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Your plan to the next level.

TBC Anniversary realms

Restoration Druid leveling guide

Last checked against the live game: 2026-09-07

The plan in one paragraph

Level as Feral: a bear from 10 to 20 and a cat from 20 to 70, with Prowl, Claw, Rake and Rip killing quest mobs faster than any Druid caster and a bear in the bag for every dungeon on the way. Druids level quickly once Cat Form arrives because they never stop: Travel Form at 30 between quests, a heal when a fight goes wrong, and a tank spec and a damage spec in the same tree. Feral Charge at 26, Heart of the Wild at 41, Leader of the Pack at 45 and Mangle at 50 are the levels where it gets better again. The leveling tree ends on the Feral raid build exactly, so there is nothing to respec at 70 if you stay Feral, and one respec if you do not.

Your endgame is Restoration, the Tree of Life: Lifebloom stacked on the tanks, Rejuvenation and Regrowth on everyone else, Swiftmend for the emergencies, and a form that makes your group take more healing from every healer. Restoration Druids are the raid's tank healers in TBC and a raid wants one or two. One respec at 70, and the healing leather you collect in dungeons on the way is the point of the gear section.

Milestones on the way to 70

Druid milestones, 1 to 70

  1. 1Wrath, Healing Touch, Mark of the WildWrath until 10, Mark of the Wild on yourself and everyone you meet. The first ten levels are a caster's; it changes at 10.
  2. 1You are here
  3. 4Moonfire, RejuvenationMoonfire then Wrath is the loop to 10. Rejuvenation on yourself between fights.
  4. 6Thorns
  5. 8Entangling RootsRoots the target in place; outdoors only. The escape and the second-mob answer for the whole game.
  6. 10Bear Form, Maul, Growl, Demoralizing Roar, first talent pointThe class quest chain from your trainer teaches Bear Form; do it before anything else at 10. Ferocity 1/5. Teleport: Moonglade is yours too. From here you quest as a bear until 20.
  7. 12Enrage, Regrowth
  8. 14Bash, Cure PoisonBash is the bear stun and interrupt. You can tank Ragefire Chasm and Wailing Caverns from here, and groups will ask.
  9. 16Swipe, Aquatic FormThe Aquatic Form quest chain is long and worth doing early; it is swimming speed for life. Swipe is the bear's area threat.
  10. 18Faerie Fire, Hibernate
  11. 20Cat Form, Claw, Rip, Prowl, Starfire, Rebirth, Feral InstinctThe level the leveling spec arrives. Cat Form is the questing form from here to 70: Prowl, Claw to five combo points, Rip. Rebirth is the battle resurrection every group wants. Thick Hide and Feral Instinct from the talent order.
  12. 22ShredThe cat's hardest hit, from behind the target only. Solo you rarely get behind a mob; in a group you always do.
  13. 24Rake, Tiger's Fury, Remove CurseRake is a bleed and a combo point; with Rip it is the solo loop.
  14. 26Dash, Abolish Poison, Feral ChargeDash is the cat's sprint. Feral Charge from the talent order is the bear's charge and interrupt.
  15. 28Cower, Challenging Roar
  16. 30Travel Form, Tranquility, mountTravel Form is an instant 40% speed outdoors and the reason many Druids never buy a mount until 60. Buy one anyway for the 60%.
  17. 32Ferocious Bite, RavageFerocious Bite is the finisher for a mob about to die; Rip for one that is not.
  18. 36Pounce, Frenzied RegenerationPounce from Prowl is a stun opener with a bleed. Frenzied Regeneration turns the bear's rage into health; the tank's save.
  19. 40Dire Bear Form, Innervate, Hurricane, Feline GraceDire Bear Form is a real jump in armor and health; you tank Outland dungeons in it at 60. Innervate is a full mana bar for you or a healer every six minutes, and the reason raids want a Druid near the Priests.
  20. 44Barkskin
  21. 45Leader of the PackFrom the talent order: +5% melee crit for your party in Cat or Bear Form.
  22. 50Mangle, Gift of the WildFrom the talent order: Mangle (Cat) and Mangle (Bear), the hit that makes bleeds 30% stronger. Gift of the Wild is group-wide Mark; carry Wild Berries. The Feral tree is complete at 53 and the rest is Restoration.
  23. 58OutlandHellfire Peninsula quest greens and blues replace most of what you are wearing within a level. Leather with Agility and Stamina for the cat; a Dire Bear with the same gear tanks the Hellfire dungeons.
  24. 60Epic riding
  25. 62MaimA cat finisher that stuns. The interrupt you did not have in Cat Form.
  26. 64LifebloomA heal over time that stacks three times and blooms at the end. The Restoration spec is built on it; as Feral it is the heal you put on the tank before you shift.
  27. 66LacerateA bear bleed that stacks five times. With Mangle (Bear) it is most of a raid tank's threat.
  28. 68Flight FormAn instant flying mount, free. Swift Flight Form at 70 is the epic one, from a quest chain that ends in Sethekk Halls.
  29. 70Cyclone, Swift Flight FormThe level cap. Cyclone takes a target out of the fight for six seconds and nothing can touch it or heal it. The endgame sections take over from here.

