Dragonflight contains major updates to World of Warcraft classes, centering on the re-introduction of talent trees. In this preview, we take a first look at the prototype trees for the Druid and Death Knight classes. These and all the other trees still have a lot of work to be done, but we want to share what we can to start collecting detailed feedback at this early stage.
Talent System Design Philosophy
Some of our biggest goals in a class and talent revamp are to increase player agency over your character’s progression and build, provide meaningful rewards while leveling, and reinforce your character’s connection to both their class and their spec. In addition, we felt we had to retain many features of modern World of Warcraft specializations. Specializations have many unique abilities, some of which might be central to the identity of the spec. They have a wide variety of optional bonuses that have been created at various times over the years. This all led us back to talent trees— a concept familiar to people who played WoW before the Mists of Pandaria expansion.
Visually, trees are still an intuitive way to represent the different paths one could follow while making many choices about a character. Trees also communicate dependencies and magnitude intuitively, without a lot of added rules. For example, talents higher in the tree are expected to be more commonly chosen, while talents lower in the tree are more optional and more geared towards shaping max-level builds.
Dragonflight talent trees have some significant differences from previous versions of talent trees in World of Warcraft. First, you have not one tree, but two. This is due to the combined importance of class wide and specialization-specific themes for current WoW characters. The class tree contains a core set of abilities available to all specs in a class and has a higher proportion of utility choices. It’s a place where you can, among other things, choose some abilities or passives that draw from the identity of other specializations to give your character some hybrid flavor, or simply to grab something particularly useful for certain content. The specialization tree is predominantly focused on bonuses that enhance your power in your main role. Keeping these separate is one way of ensuring that you have some choices in both areas without, for example, feeling compelled to give up all your utility or off-spec buttons in order to maximize main role performance.
Another fundamental change is that much more of your class is represented in the tree, instead of being awarded automatically while leveling up. Other than the starting abilities you obtain before you access the system at level 10, the vast majority of abilities are obtained via the tree. This gives rise to some of the most important questions and challenges of the new system. Exploring a world where many more things are optional has a lot of advantages but requires a lot of care.
Here are just some answers to questions and answers that we know you might be wondering about:
One other set of questions is around what abilities are still awarded automatically outside of the tree. There are few broad categories:
There are a lot of case-by-case calls to be made around all of this, but by and large we are pushing ourselves to leave it to players to explore in the trees how to build out their class from levels 10 to 70.
A Few Nuts and Bolts
The experience of using the tree will be more intuitive when you play with the system in-game, but we want to provide some explanation here for those who want to analyze the current draft trees in detail. Please bear in mind, these are all subject to change as we continue development.
Druid Talents and Abilities
The Dragonflight talent update is a great opportunity to let the Druid explore the flexibility inherent to the class. In many ways, the Affinity concept from Legion through Shadowlands was anticipating something that we’re hoping to re-emphasize here: the ability to choose elements of various shapeshift forms and roles. That idea is now expanded into a class talent tree that has paths relating to every specialization, where deeper investment obtains more of that spec’s fundamental buttons. Various utility and crowd control are placed in optional locations off of every branch, as well as in a central area that is easy for every specialization to access. Our hope is that every spec can play in a somewhat traditional manner where it fills out the complete path laid out for it in the core tree and then picks up a choice of miscellaneous utility, or a more customized manner where it reaches deeper into the other specs’ paths.
Druid Ability and Talent Tooltips
Below you'll find a list of all baseline abilities and talents available for Druids, including class-shared and specialization-specific talents.
Baseline Druid Abilities
All maximum level Druids will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.
Wrath: Hurl a ball of energy at the target, dealing Nature damage.
Moonfire: A quick beam of lunar light burns the enemy for a small amount of Arcane damage and then additional Arcane damage over 16 seconds.
Regrowth: Heals a friendly target and deals additional healing over 12 seconds.
Revive: Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.
Entangling Roots: Roots the target in place for 30 seconds. Damage may cancel the effect.
