New Raider's Guide
From "I press buttons" to "I know why I press them" in three steps. Pick the mode that matches how comfortable you feel, play it until it is boring, then move up one.
Start here
Easy
Six buttons in a fixed priority. No cooldown planning beyond Tranquility.
Move up when Lifebloom never falls off, Swiftmend is never sitting ready, and you never wonder what to press next.
Intermediate
Adds Efflorescence upkeep, Convoke the Spirits, Nature's Swiftness, Ironbark and Soul of the Forest procs. Plans around the raid's damage.
Move up when you stop dying to mechanics and your cooldown count matches the fight length.
Full Send
Triage, the pre-damage ramp, mana planning, cooldown assignments, and the damage you do when nobody needs healing.
For when you are comparing your logs to the top healers and want the last 10%.
Three rules apply in every mode:
- Stay alive. A dead healer heals nothing, and the raid usually follows. Any healing you lose moving out of fire is tiny next to dying.
- Keep casting. Restoration has no downtime. If nobody needs healing, you are casting Wrath for mana and damage. Every second you stand still with nothing going out is lost.
- Keep Lifebloom on one target. It is your single most important heal over time. Keep it at near 100% uptime on yourself or the tank, and refresh it in its last 4.5 seconds so it blooms.
What to check in your logs
After a raid night, open your character on Warcraft Logs and look at these five things, in this order. They tell you more than the big HPS number does. Healing numbers are shared between healers, so your casts matter more than your total.
| What to look at | Where it is | What "good" looks like for a new player |
|---|---|---|
| Deaths per boss | Fight summary, Deaths tab | Zero for you. For the raid, click each death and check whether your heals over time were on that player. |
| Active time | Healing Done tab, Active column (include damage) | 90% or higher once Wrath is counted. Below 85% means long gaps where nothing was going out. |
| Casts of Tranquility | Casts tab | One per 3 minutes of fight, on the moment the raid leader assigned. A 6-minute fight should show 2. |
| Lifebloom uptime | Buffs tab, filter to Lifebloom | 95% or higher. Below 90% means you are letting it fall off while spot healing. |
| Swiftmend and Wild Growth count | Casts tab | Close to one of each per cooldown. These two summon your Grove Guardians, so every skipped cast is a skipped free healer. |
Fix these in order. Deaths first, then active time, then Tranquility count, then Lifebloom uptime, then Swiftmend and Wild Growth. Your mana will also sort itself out once the last two are right, because Wrath in the gaps is where mana comes from.
Restoration 101: the five ideas behind every button
Restoration is a healer that heals in advance. You put heals over time on people before the damage lands, your mastery makes every heal stronger on people who already have them, and mana is the thing that runs out. Learn these five ideas and every priority list below will make sense.
- Heals over time are the engine. Rejuvenation, Lifebloom, Regrowth's tail and Wild Growth all heal over several seconds. Your mastery, Harmony, makes every heal you land stronger for each heal over time already on that player. So the plan is always: HoTs first, then the big heals land harder.
- Lifebloom lives on one person. It stacks up on a single target, blooms for a big heal when it ends or is refreshed in its last 4.5 seconds, and gives you free Clearcasting Regrowths. Moving it resets it, so pick a target (yourself or a tank) and leave it there.
- Swiftmend and Wild Growth are the payoff. Swiftmend is an instant big heal that eats one heal over time on the target. Wild Growth heals several players at once. Both summon Grove Guardians, small treants that heal for you. Press both on cooldown.
- Mana is the limit. Rejuvenation is cheap, Wild Growth and Regrowth are not. Five Rejuvenations out gives you the Abundance buff, which makes Regrowth crit far more. Wrath in quiet moments gives mana back through the Master Shapeshifter talent. Innervate is a mana cooldown; use it on yourself early.
- Two cooldowns, two jobs. Tranquility is the big raid heal, once every 3 minutes, on the moment the raid leader assigns. Convoke the Spirits (or Incarnation: Tree of Life, if you take it instead) is the smaller one every minute or so, and it casts Swiftmends and Wild Growths for you.