Leveling spec

Feral, 1 to 70. Wrath and Moonfire to 10, a bear to 20, a cat after that: Prowl, Claw to five points, Rip, Claw, and the mob dies while bleeding. The real priorities in the tree are Feral Swiftness at 22, Feral Charge at 26, Heart of the Wild at 41, Leader of the Pack at 45 and Mangle at 50, with Ferocity from the first point because it makes every form's main button cheaper. Balance levels slower and sits more; Restoration does not level, it heals dungeons. Feral is also the raid spec for tank and cat alike, so there is nothing to undo.

1 to 10. Wrath, Moonfire, Wrath, and Rejuvenation on yourself between fights. You are a bad Mage for ten levels. At 10 the trainer gives you the Bear Form quest chain; finish it before you quest another level.

10 to 20. Bear Form. Maul on every swing you have rage for, Demoralizing Roar on anything hitting hard, Enrage before a pull for the rage, Bash on casters. Bears kill slowly and never die, and every dungeon from Ragefire Chasm on will take you as the tank; say yes, it is how Druids get groups. Shift out to heal yourself when you are under a third, shift back; Furor later makes that free.

20 to 40. Cat Form at 20 is the leveling spec. Prowl up to the mob, Claw (Pounce from 36), Claw to five combo points with Rake in there once you have it at 24, Rip, Claw, and most mobs die to the Rip. Tiger's Fury before the opener, Dash to catch a runner, Ferocious Bite from 32 only on a mob that will die to it. Shift to bear for anything that hits too hard to kill as a cat; shift to caster to heal when you must; Travel Form at 30 between every quest. Feral Charge at 26 and Bash are your interrupts in bear.

40 to 60. Dire Bear Form at 40 is a real tank; Innervate at 40 is a full mana bar every six minutes, which for a Feral is a heal-yourself-to-full between pulls. Heart of the Wild at 41 is +10% attack power as a cat and +20% Stamina as a bear. Leader of the Pack at 45 is +5% crit for you and your group. Mangle at 50 changes the loop: Mangle, then Rake and Rip bleed 30% harder; Mangle, Rake, Claw, Claw, Rip. From here the cat kills as fast as a Rogue and the bear tanks as well as a Warrior.

60 to 70. The Restoration points arrive from 54: Furor first, so every shift into cat starts with 40 energy and every shift into bear with 10 rage; Naturalist for +10% damage in forms; Omen of Clarity at 70 for free Mangles. Maim at 62 is the cat's stun, Lifebloom at 64 the heal you put on yourself before a hard pull, Lacerate at 66 the bear's bleed, Flight Form at 68 free flying. By 70 your tree is the Feral raid build and your gear decides whether you are the tank or the cat.

