Druid

A collection of guides for the Druid class, written by the wow-pro community.

A Brief Guide on How to Level as Feral

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.

Best Druid (Feral) DPS Gear {Outside Raids}

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

Best items outside of raids for Balance Druids

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.



Shopping List:


The Item List:
Head

Amulet

Shoulder

Cloak

Chest

Wrist

Hands

Waist

Legs

Feet

Rings

Trinkets

Idol

Mainhand

Offhand

Two-Hand

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I hope this list is helpful to some of you.
Murphyslaw

Best items outside of raids for Restoration Druids

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.



Shopping List:


The Item List:
Head

Amulet

Shoulder

Cloak

Chest

Wrist

Hands

Waist

Legs

Feet

Rings

Trinkets

Idol

Mainhand

Offhand

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I hope this list is helpful to some of you.
Murphyslaw

Druid Leveling - Talents and Tips - (1-80)


Druid Leveling - Talents and Tips - (1-80)
Patch Version: 3.2.2


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.


Contents

  1. Leveling Spec
  2. Talents
  3. Rotations
  4. Tips
  5. Stats
  6. Gear
  7. Class Quests
  8. Glyphs
  9. Addons

Leveling Spec

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.

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Talents

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

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Rotations

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.

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Tips

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.

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Stats

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.

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Gear

Work in progress.

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Class Quests

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.

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Glyphs

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.

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Addons

Work in progress.

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Conclusion

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

The Feral Druid Guide II - Basic Boss DPS!! [Kitty Spec]

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.




*NOTE* Always, always stand behind the boss if you can. you get an increased hit chance and your target cant parry or block from behind =D!

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.



FIRST FOLLOW YOUR PARTY LEADERS ORDERS.

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



Make sure your Rip Stays up as well as your rake. dont panic if you run out of energy just let it regenerate and throw in the attack you need when you have enough.



Your Main Focus is to keep
the "Mangle" Debuff and "Rip" on your opponent. rip does good damage + mangle that gives you that extra 2-4k damage every 20-30 somethin energy and gives your rip a good boost in damage. pretty simple. you can get artsy and blow cooldowns trinkets and what-not and throw shreds and more attacks in there, not needed but if you get fast enough and good enough to do that feel free to!

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!



-Shadowfuri "Verge"

[Balance] Ataraxia's boomkin guide

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.

[Druid] Bear Form AOE Grinding

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




1. REQUIREMENTS

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

My level 72 Talent Build

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

Glyph of Survival Instincts


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. Smiling


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


[Feral] Cloud9's Pre-Raid Feral Tank Gear Guide

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

  1. Introduction
  2. Head
  3. Neck
  4. Shoulders
  5. Back
  6. Chest
  7. Wrist
  8. Hands
  9. Waist
  10. Legs
  11. Feet
  12. Rings
  13. Trinkets
  14. Weapon
  15. Gems
  16. Enchants

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!



Head:

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.



Neck:

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.



Shoulders:

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.



Back:

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.



Chest:

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.



Wrist:

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.



Hands:

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.



Waist:

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.



Legs:

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.



Feet:

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.



Ring:

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.



Trinket:

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.



Weapon:

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.



Gems:

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.

[Feral] How to execute the perfect combo

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.



This ones Called "Lock-Down"
+Lock-Down consists of a 10-15 second stun and a big Ferocious bite crit+

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.



Look at the full Talent Tree Here
http://www.wowarmory.com/character-talents.xml?r=Blackwater+Raiders&n=Shadowfuri


now...sorry about the long introduction, This Combo is going to start off like a rogue. and let me add one more thing, this Combo can only be pulled off by the quickest, most agile, Feral Druids out there.

