Rejuvenation: This is our first and main HoT spell (Healing over Time). Rejuvenation or 'RJ' has a duration of 12 seconds, healing every 3 seconds. RJ is mainly used on wounded group members but not on people who need some health fast.
Regrowth: This is a hybrid heal, it is also our quick heal. Regrowth or 'RG' has a 1.5 second cast. It heals your target for a decent amount of health and leaves a HoT effect on that person, healing him for a duration of 6 seconds, healing every 2 seconds.
Swiftmend: This is an instant heal with a 15 second cooldown. It needs either Rejuvenation or Regrowth to be present on your target to work, casting Swiftmend or 'SM' will consume the HoT on your target (unless you use Glyph of Swiftmend).
Lifebloom: Another HoT spells which can stack up to three times on one target. Lifebloom or 'LB' has a duration of 10 seconds and heals every 1 second. Once the spell ends it duration it will bloom, healing the person it was applied to. LB is mainly used on one tank.
Nourish: this is our cheapest cast. Nourish or 'NR' is used to give people a small bit of health without wasting to much mana. NR is also more effective if you use it on someone who already has a HoT, this makes NR heal for 20% more!
Wild Growth: This is our smart group heal. It heals 5 targets over a duration of 7 seconds, healing every 1 second. Wild Growth or 'WG' will target people who need healing the most and has a 8 second cooldown. WG is mainly used when a lot of people are taking damage.
Tranquility: This is our big group heal. Tranquility or 'TQ' is mainly used as a last resort heal when a lot of people are taking massive damage. It heals up to 5 people for a decent amount and leaves a small HoT effect on them which can stack three times.
Revive: This is our main resurrection spell. It has a 10 second cast and brings one dead group member back to life! This spell can only be used when you are out of combat.
Rebirth: This is our second resurrection spell. It has a 2 second cast time and brings one dead group member back to life! This spell CAN be used while in combat but has a 10 minute cooldown duration. Use it wisely!
Nature's Swiftness: This is one of our emergency heals. It's very useful to macro this spell with Healing Touch so that you have an instant heal when needed. Can be used with any spell cast to make it instant. 3 minute cooldown.
Remove Corruption: Our major cleansing ability. This spell can also remove magic effects on friendly target if you have Nature's Cure (See talent section)
Tree of Life: This spell transforms you into a Treant. Tree of Life or 'ToL' has a 3 minute cooldown and increases you healing done by 15% and increases your armour by 120% for 25 seconds. It also changes how a few spells work.
- Regrowth is now an instant spell.
- Lifebloom can be applied to more that one target at the same time.
- Wild Growth heals up to seven people instead of five. (unglyphed)
- Wrath has its cast time reduced by 50% and does 30% more damage.
- Entangling Roots is now and instant spell and does twice the amount of damage.
DEFENSIVE/CROWD CONTROL SPELLS!
Entangling Roots: This spell is our first crowd control ability. It has a 2 second cast and roots an enemy into place for 30 seconds (damage can break this effect). Don't try to use this spell on casters unless you can move out of their line of sight after rooting them.
Nature's Grasp: This spell is a defensive ability that automatically casts Entangling Roots on an enemy that hits you, up to three roots can be cast. I mainly like this spell because it is instant and it allows you to keep healing while it roots enemies into place.
Cyclone: This spell is our second crowd control ability. It has a 1.5 second cast and it banishes an enemy for 8 seconds (damage can NOT break this effect). I main use this spell on mind controlled group member so that they can't do anything but don't die either.
Hibernate: This spell is our third crowd control ability: It puts one enemy to sleep for 40 seconds (any damage done to that target will awaken it). You can only put Beasts and Dragonkin into hibernation.
Barkskin: This is mainly a tanking cooldown but can be used to lower any type of damage when healing as well. This spell also allows you to cast or channel spells without push back making it ideal to use when you need massive healing without being interrupted.
OTHER USEFUL SPELLS!
Fearie Fire: This spell adds a debuff on an enemy target, lowering his armour points by 4%, this can be stacked up to three times which then lowers the enemies armour by 12%. It doesn't help us with healing but it makes some dps hit harder!
Sooth: This spell removes an enrage effect on one enemy target. This can lower the healing needed on the tank!
Thorns: This spell is a small buff than you can apply to anyone within range. As a healer this spell can help a Tank gather enough aggro on enemies. This spell is very useful when a Tank needs to control larger groups or pick up newly spawned enemies!
Mark of the Wild: This spell is a buff that increases strength, agility, intellect and stamina with 5%. This buff is applied on yourself and anyone in your group, lasts one hour. Mark of the Wild or 'MotW' does NOT stack with Blessing of Kings that Paladins have.
Innervate: This spell restored 20% of your total mana when used on yourself or someone else. This spells has a 3 minute cooldown. I would advice using this spell early so you can use it again later in the fight if you would need it.