Weapons: a stat stick. Your forms do not use the weapon's damage at all; a staff or mace with Agility, Stamina and attack power (and from 60, the "feral attack power" line on a weapon's tooltip, which is the weapon's damage converted for you) is the whole decision. A healer's staff with Intellect is fine when nothing better drops; the stats on it still work in forms.

Why not Balance to level? Wrath and Starfire kill a mob in the time a cat kills two, and you drink after every third one until Dreamstate and Moonkin Form at 50. Balance is a good raid spec at 70 and a slow leveling one; level Feral, carry caster gear if you want to heal dungeons as you go, and the respec plan below prices the switch. Why not Restoration? Because nothing in the tree kills anything. Restoration is a respec at 70 or in your 60s for a Druid who has stopped questing to heal dungeons; a Feral Druid heals the leveling dungeons fine out of form.

Where each talent point goes

0 / 0 / 0 0 of 61 points

Balance 0

Starlight Wrath 0/5
Nature's Grasp 0/1
Imp. Nature's Grasp 0/4
Control of Nature 0/3
Focused Starlight 0/2
Imp. Moonfire 0/2
Brambles 0/3
Insect Swarm 0/1
Nature's Reach 0/2
Vengeance 0/5
Celestial Focus 0/3
Lunar Guidance 0/3
Nature's Grace 0/1
Moonglow 0/3
Moonfury 0/5
Balance of Power 0/2
Dreamstate 0/3
Moonkin Form 0/1
Imp. Faerie Fire 0/3
Wrath of Cenarius 0/5
Force of Nature 0/1

Feral Combat 0

Ferocity 0/5
Feral Aggression 0/5
Feral Instinct 0/3
Brutal Impact 0/2
Thick Hide 0/3
Feral Swiftness 0/2
Feral Charge 0/1
Sharpened Claws 0/3
Shredding Attacks 0/2
Predatory Strikes 0/3
Primal Fury 0/2
Savage Fury 0/2
Faerie Fire (Feral) 0/1
Nurturing Instinct 0/2
Heart of the Wild 0/5
Survival of the Fittest 0/3
Primal Tenacity 0/3
Leader of the Pack 0/1
Imp. Leader of the Pack 0/2
Predatory Instincts 0/5
Mangle 0/1

Restoration 0

Imp. Mark of the Wild 0/5
Furor 0/5
Naturalist 0/5
Nature's Focus 0/5
Natural Shapeshifter 0/3
Intensity 0/3
Subtlety 0/5
Omen of Clarity 0/1
Tranquil Spirit 0/5
Imp. Rejuvenation 0/3
Nature's Swiftness 0/1
Gift of Nature 0/5
Imp. Tranquility 0/2
Empowered Touch 0/2
Imp. Regrowth 0/5
Living Spirit 0/3
Swiftmend 0/1
Natural Perfection 0/3
Empowered Rejuvenation 0/5
Tree of Life 0/1

The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.