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)



Start off with Prowling, Find your target,
Feral Charge(cat form) to get to perfect range and Daze the target, Pounce, this will give you a nice 4 second stun.
== be quick with this part. You have to build combo points quick!
Throw in two Mangles
This should get you low Energy
activate Tigers Fury to Restore Energy
Throw in a Shred and another Mangle, (hopefully 5 combo points by then)
Maim the target (5-6 Second stun)
Switch to Bear form fast!
Enrage, your going to need Furor for this to work (Resto tree)
Bash for another great 5 second stun.
Back to Cat Form, You Should start with about 40 Energy, you dont have to, but if you want to be quick, pop Berserk to drop your Skills Energy cost down to half
Throw in whatever combos you would like, Mangles would work until you get four combo points.
For your last combo point Hit the target with a rake
With a bleed effect active on the target your ferocious bite has an increased 50% chance to crit, + your normal crit, this should ALWAYS be a crit.
wait for your energy to restore to 100/100
For every extra point of energy you will get 20.1 extra damage (at 80) per energy point plus a Percentage of your attack power, a sick and disgusting combo.
Once your energy is at 100/100. Let loose, Ferocious Bite for a great big Crit. this whole combo seems to do 10-15k damage depending on how high your attack power is. still you will deal a big load of damage and not take much either if your stunlock Executes correctly.



A difficult combo yes for Beginner Combo-artists. and a hard topic for my first post. but the crit will proc almost every time, +your trinkets if anything.

this is definantly the perfect combo. it happens fast and your enemy will not know what the hell hit em'.

Good Luck Laughing out loud

and i will be doing some editing soon.

-Shadowfuri - "Verge"

**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!

[Feral] The Feral Druid Guide I - Basic Stunlock

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!



For those who read my "How to execute the perfect combo.(Feral Druids!)
post,


[http://www.wow-pro.com/class_guides/how_execute_perfect_comboferal_druids] (<--there it is Laughing out loud!)


this will separate all the complicated stuff and MASSIVE paragraph of words and simply take out the Stun-Lock Part, for you Druids out there who just wanna start off a battle with the upper hand, cause' noone likes to start off at the bottom. I mean..some do..but..anyways.

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 Smiling


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!



==SUMMARY==
S1: Prowl
S2: Pounce
S3: Mangle,Mangle, Tigers Fury , Shred, Mangle
S4: Maim
S5: Bear Form
S6: Enrage
S7: Bash
S8: Back to Cat Form
S9: have fun and try not to brag Sticking out tongue



(( MY Talent Tree http://www.wowarmory.com/character-talents.xml?r=Blackwater+Raiders&n=Shadowfuri))


--Sorry for making this so long but i like to be detailed to make sure the moves are executed correctly =), thanks for reading if you did. and i spaced it out a bit so its easier to read. And if you will, im taking Suggestions, Corrections. anything helpful, useful or if you just want to say hi =D , so leave me a comment or a message. thanks for reading and ill be posting more soon!

later

-Shadowfuri "Verge"

[Resto] Jiyambi's Guide to Tree Healing


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 tried to think of all the things I had to look up/research while learning to play my tree and compile them in one spot. Much credit goes to WoWhead comments on each spell and talent, guild mates and other trees who I talked to, and the Elitist Jerks forums - there's lots of good analysis there. After researching what others said, I did my own experimenting in game, and a few basic calculations.

    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!



Table of Contents


  1. Common Tree-Related Terms
  2. Color Code
  3. Spells
  4. Talents, Glyphs, and Builds
  5. Gear
  6. Consumables
  7. PvE Healing Strategies
  8. Tips and Tricks
  9. Useful Macros
  10. Useful Addons
  11. Druid Healing Without Tree Form
  12. Leveling as a Tree
  13. Keeping Up to Date
  14. Special Thanks
  15. Comments



Common Tree-Related Terms


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.



Color Code


  • Spells
  • Talents
  • Glyphs
  • Code and Addons



Spells


In this section I will discuss each of the key restoration spells in a druid's arsenal. We will, for the sake of simplicity, assume level 80 and the top rank of each spell. However, most of the discussion should hold true for lower levels as well.