Easy Mode: six buttons, one order Mode 1
This is the whole job. Read the list top to bottom every time a cast finishes and press the first thing that is true. It uses the Wildstalker build from the setup section. The healing part works the same with Keeper of the Grove.
- Lifebloom if it is not on your target, or has under 4.5 seconds left. Keep it on yourself; you are always in range of yourself.
- Swiftmend if it is off cooldown, on the most hurt player who has a heal over time on them. If nobody is hurt, use it anyway on your Lifebloom target so the Grove Guardian comes out.
- Wild Growth if it is off cooldown and three or more players are hurt.
- Rejuvenation on anyone taking damage, until you have five of them out. Then on anyone who is about to take damage.
- Regrowth on anyone below half health. Press it first when Clearcasting lights it up, because then it is free.
- Wrath. When nobody needs healing, cast this at the boss. It gives mana back and a little damage.
That is it. Ignore Convoke, Nature's Swiftness, Ironbark and the proc buttons for now. They are a bonus, not the foundation. Tranquility is your one cooldown in this mode: press it when the raid leader calls your name.
The opener
At 5 seconds on the pull timer, put Efflorescence under where the melee will stand, then Lifebloom on yourself and Rejuvenation on both tanks. At 2 seconds start casting Wrath. Then fall into the list above. Nobody is hurt for the first 20 seconds of most fights, so expect to cast a lot of Wrath early.
When you have to move
Everything except Regrowth and Wrath is instant. Press Rejuvenation, Lifebloom and Swiftmend while you run. Wild Charge jumps you to an ally. Do not try to finish a Regrowth while standing in something that will kill you.
Form
Stay in your normal form for healing. Bear Form is for when a hit will kill you; shifting instantly gives you far more health. Cat Form is for Full Send only, and only if your raid is well ahead on healing.
Intermediate Mode: four bonus buttons and the raid's damage Mode 2
Same skeleton as Easy Mode, with Efflorescence upkeep, Convoke the Spirits, Nature's Swiftness, Ironbark and Soul of the Forest procs slotted in. Together they are the gap between a healer who keeps up and one the raid leader trusts with assignments.
- Lifebloom if missing or under 4.5 seconds left.
- Efflorescence if it is not under the melee. It lasts a while, so check it every time the raid moves.
- Ironbark on the tank when a named tank hit is about to land, or on anyone with a dangerous debuff.
- Swiftmend on cooldown, on the most hurt player with a heal over time.
- Rejuvenation right after Swiftmend, because Soul of the Forest makes the next one much stronger. Put it on someone standing near two or more others.
- Wild Growth on cooldown when three or more are hurt.
- Convoke the Spirits when a lot of the raid is hurt. It casts a stream of Swiftmends, Wild Growths and Rejuvenations for you. Spend any Soul of the Forest proc first, because Convoke can overwrite it.
- Nature's Swiftness plus Regrowth when someone is about to die. The macro in the setup section does both in one press.
- Rejuvenation until five are out, then on anyone about to take damage.
- Regrowth on Clearcasting procs and on anyone low.
- Wrath.
The opener
At 5 seconds, Efflorescence under the melee, Lifebloom on yourself, Rejuvenation on both tanks and on yourself. At 2 seconds start casting Wrath. Ask before the pull when the first raid-wide damage is, and have Wild Growth and Swiftmend ready for it rather than spending them on the first scratch.
Wild Growth and Efflorescence: your group heals
Any time damage hits more than one person, these two are your answer. The rule of thumb:
- Efflorescence goes where the most people stand still. That is almost always the melee.
- Wild Growth goes on a player in the middle of a clump, because it picks the most hurt players near them.
- Rejuvenation on three or four of the same clump before the damage, so the mastery stacks make Wild Growth land harder.
- If the raid spreads out, Efflorescence and Wild Growth both get worse. Switch to Rejuvenation and Regrowth until they stack again.