Feral leveling, 10 to 70 | 61 points

LevelTalentTreeWhy
10Ferocity 1/5feralMaul, Swipe, Claw, Rake and Mangle cost 5 less. Every form's main button is cheaper, from the day you get Bear Form. Row 2 opens at 5.
11Ferocity 2/5feral
12Ferocity 3/5feral
13Ferocity 4/5feral
14Ferocity 5/5feral
15Thick Hide 1/3feral+10% armor from items. You are a bear in a dungeon from 15, and a cat that gets hit the rest of the time.
16Thick Hide 2/3feral
17Thick Hide 3/3feral
18Feral Instinct 1/3feralMore bear threat and harder to see in Prowl. Three ranks, like the raid build, and the tank half matters from your first dungeon. Row 3 opens at 10.
19Feral Instinct 2/3feral
20Feral Instinct 3/3feral
21Feral Swiftness 1/2feral+30% run speed in Cat Form outdoors and +4% dodge in forms. From 20 you move faster than anyone without a mount.
22Feral Swiftness 2/2feral
23Sharpened Claws 1/3feral+6% crit in Bear and Cat Form. Crits feed Primal Fury's combo points later.
24Sharpened Claws 2/3feral
25Sharpened Claws 3/3feral
26Feral Charge 1/1feralLevel 26. Bear Form charges and interrupts. The dungeon tank's pull and the solo answer to a caster.
27Predatory Strikes 1/3feralAttack power in forms equal to 150% of your level. At 29 that is a third of your attack power, and it keeps scaling. Row 4 opens at 15.
28Predatory Strikes 2/3feral
29Predatory Strikes 3/3feral
30Primal Fury 1/2feralBear crits give 5 rage; cat crits give an extra combo point. With Sharpened Claws, a Rip comes two hits sooner.
31Primal Fury 2/2feral
32Shredding Attacks 1/2feralShred costs 18 less energy and Lacerate 2 less rage. Shred from behind is the cat's hardest hit when you can get there.
33Shredding Attacks 2/2feral
34Savage Fury 1/2feral+20% damage on Claw, Rake, Mangle (Cat), Maul and Swipe. Row 5 opens at 20.
35Savage Fury 2/2feral
36Faerie Fire (Feral) 1/1feralFaerie Fire without leaving form. Armor off the target and a ranged pull for the bear.
37Heart of the Wild 1/5feral+20% Intellect, +20% Stamina in Bear Form, +10% attack power in Cat Form. The biggest talent in the tree for both forms. Row 6 opens at 25.
38Heart of the Wild 2/5feral
39Heart of the Wild 3/5feral
40Heart of the Wild 4/5feral
41Heart of the Wild 5/5feral
42Survival of the Fittest 1/3feral+3% to all stats and you cannot be crit by bosses at 70 with 2.6% less Defense. For now, 3% of everything.
43Survival of the Fittest 2/3feral
44Survival of the Fittest 3/3feral
45Leader of the Pack 1/1feralLevel 45. +5% melee crit for your whole party while you are in Cat or Bear Form. Row 7 opens at 30.
46Improved Leader of the Pack 1/2feralYour party's crits heal them for 4% of their health. Free group healing, and solo it is you healing yourself with every crit.
47Improved Leader of the Pack 2/2feral
48Predatory Instincts 1/5feralYour crits in forms deal 6% more at two ranks. Two now to open row 9 at 40 points.
49Predatory Instincts 2/5feral
50Mangle 1/1feralLevel 50. Mangle (Cat) and Mangle (Bear): a hard hit that makes the target bleed 30% more from your Rip, Rake and Lacerate. The spec arrives here. Row 9 opens at 40.
51Predatory Instincts 3/5feralThe last three ranks: +10% crit damage in forms and 10% less area damage taken. The Feral tree is complete.
52Predatory Instincts 4/5feral
53Predatory Instincts 5/5feral
54Furor 1/5restorationShifting into Bear gives 10 rage and into Cat 40 energy, every time. You open every fight with a Mangle instead of a wait.
55Furor 2/5restoration
56Furor 3/5restoration
57Furor 4/5restoration
58Furor 5/5restoration
59Naturalist 1/5restoration+10% physical damage in forms (and a faster Healing Touch). The damage half is why it is here. Row 2 opens at 5.
60Naturalist 2/5restoration
61Naturalist 3/5restoration
62Naturalist 4/5restoration
63Naturalist 5/5restoration
64Natural Shapeshifter 1/3restorationShapeshifting costs 30% less mana. You shift to heal and shift back; this is how often you can.
65Natural Shapeshifter 2/3restoration
66Natural Shapeshifter 3/3restoration
67Intensity 1/3restoration30% of your mana regeneration continues while casting, and Enrage gives 10 rage at once. Row 3 opens at 10.
68Intensity 2/3restoration
69Intensity 3/3restoration
70Omen of Clarity 1/1restorationYour attacks have a chance to make the next ability free. The last point, at 70; a free Mangle or Shred every few hits.

Where it ends: 0/44/17, the Feral build WoWSims ships as its preset for both the cat sim and the bear sim, point for point. The Feral tree is complete at 53 and the seventeen Restoration points after it are the same seventeen the raid build has.

