A collection of guides for the Druid class, written by the wow-pro community.
Contents
1) Intro
2) Information about the Feral Talent Tree
3a) Talents Intro
3b) Tanking/Leveling Spec
3c) Cat Form DPS Spec
4a) Leveling Forms
4b) Ability Rotations
4c) Other Useful Abilities
1) The point of this guide is to give you an idea on how a feral druid should level and give you a spec to shoot for leveling.
2) Feral is the fastest leveling spec and also a druid's tanking spec. Feral focuses on enhancing your "animal" forms. Whether it be improving stats or adding new abilities. Feral druids are in demand through out the game due to their high armor, health, and their ability to tank.
3a) There are two specs that I would suggest for leveling. Both are viable specs for it and each has their strengths. Spec # 1 is a tanking spec while Spec # 2 is meant for cat form dps. Meaning it is not suitable for tanking, just a warning.
3b) Spec # 1 (Use points in this order)
5/5 Ferocity
2/2 Savage Fury
3/3 Feral Instinct
3/3 Sharpened Claws
2/2 Feral Swiftness
2/2 Primal Fury
3/3 Predatory Strikes
1/1 Feral Charge
1/1 Survival Instincts
2/2 Shredding Attacks
1/3 Thick Hide
5/5 Heart of the Wild
1/1 Leader of the Pack
2/2 Improved Leader of the Pack
2/3 Survival of the Fittest
3/3 Predatory Instincts
3/3 Survival of the Fittest
1/3 Infected Wounds
1/1 Mangle
3/3 Improved Mangle
2/3 Infected Wounds
5/5 Rend and Tear
1/1 Berserk
3/3 Infected Wounds
3/3 Natural Reaction
3/3 Protector of the Pack
3/3 Thick Hide
5/5 Furor
5/5 Naturalist
1/1 Omen of Clarity
3c) Spec # 2 (Use points in this order)
5/5 Ferocity
2/2 Savage Fury
3/3 Feral Instinct
3/3 Sharpened Claws
2/2 Feral Swiftness
3/3 Predatory Strikes
2/2 Primal Fury
2/2 Brutal Impact
1/1 Survival Instincts
1/2 Shredding Attacks
5/5 Heart of the Wild
1/1 Leader of the Pack
2/2 Improved Leader of the Pack
3/3 Survival of the Fittest
3/3 Predatory Instincts
1/3 Infected Wounds
1/1 Mangle
2/3 Improved Mangle
2/3 Infected Wounds
5/5 Rend and Tear
3/3 Infected Wounds
1/1 Berserk
5/5 Furor
5/5 Naturalist
3/3 Natural Shapeshifter
2/2 Master Shapeshifter
1/1 Omen of Clarity
Where you place the other three talents are up to you
4a)
1-10 Caster Form, honestly the best way to level here is to spam Wrath.
11-20 Bear Form, your primary damage ability here will be Maul.
21-80 Cat Form, your ability rotation will change as you level. The following rotations are the ones that I used.
4b)
Levels 20-31
Claw*/Rip
Level 32-35
Stealth/Ravage/Claw*/Ferocious Bite
Level 36-49
Stealth/Pounce/Claw*/Ferocious Bite
Level 50-73
Stealth/Pounce/Mangle*/Rip
*Use until you have 5 combo points.
Level 74-80
Highest DPS Rotation(s)While soloing:
Pounce/Mangle/Rake/Mangle*/Savage Roar
- Do that at the start, then -
Mangle/Rake/Mangle*/Rip
- Once Savage Roar is no longer active use -
Mange/Rake/Mangle*/Savage Roar
- Then go back to -
Mangle/Rake/Mangle*/Rip
* Use until you have 5 combo points.
4c)
Feral Charge (Cat) - Use this ability to jump behind your enemy while in stealth. Its basically a time saver and helps with pvp and running mobs.
Berserk - Reduces the energy cost of your feral abilities by 50%. Use this ability whenever it is up.
Tiger's Fury - Increases damage for 6 seconds. Use it whenever it is up.
Nature's Grasp - If your low on health and need to get away from a mob, activate this and the enemy's next attack will cause them to be affected by Entangling Roots, allowing you to run away and heal.
I will list the best possible gear you can get outside of raids. These will include crafted items, rep. items, PvP items, quested items, and Emblem of Heroism items, and, of course, heroics. As of 3.1.1.
Head- Furious Gladiator's Dragonhide Helm
PvP
Socket- Relentless Earthsiege Diamond
Delicate Scarlet Ruby
Neck- Pendant of the Outcast Hero
Emblems(25)
Shoulders- Furious Gladiator's Dragonhide Spaulders
PvP
Delicate Scarlet Ruby
Back- Cloak of Holy Extermination
Rep.
Argent Crusade
Honored
Chest- Furious Gladiator's Dragonhide Robes
PvP
Wrists-Furious Gladiator's Armwraps of Triumph
PvP
Gloves-Furious Gladiator's Dragonhide Gloves
PvP
Socket- Delicate Scarlet Ruby
Waist-Death-Warned Belt
Crafted- Leatherworking
Legs-Furious Gladiator's Dragonhide Leggaurds
PvP
Socket- Delicate Scarlet Ruby(x2)
Feet-Footpads of Silence
Crafted- Leatherworking
Socket- Delicate Scarlet Ruby(x2)
Ring #1- Hemorrhaging Circle
Gal'darah-Gundrak(Heroic)
Ring #2- Stained-Glass Shard Ring
BoE Zone Drop- Ahn'kahet
Trinket #1-Mirror of Truth
Emblems(40)
Trinket #2-Meteorite Whetstone
King Ymiron- Utgarde Pinnicle(Heroic)
Two-Hande-Furious Gladiator's Greatstaff
PvP
Socket-Delicate Scarlet Ruby(x2)
Idol- Idol of the Raven Goddess
Quest- Vanquish the Raven God
For more info or other choices go to:
http://maxdps.com/deathknight/unholy.php
Introduction:
This list of items includes all the gear I personally think is the best to get, before you start raiding the 10 man or 25 man instances as a balance skilled druid. This guide is meant to be an overview of the available items, so that you can better focus your heroic instance runs and your emblems of heroism. You might also use this guide to evaluate the equip of a new guild aspirant.
NOTE: I often included more options per item slot, because I think either one of these options will do it's purpose. Anyway, the first item in the list, will be my personal favorite. Sometimes I listed the options, because other items for the same spots are harder to get, or it might take a longer time to reach them.
Head
Amulet
Shoulder
Cloak
Chest
Wrist
Hands
Waist
Legs
Feet
Rings
Trinkets
Idol
Mainhand
Offhand
Two-Hand
I hope this list is helpful to some of you.
Murphyslaw
Introduction:
This list of items includes all the gear I personally think is the best to get, before you start raiding the 10 man or 25 man instances as a restoration skilled druid. This guide is meant to be an overview of the available items, so that you can better focus your heroic instance runs and your emlems of heroism. You might also use this guide to evaluate the equip of a new guild aspirant.
NOTE: I often included more options per item slot, because I think either one of these options will do it's purpose. Anyway, the first item in the list, will be my personal favorite. Sometimes I listed the options, because other items for the same spots are harder to get, or it might take a longer time to reach them.
Amulet
Shoulder
Cloak
Chest
Wrist
Hands
Waist
Legs
Feet
Rings
Trinkets
Idol
Mainhand
Offhand
I hope this list is helpful to some of you.
Murphyslaw
Introduction
After reading Leveling Talents for Tips for Shaman by Trollvink and Leveling Talents and Tips for Paladins by Irwezsh I was inspired to write my own guide on the Druid, my first and favorite class to level in WoW. Leveling a Druid gives you the versatility to do just about anything you want; whether it be tank, heal or DPS (and this can be melee DPS or mage DPS). In this guide I will focus on leveling a druid effectively and efficiently; including rotations, talents, gear and general tips among other things.
The fastest way to level a druid without downtime is Feral, subspeccing into Restoration for a few key talents post King of the Jungle. Balance has its potential, especially after level 40 (when you pick up Moonkin Form and some other talents which reduce your downtime dramatically) but is overall slower then Feral. I leveled my first druid Feral all the way but with my second druid I re'speced to Balance at level 40 for a change in game play.
Level 10 - 19 is an exception. You can take the slow bear grind route and not have to worry about a respec later or speed up the process with Balance leveling for 10 levels (I recommend Starlight Wrath - 5/5, Moonglow - 3/3 and Nature's Majesty - 3/3). To do this you will need to also invest in Intellect gear and heaps of water.
Feral
10 - 14: Ferocity - 5/5
15 - 16: Savage Fury - 2/2
17 - 19: Feral Instinct - 3/3
20 - 21: Feral Swiftness - 2/2
22 - 24: Sharpened Claws - 3/3
25 - 26: Primal Fury - 2/2
27 - 29: Predatory Strikes - 3/3
30: Feral Charge - 1/1
31 - 32: Primal Precision - 2/2 OR Brutal Impact - 2/2
33 - 34: Shredding Attacks - 2/2
35 - 39: Heart of the Wild - 5/5
40: Leader of the Pack - 1/1
41 - 42: Improved Leader of the Pack - 2/2
43 - 45: Survival of the Fittest - 3/3
46 - 48: Infected Wounds - 3/3
49: Survival Instincts - 1/1
50: Mangle - 1/1
51 - 53: King of the Jungle - 3/3
Restoration
54 - 58: Furor - 5/5
59 - 63: Naturalist - 5/5
64: Omen of Clarity - 1/1
65 - 67: Natural Shapeshifter - 3/3
68 - 69: Master Shapeshifter - 2/2
Feral
70 - 72: Improved Mangle - 3/3
73 - 75: Predatory Instincts - 3/3
76 - 79: Rend and Tear - 4/5
80: Berserk - 1/1
Always take the weapon with the best stats.