We will discuss the following characteristics of each spell:

  • Mana Efficiency (HpM) - The spell's total healing divided by it's mana cost.
  • Cast Time Efficiency (HpS) - For spells with cast times - the spell's "big heal" divided by the cast time.
  • Heal Over Time Efficiency (HpS) - The total healing divided by the duration of the HoT.

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.


Tree of Life

    PvE resto druids should always be in Tree of Life form - as of patch 3.0, you can cast all restoration spells from tree form, and the movement speed decrease was removed, so there is no reason to switch out. PvP druids may need to switch forms for mobility (to sprint in cat form), but still should primarily be in this form. In PvP, if you are fighting a warlock make sure you are NOT in Tree of Life form, or you will be banished.

    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:


Abolish Poison

    This is a simple spell which cures poison. It effects only a single target - in cases where the poison is a multi-target effect, cure the main tank and main healers and then keep on healing - generally you won't have time to cure the entire group before the poison's timer runs out and still heal. If you have a shaman in your group, for mobs which cast multi-target poison, consider asking them to drop a poison cleansing totem so you can concentrate on healing instead of curing poison.


Gift of the Wild

    This is a powerful buff which casts raid-wide. It uses a reagent, so be sure to have plenty on hand. There is also a single-target version of this spell, Mark of the Wild.


Healing Touch

    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

    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:

    • Glyph of Innervate - Gives you a "mini-vate" if used on someone else (in addition to the other person getting the normal innervate effect), and a "mega-vate" if used on yourself.


Lifebloom

    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

    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:


Nature’s Swiftness

    This is a long-cooldown emergency heal. Nature’s Swiftness + Healing Touch is a nearly instant combo which can save a dying party member or tank (this macro will be described in the Useful Macros section). It has a long cooldown, however, so use it sparingly to be sure it's ready when needed. You may also want to use a timer to monitor your cooldowns and active spells.

    Glyphs and Talents which affect this spell:


Rebirth

    This is your battle rez. Unless DPS is especially vital for a fight, you generally want to save this rez for tanks and healers. If another druid goes down, be sure you res them since they can res if someone else dies. This spell requires a reagent, so be sure you have a lot with you, unless you have Glyph of Unburdened Rebirth (which I highly recommend).

    Glyphs and Talents which affect this spell:


Regrowth

    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

    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:


Remove Curse

    This is a simple spell which removes a curse. It effects only a single target - in cases where the curse is a multi-target effect, cure the main tank and main healers and then keep on healing - generally you won't have time to cure the entire group before the curse's timer runs out and still heal. Some curses are more dangerous than others: try to know the type of curse ahead of time so you know whether it needs to be removed right away.


Revive

    This is the druid's out of combat rez.


Swiftmend


Tranquility

    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:


Wild Growth

    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:

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Talents, Glyphs and Builds


Trees can use talents and glyphs to significantly specialize their style of healing. For example, while normally Healing Touch is not a spell commonly used by trees, a druid might choose talents and glyphs which make this spell fast and extremely powerful. Talents and glyphs will be discussed together here since they serve a virtually identical purpose: to augment and specialize a druid's healing powers. First I will discuss the talents and glyphs which may be of use to a tree, and summarize how useful each is. Then I will provide a few sample builds, for both PvE and PvP.



Talents


I will discuss all talents in the restoration tree and their relative usefulness, in addition to a few key talents from the balance tree. Feral will not be covered, as these talents are useless to healers.

Mouse over the talent's picture to see a pop-up description of the talent, courtesy of Wowhead.


Restoration - Tier 1


Improved Mark of the Wild

    This talent is useful, though only one druid in the group needs to have it. However, with smaller 10-man raids, 5-man groups, or the arena setting in mind, this talent becomes more important.

    Patch 3.1.0: Now also increases all of your total attributes by 1/2%.

