Healing Touch
Healing Touch does the most healing of druid heals, and also takes longest to cast. You will mostly use this on tanks during a raid, or on yourself when you have the time to complete it, and are nearly dead. Your agro will spike when you cast this, so use it only in dire need or in-between pulls. You’ll rarely get this off in PVP.
Wrath
Wrath is one of a druid’s nukes. Where Starfire hits harder, Wrath takes less time to cast. Balance druids will do pretty good nature damage with Wrath.
Mark Of The Wild
MotW may be the best buff in the game. It increases armor, all attributes, and resistances. It can be put on any friendly player or NPC. You should have it on 100% of the time.
Rejuvenation
This spell is the first in your one-two punch of Rejuvenation – Regrowth. Rejuv is an instant cost, and heals over time. You can apply it to yourself or others while running. In PVP or soloing, when you are running either after something or away from something you can pop out of a feral form, cast rejuv on yourself, pop a potion, then pop back into feral form all in about two seconds.
When healing a tank or other player, first cast a rejuv on them, and follow it with a regrow. Both are healing over time, so burst damage can still take your target down. But if they survive the first few seconds after you heal them, the HoT will heal them the rest of the way. You can always add a Healing Touch if your target is still getting hit.
Moonfire
Moonfire is an instant-cast damage spell. It leads with a little damage, and then does a bit more over time. Moonfire is great for pulling mobs or spamming on runners who are near death in PVP. Any balance druid should always have a Moonfire dot on their target.
Thorns
Thorns is another buff, like Mark of the Wild. Thorns does a small amount of damage to any melee attacker on a druid. It is another buff you should have on at all times.
If you are a resto druid in a raid, do not put Thorns on yourself. You want to keep the agro down, not increase it.
Entangling Roots
Entangling Roots is a druid’s main crowd control spell. It only works outside, so it is limited, and won’t work in many raids. Entangling Roots stops a player’s movement and does a small amount of damage over time. The trouble is, ER has a chance to break on damage.
So ER is great for some uses, such as stopping a flag carrier in PVP or rooting a mob so you can get away from it. It has little use in many other situations.
Teleport: Moonglade
You get a free teleport to Moonglade, a druid sanctuary with this spell. You can sometimes use this as a travel shortcut when your hearthstone is on cooldown. There are also a few quests to do or turn in at Moonglade.
Regrowth
Regrowth has a short casting time, and heals over time. Cast Rejuvenation first (in PVP or group play) then follow up with Regrowth and you’ll usually keep your target up.
Cure Poison
This is a great tool for healing. In solo play, you can clear a poison off yourself (which every bug and reptile you come across will cast on you). In groups you can clear poison off other players. In PvP, we can use this spell to cleanse rogue poisons, which is a tremendous asset, as well.
Faerie Fire
Faerie Fire is a instant case debuff that lowers the armor of the target, and prevents them from going into stealth. It’s really good for taking on heavily armored foes, and for preventing rogues and fellow druids from going into stealth.
Since its low cost and instant cast, you should use it on anything you’re fighting.
Hibernate
Hibernate puts beasts and dragonkin asleep for a fairly long duration. This is useful in PVP when a hunter has sicced his pet on you. You can put fellow druids to sleep. Hibernate is also useful when soloing, as a way to control beasts or dragons.
Rebirth
Rebirth allows you to bring a friendly player back to life. This spell is both good and bad, as compared to other rez spells in the game. The good: you can cast it in combat. Yep, in a raid or in heavy PVP you can get a fellow player right back into the action. The bad: 30 minute coolodown. This means you can only do one rez at a time, and there’s quite a cooldown on the spell.
A reagent is required for each level of this spell. Be sure to buy a few before joining a group or raid.
Starfire
This is our big nuke. Starfire has a longer cast time than Wrath, but it also deals much more damage, and Starfire criticals can be spectacular. Cast it when your target is occupied with something else.
Soothe Animal
Soothe Animal reduces the radius at which a beast-type enemy will become aggressive. Cast it on the beast nearby an herb or mining node you want to gather. Soothe Animal is useless in PVP and more group situations.
Remove Curse
Removes a curse off your target. This is great when PVPing against warlocks. It’s also good in groups, since many mobs will cast curses on your party members.
Abolish Poison
Abolish Poison removes a poison effect on the target. It also adds a buff that continues to remove any new poison effects for the next eight seconds. Abolish Poison is a complete replacement for Cure Poison. Remove Cure Poison from your toolbar and put Abolish Poison in its place.
Tranquility
Tranquility is a powerful AoE healing spell that heals all party members in range for a large amount of health while channeled. In groups and PVP this can be an awesome healer. Cast Barkskin before casting this, since you have to channel to keep Tranquility going.
Hurricane
This is the druids AoE damage spell. It has a great visual, and has a crowd control component and does damage.
Here’s a typical Hurricane use in PVP; in the Warsong Gulch flag room you and teammates are defending your flag. The opposite faction comes in with great numbers to get the flag. You await, Shadowmelded, until they are bunched around their flag carrier. Cast Hurricane right then. The attackers are slowed and taking damage, they can’t get the flag out, and your team mates should quickly be able to get the upper hand.
The scenario above works just as well with Tranquility. Also, be sure to cast Barkskin on yourself before a Hurricane in order to maintain this channeled spell.
Innervate
This low-mana instant-cast buff can be placed on any friendly target. This spell speeds up mana regeneration. It’s great for druids with their low mana pool. In some group situations you can cast this on a healer
or dps player to keep them going in a tight situation. In PVP you cast it on yourself to keep going with healing, dps, or to allow a shapechange you’re out of mana.
Barkskin
All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Lasts 12 sec.
Barkskin is great; use it often. Cast it just before going into cat or bear; use it just before casting channeling spells.
Gift Of The Wild
This is the same thing as Mark of the Wild, but it lasts longer and buffs everyone within range in your party. This is your raid buff. GotW requires a reagent, so you probably won’t use it on yourself. But for raids, instances, and if you feel generous then PVP, it’s a marvelous buff.
Lifebloom
This is one of the coolest abilities a druid has:
Heals the target for 273 over 7 sec. When Lifebloom completes its duration or is dispelled, the target instantly heals themself for 600. This effect can stack up to 3 times on the same target.
That doesn’t sound all that great on the surface. But there’s more to this spell than that description.
First of all, the “target instantly heals themself for 600” part of a Lifebloom puts that threat for that final heal on the target, not the druid. So this spell on a tank actually bumps up the tank’s threat, helping them to do their job.
Secondly, the HoT part of this instant cast spell stacks (up to three times -- the final ‘bloom’ part does not stack). That’s a big stream of healing applied.
Third, cast it on yourself before jumping into feral form and going on the attack. You’ll be healed during the fight, and right when the damage is starting to add up on you, the Bloom will go off, healing you for a bunch.
Use this before you use Regrowth. (You get this spell late in the leveling process; level 64.)
Cyclone
Cyclone is your other crowd control spell. It throws the target up in the air for six seconds, making them invulnerable but also unable to take any action. Use Cyclone on healers in PVP; with the healer disabled for six seconds your team can focus fire on the warriors and other damage dealers.
It’s also great to Cyclone an enemy and then heal yourself or switch to a feral form to get away or prepare to stun.