One tree for the tank and the cat is the whole point. TBC Feral has no separate bear build worth the respec: Thick Hide, Feral Instinct, Feral Charge, Survival of the Fittest and Mangle (Bear) are in the cat's tree already, and Shredding Attacks, Savage Fury and Predatory Instincts are in the bear's. What changes between the two jobs is gear, and the gear section covers both sets. The "DemoRoar" variant (0/47/14) takes Feral Aggression for a stronger Demoralizing Roar and pays for it with Improved Leader of the Pack and Intensity; take it only if you tank raids and nobody else carries the attack power debuff.

Thick Hide before Feral Swiftness is on purpose. Row 3 needs ten points and you are a bear in dungeons from 14, so the armor comes first and the cat speed arrives at 22, two levels after Cat Form. If you never dungeon, swap them; the engine validates either order.

Feral Aggression is not in the order. It is the leveling talent most guides take first (+15% Ferocious Bite, stronger Demoralizing Roar), and it is not in the raid build, so taking it costs a respec at 70. Ferocity is the better first five points anyway; cheaper Claws are more Claws.

How the class plays while leveling

Forms

Four forms by 30 and the rule for each. Cat Form for killing: energy and combo points, Prowl, Claw, Rake, Shred from behind, Rip or Ferocious Bite to finish, Tiger's Fury for the burst, Dash to chase. Bear Form (Dire Bear from 40) for tanking and for anything that hits too hard to kill as a cat: rage, Maul, Swipe, Demoralizing Roar, Growl to taunt, Bash to stun, Enrage for rage, Frenzied Regeneration to heal with it. Travel Form for every walk outdoors. Caster form for heals, Roots, Innervate and Rebirth, and for nothing else once you have Cat Form. Shifting costs mana; Natural Shapeshifter and Furor in the talent order are why you can afford to shift, heal, and shift back, and why a shift into Cat Form at 54 starts with 40 energy.

The solo loop

Prowl. Pounce from 36 (Claw before it), Rake, Claw to five combo points, Rip, Claw. The Rip finishes most quest mobs; Ferocious Bite at five points only on a mob under a third. Mangle from 50 goes first after the opener and makes Rake and Rip 30% stronger. Tiger's Fury before the opener on anything with more health than usual. Never sit at full energy; Claw as it comes.

Two mobs: Entangling Roots one from caster form before you Prowl in, or just take both as a cat and shift to bear if it goes wrong. Three: bear. Swipe, Demoralizing Roar, Maul, and accept that it takes a while; or Hibernate the beast, Roots the second, and cat the third. A caster: Pounce from Prowl, and Bash in bear or Maim from 62 when it starts casting. A runner: Dash.

When it goes wrong: shift to bear and Frenzied Regeneration from 36; or shift to caster, Barkskin from 44, Regrowth, Rejuvenation, and shift back to cat with Furor's 40 energy. A Druid with mana does not die to anything that is not an elite. Travel Form is the escape; nothing on foot catches it.

Tanking while leveling

Every dungeon from Ragefire Chasm to Shattered Halls will take you as the bear, and from 14 you should take the job; it is how Druids get groups and it is the raid job for half the Ferals at 70. Bear Form, Enrage before the pull, Feral Charge from 26 or Faerie Fire (Feral) to pull, Maul on every swing, Swipe on packs, Demoralizing Roar on the first pull of the dungeon and whenever it drops, Growl the mob that leaves you, Bash the caster. Mangle (Bear) from 50 and Lacerate from 66 are the raid threat; before them, Maul and Swipe are enough. Frenzied Regeneration and Barkskin are the saves; shifting out to heal yourself is the one a bear does not have time for, so a Rejuvenation on yourself before the pull is the habit.

Healing while leveling

Out of form you are a Restoration Druid with fewer talents, and every leveling dungeon will take you as the healer if the bear slot is filled. Rejuvenation on the tank between pulls, Regrowth for the big damage, Healing Touch when there is time, Lifebloom from 64 stacked three times on the tank. Innervate on the healer who is not you if you are the bear, and on yourself if you are the healer. Rebirth once a fight, on the tank or the healer, never the Hunter.