Bear Form (Shapeshift): Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25%, granting protection from Polymorph effects, and increasing threat generation. The act of shapeshifting frees you from movement impairing effects.
Barkskin: Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 seconds. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms.
Growl: Taunts the target to attack you.
Cat Form (Shapeshift): Shapeshift into Cat Form, increasing auto-attack damage by 40%, movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage.
Prowl: Shift into Cat Form and enter stealth.
Dash: Shift into Cat Form and increase your movement speed by 60% while in Cat Form for 10 seconds.
Ferocious Bite: Finishing move that causes Physical damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.
Aquatic Form: Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater.
Travel Form (Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.
Flight Form: Your Travel Form allows you to fly and increases your movement speed by 150%.
Teleport: Moonglade: Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point.
Mark of the Wild: Increases the target's Speed and critical strike chance by 3% and reduces their magic damage taken by 3% for 60 minutes. If the target is in your party or raid, all party and raid members will be affected.
Rebirth: Returns the spirit to the body, restoring a dead target to life with 100% health and at least 20% mana. Castable in combat.
Druid Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.
Row 1
Rake: Rake the target for Bleed damage and additional Bleed damage over 15 seconds. Awards 1 combo point.
Frenzied Regeneration: Heals you for 20% health over 3 seconds.
Rejuvenation: Heals the target over 12 seconds.
Starfire: Call down a burst of energy, causing Arcane damage to the target, and a small amount of Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power.
Row 2
Thrash: Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form.
Improved Barkskin: Barkskin duration increased by [2/4] seconds. Two Rank Talent.
Swiftmend: Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for a large amount.
Starsurge: Launch a surge of stellar energies at the target, dealing Astral damage, and empowering the damage bonus of any active Eclipse for its duration.
Row 3
Rip: Finishing move that causes Bleed damage over time. Lasts longer per combo point.
Swipe: Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form.
Improved Frenzied Regeneration [NNF]: Frenzied Regeneration and Barkskin increase all healing received by 20%.
Remove Corruption: Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.
Moonkin Form: Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects.
Row 4
Maim: Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point:
Increased Armor and Physical Damage [NNF]: Armor and Physical damage dealt increased by [2]/[4]/[6]%. Three Rank Talent.
Ironfur: Increases armor for 7 seconds.
Increased Healing and Magic Damage [NNF]: Healing and Magic damage dealt increased by [2]/[4]/[6%]. Three Rank Talent.
Hibernate: Forces the enemy target to sleep for up to 40 seconds. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.
Row 5
Feline Swiftness: Movement speed by [8/15]%. Two Rank Talent.
Skull Bash: You charge and bash the target's skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 seconds.
Thick Hide: Reduces all damage taken by [3/6%]. Two Rank Talent.
Choice Node:
Increased Healing & Healing Taken [NNF]: Healing done and healing taken increased by [3/6]%. Two Rank Talent.
Cyclone: Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 seconds. Only one target can be affected by your Cyclone at a time.
Astral Influence:
Row 6
Tireless Pursuit: For 2 sec after leaving Cat Form or Travel Form, you retain up to 40% movement speed.
Soothe: Soothes the target, dispelling all Enrage effects.
Sunfire: A quick beam of solar light burns the enemy for a small amount of Nature damage and then an additional Nature damage over 12 seconds.
Typhoon: Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 seconds. Usable in all shapeshift forms.
Row 7
Primal Fury: When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect.
Ursoc’s Endurance [NNF]: When you use Barkskin or Survival Instincts, absorb a small amount of damage over 8 seconds.
Stampeding Roar: Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 seconds.
Wild Growth: Heals up to 5 injured allies within 30 yards of the target over 7 seconds. Healing starts high and declines over the duration.
Improved Sunfire [NNF]: Sunfire now applies its damage over time effect to all enemies within 8 yards.
Row 8
Choice Node:
Ursine Vigor: For 4 sec after shifting into Bear Form, your health and armor are increased by [15/30]%. Two Rank Talent.
Lycara’s Teachings [NNF]: You gain [1%/2%/3%] of a stat based on your current form.