1 - 9:
-Use Wrath from max range and when the enemy reaches you melee it to death.
-Make sure Mark of the Wild and Thorns are applied at all times.
-When you obtain Moonfire use it after the opening Wrath (if you feel it is worth the mana on the mob you are fighting) and only once.
-When you obtain Entangling Roots use it after the opening Wrath and then apply Moonfire, do not worry if the roots break.
-Use a staff with the highest DPS available as you don't have any forms yet.
Rotation: Wrath from max range and then root the enemy. Apply Moonfire if it is worth the mana then continue using Wrath until the enemy reaches you, then proceed to melee it to death. Make sure Mark of the Wild and Thorns are applied at all times.
10 - 19:
-Use Wrath and then apply Moonfire if you need to range pull.
-Transform into Bear Form, use Demoralizing Roar and then use Maul whenever possible.
-If you end a battle with over 20 rage and enough HP, pull the next enemy with Growl and continue without shifting out.
Rotation: Wrath from max range and then apply Moonfire if you need to range pull. Transform into Bear Form, use Demoralizing Roar and then use Maul whenever possible.
20 - 49:
-Transform into Cat Form.
-Use Prowl and stealth behind the enemy (if you need to range pull, do this with Faerie Fire (Feral) or Moonfire.
-Open with Ravage once you learn it and when you learn Pounce use this instead.
-If you opened with Pounce use Shred before the stun runs out.
-Use Faerie Fire (Feral).
-Apply Rake if you have it.
-Use Claw until you have 5 Combo Points.
-Use Rip.
-Activate Tiger's Fury and melee the enemy; if they are not dead reapply Rake and continue the cycle from there.
Rotation: Transform into Cat Form, stealth behind the enemy (or use Feral Charge) and open with Pounce (then Shred if you have 2/2 Shredding Attacks); Ravage if you do not have Pounce. Use Faerie Fire (Feral). Apply Rake and use Claw until you have 5 Combo Points. Use Ferocious Bite or Rip if you do not have it and activate Tiger's Fury. If you are facing multiple enemies let the first target bleed to death while starting the cycle from Rake on the next enemy.
50 - 69:
-Same as above, but:
-Instead of using Claw until you have 5 Combo Points, use Mangle.
Rotation: Transform into Cat Form, stealth behind the enemy (or use Feral Charge) and open with Pounce (then Shred if you have 2/2 Shredding Attacks). Use Faerie Fire (Feral). Apply Rake and use Mangle until you have 5 Combo Points. Use Ferocious Bite and activate Tiger's Fury. If you are facing multiple enemies let the first target bleed to death while starting the cycle from Rake on the next enemy.
70 - 80:
-Same as above, but:
-You do not always need to start a battle stealthed.
-When you are fighting multiple enemies use Savage Roar.
Rotation: Transform into Cat Form, stealth behind the enemy (or use Feral Charge) and open with Pounce (then Shred if you have 2/2 Shredding Attacks). Use Faerie Fire (Feral). Apply Rake and use Mangle until you have 5 Combo Points. Use Ferocious Bite and activate Tiger's Fury. If you are facing multiple enemies, use Savage Roar after the opening, apply bleeds and let the first target bleed to death and start the cycle from Rake on the next enemy.
Instances:
-Always keep Mark of the Wild/Gift of the Wild on everybody and Thorns on the tank.
-Save your Rebirth for if when the tank or healer falls during a boss battle/script.
-Learn to switch roles in battle, especially when you are DPSing. Off Tanking and even Off Healing can be both done just as well with this spec while leveling (healing up until Outland).
-Consider putting together a healing gear set for when you are called to heal in the Outland and beyond. Just look for leather and cloth will spellpower and intellect.
Solo:
-If you need to heal simply transform out into Caster Form and cast Rejuvenation and Lifebloom; the HPS from these two instant cast spells will outweigh the DPS from any solo mob. If you are dangerously low on HP, use Regrowth before these spells.
-If you can't get the heal off, use Nature's Grasp for an instant root then back away, or use Barkskin to not be interrupted, or both.
-To help with healing in the middle of a battle, either transform into Bear Form and use Bash or cast regrowth and move away after the enemy has been rooted.
-When killing a tough mob/elite, first cast all three HoT's on yourself, transform into Bear Form, cast Barkskin and use Feral Charge.
Professions:
-Skinning and Mining are the best options money wise and give nifty buffs to HP and Crit also.
-Herbalism and Alchemy are also good professions for a Druid should you wish to stick within roleplay boundaries or wish to have a production profession.
-Skinning and Leatherworking are the best choice if you like to create your own gear, but most of the gear Druids will use from Leatherworking is BoE.
-First Aid is a great profession for everyone; healing class's included. Learn it, level it, love it.
-For good information on professions, have a look at Nilz' Profession Guide.
Dual Spec:
-As a Druid you have multiple options for a dual spec.
-It is worth picking up dual spec at level 40 if you have a main to fund it; 1000g at level 40 is pretty steep for a first time player.
-A Resto dual spec will allow you to heal instances while leveling more easily; especially if you have a Resto gear set.
-A Feral (Tank) daul spec will make tanking slightly easier and let you try AoE Bear Grinding.
-A Balance dual spec will level in a different way and take a break from Feral when you want to.
-A PvP dual spec will make battleground leveling much easier and enjoyable.
Look for stats in the following order: Agility > Stamina > Strength > Critical Strike > Attack Power > Intellect.
Agility: Needed for Crit, Armor and Dodge. Also gives Attack Power in Cat Form ( 1 AGI = 1 AP in Cat Form ).
Stamina: Needed for Health.
Strength: Needed for Attack Power ( 1 STR = 2 AP ).
Critical Strike: Needed for increased Crit chance.
Attack Power: Needed to increase raw damage.
Intellect: Needed for Mana for emergency heals and transforms.
Work in progress.
Night Elf:
Bear Form
Cure Poison*
Aquatic Form**
Tauren:
Bear Form
Cure Poison*
Aquatic Form**
Both:
Swift Flight Form***
*Cure Poison can be skipped in favor of Abolish Poison at level 26 but still has some use in PvP (apply Abolish for the tick and spam Cure to get poisons in between ticks).
**The Aquatic Form quest is now optional, you can train this form directly from the Druid trainer.
***Swift Flight Form can be trained at level 71 but the quest is still worth doing if you have the time to unlock Anzu.
Major Glyph (level 15) - Glyph of Maul
Major Glyph (level 20, replace Maul) - Glyph of Claw
Major Glyph (level 30) - Glyph of Rake
Major Glyph (level 50, replace Claw) - Glyph of Mangle
Major Glyph (level 75, replace either) - Glyph of Savage Roar*
Minor Glyph (level 15) - Glyph of Thorns
Minor Glyph (level 50) - Glyph of Dash
Minor Glyph (level 70) - Glyph of Aquatic Form OR Glyph of Unburdened Rebirth
*This glyph is an optional change. If you feel you are using Savage Roar more often the not then it will be worth it.
Work in progress.
Special thanks to: Jame, Cloud9, Jiyambi, Trollvink, eric, Lycander, Syladind, Kopimi, scoot2112, Souricette, Tim and Scott.
I hope this guide has helped you level your druid!
Soldris < Avengers of Azeroth >
Ursin US
Zerox
Well im running out of ideas already! yes that's right ! writers block. but this is my second Guide for tonight so that's good i guess? ill make this one short simple and to the point...well we'll see how it ends up!
This Guide Consists simply, the moves, actions, and suggestions of what you should do on a 1v1, "tank and spank" "dps-down" boss fight.
Lets Start off, by starting the boss fight!
Okay so heres your situation, and most bosses are like this.
Start the fight off with a prowl, move onto a big attack to give you some motivation, getting a high crit always makes me strive for better stronger crits! during the fight.Also, remember to keep track of your aggro!the last thing you wanna do is steal aggro from the tank.
So, this big attack would be "Ravage" the counterpart rouge's "Ambush"
this attack does alot of damage and has a decent crit chance as well, lucky you.
After the start of the fight you pretty much have all the time in the world but for the maximum amount efficiency as a DPS spec. your gonna want to look into the following scenario and Ability suggestions.
What i Would do.
1)Ravage, for decent damage. (Bosses cant be stunned. usually)
2)Mangle to give all bleeding effects a nice boost in damage
3)Mangle, for a quick attack and Good Damage. also builds combo points!
i use mangle more than i use shred, because you save about 12-15 more energy per hit which in-turn gives you a free mangle every 2-3 hits compared to focusing on shred.