#showtooltip Rebirth
/cast [target=mouseover,help,dead][help,dead][target=player] Rebirth

Rebirth on whoever your mouse is over, so you never target-swap mid fight.

Buffs and utility

Mark of the Wild on everyone (Gift of the Wild from 50, with Wild Berries); Thorns on the tank. Remove Curse and Abolish Poison make you a dispeller in every dungeon with either. Faerie Fire on anything the melee are hitting. Hibernate puts a beast or dragonkin to sleep for up to 40 seconds and is your only crowd control, Cyclone at 70 aside. Innervate is the raid's spare mana bar; the healer who gets it will remember you.

Macros

#showtooltip Cat Form
/cancelform
/cast Cat Form

A powershift: out of and back into Cat Form in one press, which with Furor is 40 energy for the cost of one shift's mana. The raid cat's rotation lives on this.

#showtooltip Dire Bear Form
/cast [nostance:1] Dire Bear Form
/cast [stance:1] Feral Charge

Into bear and Charge: one key, pressed twice.

Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.

Gear and stat priority

Leveling set (Feral): Agility first (attack power, crit and dodge in both forms), then Stamina, then Strength and attack power, then Intellect for the shifting. Leather, and the weapon is a stat stick: your forms ignore its damage entirely, so a staff with Agility and Stamina beats a sword with more damage, and from 60 the "feral attack power" line on some weapons is the one that matters. "Of the Monkey" (Agility and Stamina) greens are made for you. Keep a few Intellect and +healing pieces in the bag for the dungeons you heal.

Restoration at 70, in order: +healing first (Empowered Rejuvenation makes your HoTs gain 20% more from it), then Spirit (Intensity, Living Spirit and Tree of Life's aura all scale with it, and it is the stat that makes Druid gearing different from a Priest's), then Mp5 and Intellect, then spell crit for Improved Regrowth and Natural Perfection, then Stamina. Leather with healing on it is yours alone; cloth with Spirit you share with the Priests.

Zones and dungeons by bracket

Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.

LevelsZonesDungeons
1 to 10Durotar, Mulgore, Tirisfal Glades, Eversong Woods
10 to 20The Barrens, Silverpine Forest, GhostlandsRagefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23)
20 to 30Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38)
30 to 40Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of SorrowsScarlet Monastery (34 to 45), Razorfen Downs (37 to 46)
40 to 50Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55)
50 to 60Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, SilithusSunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60)
58 to 63Hellfire PeninsulaHellfire Ramparts (60 to 62), Blood Furnace (61 to 63)
60 to 64ZangarmarshSlave Pens (62 to 64), Underbog (63 to 65)
62 to 67Terokkar Forest, NagrandMana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68)
65 to 70Blade's Edge Mountains, Netherstorm, Shadowmoon ValleySethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass

Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.

Why these professions

You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.

The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your healer gear wants, and the gatherer that feeds it.

For a healer: Tailoring (Primal Mooncloth) if you wear cloth, Leatherworking (Windhawk) if you can wear leather or mail, Jewelcrafting for trinkets; Enchanting for the self-only ring enchants. Herbalism with Alchemy is the gold-and-flasks pairing.

Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.

Your endgame build

0/0/61. The Restoration build WoWSims ships as its "Resto" preset, the whole Restoration tree minus seven points. Nothing from the Feral leveling tree survives except the Restoration points at the bottom of it.