Improved Rejuvenation [NNF]: Rejuvenation's duration is increased by 3 seconds.
Choice Node:
Row 9
Well-Honed Instincts: When you fall below 40% health, you cast Frenzied Regeneration, up to once every [120/90] seconds. Two Rank Talent.
Improved Stampeding Roar [NNF]: Cooldown reduced by 60 seconds.
Renewal: Instantly heals you for 30% of maximum health. Usable in all shapeshift forms.
Innervate: Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 seconds.
Row 10
Furor: When you shift into a form you haven't been in for 20 sec, abilities cost no Rage, Energy, Astral Power, or Mana for 4 seconds.
Heart of the Wild: Abilities not associated with your chosen specialization are substantially empowered for 45 seconds.
Nature's Vigil: For 20 sec, all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells. 1.5 min cooldown.
Balance Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.
Balance Row 1
Eclipse: Casting 2 Starfires empowers Wrath for 15 seconds. Casting 2 Wraths empowers Starfire for 15 seconds. These Eclipses occur in alternation.
Eclipse (Solar): Wrath cast time reduced 8% and damage increased 20%.
Eclipse (Lunar): Starfire cast time reduced 8% and critical strike chance increased 20%.
Balance Row 2
Improved Eclipse [NNF]: Eclipse now reduces the cast time of affected spells by 15%.
Improved Moonfire and Sunfire [NNF]: Moonfire and Sunfire duration increased by [3/6] seconds. Two Rank Talent.
Balance Row 3
Force of Nature: Summons a stand of 3 Treants for 10 sec which immediately taunt and attack enemies in the targeted area. Generates 20 Astral Power.
Nature's Balance: While in combat you generate [1/2] Astral Power every 2 seconds. While out of combat your Astral Power rebalances to 50 instead of depleting to empty. Two Rank Talent.
Warrior of Elune: Your next 3 Starfires are instant cast and generate 40% increased Astral Power.
Balance Row 4
Starfall: Calls down waves of falling stars upon enemies within 40 yds, dealing Astral damage over 8 seconds.
Improved Moonkin Form [NNF]: While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.
Celestial Alignment: Bring the celestial bodies into alignment over the target area applying Moonfire and Sunfire to all enemies. For 20 sec, both Eclipses are maintained and you gain 10% haste.
Balance Row 5
Improved Starsurge: Starsurge further empowers the damage bonus of any active Eclipse.
Solar Beam: Summons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies within the beam. Lasts 8 seconds.
Shooting Stars: Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing Astral damage and generating 2 Astral Power.
Balance Row 6
Improved Starfall: Casting Starfall extends the duration of active Moonfires and Sunfires by [2/4] seconds. Two Rank Talent.
Power of Goldrinn: Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals Arcane damage to the target. Two Rank Talent.
Starlord: Starsurge and Starfall grant you [2/4]% Haste for 15 seconds. Stacks up to 3 times. Gaining a stack does not refresh the duration. Two Rank Talent.
Balance Row 7
Stellar Drift: Starfall deals 50% additional damage and allows you to cast while moving while it is active, but now has a 12 sec cooldown.
Stellar Inspiration: Starsurge and Starfall have a [10/15/20]% chance to empower Eclipse or extend Moonfire and Sunfire by double the amount. Three Rank Talent.
Light of the Sun: Reduces the remaining cooldown on Solar Beam by 15 seconds when it interrupts the primary target.
Umbral Intensity: Eclipse's damage bonus to Wrath and Starfire starts [10/20/30] stronger. Three Rank Talent.
Precise Alignment: The duration of Celestial Alignment is increased by 5 seconds.
Balance Row 8
Choice Node:
Soul of the Forest: Eclipse increases Wrath's Astral power generation 50%, and increases Starfire's area effect damage by 150%.
Fury of the Skies: Moonfire increases your Arcane damage to the target, and Sunfire increases your Nature damage to the target, by [1/2]%. Two Rank Talent.
Choice Node:
Solstice: During the first 6 sec of every Eclipse, Shooting Stars fall 250% more often. Two Rank talent.