Planning the raid's damage
Before the pull, ask the raid leader or read the boss guide for the two or three moments when the whole raid takes damage. Walk into those moments with Wild Growth and Swiftmend off cooldown and five Rejuvenations already ticking. The ten seconds before the hit are worth more than the ten seconds after.
Full Send Mode: the complete priority Mode 3
This is the Wildstalker healing game as the top guides describe it, plus the habits that separate a healer who keeps up from one who makes the fight easier. Nothing here is new. It is the Intermediate list with tighter timing and a damage rotation for the quiet parts.
Triage: who gets healed first
- Whoever will die in the next 3 seconds. Nature's Swiftness into Regrowth, or Swiftmend if they have a HoT. Ironbark if the damage is still coming.
- The active tank. They take the biggest hits. Keep Rejuvenation on them, and with the Wildstalker tree, heal your Symbiotic Bloom target first because those heals get the Vigorous Creepers bonus.
- Groups over individuals. If three people are at 60% and one is at 50%, Wild Growth beats Regrowth.
- People with HoTs over people without. Your mastery means a Regrowth on someone with two HoTs heals far more. Build the HoTs first if you have time.
- Nobody. If nobody is hurt, every global goes into Wrath or Cat Form damage.
The ramp
Big raid-wide damage is healed before it lands. About 10 seconds out, start spreading Rejuvenations, aiming for as many as you can afford. Swiftmend about 3 seconds out so Soul of the Forest is ready. As the damage lands, Wild Growth, then the empowered Rejuvenation, then Regrowths on anyone still low. If this is your Tranquility assignment, Tranquility is what you press as the damage lands, with as many Rejuvenations ticking as possible, because Flourish extends them. Spend any Soul of the Forest proc before Convoke.
Mana planning
Wild Growth and Regrowth are expensive; Rejuvenation and Lifebloom are cheap; Wrath gives mana back through Master Shapeshifter. So the rules are: Wrath in every quiet moment, Innervate on yourself early rather than saving it, and if you took Incarnation: Tree of Life, press it before you start spreading Rejuvenations because it cuts their cost. Look at your mana at each phase change: if you are below half at the halfway point of the fight, cast more Wrath and fewer Regrowths until it recovers.
Cooldown assignment language
Healing cooldowns are assigned before the pull. The raid leader or healing lead will say something like "Druid, Tranq on the second Venom Wave, Priest on the fourth." Write it down. Reply "Tranq ready" over voice when it comes back if you are ahead of schedule, and "Tranq in 40" if you are not. Convoke is yours to use freely; Tranquility is not. If you are told "Druid, Convoke P2 intermission," that is now an assignment too.
Damage when nobody needs healing
- Moonfire and Sunfire on the boss. Method calls Moonfire optional but helpful. Sunfire spreads to adds.
- Wrath if you are staying in caster form. It is the mana-neutral choice and the right one for most new healers.
- Cat Form if your raid is comfortably ahead on healing and you took Fluid Form: Rake to enter, Shred to 5 combo points, Rip, then Ferocious Bite at 50 energy. Heart of the Wild makes this window strong. When energy runs out, shift back, refresh Moonfire and Sunfire, and heal.
- Grove Guardians do damage on their own. Every Swiftmend and Wild Growth is also a damage button.
Mythic+ is where cat-weaving matters: Method has Wildstalker alternate HoTs and Moonfire with Cat Form bursts, and Keeper of the Grove skip some weaving for stronger healing. Put Symbiotic Relationship on the tank and Mark of the Wild on the group before the key starts.
Fight-specific habits
Before a progression night, open the boss guide and write down three things: when the raid-wide damage is (plan the ramp), which hit is your Tranquility (and which is the other healer's), and when the raid moves (so Efflorescence moves with them). Those three notes are worth more than any log.
