Druid

Balance Spec

 
Class Spec Talents Build Popularity Differences
Druid Balance 32/1/8 [Spec] 6 star Build 1
Druid Balance 35/0/6 [Spec] 5 star 1 +3 Moonglow -1 Furor -2 Blessing of the Grove
Druid Balance 35/0/6 [Spec] 5 star 1 +3 Moonglow +2 Dreamstate -2 Gale Winds -1 Furor -2 Blessing of the Grove
Druid Balance 33/0/8 [Spec] 5 star 1 +Moonglow +2 Fungal Growth -2 Gale Winds -1 Furor
Druid Balance 31/2/8 [Spec] 4 star 1 +Furor -1 Solar Beam
Druid Balance 33/0/8 [Spec] 4 star 1 +Dreamstate +2 Fungal Growth -2 Gale Winds -1 Furor

 

Glyph Type

Popularity Type Glyph Auction Price
4 star Prime Glyph of Moonfire 677377
4 star Prime Glyph of Insect Swarm 82458
3 star Prime Glyph of Wrath 787525
4 star Major Glyph of Starfall 1114569
3 star Major Glyph of Rebirth 636035
2 star Major Glyph of Innervate 10630
6 star Minor Glyph of Unburdened Rebirth 1314054
3 star Minor Glyph of Mark of the Wild 1133258
3 star Minor Glyph of Aquatic Form 1322113

 
Color Popularity   Gem Quality Auction Price
Red 6 star Brilliant Inferno Ruby
+40 Intellect
Rare 122281
Red/Yellow 2 star Reckless Ember Topaz
+20 Intellect and +20 Haste Rating
Rare 662093
Red/Blue 2 star Purified Demonseye
+20 Intellect and +20 Spirit
Rare 645146
Meta 1 star Burning Shadowspirit Diamond
+54 Intellect and 3% Increased Critical Damage
Rare 1926960
Yellow 1 star Quick Amberjewel
+40 Haste Rating
Rare 368992
Blue 1 star Sparkling Ocean Sapphire
+40 Spirit
Rare 36367
Prismatic 1 star     Poor  
Yellow/Blue 1 star Lightning Dream Emerald
+20 Haste Rating and +20 Hit Rating
Rare 1133880
Red/Yellow/Blue 1 star Nightmare Tear
+10 All Stats
Epic 4025112
  1 star Quick Cogwheel
+208 Haste Rating
Rare 18232
Popularity Reforge From   Reforge To
6 star Crit Rating   Haste Rating
4 star Mastery Rating   Haste Rating
3 star Mastery Rating   Spirit
3 star Crit Rating   Spirit
3 star Spirit   Haste Rating
2 star Mastery Rating   Hit Rating

 

Prioridade/Rotação

  • Start by applying Insect Swarm and Moonfire, and casting Starsurge. Whenever either DoT falls off the target, or Starsurge comes off cooldown, recast it.
  • Cast Starfire until until a Solar (Wrath) Eclipse procs, then switch to Wrath. Cast Wrath until a Lunar (Starfire) Eclipse procs, then switch back to Starfire.
  • Repeat this Eclipse cycle, always keeping your two DoT's on the target and using Starsurge, Starfall and Force of Nature on cooldown.

 

 

 

Feral Spec

 
Class Spec Talents Build Popularity Differences
Druid Feral 0/32/9 [Spec] 6 star Build 1
Druid Feral 0/35/6 [Spec] 5 star Build 2
Druid Feral 0/32/9 [Spec] 5 star 1 +2 Endless Carnage -2 Feral Aggression
Druid Feral 0/32/9 [Spec] 5 star 1 +2 Stampede +2 Endless Carnage -1 Feral Aggression -3 King of the Jungle
Druid Feral 0/35/6 [Spec] 5 star 2 +Infected Wounds +2 Nurturing Instinct -1 Fury Swipes -2 Blood in the Water
Druid Feral 0/33/8 [Spec] 5 star 1 +2 Stampede +2 Endless Carnage -3 King of the Jungle -1 Perseverance

Glyph

Popularity Type Glyph Auction Price
4 star Prime Glyph of Berserk 1674562
4 star Prime Glyph of Rip 83438
4 star Prime Glyph of Mangle 1318850
3 star Major Glyph of Feral Charge 894651
3 star Major Glyph of Barkskin 1542779
2 star Major Glyph of Maul 534989
6 star Minor Glyph of Unburdened Rebirth 1314054
4 star Minor Glyph of Dash 1377785
3 star Minor Glyph of Aquatic Form 1322113