Balance Row 9
Choice Node:
Umbral Infusion [NNF]: While in an Eclipse, the cost of Starsurge and Starfall is reduced by [5/10]%. Two Rank Talent.
Choice Node:
Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time. Two Rank Talent.
Choice Node:
Balance Row 10
Choice Node:
Improved Incarnation/Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
Choice Node:
Orbit Breaker: Every 30th Shooting Star calls down a Full Moon upon its target.
Feral Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.
Feral Druid Baseline Abilities
Feral Instinct: Reduces the chance enemies have to detect you while Prowl is active.
Feline Adept: Soothe and Remove Corruption are usable in Cat Form.
Feral Row 1
Tiger's Fury: Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 seconds.
Feral Row 2
Increased Energy [NNF]: Energy increased by [10/20/30]. Three Rank Talent.
Omen of Clarity: Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy.
Improved Tiger's Fury [NNF]: Tiger's Fury generates an additional [10/20/30] energy. Three Rank Talent.
Feral Row 3
Improved Shred [NNF]: While stealthed, Shred generates 1 additional combo point.
Scent of Blood: Each enemy hit by Thrash reduces the cost of Swipe by 3 Energy for the next 6 seconds.
Choice Node:
Feral Row 4
Improved Prowl [NNF]: While stealthed, Shred deals increased damage, and has double the chance to critically strike. While stealthed, Rake will stun the target for 4 sec, and deal increased damage.
Improved Shred and Swipe [NNF]: Shred & Swipe deal 20% increased damage against bleeding targets. Two Rank Talent. Swipe deals 20% increased damage against bleeding targets.
Feral Row 5
Sudden Ambush: Finishing moves have a [1/2/3] % chance per combo point spent to make your next Rake or Shred deal damage as though you were stealthed. Three Rank Talent.
Berserk: Relentlessness: Go berserk for 20 sec, giving finishing moves a 20% chance per combo point spent to refund 2 combo points. Combines with other Berserk abilities, granting all known Berserk effects while active.
Taste for Blood: Ferocious Bite deals [2/4/6]% increased damage for each of your Bleeds on the target. Three Rank Talent.
Feral Row 6
Lunar Inspiration: Moonfire is usable in Cat Form, costs 30 energy, and generates 1 combo point.
Primal Wrath: Finishing move that deals instant damage and applies Rip to all enemies within 8 yards. Lasts longer per combo point.
Moment of Clarity: Omen of Clarity now triggers 50% more often, can accumulate up to 2 charges, and increases the damage of your next Shred, Thrash, or Swipe by 15%.
Brutal Slash: Strikes all nearby enemies with a massive slash, inflicting Physical damage. Deals reduced damage beyond 5 targets. Awards 1 combo point.
Savage Roar: Finishing move that increases damage by 15% and energy regeneration rate by 10% while in Cat Form. Lasts longer per combo point.
Feral Row 7
Predatory Swiftness: Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms.
Infected Wounds: Rake causes an Infected Wound in the target, reducing the target's movement speed by 20% for 12 seconds.
*Survival Instincts: Reduces all damage you take by 50% for 6 seconds.
Feral Row 8
Berserk: Jungle Stalker: Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed and allowing the use of Prowl once while in combat. Combines with other Berserk abilities, granting all known Berserk effects while active.
Carnivorous Instinct: Tiger's Fury's damage bonus is increased by [3/6]%. Two Rank Talent.
Eye of Fearful Symmetry: Tiger's Fury causes your next 2 finishing moves to restore [1/2] combo points. Two Rank Talent.
Cat-Eye Curio: Clearcast abilities generate [15/30]% of their Energy cost. Two Rank Talent.
Berserk: Frenzy: Go berserk for 20 sec, causing your combo point-generating abilities to bleed the target for an additional 150% of their damage over 8 seconds. Combines with other Berserk abilities, granting all known Berserk effects while active. Passive: Combo-point generating abilities reduce the cooldown of Berserk by 0.3 seconds.