Talents, consumables and setup
Import one of these talent strings and the guide above matches your bars. Open the talent window, click Import, paste, and save as a loadout. Both are from Method's talents page, updated 13 Oct 2026 for patch 12.1.5.
| Use it for | Build | Import string |
|---|---|---|
| Raid (default) | Wildstalker | CkGAAAAAAAAAAAAAAAAAAAAAAYMmZZmZMzMmthHYYmNjtxMAAAAAAAAAAYZQzmZMNzYYMLzMzMDDzAAAAAAAAAAIAAgZbmlmtZ2sxYmBmBoZAAmZAYA |
| Mythic+ | Wildstalker | CkGAAAAAAAAAAAAAAAAAAAAAAMMmZZMjZmxsN8ADzsYsZbGAAAAAAAAAAsMoZbGmmZMwsYmZmZZGegBAAAAgBAYGAACAAY2mZrZbmFbMzMwMzCoZAAmZAYA |
Method also lists Keeper of the Grove strings for raid and Mythic+ on the same page. The biggest single choice in the tree is Convoke the Spirits versus Incarnation: Tree of Life; Method says pick per fight based on how the damage comes in, and a new healer should start with Convoke because it is a single press. If you run out of mana, Method suggests Master Shapeshifter over Embrace of the Dream.
Stat priority
For raid, item level first, then Haste and Mastery about equal, then Critical Strike, Versatility last. For Mythic+, Haste, then Mastery, then Versatility, then Critical Strike. That is Method's order. Maxroll gives no fixed order and says higher item level wins, so once you are comfortable, compare pieces with a healing sim or your own logs. Until then, take the higher item level piece. Leech is the tertiary stat worth caring about.
Consumables checklist
Bring these to every raid. Half of them are provided by the raid, but a new raider should carry their own.
Addons that matter
BigWigs for boss timers, Method Raid Tools for raid notes and healing assignments, and raid frames that show your heals over time clearly, such as DandersFrames or Grid2. Method says WeakAuras is no longer available in Midnight and points to the built-in Cooldown Manager instead. Nothing else is required to start.
Macros
Put these on your bars. The first casts Rejuvenation on whoever your mouse is over, then your target, then yourself, so you heal from the raid frames without clicking. Copy it for Lifebloom, Regrowth and Swiftmend. The second drops Efflorescence at your cursor. The third makes Rebirth instant with Nature's Swiftness for a battle resurrection in the middle of a fight.
#showtooltip
/use [@mouseover,help,nodead][help,nodead][@player] Rejuvenation
#showtooltip
/cast [@cursor] Efflorescence
#showtooltip Rebirth
/cast Nature's Swiftness
/cast [@mouseover,help,nodead][help,nodead] Rebirth
Your utility kit
Healing is only half the job. Raid leaders remember the druid who dispels, battle-resurrects, and roars the raid out of danger, not the one who tops the meter. Restoration has no interrupt, so you are never in the kick order; your job in that moment is to keep the kickers alive. Cooldowns below are the base values. Talents shorten some of them, so trust your tooltip over this table.
| Ability | Base cooldown | What it does | When to press it |
|---|---|---|---|
| Interrupt | None | Restoration has no interrupt. Skull Bash and Solar Beam belong to the other specs. | Never. When the raid leader asks for kicks, keep healing. |
| Nature's Cure | 8 sec | Dispels one Magic, Curse or Poison from an ally. Your dispel. | When the raid leader calls a dispel. Read the boss guide: some debuffs must not be dispelled early. |
| Ironbark | 1.5 min | Reduces damage an ally takes for several seconds. Your external defensive. | Tank busters, or a player with a heavy debuff. Ask the tanks which hit they want it on. |
| Barkskin | 1 min | Reduces damage you take for a few seconds. Does not interrupt your casting. | Every raid-wide hit. It is cheap and you are casting through it anyway. |
| Bear Form and Frenzied Regeneration | None / 36 sec | Bear Form gives you far more health and armor. Frenzied Regeneration heals you over a few seconds while in it. | Only when a hit would kill you. Shift back the moment it has passed. |
| Renewal | 1.5 min | Instantly heals you for a large chunk of your health. | When you drop low and every global is going to someone else. |
| Nature's Swiftness | 1 min | Makes your next Regrowth, Rebirth or other cast instant. | Saving someone about to die, or an instant battle resurrection. |