4)Tiger's Fury to get +60 energy instant! and +60 damage to attacks
5)Shred for Moderate Damage.
6)Mangle, to make sure i have 5 combo points
7)Rake for bleed damage
8)Rip for great bleed damage.
this is your basic start up. and its basically rinse repeat after that
so lets go over this again
Mangle
Build Enough Combo Points for Rip While keeping mangle refreshed on opponent
Rip
Rinse Repeat!
Thanks for reading!!!
please post comments, suggestions, anything i missed out or you would like to know about or if you need anything explained in further detail!
thanks again!
Introduction
Hi all,
this is the first guide I'm writing, so I hope it's of any use for you. I've played this class and spec for quite some time now, and it's a lot of fun to play. In Hikari's Basic Guide for Druids, some things are already explained, but I want to add quite some things to that guide, for the balance part.
Let's get started with the talents first, until lvl 40, because that's the level where you can get moonkin form with talents. It's great for yourself (+2% mana, instantly, when you crit), but also in groups, because of the +5% spell crit chance. This will benefit all caster classes, dps, healers, but also paladins, which need the damage from their spells.
Talents
Lvl 10-14: Starlight Wrath: This ability decreases the casting time of your Wrath spell, which is one of your main damage spells, by .5 seconds, which means more dps, more crits in the same amount of time and all the benefits of the crits.
Lvl 15-17: Moonglow: Decreases the mana cost of your main damage spells and your basic healing spells, which will make long fights easier
Lvl 18-19: Nature's Majesty: Increases the critical strike chance of your main damage spells by 4%. which means more damage, and more nature's grace procs
Lvl 20-22: Nature's Grace: When you crit with a single target spell, this ability decreases the casting time of your next spell by .5 seconds, which means again more dps
Lvl 23-24: Nature's reach: Increases the range of your balance spells by 20% and decreases the threat generated by your balance spells by 30 percent. While playing my druid, I'm grouped up with a friend of mine who is a protadin at leastr 90 percent of gaming time and I must say this talent is awesome while grouping.
Lvl 25: Nature's Splendor: Increases the duration from your healing over time and damage over time spells by a specific amount. Some DoT's can trigger a proc on Wrath or Starfire for example, and you kill the mobs faster this way anyway.
Lvl 26-30: Vengeance: Increases your critical strike damage bonus by 100 percent, which means your critical strike damage is twice as much as normal damage from spells, instead of 50 percent extra damage on a crit.
Lvl 31: Insect Swarm: A damage over time spell, which you get from the balance tree. The improved version triggers several very nice sideeffects. You will ghet these later on though.
Lvl 32-34: Lunar Guidance: Increases your spell power by 12% of your intellect, which is very useful, as intellect is your main attribute, next to spirit.
Lvl 35-37: Moonfury: Increases the damage of your main damage spells, wrath and Starfire, by 10%.
Lvl 38-39: Dreamstate: With dreamstate 2/3, you keep regenning mana, even while casting, equal to 7% of your intellect. This will make you last longer in fights in PvE.
Lvl 40: Moonkin Form!: In this form, which is an awesome form, you get 370% armor value from items, which makes you have a lot of armor, especially in higher lvls, when there are loads of leahter armor pieces with spell power, intellect and spirit on it, and you buff the raid with 5 percent extra spell crit, and with im,proved moonkin form, 3 percent hasterating for the whole raid.
At lvl 40 I would suggest this build
Now let's go on with the talents. I would suggest this one at lvl 80. It's a big jump, but I will explain the most important things, and which talents to take first. I'll try to keep this part short, because at lvl 40, I hope you know your skills quite well, and have sorted out some gears.
Lvl 41-43: Improved Moonkin form (after buying a new set of gears, upgrading from 30ish set, to lvl 45 set, spell power dropped from around 160, to 120, but my spells did loads more damage, because I had a lot more spirit and through this talent it greatly boosts the damage your spells do)
Lvl 44: Dreamstate (just make this one full =))
Lvl 45-47:Owlkin Frenzy (I haven't had problems with mobs coming too when they had a lot of health left, but if it happens, this ability will help you killing the mob(s ) hitting you even faster. This ability is great for AoE grinding, because you can cast hurricane than, without channeling time being lowered)
Lvl: 48-49 Wrath of Cenarius (increases effect of spell power on your wrath and starfire spell. We will make this one 5/5 later on.)
Lvl 50: Typhoon (this ability is very nice for AoE farming again. It knocks back the mobs 5 yards and does quite well damage (at lvl 52, it does more damage when not critting, than my wrath does, but this one affects unlimited mobs in theory).
Lvl 51Force of Nature (summons treants to fight for you. You'll probably pull agro off them very quick, but they will help you fighting the mobs.
Lvl 52-54: Eclipse (this ability gives you a great damage boost. The effect lasts 15 seconds, so if I'm right, you can cast the wrath --> Starfire 3 times, when you're lucky with the crits. I'm not sure if the effect stacks though. It still is a nice damage boost, because if you crit with wrath, crit chance of Starfire is increased by 30%, which, if it crits, will increase the damage your wrath spell does, by 20%.
Lvl 55-57: Earth and Moon (this talent is really great in dungeons. It increases all spell damage taken on any target you cast wrath or starfire on, by 13% and passive +3% spell damage for yourself. From this, all moonkins, locks, mages, priest, shamans and paladins benefit, as they cast spells on the target. Even enhancement shamans, with their shocks. Now max out wrath of cenarius and get starfall for some more great AoE. Fill up the points in your balance tree, which you are missing compared to the spec I linked.
EDIT: In the balance tree, take Improved Insect Swarm, instead of Celestial Focus
After that, you can take the talents I chose in the resto spec. You can also keep taking talents in balance though. In Restoration I took Furor, for +10% intellect, and a bit more spellpower, Natural shapeshifter, than improved mark of the wild, for the 4% spell damage in Master Shapeshifter, And Omen of Clarity and Intensity, for mana saving.
I hope this spec is of any use, as this is the first guide I wrote.
With these talents in the balance tree, the buffs you already give to people while casting in moonkin form, are +5% spell crit, +3% haste for the whole raid, which are both very nice.
What gears are the best for moonkins?
I think for a balance druid, it's best to stack on spell power and critical strike rating, but also intellect and spirit are very important. Intellect is needed to have endurance in long fights, in dungeons or raids for example, and spirit increases your mana regen while not casting, but also your spell damage. And it might not seem useful, to regen mana faster while not casting, but if you're running from one mob to another, and you target it, it might be something like 5 seconds, for example. At 52, with 150 mana per 5 seconds, while not casting, it means an extra wrath, or starfire cast for me, with the amount of mana I get in these few seconds.
In lower levels, you shouldn't be ashamed to take cloth questrewards, or buy cloth armor, with spell power, spirit and intellect on it, just because you can use leather. I've done this in earlier lvls. before I got spell damage from spirit, and I must say that worked out very well. If you play it right, and have some good gear, gear with the right stats that is, you won't have any problems in killing the mobs you need to kill. Most of the time, they will hardly hit you before they die.
Enchants:
Enchants are also very useful for druid, and also useful for lvling. The basic enchants, the Pre-TBC ones, aren't really useful, for the amount of money they cost. after having lvl 35 or higher items (requires lvl 35 on dungeon or BoE items, and item lvl 35 on quest rewards), you can start looking for burning crusade enchants.
The mats are less expensive than the pre-TBC ones most of the time (at least on dragonblight they are), but it also works very well, to just buy a bunch of outland greens in the auction house and look for an enchanter to disenchant them and give you the mats back.
If you want to get enchants as cheap as possible, I recommend installing the auctioneer addon, with which you can check, which enchanting mats you get from a specific item, and how big the chances on these mats are for that item. This is very reliable. I'm an enchanter myself on my rogue, and the numbers were always right, on more than hundreds of items. (I will upload a screenie of this addon, as soon as I'm able to go on my laptop)
Enchant Bracer - Superior Healing (+15 spell power) Requires: 4x Greater Planar Essence and 4x Primal Life
This enchant is a bit expensive at lvl 35, as the greater planar essences are quite expensive.
I would recommend Enchant Bracer - Major Intellect It gives you +180 mana, the regen from dreamstate increases slightly and you also get slightly more spellpower.
Enchant Gloves - Blasting
Requires: 1x Lesser Planar Essence and 4x Arcane Dust I strongly recommend this enchant. It's cheap and especially at lower lvls, like at lvl 35 it increases your crit quite a lot for that lvl.
Enchant Chest - Major Spirit
Requires: 2x Greater Planar Essence This enchant gives you more mana regen, and increases your spell damage, with the improved moonkin talent. The mats itself are quite expensive, but with the auctioneer addon, you can get them a lot cheaper.
Mystic Spellthread
Requires: 5x Primal mana and 1x Rune Thread If you find some good bind-on-equip leggings for your boomkin, and you can afford buying the 5 primal mana from AH, or maybe farm them with your main, I strongly recommend finding a tailor who can make this item. If you have your bind on equip legs, don't equip them yet. You need to trade the legs and let a lvl 60+ attach them to the legs. It increases your spell power and stamina a lot. If you can afford this and a good pair of legs, buy them. They will last a lot longer than they would last, without this enchant. Maybe even until Outlands.