Feral Row 9
Choice Node:
Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Choice Node:
Soul of the Forest: Your finishing moves grant 5 Energy per combo point spent and deal 5% increased damage.
Choice Node:
Feral Row 10
Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.
Guardian Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.
Guardian Row 1
Maul: Maul the target for Physical damage.
Guardian Row 2
Gore: Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage.
Survival Instincts: Reduces all damage you take by 50% for 6 seconds.
Guardian Row 3
Choice Node:
Improved Bear Form (or Ursine Adept) [NNF]: Bear Form gives an additional 20% stamina. Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form.
Improved Survival Instincts: Survival Instincts now has 2 charges.
Improved Mangle: Mangle deals 20% additional damage against bleeding targets.
Guardian Row 4
Innate Resolve: Regrowth and Frenzied Regeneration healing is increased by 12.0% on yourself.
Infected Wounds: Mangle and Maul cause an Infected Wound in the target, reducing their movement speed by 50% for 12 seconds.
Berserk: Ravage: Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, and Growl by 100%. Combines with other Berserk abilities, granting all known Berserk effects while active.
Ursoc's Endurance: Increases the duration of Barkskin and Ironfur by 1 seconds.
Gory Fur: Mangle has a 15% chance to reduce the Rage cost of your next Ironfur by 25%.
Guardian Row 5
Pawsitive Outlook: Thrash has a [10/20]% chance to trigger an additional Thrash. Two Rank Talent.
Scintillating Moonlight: Moonfire reduces damage dealt to you by [2/4]%. Two Rank Talent.
Tooth and Claw: Autoattacks have a 20% chance to empower your next Maul, stacking up to 2 times. Empowered Maul deals 40% increased damage and reduces the target's damage to you by 15% for 6 seconds.
Layered Mane: Ironfur has a 5/10% chance to grant two applications. Two Rank Talent.
Guardian Row 6
Earthwarden: When you deal direct damage with Thrash, you gain a charge of Earthwarden, reducing the damage of the next auto attack you take by 30%. Earthwarden may have up to 3 charges.
Twin Moonfire: Moonfire deals 20% increased damage and also hits another nearby enemy within 15 yds of the target.
Galactic Guardian: Your damage has a 5% chance to trigger a free automatic Moonfire on that target. When this occurs, the next Moonfire you cast generates 8 Rage, and deals 300% increased direct damage.
Vulnerable Flesh: Maul has an additional [15/30]% chance to critically strike. Two Rank Talent.
Vicious Cycle: Mangle increases the damage of your next Maul, and Maul increases the damage of your next Mangle by [10/15]%. Stacks up to 3. Two Rank Talent.
Reinforced Fur: Ironfur increases armor by an additional 4% and Barkskin reduces damage by an additional 5%.
Guardian Row 7
Berserk: Persistence: Go berserk for 15 sec, reducing the cooldown of Frenzied Regeneration by 100% and the cost of Ironfur by 50%. . Combines with other Berserk abilities, granting all known Berserk effects while active.
Fury of Nature: While in Bear From, you deal [10/20]% increased Arcane damage. Two Rank Talent.
Front of the Pack: Increases your movement speed by [5/10]%. Stampeding Roar’s radius and duration are increased by [15/30]%. Two Rank Talent.
Berserk: Unchecked Aggression: Go berserk for 15 sec, increasing haste by 15%, and reducing the rage cost of Maul by 10. Combines with other Berserk abilities, granting all known Berserk effects while active.
Guardian Row 8
Choice Node:
Elune's Favored: While in Bear From, you deal 30% increased Arcane damage, and are healed for 30% of all Arcane damage done.
Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.
Choice Node:
Guardian Row 9
Reinvigoration: Frenzied Regeneration's cooldown is reduced by 10.0%.
Pulverize: A devastating blow that consumes 2 stacks of your Thrash on the target to deal Physical damage and reduce the damage they deal to you by 35% for 10 seconds.
Choice Node:
Choice Node:
Survival of the Fittest: Reduces the cooldowns of Barkskin and Survival Instincts by 33%.
