that synergizes well with
. The two charges of
are not independent, meaning that only one can be recharging at a time. Essentially, the extra charge only grants you one extra
use over the course of the fight. The primary reason for taking this talent is the 3 second cooldown reduction and the flexibility it allows you to have one active charge while the other is recharging, making the
combination a little less rigid. Provides some synergy with the Tier 20 Resto Druid set bonuses
- A powerful short duration HoT that is useful when healing large amounts of incoming damage on a single target or tank. As a HoT,
provides additional healing from
. and is therefore an excellent choice in smaller group sizes but can also be quite effective in a raid environment.
- The weakest of the three talents. You will not be casting
enough to make this talent worth it. Additionally,
already has a 40% base critical strike chance without this talent.
Level 30 Talents
- A very strong heal, albeit on a long cooldown that has been reduced to 1.5 minutes in patch 7.1.5. Can be helpful in situations where the added mobility of the other talents is not necessary.
- The clear winner of this talent tier. The utility of having a blink is usually too good to not take. This talent allows you to blink across moderate distances, avoid falling damage, and occasionally blink through encounter mechanics entirely. The movement speed duration was reduced to 2 seconds in patch 7.1.5, but the movement speed was typically just a bonus. Because the blink activates cat form, it also provides a small heal in the form of
once we have that artifact trait.
- Provides different abilities depending on the shapeshift form you are in. While not shapeshifted (where you spend the majority of your time) this ability acts like a reverse
, flying to an ally's location. The blink from
usually serves the same purpose with even more flexibility.
Level 45 Talents
- This talent increases the range of all of your abilities by 5 yards which is exceptional if the fight requires your raid to be extremely spread. Additionally, you can shapeshift into
, utilizing an increased damage kit. You gain the
abilities. Useful for encounters where you need to assist your team in doing damage. During progression there are often encounters that have tight DPS checks, this will be very useful in those situations.
- This talent increases your passive movement speed by 15% exceptional if you need to frequently reposition. Additionally, you gain the
abilities while in
. This is the weakest of the three talents if you plan on helping your team by doing damage because even while in
you do not gain melee immunity, meaning ranged-only mechanics can still target you. This can easily lead to a wipe.
- This talent reduces all damage you take by 6%. Additionally, you gain the
abilities. Despite the slight nerf in patch 7.1 from 10% to 6% damage reduction, it remains the default choice for this tier of talents.
Level 60 Talents
- A 5 second single target stun. Useful on fights where you need to stun or interrupt enemies.
- A situational talent that area of effect roots targets for 30 seconds. However, damage will break the root effects. Due to this,
is only chosen in very specific scenarios where a group of enemies need to be crowd controlled and not killed for a short period of time.
is a cone area of effect knockback that also dazes enemies for 6 seconds.
Level 75 Talents
- After casting
, you gain the
buff. This buff increases the healing of your next
by 200%, or your next
by 75%. You will almost always use the
, as it provides the most throughput. Make sure to cast the
combo off cooldown when there's sufficient healing to be done; however, you can delay the combo for a few seconds if anticipated raid damage is incoming. This talent may see more use in Tomb of Sargeras due to the
Item - Druid T20 Restoration 2P Bonus
, the nerf to
, and the addition of
. It is generally regarded as the most expensive talent in regard to mana usage. Do not use this while still wearing
, as the
proc will likely be consumed by your tier bonus proc instead of
- A strong 3 minute cooldown that increases all of your healing by 15%. Additionally,
affects two additional targets,
is instant cast,
healing is increased by 50% and mana cost reduced by 30%, and
is instant cast. This talent is very strong in a
centric build. This talent can be taken if another throughput cooldown is needed or if your group is not dipping significantly to take advantage of
- Whenever a
heals a target below 60% health, a
heal over time effect is automatically cast on the target. In patch 7.2.5
received a 16% healing reduction making it less than half the effectiveness of a full duration
. More importantly,
counts as an additional heal over time effect for
remains a strong choice despite the nerf so long as your group is dipping significantly enough to gain the HoT.
Level 90 Talents
- Every time an ally is healed by
they gain the
heal over time effect. This is a pretty weak heal over time effect, however it does contribute to
. Due to this,
is a strong talent choice for all builds and scenarios. This is the default talent choice of this tier, passively increasing healing and your benefit from
- Reduces the cooldown of
by 60 seconds. This is a strong talent whenever damage patterns allow
to have a good use every two minutes. If damage patterns do not line up nearly every two minutes, it is not worth forgoing the other talents in favor of this one.
- Allows you to cast two
s on allies. This is useful in small group settings where you have the time to afford casting two
s on the same target. In that situation,
is very strong as both of the
s count independently towards
, giving you two stacks.
can be situationally useful in a raid setting if you need to focus heal tanks or a small subset of your raid. Also strong while running the
Level 100 Talents
- Makes your next three
mana free and, as of patch 7.1.5, do 15% more healing. Despite the recent buff, the talent tends to fall short in comparison to
but does have a niche when spot-healing a small subset of your raid and mana is a concern .
- Buffs your
by reducing the cooldown by 30 seconds and increasing the healing by heal over time effects on the target by 20%. This talent is strong when you need a stronger and more frequent tank cooldown.
- Extends the duration of
of your heal over time effects by 6 seconds including
. This talent is incredibly strong in all situations but should be used when you have the maximum number of HoTs out, especially
can be used in conjunction with
for some very impressive burst healing. Because of how versatile and powerful
can be, it tends to be the default choice in most situations.
Raiding (Larger Group) Build
This build is the primary Restoration Druid build. It will be used mainly in raid environments. The build focuses on
is picked up for the strong single target HoT, but
can be taken if you're not getting the full effective healing of
provides the majority of the throughput for the build by blanketing the group in the HoT prioritizing lower health targets to maximize
uptime. If you find it necessary to have an additional raid cooldown or your raid's health is not frequently dipping below 60%, feel free to pick up
Our level 90 talents provide a bit of flexibility.
is a good baseline choice going into any fight. It adds solid throughput via its heal over time effect as well as stacking our
on three players every time
heals. If damage patterns on an encounter line up to where a 2 minute
is a great talent. However, if there is not a good use for
every 2 minutes then stick with
can be selected situationally when you need extra tank/single target healing or healing a subset of players in your raid.
is too good to ever not take. However, if absolutely necessary and your raid requires it,
is a good external tank cooldown. The remainder of the unselected talents are mostly utility and situational. See the talent breakdown below for more information.
Dungeon (Smaller Group) Build
This build excels in smaller groups where
contributes a large amount of increased healing. This usually means dungeon groups. This build focuses on maximizing the amount of heal over time effects you can stack on allies.
is an excellent heal over time effect that is great for tank healing and adding another stack of
The level 75 talents provide some flexibility. Generally,
will provide the most value.
provides free healing and an additional stack of mastery on most players during high damage. However,
is situationally useful when you require another cooldown.
is also viable at level 90. While
doubles in healing when not in a raid, the additional heal over time effects granted by
are usually superior in 5 man settings.
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