Skills when in combat
In Hikari's guide, he stated that entangling roots gets broken on a specific amount of damage automatically, which is true. I would suggest to open with it though. When you are far away, that means in a 30 yd range approximately, you can open with starfire, but immediately after that, root the mob. You can apply moonfire and insect swarm to the target than, which are DoT's. At that point it will break somewhere, but if you start spamming wrath immediately after you put moonfire and insect swarm on the mob (mostly I root --> insect swarm --> moonfire --> wrathspam)the mob will be dead very fast. At lvl 48-50, I could solo mobs of my lvl, with the spellcircle I just pointed out, without them being able to hit me
well, maybe they hit me once, but I was just once wrath cast away from killing them, as soon as they got to me, without being in max range. So that's one great benefit of roots, although it will not prevent them from moving until they are killed. What you also might wanna use, when you pull two mobs on accident, you can use nature's grasp. I've had quite often, that you pull two mobs, at a time. I could use my hurricane than, but that sucked away my complete mana pool in a few casts, which with pushback didn't last long. Mostly you pull a second one, by casting a spell on another mob. Root one mob, turn on nature's grasp and if the mob that runs to you hits you, walk back a bit. It roots that second target also. After you're done with the first mob, reroot the second one and kill it.
I haven't had any raid experience yet with my druid, as it is on lvl 52 only, but I hope I've been able to help some people out a bit with this guide. I think, in raids or dungeons though, it's important to keep up moonfire and insect swarm, and while they're up, keep casting wrath --> Starfire --> Wrath --> Starfire.
What Ive seen a lot in-game (mostly on other chars), are balance druids, which aren't in moonkin form, because they also wanna cast healing spells. Just go in moonkin form. As soon as you cast a healing spell, you will get out of moonkin form (this one doesn't cost mana if I'm right) and immeditaly after that, shapeshift back. Works like a charm, and you also have the +5% crit, +3% haste and the extra spell damage from spirit.
The addon for tracking prices (price/stack, price/item and percentage compared to average price over 3, 7 and 14 days, plus the disenchantplugin) can be found here. Download it with manual install and than extract it to your WoW directory WoW/interface/AddOns.
I would advise to take herbalism and alchemy on your druid. They are easy to lvl, compared to other professions, and there are some potions and elixirs which are great money makers.
Have fun playing,
Ataraxia.
Oh, btw.
If you have any advise or comments on my guide, about things which can be added, like addons, or skills, or whatever, or if anything is not right, please give me a sign than. I will add it than and I will also keep updating this guide, as long as I'm lvling.
This is my first guide that I had never meant to do. It started with a post to let the website know that you can now AOE grind with your druid and somwhow ended up with a guide lol.
Because this is a work-in-progess, I will note UPDATES in the AREAS section
TABLE OF CONTENTS
2. TALENTS
3. GEAR/ENCHANTS/GLYPHS
4. MACROS
5. GRINDING
6. AREAS
7. SUMMARY
1. REQUIREMENTS
What is required?
A feral druid level 57 is recommended to effectively AOE grind mass numbers. You need to attain a level 60 weapon and enchant it with Lifeward. However, you can start as soon as you get bear form and swipe.
2. TALENTS
Note: Take Bear talents (not cat) for max aoe grinding.
Feral Tree
5/5 Ferocity
5/5 Feral Aggression
3/3 Feral Instinct
3/3 Thick Hide
2/2 Feral Swiftness
1/1 Survival Instincts
3/3 Sharpened Claws
3/3 Predatory Strikes
2/2 Primal Fury
1/1 Feral Charge
3/3 Natural Reaction
5/5 Heart of the Wild
3/3 Survival of the Fittest
1/1 Leader of the Pack
2/2 Improved Leader of the Pack
3/3 Protector of the Pack
Resto tree
2/2 Improved Mark of the Wild
1/5 Furor(This is at 57) 5/5 Furor
3/3 Natural Shapeshifter
1/1 Omen of Clarity
2/2 Master Shapeshifter
5/5 Naturalist
Balance Tree
5/5 Genesis
Level 80 Talent Build with Brambles
Level 80 Talent Build with Mangle & Bezerk
Can't wait to watch the movie: Druid AOE Grinding Movie1
3. GEAR / ENCHANTS / GLYPHS
Swipe damage is based on AP therefore chose gear with the following stats: AP > STA > STR > OTHER
Enchant Weapon Lifeward This is what heals you enough to make this possible! Lifewardh heals for 250-400 and procs ALOT!
Try to quest Thunder Capacitor ASAP. With all the swipe crits, this does amazing damage. There are other similar trinkets that I am working on.
Major Glyphs:
Glyph of Maul
Glyph of Frenzied Regeneration
4. MACROS
/cast survival instincts
/cast frenzied regeneration
/cast Barkskin
This macro is essentially for emergencies. It increases your HP so frenzied regeneration is better then uses barkskin to reduce damage. This should bring you to full health everytime...just remeber not to use abilities during frenzied regeneration if rage is low.
#showtooltip Swipe
/cast Swipe
/cast maul
This is your main attack button. You need to key bind this, I reccomend "E", and spam. When there are just a few mobs left, [ALT-V] to show health bars and target the mob with highest amount of HPs left.
5. GRINDING
1. Pull a group of mobs or round up singles on your mount then "pop"into bear form.
2. Keep mobs infront of you so you can dodge
3. Use Faerie Fire and Growl to pull far away mobs
4. Use demoralizing roar every 5 seconds while pulling mobs; especially yellow or non aggro mobs
5. Start backing up towards more mobs while keeping things infront of you spamming swipe macro
6. Once you get to 60%-80% or you think you shouldn’t pull anymore STOP moving
7. Every 15 seconds re-apply demoralizing roar
8. If below 10% or you think you will die use the emergency macro and while frenzied regeneration is healing you STOP ALL ATTACKING if rage drops low.
9. When you only have a few mobs left, [ALT-V] to show health bars, then target the mob with the highest health. This way you will maul it and the remaining mobs will drop about the same time. This is important so that you do not run out of rage and unable to use your abilites.
6. AREAS
Level 57-65
Bonestripper Vultures and Bonestripper Buzzards in Hellfire
Level 67-70
The Wooly Rhinos north of Warsong Hold in Borean Tundra. Use Demoralizing shout for pulling here.
Level 70-72
Go to Scalding Pools (58,27) NE of Warsong Hold and pull Oiled Fledgelings and Oil-stained Wolves. Just SW you will find lots of Wooly Mammoths.
More areas in the works as I level my druid.
7. SUMMARY
With this spec gear and glyphs you will take very little damage, will have lots of HP, will dodge a lot, will gain a huge amount of rage fast, will REGAIN a lot of HP from critting/hitting mobs, and will get INSANE XP!!
The main reason this works is because Lifeward procs off swipe which means every swipe you can regain up to 2-3k HP.
OK Your patience will be rewarded!
WATCH THE MOVIE: Druid AOE Grinding Movie1
Hello fellow Druids. People are now reaching lvl 80 and getting ready to start raiding, but when am I good to go people ask? In this guide I have added the best items you can get before you start raiding, not only the best for each slot, but also various ways attaining these items whether you like doing Heroics, crafting your own gear or doing PvP.
Table of Contents
Introduction - How to use thise guide Finding good tanking gear can be difficult sometimes, thats why i have tried to give the best options pre-raiding. The guide is built up like this:
Heroic reward: This item can be found inside a Heroic instance, either dropping from a boss or found in a chest.
Quest reward: Item reward from a quest. Quest links are added.
Crafted item: This item can be crafted, all items here are BoE.
Vendor item: Some items can be bought from having a certain amount of reputation with a faction.
PvP item: These items can be bought from honor points and arena points. I have not added the best arena gear because this is a pre-raid guide, i am not asuming you are PvP'ing like madness
I recommend: This will be the item i recommend, either from being the most easy to obtain and the bets item statwise out of the options given.
Now, lets get started!
Heroic reward: Mask of the Watcher. Found in Cache of Eregos after lass boss in color=#33cc00]The Oculus[/].
Quest reward: Headguard of Retaliation. Reward from [80]Vengeance Be Mine!, requires you to kill the last boss in Utgarde Pinnacle.
Crafted item: Eviscerator's Facemask. Pattern sold by Braeg Stoutbeard in Dalaran.
PvP item: Savage Gladiator's Dragonhide Helm. Sold by Morgan Day in Wintergrasp for 12,000 Honor p and 350 Arena p.
I recommend: Headguard of Retaliation is easy to get, the stats are nice and it will last you long enough to keep your head cold in raids.
Normal reward: Amulet of Wills. Drops from Sjonnir The Ironshaper in Halls of Stone.
Heroic reward: Shadowseeker's Pendant. Drops from Jedoga Shadowseeker in Ahn'kahet.
Quest reward: Reinforced Titanium Neckguard. Reward from [=color=#cc9933]The Admiral Revealed[/].
Crafted item: Titanium Impact Choker. Pattern sold by Tiffany Cartier in Dalaran.
I recommend: Amulet of Wills is the best and easiest to get, no discussion.
Heroic reward: Spaulders of the Careless Thief. Drops from Grand Magus Telestra in The Nexus.