Nature’s Focus

    More valuable in a PvP setting than in PvE, however still far superior to Furor.

Furor

    Essentially useless for PvE trees. It may have some limited use in PvP, where changing forms is more common even for healers.


Restoration - Tier 2


Naturalist

    This is a must-have for druids specializing in Healing Touch , but is relatively useless to those not.

Subtlety

    Fairly useful in PvE due to it's threat-reducing ability. Perhaps not vital in and of itself but good filler for higher talents - you can probably get away taking only one point here. This is also an excellent talent for PvP trees, since it helps keep your HoTs from being dispelled.

Natural Shapeshifter

    In PvE, this talent is worthless except as a prerequisite for Master Shapeshifter. It's debatable whether it's worth taking (5 talent points spent for a 4% healing increase), but if you are not specializing in Healing Touch then there isn't a lot of other filler at this level in the talent tree. PvP druids will most likely find these talents more useful, since they are occasionally called on to switch forms, for example to cat form in order to sprint away from danger.


Restoration - Tier 3


Intensity

    This is a vital skill for PvE druids (mana regen is the key to long fights), but is less important for PvP where fights end relatively quickly.

    Patch 3.1.0: Now grants 17/33/50% of mana regeneration while casting.

Omen of Clarity

    A must-have talent, costing only one point and granting a chance to "clearcast" - occasionally casting spells for free.

Master Shapeshifter

    Maxing out this talent will give you 4% bonus healing, but the cost is deceptive: in actuality this talent costs 5 points since it's prerequisite is useless in PvE. It's a high cost, but there's not much else to take as filler. PvP druids, who are more likely to change forms than in PvE, may find this talent more worthwhile.


Restoration - Tier 4


Tranquil Spirit

    This spell decreases the mana cost of your most powerful individual and group heals. If you are specializing in Healing Touch , this is a good talent to get. It's also a good one if you use Nourish or Tranquility often.

Improved Rejuvenation

    Most traditional HoT druids use Rejuvenation a lot, so this talent is a good choice. Unless you specifically use the Tranquil Spirit spells often, you'll want to choose this talent.


Restoration - Tier 5


Nature’s Swiftness

    One of two "OH CRAP" buttons a tree can get. Nature’s Swiftness + Healing Touch is a nearly instant combo which can save a dying party member or tank. It has a long cooldown, but is definitely worth the 1 talent point it takes to get it.

Gift of Nature

    5 points for a 10% increase in healing effectiveness. As a healer, your goal is to do as much healing as possible, and this spell definitely increases your healing through-put. A must-have.

Improved Tranquility

    Tranquility is a real life-saver in sticky situations, and this talent will allow you to use it more often and with no aggro gain. While it may not fit into every build, since there are many other vital restoration talents, this is still an excellent talent to take.


Restoration - Tier 6


Empowered Touch

    This talent provides a huge boost to the power of your Healing Touch. If you plan to specialize in this spell, this is a good talent for you. Other druids should avoid it.

Nature's Bounty

    This talent now effects both of our direct heals, and fits into every spec nicely, barring straight Healing Touch PvP specs. It is a great talent to synergize with Living Seed, since the seed relies on criticals.

    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%.


Restoration - Tier 7


Living Spirit

    Spirit is a valuable stat for PvE healing, as it increases mana regen. This talent is especially valuable in conjunction with Improved Tree of Life, since spirit also adds to your bonus healing. This talent is highly recommended.

Swiftmend

Natural Perfection

    This talent is an excellent choice for PvP druids since it both increases their healing output while helping to protect them. While somewhat helpful for PvE druids due to the increased crit chance, it's not much and should probably be passed over for more helpful talents. However, if your spec is highly dependent on direct heals, take it.


Restoration - Tier 8


Empowered Rejuvenation

    HoTs are a druid's bread and butter, and this talent makes them more powerful. Two words: Take it.