Gems

 
Color Popularity   Gem Quality Auction Price
Red 6 star Delicate Inferno Ruby
+40 Agility
Rare 1217347
Red/Yellow 2 star Adept Ember Topaz
+20 Agility and +20 Mastery Rating
Rare 704585
Blue 2 star Solid Ocean Sapphire
+60 Stamina
Rare 329629
Red/Blue 1 star Glinting Demonseye
+20 Agility and +20 Hit Rating
Rare 729928
Meta 1 star Agile Shadowspirit Diamond
+54 Agility and 3% Increased Critical Damage
Rare 1856037
Yellow/Blue 1 star Regal Dream Emerald
+20 Dodge Rating and +30 Stamina
Rare 386426
Yellow 1 star Fractured Amberjewel
+40 Mastery Rating
Rare 369435
Red/Yellow/Blue 1 star Nightmare Tear
+10 All Stats
Epic 4025112


Reforge

Popularity Reforge From   Reforge To
6 star Crit Rating   Mastery Rating
3 star Crit Rating   Hit Rating
3 star Haste Rating   Dodge Rating
3 star Crit Rating   Dodge Rating
2 star Haste Rating   Mastery Rating
2 star Hit Rating   Mastery Rating

Prioridade/Rotação

Depending on how exact you want your rotation to be it can become quite complicated. A simplified version would be

1. Keep up Feral Faerie Fire if there's no other armor debuff
2. Keep up Mangle
3. Use Tiger's Fury on cooldown
4. Use Berserk on cooldown
5. Keep up a 5CP Rip (including refreshing with Ferocious Bite below 25% boss health)
6. Keep up Rake
7. Keep up Savage Roar
8. Feral Charge -> Ravage if your FC cooldown is up
9. Shred for combo points

As of 4.1 Swipe has become worthwhile in AoE situations. Delaying Rip to line up with Tiger's Fury is not generally thought to be a dps increase, but overwriting Rake with a Tiger's Fury up is if the previous Rake has few ticks left. Perform your rotation as usual when getting OOC procs. Fitting in Ferocious Bite above 25% is also a dps increase if done right, meaning that you don't lose too much time on Rip and Savage Roar.

 

 

 

Restoration Spec

 
Class Spec Talents Build Popularity Differences
Druid Restoration 7/3/31 [Spec] 6 star Build 1
Druid Restoration 9/1/31 [Spec] 5 star Build 2
Druid Restoration 7/3/31 [Spec] 5 star 1 +Perseverance -1 Nature's Ward
Druid Restoration 7/3/31 [Spec] 5 star 1 +Naturalist +2 Perseverance -2 Blessing of the Grove -1 Living Seed
Druid Restoration 2/3/36 [Spec] 5 star Build 3
Druid Restoration 8/2/31 [Spec] 4 star Build 4

Glyph Type

Popularity Type Glyph Auction Price
5 star Prime Glyph of Rejuvenation 704062
5 star Prime Glyph of Swiftmend 121550
4 star Prime Glyph of Lifebloom 1148142
4 star Major Glyph of Rebirth 636035
3 star Major Glyph of Wild Growth 1584053
3 star Major Glyph of Innervate 10630
6 star Minor Glyph of Unburdened Rebirth 1314054
3 star Minor Glyph of Mark of the Wild 1133258
3 star Minor Glyph of Dash 1377785

 
Color Popularity   Gem Quality Auction Price
Red 6 star Brilliant Inferno Ruby
+40 Intellect
Rare 122281
Red/Blue 3 star Purified Demonseye
+20 Intellect and +20 Spirit
Rare 645146
Red/Yellow 2 star Reckless Ember Topaz
+20 Intellect and +20 Haste Rating
Rare 662093
Meta 1 star Ember Shadowspirit Diamond
+54 Intellect and +2% Maximum Mana
Rare 1809684
Yellow 1 star Mystic Amberjewel
+40 Resilience Rating
Rare 361097
Blue 1 star Sparkling Ocean Sapphire
+40 Spirit
Rare 36367
Yellow/Blue 1 star Zen Dream Emerald
+20 Mastery Rating and +20 Spirit
Rare 484480
Prismatic 1 star     Poor  
Red/Yellow/Blue 1 star Nightmare Tear
+10 All Stats
Epic 4025112
  1 star Quick Cogwheel
+208 Haste Rating
Rare 182328
Popularity Reforge From   Reforge To
6 star Crit Rating   Haste Rating
5 star Mastery Rating   Haste Rating
5 star Crit Rating   Spirit
3 star Spirit   Haste Rating
3 star Mastery Rating   Spirit
2 star Crit Rating   Mastery Rating