Guardian Row 10
Choice Node:
Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
Rage of the Sleeper: Unleashes the rage of Ursoc for 10 sec, preventing 25% of all damage you take and reflecting Nature damage back at your attackers. While active, you are immune to loss of control effects.
Restoration Druid Talents. [NNF] denotes a talent that has a temporary, not yet final name.
Restoration Druid Baseline Abilities
Nature’s Cure: Cures harmful effects on the friendly target, removing all Magic effects. Combines with Remove Corruption if known.
Restoration Row 1
Lifebloom: Heals the target over 15 seconds. When Lifebloom expires or is dispelled, the target is instantly healed. May be active on one target at a time.
Restoration Row 2
Efflorescence: Grows a healing blossom at the target location, restoring a small amount of health to three injured allies within 10 yards every 2 seconds for 30 seconds. Limit 1.
Nature's Swiftness: Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.
Omen of Clarity: Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana.
Restoration Row 3
Improved Lifebloom: Lifebloom is now treated as [1/2] additional Restoration heal over time effect(s) for Mastery: Harmony. Two Rank Talent.
Improved Nature’s Swiftness [NNF]: Nature’s Swiftness cooldown is reduced by [10/20] seconds. Two rank Talent.
Ironbark: The target's skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 seconds.
Restoration Row 4
Improved Wild Growth [NNF]: Wild Growth heals 1 additional target.
Improved Regrowth [NNF]: Regrowth's initial heal has a [20%/40%] increased chance for a critical effect if the target is already affected by Regrowth. Two Rank Talent.
Improved Ironbark [NNF]: Ironbark cooldown is reduced by [10/20] seconds. Two Rank Talent.
Restoration Row 5
Unstoppable Growth: Wild Growth's healing falls off [15/30]% less over time. Two Rank Talent.
Tranquility: Heals all allies within 40 yards 8 seconds. Each heal heals the target for a small amount over 8 sec, stacking. Healing increased by 100% when not in a raid.
Ysera's Gift: Heals you for [2/4]% of your maximum health every 5 seconds. If you are at full health, an injured party or raid member will be healed instead. Two Rank Talent.
Restoration Row 6
Nourish: Heals a friendly target. Receives triple bonus from Mastery: Harmony.
Soul of the Forest: Swiftmend increases the healing of your next Regrowth or Rejuvenation by 200%, or your next Wild Growth by 75%.
Inner Peace: Reduces the cooldown of Tranquility by [30/60] seconds. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks. Two Rank Talent.
Cultivation: When Rejuvenation heals a target below 60% health, it applies Cultivation to the target, healing them for a small amount over 6 seconds.
Restoration Row 7
Improved Tranquility and Wild Growth[NNF]: Increases healing done by Tranquility and Wild Growth based on t: he current health of the target. Lower heal targets are healed for more.
Choice Node:
Stonebark: Ironbark increases healing from your heal over time effects by [10/20%]. Two Rank Talent.
Restoration Row 8
Choice Node:
Rampant Growth: Regrowth heals for more over its duration, and its healing over time effect also applies to the target of your Lifebloom.
Autumn Leaves: Rejuvenation's duration is increased by 1 sec, and it heals for an additional amount when it is your only heal over time on the target.
Grove Tending: Swiftmend heals the target for over 9 seconds.
Choice Node:
Restoration Row 9
Germination: You can apply Rejuvenation twice to the same target. Rejuvenation's duration is increased by 2 seconds.
Choice Node:
Improved Innervate [NNF]: If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Passive: Mana regeneration increased 5%.
Restoration Row 10
Adaptive Swarm: Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Choice Node:
Circle of Life and Death: Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.
Improved Incarnation and Convoke [NNF]: Shifting out of Incarnation before it expires ends the effect and refunds a portion of its cooldown. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
Ephemeral Incarnation: Every 3 casts of Swiftmend grants you Incarnation: Tree of Life for 9 seconds.
Choice Node:
Vision of Unending Growth: Rejuvenation healing has a 2% chance to create a new Rejuvenation on a nearby target.
Fuente: BLIZZ