Quest reward: Charred Leather Shoulderguards. Reward from [80]Diametrically Opposed, requires you to kill the second boss in Halls of Lightning.
Crafted item: Trollwoven Spaulders. Pattern sold by Braeg Stoutbeard in Dalaran.
Honor item: Savage Gladiator's Dragonhide Spaulders. Sold by Morgan Day in Wintergrasp for 9,600 Honor p and 275 Arena p.
I recommend:Trollwoven Spaulders are some of the best shoulders you can get in Wotlk, so these will last you long. The mats can be difficult to grind, but I recommend getting them.
Heroic reward: Cloak of the Gushing Wound. Drops from Erekem in The Violet Hold.
Quest reward: Bloodbane Cloak. Reward from [80]The Fate of Bloodbane.
Crafted item: Durable Nerubhide Cape. Taught by various leatherworking trainers.
Vendor item: Cloak of Holy Extermination. Sold by Veteran Crusader Aliocha Segard in Icecrown.
I recommend: Cloak of the Gushing Wound has a not so bad drop rate and the stats are not so bad either. Durable Nerubhide Cape is also good, but the mats can be a bit difficult to get.
Heroic reward: Crystal-Infused Tunic. Drops from Keristrasza in The Nexus.
Quest reward: Exotic Leather Tunic. Reward from [80]Junk in My Trunk, requires you to find a lot of items in Utgarde Pinnacle.
Crafted item: Polar Vest. Pattern sold by Braeg Stoutbeard in Dalaran.
Vendor item: Darkheart Chestguard. Sold by Duchess Mynx in Icecrown.
Honor item: Savage Gladiator's Dragonhide Robes. Sold by Morgan Day in Wintergrasp for 12,000 Honor p and 350 Arena p.
I recommend: Polar Vest. The mats can be a pain to acquire, but just look at the Stamina the chest gives! Put some nice gems in this chest and you can hold on to this baby for a long time.
Heroic reward: Bindings of the Tunneler. Drops from Skarvald the Constructor in Utgarde Keep.
Quest reward: Njorndar Furywraps. Reward from [80]Not-So-Honorable Combat, requires you to kill Iskalder.
Vendor item: Dragonfriend Bracers. Sold by Cielstrasza in Dragonblight.
Honor item: Hateful Gladiator's Armwraps of Triumph. Sold by Travis Day in Wintergrasp for 15,800 Honor p.
I recommend: Bindings of the Tunneler are the best bracers, the drop rate is not to bad either. Give it a good enchant to, and these are going to last you for a while.
Heroic reward: Charged-Bolt Grips. Dropped by Ionar in Halls of Lightning.
Quest reward: Handwraps of Preserved History. Reward from [80]A Royal Escort, requires you to escort Arthas through The Culling of Stratholme and defeat Mal'Ganis.
Honor item: Savage Gladiator's Dragonhide Gloves. Sold by Morgan Day in Wintergrasp for 7,200 Honor p and 200 Arena p.
I recommend: Handwraps of Preserved History are not only the best gloves, they are also the easiest to obtain from the ones I have listed. With these gloves, you don’t need to get new ones for a looong time.
Heroic reward: Sharp-Barbed Leather Belt. Drops from Ingvar the Plunderer in Utgarde Keep.
Crafted item: Trollwoven Girdle. Pattern sold by Braeg Stoutbeard in Dalaran.
Arema item: Hateful Gladiator's Belt of Triumph. Sold by Travis Day in Wintergrasp for 24,800 Honor p.
I recommend: Trollwoven Girdle is an easy choice. The mats can be boring to grind, but they are not too difficult to acquire.
Heroic reward: Gored Hide Legguards. Drops from Gal'darah in Gundrak.
Crafted item: Eviscerator's Legguards. Pattern sold by Braeg Stoutbeard in Dalaran.
Vendor item: Mind-Expanding Leggings. Sold by Archmage Alvareaux in Dalaran.
Honor item: Savage Gladiator's Dragonhide LegguardsSold by Morgan Day in Wintergrasp for 12,000 Honor p and 350 Arena p.
I recommend: Mind-Expanding Leggings would be my choice. Give it a nice gem and it should be very good, grinding reputation to Revered is not to difficult either.
Heroic reward: Slag Footguards. Drops from Volkhan in Halls of Lightning.
Crafted item: Polar Boots. Pattern sold by Braeg Stoutbeard in Dalaran.
Vendor item: Boots of the Neverending Path. Sold by Veteran Crusader Aliocha Segard in Icecrown.
Arema item: Hateful Gladiator's Boots of Triumph. Sold by Travis Day in Wintergrasp for 24,800 Honor p
I recommend: Polar Boots has some nice stats, even better when you add gems. The mats could be a bit difficult to acquire, but can be grinded.
Heroic reward: Keystone Great-Ring. Drops from The Prophet Tharon'ja in Drak'Tharon Keep.
Quest reward: Iceforged Battle Ring. Reward from [80]The Brothers Bronzebeard (A) or [80]Forging the Keystone (H).
Crafted item: Titanium Earthguard Ring. Pattern sold by Tiffany Cartier in Dalaran.
I recommend: Keystone Great-Ring is the best you can get without raiding. There are not many more rings you can get pre-raiding, so I would basically use any one you have acquired from previous quests or instances.
Heroic reward: Essence of Gossamer. Drops from Hadronox in Azjol-Nerub.
I recommend: There are not many good trinkets you can get without raiding. Any good lvl 70 trinket will be fine, but also any other trinket acquired from quest will be okay. Many professions have trinkets available to craft, so this should be top priority, if you don’t have any profession, I recommend sticking to anything you already got.
Heroic reward: Enraged Feral Staff. Drops from Ingvar the Plunderer in Utgarde Keep.
Quest reward: Staff of the Sorrowful Chieftain. Reward from [75]Wanted: Ragemane's Flipper, requires you to kill Ragemane, an elite mob.
Vendor item: Stave of Shrouded Mysteries. Sold by Archmage Alvareaux in Dalaran.
Honor item: Deadly Gladiator's Staff. Sold by Travis Day in Wintergrasp for 24,000 Honor p and 700 Arena p.
I recommend: Enraged Feral Staff is clearly the best weapon. Better start grinding Utgarde Keep.
For tanking gear, i wouldn't recommend aiming for the gem bonus for socketing with the right color gems, it is much better going for pure stats therefore, i have only chosen a few gems to socket your gear with.
Blue: Solid Sky Sapphire. I would basically spam these unntill you feel you have enough Stamina to endure long fights.
Red: Delicate Scarlet Ruby. I recommend these if you need more armor, dodge and threat.
Purple: Shifting Twilight Opal. If you dont know which stats to aim for, or you feel got got a balanced set of stats, go for this gem.
Meta: Austere Earthsiege Diamond. Not to difficult to aquire the requirments.
So that was my guide. Tell me what you think about it, all comments are appreciated. Note: This guide is not finished yet, i will add more numbers, gems, enchants and more items when more things come in the future.
Hi, Shadowfuri here. This is my first post and i wanted to make this a good one so...ill start off with something I'm pretty pro on.
Some people know this already and yes if you read all your skill thoroughly than it should be easy to figure out. For the start off- this guide leans towards end game feral druids, with the majority of their skills in the feral talent tree. First we're gonna start off with the main skills your points should go into. some people don't know if they are good or not but, what you should always get is.
+ Primal Fury - 2 points. +
Primal Fury will give you a 100% chance to add an extra combo point every time you crit, this helps to build up combo points for a quick crit.
+Sharpened Claws - Obviously for more crit chance.
+Primal Precision just incase you miss that Ferocious Bite.
Start off with a Stealth, obviously. whether your in a BG, Arena or Duel. this combo only works PERFECTLY 1v1, but has a lower chance of suceeding if someone else jumps in (enemy)
this is definantly the perfect combo. it happens fast and your enemy will not know what the hell hit em'.
Good Luck 
and i will be doing some editing soon.
**NOTE**Thanks for the advice everyone im looking up formatting and html things. and reading the formatting and guide writing guide jame put up. thanks again hope you like the edited version!
Shadowfuri here again, and Ive come to lay down some more tips =D!
I'm going to start making a "Guide" Series! hooray, alright now to get down to business!
!)The Basic Stun lock is just like it sounds, pretty Basic, The only thing Semi noticeable about this tactic is timing. your going to have to kill some time and be quick at the same time. again sorry for the long intros.
here we go 
also if you just want a quick summary scroll to the bottom.
THE BASIC STUNLOCK
First, this move cant be pulled off without prowling. so your first move would be to make sure you are prowling =). after you have that covered find a target, get your focus on them. If your close to them go ahead and start off but im gonna start this from a "ranged" point of view. okay! if your not close to your target try to get close enough for a Feral Charge(Cat),
and don't be afraid to use it out. Out first i didn't use it much because of the energy consumption, 10 energy to get close to someone! but by the time you get to your target your energy is back up to 100/100,
anyways. this will slow down your target for 4 seconds and also confuse them a little like.. "why did i just get dazed!whats going on!" and while they are freaking out you hit them with a "Pounce" Pounce will stun the target for 4 seconds, and also give them a friendly little bleed effect. for the duration of the stun try to bring your combo points up to 3,4, or 5. with primal fury and a high crit rate you should be able to get the 5 combo points in no time.
i suggest a Mangle, to start off with (drops you about 32 energy) so you can get about 2 or 3 off. no problem. if your behind the target feel free to hit them with Shred for a higher crit chance and more damage. but also consumes about 42 energy. now, with that out of the way, what happens if you run low on energy! activate tigers fury! if you have the "king of the jungle" talent 3/3 this stun-lock is flawless.