 

Prioridade/Rotação

Rejuvenation: Though we no longer blanket the raid the way we did in WLK, this spell is still central to our healing. It does very high amount of healing, is quite efficient, and it enables Swiftmend. Because it is a moderately expensive instant, it can burn your mana quickly if you start spamming it--you must break that habit from WLK. But whenever you can cast a Rejuv that will not be mostly overheal, it is an excellent choice (how to know when this is, of course, is not easy, and is one of the hallmarks of good healing). In addition, you will often maintain Rejuvenation on a tank who's taking any significant amount of damage. In general, your "filler" healing is a mix of Nourish and Rejuv, based on your mana.

Wild Growth: This remains an excellent spell all-around. It will automatically target the 5/6 lowest-HP people within range (not necessarily including the target). Because the radius is now so high (30y), you can often just cast it on anybody and get a good result. Make sure to cast it anytime an AoE effect hits some people in the raid. In heavy damage situations you'll use Wild Growth on cooldown. Even though it is expensive, it does more than enough healing to be worth it. Wild Growth is unusual in that in can be targeted on a hostile unit and will still apply to the lowest-HP raid members in range of that unit.

Lifebloom: You want to keep this rolling on a tank at virtually all times. It is a strong, cheap HoT, has a very fast tick rate to help stabilize the tank, and gives you frequent Revitalize and Malfurion's Gift procs. Try to get used to the timing of refreshing this on the last tick without breaking your casting rhythm, both with Lifebloom itself and with Nourish/HT/RG. Always have a Lifebloom stack on one person, even if there's no tank at the moment. The Malfurion's Gift, Revitalize, Replenishment, and T11 4-pieces bonuses all rely on it to give you mana.

Nourish: The Druid's cheap heal. Put simply, you cast this when you're not casting anything else. Gauge your mana consumption to know when you need to try to work in more Nourish, and when you can afford to fill time with extra Rejuvenations instead. The tank is always a good target for Nourishes in spare time because of the free Lifebloom refresh. Also, anytime you're using your Nourish to refresh Lifebloom (every 10 seconds), you will have 100% Harmony uptime.

Healing Touch: Has the same cast time as Nourish, but is less efficient and much larger. A typical use is to top off a tank who needs a direct heal. It has less use in raid healing, because it's somewhat squeezed out by other heals (Nourish for a small heal, Rejuv for an efficient large heal, and Regrowth for a fast large heal). It is a good option on Clearcasts, however, whenever you don't need the fast heal from a Regrowth.
Combined with Nature's Swiftness, it provides an emergency instant heal which is somewhat stronger than Swiftmend. You'll usually use it with Swiftmend when you need two consecutive instant heals on someone. Macro for this:

/showtooltip Nature's Swiftness
/stopcasting
/use Nature's Swiftness
/use [@mouseover] Healing Touch

(You can replace the @mouseover with whatever target you like). Note that this will cast both spells at once if you're still, but you'll need to press the macro twice if you're moving.

Regrowth: The Druid's fast, inefficient direct heal. When people in the raid need immediate healing to avoid death, use this (also use Swiftmend if it's available). Whenever a Clearcast procs, you can more liberally throw a Regrowth on anyone in the raid who isn't topped off. Regrowth has another important use during Tree of Life, discussed below.

Swiftmend: A strong instant heal on a short cooldown. One of our best spells. Always be vigilant for people at low HP on whom you might use this. It's great for helping stabilize a tank anytime you see them sit low for more than a GCD, or making sure any raid member is safe while your HoT's do their work. You can Swiftmend another Druid's HoT's (if you're using the Glyph this doesn't interfere with them at all), so you want your raid frames to show who's Swiftmendable. Using Swiftmend on cooldown also helps to ensure high Harmory uptime.

Efflorescence: I'm listing this separately from Swiftmend because you tend to think of it differently. If your Swiftmend is off cooldown and you see a clump of people below full HP, quickly Swiftmend any one of them. Clumps of people are not easy to recognize, but raid frames are starting to add tools to help with this. Becoming familiar with fights to know which AoE effects are ripe for Efflorescence can help a lot.