Restoration 0/0/61 | 61 points

LevelTalentTreeWhy
10Improved Mark of the Wild 1/5restoration+35% on Mark of the Wild for the raid.
11Improved Mark of the Wild 2/5restoration
12Improved Mark of the Wild 3/5restoration
13Improved Mark of the Wild 4/5restoration
14Improved Mark of the Wild 5/5restoration
15Nature's Focus 1/5restoration70% less pushback on heals. You heal while being hit more than most.
16Nature's Focus 2/5restoration
17Nature's Focus 3/5restoration
18Nature's Focus 4/5restoration
19Nature's Focus 5/5restoration
20Naturalist 1/5restorationHealing Touch casts faster. Three ranks; Tree of Life cannot cast Healing Touch, so this is for the moments you are out of it.
21Naturalist 2/5restoration
22Naturalist 3/5restoration
23Natural Shapeshifter 1/3restorationCheaper shifts into and out of Tree of Life.
24Natural Shapeshifter 2/3restoration
25Natural Shapeshifter 3/3restoration
26Intensity 1/3restoration30% of your regeneration while casting. Spirit is your stat because of this.
27Intensity 2/3restoration
28Intensity 3/3restoration
29Subtlety 1/5restoration20% less threat on heals and your HoTs resist dispel. The threat half matters on fights with adds.
30Subtlety 2/5restoration
31Subtlety 3/5restoration
32Subtlety 4/5restoration
33Subtlety 5/5restoration
34Omen of Clarity 1/1restorationA free spell now and then from your melee swings; in a raid, rarely, but it is one point.
35Tranquil Spirit 1/5restorationHealing Touch and Tranquility cost 10% less.
36Tranquil Spirit 2/5restoration
37Tranquil Spirit 3/5restoration
38Tranquil Spirit 4/5restoration
39Tranquil Spirit 5/5restoration
40Improved Rejuvenation 1/3restoration+15% Rejuvenation. One of your two spells.
41Improved Rejuvenation 2/3restoration
42Improved Rejuvenation 3/3restoration
43Nature's Swiftness 1/1restorationYour next nature spell is instant, every three minutes. An instant Healing Touch when a tank is about to die.
44Gift of Nature 1/5restoration+10% to every heal.
45Gift of Nature 2/5restoration
46Gift of Nature 3/5restoration
47Gift of Nature 4/5restoration
48Gift of Nature 5/5restoration
49Improved Tranquility 1/2restorationTranquility causes no threat and its cooldown is shorter. Tranquility is a raid cooldown you can cast in Tree form.
50Improved Tranquility 2/2restoration
51Empowered Touch 1/2restorationHealing Touch gains 20% more from your +healing.
52Empowered Touch 2/2restoration
53Improved Regrowth 1/5restoration+50% Regrowth crit. Regrowth is your big heal in Tree form, and half its casts crit.
54Improved Regrowth 2/5restoration
55Improved Regrowth 3/5restoration
56Improved Regrowth 4/5restoration
57Improved Regrowth 5/5restoration
58Living Spirit 1/3restoration+15% Spirit.
59Living Spirit 2/3restoration
60Living Spirit 3/3restoration
61Swiftmend 1/1restorationConsume a Rejuvenation or Regrowth for an instant heal of its remaining value. The emergency button, every 15 seconds.
62Natural Perfection 1/3restoration+3% crit on your spells and you take less damage after being crit.
63Natural Perfection 2/3restoration
64Natural Perfection 3/3restoration
65Empowered Rejuvenation 1/5restorationYour heal over time spells gain 20% more from your +healing. Lifebloom, Rejuvenation and Regrowth's ticks: the biggest talent in the tree.
66Empowered Rejuvenation 2/5restoration
67Empowered Rejuvenation 3/5restoration
68Empowered Rejuvenation 4/5restoration
69Empowered Rejuvenation 5/5restoration
70Tree of Life 1/1restorationA form in which your group's healing taken is increased by a share of your Spirit, your HoTs cost 20% less, and you can cast only Rejuvenation, Regrowth, Lifebloom, Swiftmend and Tranquility. The spec.

The core is Intensity, Omen of Clarity, Improved Rejuvenation, Nature's Swiftness, Gift of Nature, Improved Regrowth, Living Spirit, Swiftmend, Natural Perfection, Empowered Rejuvenation and Tree of Life, with Improved Mark of the Wild because somebody carries it. The flexible points are the seven the preset spends on Nature's Focus (pushback; a Tree in a raid rarely gets hit), Subtlety (threat and dispel resistance), Improved Tranquility and the two Empowered Touch points; raids that want a Druid who can leave Tree form and cast Healing Touch move them to Naturalist and Tranquil Spirit, and raids that want an Innervate every fight move eleven points into Balance for Nature's Grasp and the row 2 filler, which is a different build and not this one.