| Tranquility | 3 min | Channels a large heal over the whole raid. In Midnight it also gives you a big absorb and knockback immunity while channeling. | Only on your assignment from the raid leader. |
| Rebirth | 10 min | Resurrects a dead ally in combat. This is the raid's battle resurrection. | Only when the raid leader calls it. Use the Nature's Swiftness macro so it is instant. |
| Innervate | 3 min | Makes a healer's spells free of mana for a few seconds. | On yourself, early in the fight, before you need it. Or on the other healer if asked. |
| Mark of the Wild | None | Raid-wide Versatility buff for an hour. | Before the first pull and after every wipe. It is the one buff only a druid brings. |
| Stampeding Roar | 2 min | Everyone near you runs 60% faster for several seconds. | When the raid leader asks for one, usually a phase change where the whole raid has to cross the room. |
| Dash | 2 min | You run much faster for a few seconds. Puts you in Cat Form. | Long runs across the room. Shift back as soon as you arrive. |
| Wild Charge | 15 sec | In caster form, a leap to an ally. Method calls it one of your most important utility picks. | Getting out of a mechanic, or getting to a player you need to reach. |
| Typhoon, Ursol's Vortex, Mass Entanglement | 30 sec / 1 min / 30 sec | Knockback, a pull-back circle, and a group root. | Dungeon packs. Rarely in raids unless the guide calls for it. |
| Mighty Bash and Incapacitating Roar | 1 min / 30 sec | Bash stuns one enemy. Roar disorients everything near you. | Dungeon adds. Bosses are immune. |
| Cyclone, Hibernate, Soothe | None / None / 10 sec | Cyclone removes one enemy briefly. Hibernate sleeps a Beast or Dragonkin. Soothe removes an enemy's enrage. | Soothe when the raid leader calls "soothe" on an enraged add or boss. The others only when a guide asks. |
| Symbiotic Relationship | None | Links you to one ally so you share some damage and healing. | On the tank before a key starts, per Method. |
Two habits to build now:
- Heal from the raid frames with mouseover macros. Never click a player to target them. Hover and press. It is the single biggest speed gain a new healer can make.
- Write down your cooldown assignments before every pull. Which hit is your Tranquility, who gets your Ironbark, and when you Innervate. Say "Tranq ready" when it comes back.
Reading your logs and what to practice next
After each raid night, open your character on Warcraft Logs and spend five minutes on one boss. Pick the fight with the heaviest raid-wide damage. Check the five items from the logs section, then do the one drill below that matches your mode.
| Mode | Ten-minute drill in a dungeon or on a friend | Pass mark |
|---|---|---|
| Easy | In a low dungeon, run the six-button list for a full trash-to-boss stretch without clicking a single player to target them. | Lifebloom never drops. Swiftmend is never ready for more than 3 seconds. |
| Intermediate | Add Convoke and Soul of the Forest. Every Swiftmend is followed by a Rejuvenation within one global, for 3 minutes. | Three Convokes in 3 minutes and no Soul of the Forest proc wasted. |
| Full send | Pick a boss with a timer-based raid hit. Ramp five Rejuvenations and Swiftmend in the 10 seconds before it, Wild Growth as it lands. | Nobody drops below 50% on the hit, and you spent no Regrowth to get there. |
Three things to compare against a top log of the same boss (Warcraft Logs, Rankings tab, filter to Restoration):
- Count their Swiftmends and Wild Growths and yours. If theirs is 50% higher on a fight of the same length, you are sitting on cooldowns while spot healing.
- Count their Wrath casts and yours. The gap is your lost active time, and your lost mana.
- Look at their raid's Deaths and yours. Click each one and check whether a Rejuvenation was ticking when it happened.
The Venomous Abyss is the current Midnight Season 2 raid, with eight bosses from Nek'zali the Soulcoiler through Ula'tek. Read the Icy Veins page for each boss before the night you first see it, and write down the three notes from Full Send Mode: when the raid damage is, which hit is your Tranquility, when the raid moves.