Living Seed

    Taking this talent really depends on playstyle. The living seed is not something you can control. It's much better for tank healing than it is for raid healing, since it relies on the "big heals" that are mostly used on the tank and also depends on the subject being attacked again in the next 15 sec. It's also better for specs that use direct heals that can crit more often.

    Patch 3.1.0: This talent now accounts for total healing including overhealing.


Restoration - Tier 9


Revitalize

    While this talent doesn't increase your value as a healer, it allows you to "buff" other party members by increasing their capacity to tank, deal damage, or heal. Whether or not to take this talent depends on playstyle - those who simply want the most healing for their talent points should look elsewhere.

    Patch 3.1.0: This talent is now re-named "Revitalize" and now also works with Wild Growth.

Tree of Life

    The definitive tree talent, take this one.

Improved Tree of Life

    PvE druids should take this without question, since we rely on spirit for mana regen anyway. PvP druids may choose otherwise, but it still provides a solid healing boost and is definitely a viable option.


Restoration - Tier 10


Gift of the Earthmother

    For those who roll HoTs, this talent will allow you to increase your throughput and stack less haste gear. For those who prefer direct heals, this is not the talent for you. See the discussion of haste in the gear section for more information.


Restoration - Tier 11


Wild Growth

    This is an amazingly useful multi-target healing spell which smart-targets those with the lowest health. Very powerful for healing AoE damage, all PvE druids will want to take this one.


Balance - Tier 1


Genesis

    An excellent talent for druids who rely on their HoTs. Also needed to get to lower balance talents, since the other in this tier is worthless to healers.


Balance - Tier 2


Moonglow

    Reduces mana costs for Healing Touch, Regrowth, and Rejuvenation. Since any druid will use at least one of these spells often, this is a decent talent - for PvE. Saving mana is less important for PvP.

Nature’s Majesty


Balance - Tier 3


Nature’s Grace

    This talent is only useful if you use a lot of "big heals" - heals with casting times that can crit. If you are Healing Touch specialized, this is right up your alley.

Nature’s Splendor

    This is a great talent if you use HoTs often (and most druids do) - especially considering it costs only one talent point. This gives you:


Balance - Tier 4


Celestial Focus

    Unfortunately this talent requires you to use up an extra point in the balance tree - I recommend Brambles if you decide to do this, since it might be of some use. If you want to save itemization on your gear for things other than haste (such as spellpower or mana regen), this is one option. It gives you 3% haste (not 3% of your haste rating, 3% actual haste). See the discussion of haste in the gear section for more information.

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Glyphs


I will cover glyphs pertinent to tree healers. Feral and balance glyphs will not be covered.



Major Glyphs


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.


Glyph of Healing Touch

    This glyph turns your one powerful but slow heal into a fast, weak heal. Generally considered sub-par for raiding since it defeats the purpose of the Nature’s Swiftness + Healing Touch combo, but there is still something to be said for it: it makes Healing Touch THE fastest heal possible in the game (0.5 sec cast), when talented correctly. Because of this, it is quite popular for PvP trees. Be aware that spamming Healing Touch in this way will also make you run out of mana very quickly.


Glyph of Innervate

    This glyph vies with Glyph of Lifebloom and Glyph of Wild Growth for the third glyph slot. It's quite useful in mana intensive fights, since you can still Innervate another party member and receive a "mini-vate", or simply get an improved innervate for yourself.


Glyph of Lifebloom

    This glyph not only increases the total healing done by one Lifebloom cast, but also gives some breathing room in your rolling cycle. Combined with Nature’s Splendor, this increases your total cycle by 3 sec, which gives you 3 sec to either roll another bloom, heal AoE damage, or spam big heals on the tank. Some don't feel this extra tick is worth the glyph slot, however, and go for Glyph of Innervate or Glyph of Wild Growth instead.


Glyph of Rebirth

    While somewhat useful, this glyph still does not measure up to other available restoration glyphs. However it is a good placeholder while you wait to get one of the more powerful glyphs.