The other build, "Dreamstate" (Balance to Dreamstate and Moonkin Form's row, Restoration to Swiftmend): trades Tree of Life, Empowered Rejuvenation and Natural Perfection for Dreamstate's regeneration and Nature's Grace, and heals with Lifebloom, Rejuvenation and Swiftmend as a caster. It was the common Druid healing build before Tree of Life raids caught on and it is still the better one for a Druid who heals with no Shadow Priest and runs dry. The sim ships it as a Balance preset (36/0/25); this page does not list it as an order.

Raid job description: Tree of Life on before the pull. Lifebloom on each tank, stacked to three and refreshed before the bloom (the bloom at the end is a heal too, but the stack is the point), Rejuvenation on the raid members taking damage, Regrowth on the one who needs more than a HoT, Swiftmend on the one who needs it now, Nature's Swiftness into a Healing Touch out of form when a tank is about to die and nothing else will do. Tree form means you cannot cast Healing Touch or Wrath or anything but the five; you shift out for Innervate, Rebirth and the emergency Healing Touch, and back in. Druids are tank healers in TBC: the Paladins and Priests cover the raid, you keep the two or three people who are being hit from dying between their casts.

When to respec: at 70, or in your 60s if you have moved from questing to healing Outland dungeons back to back; Tree of Life needs 41 Restoration points, so a Feral who respecs at 60 has it the same day. The respec plan below prices it.

Endgame prep. Start now

Pre-raid gearing: +healing and Spirit from the normal and heroic dungeon blues, the Sha'tar and Lower City reputations and the Nagrand, Netherstorm and Shadowmoon Valley quest rewards. Windhawk is bind-on-pickup to the Tribal Leatherworker who makes it, so the crafted healing set is not an option without the profession. The Karazhan attunement chain runs through every dungeon on the list.

The heroic keys are reputations from the dungeons themselves: Honor Hold or Thrallmar, Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time, each to Honored. A Druid who can tank or heal gets groups as fast as anyone; a Druid who can do both gets them first.

Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.

Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.

Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.

The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.

Respec plan

Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: Feral for everything you do alone and for the raids that want a bear or a cat, and Restoration or Balance in the second slot. A Druid gets more out of dual spec than any class in the game, because every raid job is open to you. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.

Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 60, pick that build above the trees and drag the slider to 60: the highlighted cells are the 51 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.

Into Restoration. At 70, or at 60 if you have moved from questing to healing dungeons back to back: follow the Restoration raid order from the top. Tree of Life needs 41 Restoration points, so a respec at 60 (51 points) gives you the form and ten of the remaining points the same day. The 17 Restoration points of the leveling tree are mostly in the raid build already.

The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Druid who respecs once at 70 pays well under 60g; nobody should be flipping specs per dungeon.

UI and addons

A Druid watches a different resource in every form, and the default UI changes the bar but not the habit.

  • A form-aware action bar: the default bars switch with form; make sure every form has its heal-and-shift macros and Travel Form on the same keys so your hands do not relearn the layout four times.
  • Combo points and energy near your character in Cat Form, like a Rogue; rage and Lacerate stacks in Bear Form; Lifebloom stacks and remaining time on every frame as a healer.
  • WeakAuras: Rip and Rake remaining on the target, Mangle debuff remaining, Tiger's Fury and Dash ready, Faerie Fire missing from the target, Mark of the Wild missing, Lifebloom stacks on the tanks, Swiftmend and Nature's Swiftness ready.
  • Healing frames (Grid with Clique, or Healbot) from the first dungeon you heal, and for Rebirth and Innervate on a mouseover in every spec.
  • A threat meter (Omen) in every group.
  • One boss-mod addon, DBM or BigWigs, not both.

The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.

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