After you build enough combo points Maim the target! with a full 5/5 combo points this should be a tasty 6 second stun! (incapacitate) throw in another mangle/shred real quick to get some damage, and switch to bear form. with the minimum of 2/5 Furor in the resto tree hoping for the 40% chance for the extra 10 rage is a good prayer, but not a needed one. When you switch to (Dire)Bear Form. enrage to get your energy up quick. by the time it gets up to 15 you could've gotten an easy two auto attacks on your target. not that much damage but anything goes right? hit your target with Bash! for a 5 second stun. they should be heated by now! switch back to cat form for MAX DPS. and unload. if your tigers fury is not up by now you'll be fine. you got your stunlock and your opponent has lost a chunk of their health!

Restoration druids, commonly known as trees, have the potential to be excellent healers. With a wide array of spells, an in-combat res, an excellent group heal, the ability to stack HoTs to keep tanks up through damage spikes or silences, and added mobility from instant casts, trees have a lot going for them. This guide aims to teach you how to get the most healing out of your tree. For now, this guide is focused on PvE healing - in the future, PvP advice may be added.
Author's Note:
I try to keep this guide up to date, but I'm pretty busy with school and other commitments. So if you see something that is incorrect or you have a suggestion for a better way to do things, please leave a comment!
HoT - Heal over Time
MP5 - Mana Regen per 5 seconds, usually referring to regen during combat
GCD - Global Cooldown (1.5 seconds normally, can be shortened through talents and haste rating)
Res or Rez - Resurrection Spell
Spec - Specialization (talent, gear, and glyph choices)
Crit - Critical heal (x1.5 healing)
Resto - Restoration, a healing druid
Roll - To "roll" a buff means keeping it up constantly, usually without ever letting it's time run out before refreshing it.
Fall off - A buff "falls off" when it's time runs out.
HpM - A spell's total healing divided by it's mana cost
HpS - A spell's total healing divided by it's cast time or it's HoT duration.
WotLK - The current expansion for WoW, Wrath of the Lich King.
Buff - Can refer either: (1) an in-game, helpful effect applied to a character, or (2) an improvement to a class' performance intended to improve game balance.
Nerf - A reduction in a class' overall performance, meant to improve game balance.
We will discuss the following characteristics of each spell:
We won't be using specific numbers, since they will change depending on your level, gear, and talents. I will talk about each spell in general terms, and how it might be improved based on itemization and spec. Note that talents which improve all healing spells, such as Gift of Nature, will not be mentioned as affecting each spell.
Mouse over the spell's picture to see a pop-up description of the spell, courtesy of WoWhead.
Patch 3.1.0: Now receives 240% increased armor. You can now use Nature's Grasp and Thorns while within this form. Mana cost reduced to match the cost of Travel Form. In addition, the discount on heal-over-time spells from this talent is now active at all times, whether or not the druid is in Tree of Life form. Mana cost reduced to match the cost of Travel Form. This makes Tree of Life a nice advantage due to increased armor, but if you are battle rezzed and forget to shift back into Tree form, you won't really be penalized.
Glyphs and Talents which affect this spell:
Healing Touch was in the past considered too slow to put to much use. It is, however, extremely powerful in a Nature’s Swiftness + Healing Touch combo (this macro will be described in the Useful Macros section). In addition, this spell can now be modified through talents and glyphs to be an extremely fast, small heal. While the applications of this are less useful in PvE (though the ability to cast such a fast heal is nice in tank-saving situations), this fast heal has more use in PvP. Keep in mind that using this spell in that way will likely drain your mana very quickly.
Usage notes: Those not specifically specced into this spell should use it only in a Nature’s Swiftness + Healing Touch combo.
Glyphs and Talents which affect this spell:
Innervate is a spell which druids essentially use to get a second mana bar. This spell increases your mana regen dramatically for a short time, in most cases mostly refilling your mana bar. For well geared trees, it may not be enough to completely refill you, as the new changes to the spell means it does not scale with gear. If you have mana issues, consider getting Glyph of Innervate.
Usage notes: In most cases, as a healer you will be using this on yourself. However if you pick up Glyph of Innervate, you can use it on someone else and still benefit. Note that with the recent changes to Innervate, it is now useful for any class that has mana - it is no longer dependent on spirit.
Glyphs and Talents which affect this spell:
Lifebloom is the staple of druid healing, and in particular tank healing. It is a very powerful HoT that ticks every second instead of every three seconds, then goes out with a bang, "blooming" for a large heal. Lifebloom also can be stacked up to three times per druid per target. Rolling Lifebloom is a method commonly used for tank healing, where a druid keeps three stacks of Lifebloom up at all times and refreshes the stack just before it runs out. This keeps up very high constant healing, ticking every second, requires little mana, and allows for a quick emergency heal if needed (the bloom). Properly glyphed, this spell is both more mana efficient and healing efficient than Rejuvenation (when rolling 3), and also ticks more often.
Patch 3.1.0: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications. Note that it is still more mana and healing efficient to roll Lifebloom, as long as you are good at refreshing it just before it falls off.
Usage notes: This should not be used to spot heal - use Rejuvenation for that purpose. If you are main tank healing, roll this on the tank at all times. If you are raid healing, you may want to still roll this on the tank, if it seems he needs a bit more healing.
Glyphs and Talents which affect this spell:
Nourish is a new healing spell only available at level 80. It is a direct heal which is significantly cheaper and faster than Healing Touch, and which becomes more effective when a Regrowth, Rejuvenation, or Lifebloom effect is on the target - which there usually will be. With the 3.1 changes, Nourish has become a major direct heal for druids, since it is very fast and can be glyphed to improve its effect with each HoT effect on a target.
Usage notes: Use Nourish to spot raid healing. If possible, try to make sure a Rejuvenation is on the target first (this also allows for a quick Swiftmend if needed). Nourish should also be used to direct heal the tank if you picked up Glyph of Nourish, since when tank healing you should have as many HoTs as possible on the tank.
Glyphs and Talents which affect this spell:
Glyphs and Talents which affect this spell:
Glyphs and Talents which affect this spell:
Regrowth has mostly fallen out of use for most druids, in favor of Nourish. You still want to keep this HoT up on the tank if you are main tank healing, but otherwise I would not recommend using it.
Glyphs and Talents which affect this spell:
Rejuvenation is often rolled along with Lifebloom on a tank, or used to spot heal. Unlike Lifebloom, it only ticks once every 3 seconds.
Usage notes: Use this as a raid heal and roll it on the tank. I roll this on the tanks even when I'm raid healing, since it has a long duration and allows for a quick Swiftmend in an emergency.
Glyphs and Talents which affect this spell:
Usage Notes: Use this spell liberally, especially if you have Glyph of Swiftmend (which you should).
Glyphs and Talents which affect this spell:
This is a channeled cast spell which heals everyone in the area over the duration of the channeling. It is extremely powerful for AoE healing, but has a long cooldown, prevents the druid from taking any other action, and can draw a LOT of aggro (unless you have the talent which reduces threat). While it was once the only multi-target healing spell available to druids, we now also have Wild Growth to draw on.
Usage Notes: Save this for emergency situations, unless you take the talent to lower the cooldown. Make sure to pop Barkskin before using, since you may draw aggro and as a channeled spell, taking damage will reduce the effect (this macro will be described in the Useful Macros section). This powerful spell can really save you if your group gets in over your heads.
Glyphs and Talents which affect this spell:
This is the new multi-target healing spell for druids, and it uses smart targeting to heal those with the lowest health first in a group. Most druids agree that this spell is extremely powerful for healing even as few as two targets. Some even complain that it leads to lazy healing.
Usage Notes: Use this spell if three or more people are hurt or taking damage. Above three, it's the most mana and time efficient spell in your arsenal, aside from Tranquility. It's especially nice since the healing comes quite fast at the beginning of the duration. It can also be nice as yet another HoT to roll on the tank for heavy damage fights, and it keeps the melee topped off. With Revitalize now effecting this spell, and considering that it ticks every second, it's better than ever to keep up at all times.
Glyphs and Talents which affect this spell:
Mouse over the talent's picture to see a pop-up description of the talent, courtesy of Wowhead.
Patch 3.1.0: Now also increases all of your total attributes by 1/2%.
Patch 3.1.0: Now grants 17/33/50% of mana regeneration while casting.
Patch 3.1.0: This talent is renamed Nature’s Bounty. Increases the critical effect chance of your Regrowth and Nourish spells by 5/10/15/20/25%.
Patch 3.1.0: This talent now accounts for total healing including overhealing.
Patch 3.1.0: This talent is now re-named "Revitalize" and now also works with Wild Growth.
Mouse over the glyph's picture to see a pop-up description of the glyph, courtesy of Wowhead. For a list of non-resto glyphs, see this page.
