Restoration in Forever is a druid that heals ahead of the damage. Two heals over time,
Rejuvenation and
Regrowth (Rank 9), sit on the target while
Healing Touch fills the gaps, and
Nature's Splendor now keeps them ticking for 15 and 27 seconds. The kit also got cheaper to run: Regrowth costs 525 mana instead of Classic's 880, every druid learns Omen of Clarity at 20, and
Reflection lets half your regeneration flow through your casts.
The Single target switch, open now, follows one druid healing one target. Both heals over time stay rolling on it, rank 11 Healing Touch goes out whenever the bar is ahead of the fight and rank 4 when it falls behind, and
Innervate goes on yourself. Played through a one-minute single-boss fight, it heals 1,344.0 HPS, 2nd of 5 single-target healers. Pick Party above for a five-player group.
Strengths and weaknesses
Strengths
- Healing that runs while you cast. For a global cooldown or a 2-second cast every 15 to 27 seconds, Rejuvenation and Regrowth cover about nine-tenths of the fight and a quarter of your healing on a three-minute single-boss fight. The one point that lengthens them,
Nature's Splendor, is worth 4.1 %. - Room to spare on short fights. You finish a one-minute single-boss fight with about a third of your mana unspent, even with rank 11 Healing Touch going from pull to kill. Every half second off that cast pays, so
Naturalist is the top talent there at 13.0 %.
- A mana cooldown of your own.
Innervate multiplies your Spirit regeneration by five for 20 seconds and lets all of it through your casts. Cast on yourself below 70 % mana, it adds 12.3 % to your healing on a one-minute single-boss fight.
Weaknesses
- Always behind the Restoration Shaman. Six fights, six second places. On a one-minute single-boss fight you heal 93.1 % of what the shaman does.
- A filler at risk.
Healing Touch (Rank 4) is learned at level 20 and does 23.2 % of your healing on a three-minute single-boss fight. Forever's 1 October notes weaken ranks far below your level by an amount they never state. We apply no such cut, so if it reaches rank 4 the two- and three-minute numbers here fall.
What the numbers count
A score here is healing per second, and the druid has to fund it from one fight's worth of mana: the starting bar, regeneration, potions, Demonic Runes and Innervate. No damage lands on anyone and every target sits at full health, so no heal is ever lost to overhealing.
In this build you are your own and only target. Tranquility and Wild Growth would reach one person, which is why no single-target rotation casts them.
Druid heals don't exist in the engine itself. We add them from the client's own spell records, and every rotation follows a single mana rule, set out on the Rotation page. Two Forever changes are missing from that model, and each would push your numbers up. Since the 24 September notes Rejuvenation, Wild Growth and Tranquility can crit, yet our ticks never do. Forever's Swiftmend heals for a whole Rejuvenation or Regrowth and leaves it on the target. Ours follows Classic and consumes the heal over time for 12 seconds' worth, so the talent search drops Swiftmend from most builds. The low-rank penalty and healer set bonuses are left out too. The Method page has the rest.
On every fight
Second place holds on all six fights (2nd), but what earns it changes with the length. A one-minute bar never runs out, so rank 11 Healing Touch goes out all fight and the mana talents earn nothing:
Reflection reads 0.0 %. Give the fight two minutes or more and mana runs short, rank 4 joins the rotation, and Reflection climbs to the top of the talent table at 11.3 % on three minutes. A healer doesn't care whether one boss or three stands in front of the tank. Picking a fight in the table switches every page of the guide to it.
Races
Every single-target fight goes to the Night Elf on the Alliance side.
Elune's Light, pressed at the pull, adds 10 % crit to all spells for 15 seconds. That is a quarter of a one-minute fight and about 1 % over the High Order there, and only a few HPS on three minutes.
On the Horde side Tauren and Windshaper sit within a few HPS. Endurance gives health and hit, neither of which heals anything. The Windshaper's 1 % casting speed is nearly worthless as well: mana, not cast time, stops you on two and three minutes, and on one minute the casts already fill the fight too tightly to fit one more Healing Touch.
The High Order racial Read Ley Line, double regeneration for 15 seconds every two minutes, appears in none of our rotations, so the High Order numbers don't include it.
What a Druid brings to the raid
Every druid carries
Gift of the Wild, and nearly every damage spec in the table gains from it. The other row is Innervate handed to a damage dealer. Our Restoration Druid keeps it, and spent on yourself it returns 12.3 % of your healing, more than any damage spec in the table gets from it.
Gift of the Wild+1.2 % to 24 of 25most: Feral Druid (cat) +2.3 %
Changes
Whenever the simulator or Forever's data changes, this build is run again on this fight and the result joins the table below. The Updates page explains each step.
The 10 October healer fix turned on the healing relics but hardly touched the one-minute builds, because no idol adds anything on one minute.