Deep Resto + Feral Charge + Nature's Grasp (8/11/42)
This build is the standard druid arena build. It has very high healing output combined with great survivabillity, the downside with this build is that it has virtually no damage output.
Standard Spell rotation: LB, LB, Rejuv, LB Cyclone/Regrowth (depending on how much damage your parter(s) is taking. LB, Swiftmend rejuv.
Regrowth: This spell should only be used when you got full hots on your teammate and as an emergency heal. It is mana ineffective, and it can quite easily be counterspelled. Use with Caution!
Due to the fact that most of the druids spells are instant, good players will try to lock out you nature school whenever they can. There are 2 spells that they will try to counterspell. These are Cyclone and Regrowth. So always attept to fakecast these spells to bait out the counterspell. Remember to have full hots on your partner incase something goes wrong.
Protecting your Innervate: The way dispell mechanics works is that they dispell a random buff from their target. As a druid you have several ways to reduce the chance of your innervate being dispelled. use R1.Motw, R1.Thorns, Lifebloom x3, rejuv, and if you got a pet hitting you /sit to trigger natural perfection which is also a magic effect.
Protecting your Roots: When using natures grasp to try and root someone always try to use LoS in your favor. Rooting players behind pillars and then casting R1.Moonfire, Fariefire, and Insect Swarm (if you have it) Will also make it harder for them to free their teammate.
Remember that all these spells have a 30% additional chance to resist due having 5 points in subtelty, and remember not to only protect your spells but also the spells of your teammates.
Balance (8)
| Talent | Description | ||
|---|---|---|---|
| Starlight Wrath | 0/5 | Unneccesary as you will rarely use Wrath unless the fight is over. | |
| Nature's Grasp | 1/1 | Instant cast root that costs zero mana. A must have talent to help you escape from any melee class or Hunter's pet | |
| Improved Nature's Grasp | 4/4 | Guarentees that your Nature's Grasp will land on the next hit making it an excellent on-demand escape tool. | |
| Control of Nature | 3/3 | Very important to get, this spell makes your cyclones and roots 100% uninterruptable. One of the strengths that druids have over other healers is their abillity to Crowd Control. This allows you to do that much easier. | |
Feral (11)
| Talent | Description | ||
|---|---|---|---|
| Ferocity | 5/5 | Filler talent which is handy when you're trying to build up combo points for a maim stun. | |
| Feral Aggression | 0/5 | Some Druids prefer the increased ap reduction from Demoralizing roar more than Ferocity. This is a personal choise depending on your own playstyle. | |
| Feral Instinct | 0/3 | People switch between this and tough hide. | |
| Brutal Impact | 2/2 | Increase duration of both of your stuns. Helps increase your control. | |
| Thick Hide | 3/3 | Good talent against all physical damage classes. Works in all forms and gets multiplied when in bear. | |
| Feral Charge | 1/1 | This is a golden talent in a Druids arsenal. This talent is one of our few spell interupts, it is also exellent when trying to escape from targets hitting you. | |
Restoration (42)
| Talent | Description | ||
|---|---|---|---|
| Improved Mark of the Wild | 0/5 | Furor is a much better talent for the first tier in this build. | |
| Furor | 5/5 | This talent is a must have. Gives you 10 rage or 40 energy when shifting into bear or catform. This allows you to immediatly go bear and bash or charge a target. | |
| Naturalist | 0/5 | You are rarely going to be casting healing touch because it is not worth risking lockout. You also won't be doing much melee. No need for this talent. | |
| Nature's Focus | 4/5 | This talent is only semi effective for a resto druid in arenas due to the fact that you will be spamming instants most of the time. But when you need that regrowth for emergency situations this talent can save lives. | |
| Natural Shapeshifter | 3/3 | As a restoration druid you will be shifting several times during each arena. This talent will end up saving you thousands of mana over the course of a few minutes, which can be spent on healing your teammates. | |
| Intensity | 3/3 | This is a prerequsite to Nature's Swiftness with limited use for full pvp geared Druids since they wear very few items with spirit. | |
| Subtlety | 5/5 | Alot of people will disagree that this talent is good for pvp, but the biggest enemy to a Druids' healing are the hots being dispelled, and this helps mitigate the chances of that happening. | |
| Omen of Clarity | 0/1 | ||
| Tranquil Spirit | 0/5 | ||
| Improved Rejuvenation | 3/3 | This talent pretty much speaks for itself. Increased healing output is always good. | |
| Nature's Swiftness | 1/1 | Amazing talent. Can be used in combination with Healing Touch for a large instant heal, or with Cyclone/Hibernate for instant crowd control. | |
| Gift of Nature | 5/5 | Again increased healing is always good. This talent also happens to be a prerequsite for Swiftmend. | |
| Improved Tranquility | 0/2 | ||
| Empowered Touch | 0/2 | ||
| Improved Regrowth | 4/5 | This is another talent that speaks for itself. You will mainly be using Regrowth as an emergency heal and this talent can really save lives when its needed. | |
| Living Spirit | 0/3 | ||
| Swiftmend | 1/1 | This is the Holy Grail in the restoration tree. You will be using this talent all the time. Very mana efficiant and can crit close to 5-6k. | |
| Natural Perfection | 3/3 | Your critical strike chance with all spells is increased by 3% and all critical strikes against you will give you the Natural Perfection effect reducing all incoming damage by 5% (stacks 3 times) This talent will save your life very often. Almost like our own soullink abillity whenever we are being hit. | |
| Empowered Rejuvenation | 5/5 | Increases the efficiency by all your HoTs by 20%. Another talent that increases your healing output substantially. | |
| Tree of Life | 0/1 | This is a PVE talent which is only good for one thing in arenas: getting out of polymorphs and healing your teammates. | |