Minor glyphs are much less important for gameplay and are more a matter of personal preference. However, I highly recommend Glyph of Unburdened Rebirth for both PvP and PvE druids - forgetting this reagent will definitely get you yelled at by your team members, and having one less thing to worry about (and one more bag space) is always nice.
For a list of other minor glyphs, see this page, courtesy of WoWhead.
Main Tank Healing - Nourish Spam
This build specializes in spamming Nourish once all HoTs are rolling on the tank. If you find yourself tank healing more often then raid healing, this is a great build to use. If you have plenty of mana regen, grab the Glyph of Lifebloom to make HoT rolling easier and trade out 3 points from Tranquil Spirit to Natural Perfection. If you need the mana, keep the build as is and pick up Glyph of Innervate instead.
Technique with this build: Keep as many HoTs on the tank as you can (including Wild Growth - more HoTs means more powerful Nourish. Once the tank is HoTted up, spam Nourish as needed.
In this build, we use Glyph of Wild Growth to make our Wild Growth (and Revitalize ) effect as many people as possible. If you feel like you have plenty of mana regen, take your points out of Tranquil Spirit and use them elsewhere, perhaps picking up Celestial Focus to lower your GCD even further.
Technique with this build: Use Wild Growth liberally. Even when group healing, I usually roll a stack of Lifebloom on the main tank. Use Rejuvenation, Nourish, and Swiftmend when group members need more healing.
The ability to spam cast Healing Touch at a fast rate is an advantage in PvP. Often, HoTs can be purged and depending on them can be an issue. With this build, you have access to the absolute fastest direct heal in the game (when Nature’s Grace procs) - 0.5 seconds.
When gearing, keep a few things in mind:
Druid healing generally calls for gear with "enough" stamina, mana, and mana regen to get the job done, and as much spell power as possible. Spell haste and spell crit have limited uses. Keep in mind that the amount of mana regen needed has increased in WotLK, since fights are more mana intensive.
Generally:
However, this can be greatly dependent upon your specialization and current gear. For example, a druid specializing in Healing Touch would certainly value crit rating more highly than one casting primarily HoTs.
Let's look at each of these stats in depth:
Patch 3.3: The upcoming patch will bring a big change to our most important haste talent, Gift of the Earthmother. In the current PTR build, the talent will no longer effect only the GCD for instant healing spells - instead, it will decrease haste across the board. This amounts to an overall nerf to druid healing. However there is still indication from the blue posts that this may be changed before the patch goes live - the possibility of making the GCD reduction still apply to Lifebloom was mentioned. Regardless, keep in mind that Haste may become more important shortly!
Choosing haste rating vs. crit rating is largely dependent on your specialization and personal preference. If you are unsure, go with haste, since it buffs both types of spells.
Meta
Red
Blue
Yellow
Head
WoWhead is probably the simplest and easiest of the tools you can find - it requires no download and can be used immediately. However, while you can adjust the weighting of the rankings for your gear, you have to know exactly what you are looking for. Because of this, for the most customized results, I would suggest using one of the other two tools - but keep WoWhead in mind for quick comparisons and look-ups!
MaxDPS is the most personalized tool you can get without a download. While not perfect, it allows busy druids to quickly and easily see what gear might be an upgrade. However, for the best and most accurate advice, just download Rawr.
If you want the best and most accurate recommendations for gear, Rawr is definitely the way to go. If you can deal with the minor inconvenience of having to download and update the program, this is definitely the best tool to use.
One other useful tool is the in-game equipment comparison addon, Ratingsbuster. This is not a database, but instead a very quick way to tell if an item that dropped is an upgrade for you.
Please note that oils for weapons have been discontinued in WotLK, so no need to worry about them.
Food
Elixirs/Flasks
Generally it is best to use the flasks listed if you are able to. If you can't get your hands on the flasks or they are to expensive, you can use a combination of a spellpower elixir and a spirit elixir, since one is a battle and one a guardian.
Scrolls
In a typical group in which you are healing a tank, you'll want to:
For trash pulls, I suggest you wait until the tank has given the mobs a smack before starting. For bosses, I highly recommend getting all your HoTs rolling before the fight starts (called pre-HoTing). Your HoTs don't actually heal until after the tank is hurt, and by then he'll have enough aggro to keep the boss from coming after you.
Unless you have stacked extra haste gear (which you should!), with this build you should generally be able to easily use around five to six global cooldowns between lifebloom refreshes (this depends on your latency). A single Regrowth takes up about two global cooldown's worth of time. Keep in mind that Swiftmend is not affected by Gift of the Earthmother and it's GCD will take a little longer than your other spells - you should still have enough breathing room to manage.
With all the extensions to Lifebloom's duration now available, you hardly need a tight rotation anymore - this is especially true if you have a good timer addon to watch your lifeblooms. See the addon section below for a suggested timer. In tough fights, you'll want to keep Lifebloom, Rejuvenation, Wild Growth, and Regrowth up at all times, spamming Nourish as necessary.
In a raid situation, you may be called on to roll Lifebloom on multiple tanks. With the extended duration of lifebloom and GCD reduction available from talents and glyphs, this is easier than ever. In the past, it was possible to roll Lifebloom on at most four tanks. Now, theoretically you could roll them on as many as seven or eight (or even more with haste gear)! However, it is unlikely you will have more than four tanks at once - this means you can roll Rejuvenation or Wild Growth, use other spells, or conserve mana between refreshes.
Most instance group healing in WotLK will be done with Wild Growth. It's exceptionally powerful and mana efficient for healing many people at once, and it's also very easy to use since it smart targets those with the lowest hit points. For single target heals, use Rejuvenation and, if needed, Swiftmend or Nourish. In emergency situations, you always have Tranquility to fall back on - just be sure to hit Bark Skin before using it!
For raid healing, trees are called on more and more to simply roll Rejuvenation on everyone in the raid. In 10 person raids, one tree can easily keep Rejuvenation up on all raid members while also using Wild Growth on cooldown and the occasional Swiftmend or Nourish. For heavy raid damage fights, this is the most effective way to raid heal, though it does get a bit boring.
Set a Focus
This is especially useful if you typically heal one main tank, such as in a 5 or 10 man dungeon group. This allows you to easily see the main tank's health, even when you are targeting another player. It can help you easily retarget him or her, or you can even have macros set up to heal your focus so you don't have to manually target them! In addition, there are many addons that allow special configuration for a focus, such as ClassTimers or Quartz.
To set your focus, type /focus CHARACTER in your chat window, replacing CHARACTER with the person's name you want to have as your focus. Their portrait should appear on your screen (it's position will vary depending on your UI modifications). Typing /target focus will cause you to target your focus - you can make use of this in macros. I'm not going to go in depth here, but you can write macros or use addons to cast spells on your focus without ever breaking target.
Trinket-Trigger-Macro
Provided by murphyslaw
A macro to trigger the trinket every time you use lifebloom, so it will be up all the time. The 13 stands for the upper trinket-slot. 14 would be the lower trinket-slot. You can also exchange Lifebloom with anything else you might find better.
#showtooltip Lifebloom /use 13 /cast Lifebloom
Innervate-Whisper-Macro
Provided by murphyslaw
Whispers the player that you give Innervate to.
#showtooltip Innervate
/script SendChatMessage("You got INNERVATED.", "WHISPER",
GetDefaultLanguage("player"), Unitname("target"))
/cast Innervate
Rebirth-Macro
Provided by murphyslaw
Yells who you are going to rebirth. You could do the same thing for Revive. This can be duplicated by Healbot.
#showtooltip Rebirth /y Rebirth: %T /cast Rebirth
Barkskin-Macro
Provided by honj93
Uses barkskin and then Tranquility or Hurricane (make a separate macro for each).
#showtooltip Tranquility/Hurricane /cast Barkskin /cast Tranquility/Hurricane
Nature's Swiftness-Macro
Provided by honj93
Gives you an instant cast Healing Touch with one button! Note that you need to be in range for this to work, otherwise it will only cast Nature's Swiftness. If this happens, just get in range and hit the button again.
#showtooltip Nature's Swiftness /cast Nature's Swiftness /cast Healing Touch
While not necessary for 5-man dungeons or PvP, healbot is an essential tool for a raiding tree. With 10 to 25 people to monitor, it's nearly impossible to effectively heal by pointing, clicking to target, then pressing your hotkeys. Healbot eliminates the middle step and also provides lots of useful information to help you heal more effectively. I even use it while soloing, so I don't have to have my healing spells on my soloing action bar.
When healing a main tank, I generally have him or her targeted at all times and use my hotkeys to do tank healing, while using healbot clicks for raid/group healing.
Clique is essentially a Healbot alternative that allows you to use unit frames of your choice as opposed the specific Healbot unit frames. It's been recommended by several wow-pro users, and is what I'm currently using as my healing tool. Note that Clique can also be used by non-healers - my paladin tank makes great use of it for her many tanking abilities that target party members.
For druid healers, these timers are essential for rolling Lifebloom and other HoTs on the main tank or your particular healing focus. When healing, I use only the focus timers to keep my screen clear, and set my focus on my main healing target (usually the main tank). You can choose exactly which buffs to show and not show. When healing, I show only Lifebloom, Rejuvenation, and Regrowth.