Clearcasting: Not a spell, but deserves an entry. The 4.2 patch has made Clearcasting easier to manage--it now lasts 15 seconds and can only apply to the expensive spells Regrowth and Healing Touch, so it's difficult to waste. When Clearcasting procs, you simply have to make sure to cast either a Healing Touch or a Regrowth in the next few seconds. A Healing Touch should generally be your first thought--it is both longer cast and more healing than Regrowth, generally making more effective use of the Clearcast. The tank is a good target; and HT on him for a free heal and LB/Harmony refresh is never a bad option. If, however, people in the raid are in need of a quick heal, a Clearcast is a good chance to throw a Regrowth on them as well.
In particular, if you want to use a Swiftmend or Efflorescence on a raid member soon, a great use of a Clearcast is to set up that Swiftmend with a Regrowth. This way you avoid paying for an expensive Rejuvenation.

Tree of Life Form: In addition to the 15% healing bonus, this has a few effects on our healing spells:

  • Lifebloom: now castable on any number of targets. This is handy since Lifebloom does moderate healing and is very cheap. In a fight where you don't need Tree for other purposes, shifting to cast primarily Lifebloom for 30 seconds lets you use ToL as a very good mana cooldown.
  • Regrowth: now instant cast. Not a throughput gain since Regrowth is a 1.5 cast anyway, but this allows use while moving and also gives you much quicker reactive healing. Because of all the Lifeblooms you use during Tree of Life, you get a lot of Clearcasting procs from Malfurion's Gift, and can turn each one into a free instant Regrowth. The Regrowths even refresh the Lifeblooms.
    If many people in the raid need healing quickly, shifting to cast instant Regrowths can help hit people who need the most healing immediately. Be careful though, as this can be expensive. Still use a good amount of Lifebloom when people aren't in danger of death.
  • Wild Growth: now targets 2 extra people. Simply makes WG slightly better to use even than it ordinarily is.
  • Efflorescence gets a double benefit from the 15% Tree boost (since the underlying Swiftmend was already boosted). Again, simply makes a good spell even more effective during Tree.

Also remember that in fights with short-term burn phases, you can shift to Tree and do a useful amount DPS with Wrath.
As as final note, in my experience, I tend to use ToL form at fixed times each encounter (once I've seen the fight enough times to have a plan), rather than in much of a reactive way.

Tranquility: This spell is very strong now, and outputs massive amounts of healing during its channeling time. Due to the new smart targeting mechanics, it's basically self-working. Can easily save people from dying if you mash it quickly when the raid takes a lot of damage. You can now use it 2-3 times per fight, so depending on the encounter, you might use it reactively when the raid is at low HP, or you might plan its use around certain boss abilities. The spell is now immune to pushback, so you no longer have to protect it with Barkskin.

Rebirth: Our most unique contribution to the raid. The most important issue is to avoid wasting it, especially now that the raid can only use a limited number per attempt (3 in 25-man, 1 in 10-man). First, make sure to coordinate with other Druids/DK's/Warlocks in your raid using macros or Vent so two of you don't cast on the same target. Second, people love to accept the resurrection as soon as it appears and die to something immediately. It can be good to warn them if it's a bad time to accept, and Glyph of Rebirth provides further insurance. Even though other classes can combat rez now, the Druid rez should be still preferred in raids, because it raises the person at 100% HP.
Here's a macro that casts Revive instead of Rebirth if you're out of combat, and also alerts your raid if Rebirth is used:

#showtooltip
/use [nocombat] Revive
/stopmacro [nocombat]
/use Rebirth
/ra Rebirth on %t

Innervate: In general, you will now cast this on yourself on cooldown. Use the first one in any encounter after you dip slightly below 80% mana, and then on cooldown after that. Innervate is now extremely weak when cast on targets other than yourself, and this is rarely going to be worth doing (in the event that you are going to cast it on someone else, remember to install a Glyph of Innervate).

Thorns: This spell is quite strong now, and can be useful on tank especially in an AoE or threat-sensitive situation. But generally the other Druids in the raid will use this first--ours does less damage, and it is also quite an expensive spell.

Remove Corruption: Unlike the old Remove Curse, this is now castable even on people who don't have a cleansable debuff. You might have to coordinate with your healing team a little so people don't waste GCD's on duplicative cleansing.

Barkskin: Remember that this doesn't use the GCD, so you can cast it almost anytime without disrupting your healing. It should be on an easily-accessible bind, and you should make it second nature to hit this instantly when you foresee a threatening amount of damage coming.