Note: The bug that this addon was suffering from has been fixed! It now only displays your HoT timers, rather than every druid's.
Grid replaces the default party or raid frame with a very lightweight and simplified version. It can be somewhat daunting due to it's flexibility. Grid can be combined with Clique to obtain a very flexible healing interface that is even more customizable than Healbot. However I recommend this only to the more advanced players who are used to using addons and are prepared to invest some time setting their interface up.
This addon is certainly not required, but it is a great way to see how you are doing as a healer. You can watch your healing per second, your total healing compared to other healers in your group, and your percent overhealing. In addition, you can get useful information about your effective playstyle that can help you choose gear: for example, you can see how much of your healing was from spells that can crit, how much was from GCD dependant spells, etc.
If you do end up soloing as a tree: There are essentially two schools of thought on killing things when resto specced. One is to root and nuke single pulls. This tends to be very slow but is quite safe and mana efficient. The other option is to HoT yourself and pull many mobs at once (3-5), Barkskin, and Hurricane. This can drain your mana quickly and is a bit more risky, but in all is probably faster. What you choose is up to your playstyle.
First, the wonderful folks at Wowhead. I could NEVER have made this guide without you. The database, comparison, comments, and tooltips are simply the absolute best available on the internet.
A big thanks to the Elitist Jerks forums. These folks really know their theorycrafting. A lot of the questions I had about specific numbers and how spells were calculated were answered here.
In particular, I want to thank some WoW-Pro users who have been a huge help. murphyslaw, thank you for being so understanding and helpful when our guides collided! You rock. honj93, your many comments were so useful, I really appreciate your help in making this guide the best it can be. Also a big thanks to Tag for the excellent correction to the listed MT healing strategy. Thanks Logos for some great recommendations for addons and external gear sites. And thanks to all the others who have commented here that I forgot to mention!
I was inspired to make a guide after reading Jame's leveling guide.This guide aims to help cover druid's basics and answer some questions about them.
NOTE: This is my first time making a guide so don't be harsh ><.Also i need a confirmation whether the Horde coordinates are correct and please list topic i can expand this guide and I have no idea how to include pictures for this guide.
Q:Why should you choose druid?
A:For those who want to try everything with one character: (DPS(Melee/Caster), Tank and Healer), Druids are for you.Many changes have been made so that druids are no longer the " jack of all trades ,master of none". As long as you talent right you damage can be compatible as those who opt for the pure DPS classes (mage,rogue)
A druid uniqueness is that they are able to shapeshift into different forms for each role you aspire to be.We have (Dire)Bear for tanking, Cat for DPS(melee) , Moonkin (DPS) ,TreeOfLife (Healing) , and Aquatic,Travel,(Epic)Flight Form for transportation.
Q: What race?
A: Well, druids are limited to only two races: Night elves for Alliance and Tauren for Horde.Ultimately it will depend on what suits your playing style.
What profession?
A:Note:You are able to Skin and gather herbs while in shapeshift forms. I choose Herbalism/Alchemy for the added boost in stats.The items you made from leatherworking can easily be replaced with quest gear while leveling,but again its all up to you
Druid-only Quests
You will encounter some important druid-only quest that will allow you to gain new forms and abilities.
-The first quest Heeding the Call can be obtained at lvl 10 but you should not start the quest unless you are certain that your are able to kill lvl 12 mobs.
-Get it from your Druid Trainer to visit another trainer at your capital city.
-After talking to him that you learn a new spell Teleport: Moonglade.Use it, and talk to the person right next to you to continue your quest.
-Than meet the Bear Spirit using http://thottbot.com/ss61120 as a guide.Talk to it to finish the objectives of the quest and go back to the quest giver.
-Get the next chain ,go back to your capital city by the Sky Rider Masters at Moonglade (You can recognize them as they have two Hippogyrphs/Wyvrens around them.) Talk to your respective ride master to receive a free ride back.
-Go back and get the follow-up.You will be tasked to apply the Cenarion Lunardust to the Moonkin stone and kill the Lunarclaw that spawns. Wait a while, and talk to the spirit that spawns after killing it to complete the quest.
-For Tauren druids the location of the stone is around http://i.thottbot.com/ss/o/14818.jpg
When you rach there you will see a hut with a peon. Go behind the house and the stone is there.
-NE druids have to go http://thottbot.com/ss24524
( Note: In order to go to Darkshore ask a Darnassus guard the location of the bank.Behind it you will see a large tree which glows purple underneath it .Walk through the tree, go to the harbor and wait for the boat to arrive.)NE druids are less fortunate as the caves the Moonkin stone resides are infested with Moonkins.Pull carefully, or die once and explore the caves until you find the right one ><.
-End the quest chain by talking to the quest giver in the capital city and you will be rewarded with Bear Form.
You get your Second Druid-Only Quest at Lvl 16, and starts with A Lesson to Learn and the end rewards is Aquatic Form which allows you to swim faster.
-Talk to your Druid Trainer at your capital city
-Use Teleport:Moonglade talk to Dendrite Starblaze and and get the follow-up.
-Head to the large lake in the middle on Moonglade.Look at your map, swim to the the letter A of the word LAKE and locate the bauble (it looks like a vase and glows red)
-Hand it over to Tajarri who is at the Shrine Of Remulos which is situated to the left of Nighthaven.
-Completing the quest will hand you one of the most time consuming quests there is.
NE DRUIDS ONLY:
head to Darkshore at coords 48,11 or http://thottbot.com/ss7895 located next to a large rock for the first half and Westfall at coords 21,36 or http://i.thottbot.com/ss/o/63294.jpg.Watch out for (elite) sharks..
TAUREN DRUIDS ONLY
Do this one first. It's located at "THE SLUDGE FEN," which is located West of Orgrimmar in the Barrens. Box is in middle of pond by some bubbles.
<
Join the halves, go back to the trainer at capital city, enjoy your new form =D
The 3rd quest Lessons Anew should be skipped.Its another long quest that requires herbs from herbalism.Although the quest teaches you the quest Cure Poison you learn Abolish Poison later which its a better upgrade than Cure Poison and has the same mana cost.
Druid Skill Information
Below are a list of abilities druids learn
Mark of the Wild-The Druid Buff.Initially only increase armor, later ranks increases attributes and resistance.
Thorns-damage is dealed to enemies when hit with this buff. Should be applied to yourself in solo situations, and tanks in a party/raid.
Wrath - Your Basic Nuke.2 second cast, can be talented to a 1.5 sec cast.
Moonfire-Instant cast. Does intitial damage and peroidic damage every 3 seconds for 12 seconds. NEVER SPAM IT only 1/3 of its total damage is caused by the initital damage, spamming it just refreshes the DOT making it very mana-inefficient.
Starfire- 3.5 sec caste, can be talented to 3.More mana-efficent than wrath in damage, should always be used as a opener for soloing,and should be spammed in groups.
Nature's Grasp -1 min cooldown.No longer a talent, no mana, should always be spammed when it is up.As a caster, when it procs, move behind so you wont be on the attack range of the mob.
Entangling roots-1.5 sec cast,might break on damage.Our form of crowd control.Cast it when engaging 2 mobs : Entangle one, focus the other.
Teleport: Moonglade-learn via druid bear form quest.Very useful, no cooldown, teleports you to Moonglade.This is virtually just a hearthstone back to your capital city: Use the skill, go to the sky rider master, which will fly you to Darnassus/Thunder Bluff for free.
Although Night elves have it better( Darnassus is only about 2-3 mins away), using this mode to go back to TB is time-consuming(the flight alone is 8 mins). Regardless you can use it anywhere, whether you are in the Outland and (soon) Nothrend.
Shapeshift(Bear) : Obtained at lvl 10, via quest chain(see above).Shapeshift into bear form, increasing melee attack power by 30, armor contribution from items by 180%, and Stamina by 25%. Also protects the caster from Polymorph effects and allows the use of various bear abilities...Basically your tank form.You cant cast spells in this form but you gain new bear abilities:
(Bear)Growl-Your tanking ability.When your are in a party it does 2 things:
sets your current threat equal to the highest player on the mob's threat list and forces it to attack you.Only should be used in party situations in which you are tank, completely useless in solo situation.
(Bear)Maul-Increase your next attack by X damage, this causes a high amount of threat. Should be used when you have sufficient rage, as using it forfeits the rage gained by hitting with an autoattack.
(Bear)Demoralizing Roar-AOE that lowers the the attack power of multiple nearby enemies.
(Bear)Enrage-Gain rage at the cost of mana, you should always be used at the start of the fight rather than during, the rage generation is not worth it for the additional damage you take.
(Bear)Swipe- attacks all enemies in a cone in front of you.Damage wise, its better than maul, even in solo situations, especially when talented.
Rejuvenation- Instant cast, at the cost of high mana . Compared to Healing Touch, this skill is highly mana-inefficent, but should be used during combats when your health is low.
Healing Touch-3.5 sec cast, can be talented to 3.Mana efficent, yet dont bother casting it when engaged in fights.Should be used after fights, especially feral-speced.
Regrowth- Even more mana efficent than Healing Touch, does initial healing and a HOT every 3 sec for 21 sec.