Glyph of Regrowth

    Since Nourish is used by most druids instead of Regrowth these days, this glyph is no longer popular. I definitely recommend Glyph of Nourish instead, but in any case get one or the other, not both.


Glyph of Rejuvenation

    This glyph is generally considered to be of limited use. As soon as the target recovers above 50% hit points, it no longer functions. The target is below 50% health seldom enough to make it next to useless compared to other glyphs.


Glyph of Swiftmend

    This is the most important "must-have" glyph for raiding resto druids. This glyph allows much more freedom in the use of the extremely low cooldown Swiftmend. The druid no longer needs to waste time re-applying a HoT that Swiftmend consumed - this also saves a considerable amount of mana over the course of a fight in which Swiftmend is used often (which it always should be, considering it's relatively low mana cost). Widely considered to be the best glyph available for raiding trees.


Glyph of Nourish

    Added in Patch 3.1. I would go so far to say that this is now a must-have glyph, since in my opinion Nourish is superior to Regrowth as a direct healing spell. Pick this up if you use Nourish, especially for main tank healing.


Glyph of Wild Growth

    Added in Patch 3.1. A good choice for that third glyph slot that in the past has waffled between Glyph of Lifebloom and Glyph of Innervate. If you find yourself doing a lot of raid healing, and especially if you picked up the Revitalize talent, this could be a good choice. If you mostly run 5 man instances, this is not for you.

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Minor Glyphs


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.

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PvE Builds


These example builds are intended for raid or instance settings. Some may be more suitable to one or the other, or specialized for certain types of encounters such as heavy AoE.


Main Tank Healing - Nourish Spam


Group Healing - Revitalize


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PvP Builds



These example builds are intended for battleground or arena settings.


Healing Touch Build


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Gear



In this section I will discuss the stats best for druids, and provide recommendations on enchants and gems. Druid gearing requires a balance between two things: healing effectiveness and healing efficiency. Throw into the mix the benefits druids receive from spirit, and the complication of haste and crit, and you have some complicated decisions to make. Because of this, I'm not going to make specific recommendations for gear. Instead, I will point you to several useful tools to help you choose the gear that's best for your tree.

When gearing, keep a few things in mind:

  • Even if it is an upgrade for you, it may benefit another class more. For example, items with hit should ALWAYS be passed to offensive casters.
  • Be considerate of cloth wearers. They don't have access to as much gear as you do, and with spellpower changes you will already have the two DPS casters thrown into the mix, not to mention elemental shamans and moonkin druids who also want a cut. You don't want resto shamans and holy pallies taking your gear, so think first before rolling on cloth, especially in a guild situation.
  • Be considerate of other healers. This is especially true in a guild situation where you really want everyone to succeed. Items with lots of crit should go to the Holy Pally, and high spirit items with crit are better for Holy Priests. The best combination for resto druids is spirit + haste, and you should get priority on these items.


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Stats


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:

    Spell Power > Spirit > MP5 > Haste Rating > Crit Rating > Intellect > Stamina

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:


Spell Power

    Spell power is the stat that increases your bonus healing. In general, you want to go for as much spell power as possible as long as you have "enough" mana and mana regen. How much is enough depends on your style of play and the content you are working on, so balancing your stats is a personal decision.


Spirit

    Spirit is an important stat for druids, since it can increase both your bonus healing AND your mana regen. It adds 15% of your spirit to your bonus healing while in tree form if you have Improved Tree of Life. 30% of your mana regen from spirit also continues in combat if you have Intensity


MP5

    MP5 increases your mana regen during combat directly, unlike spirit. There are many fights that are mana intensive. It's hard to weigh mana regen vs. healing power - you have to experiment a lot and find out how much is enough mana regen for you. I have two different sets of gear that I switch between - one with more bonus healing, and one with more regen.


Haste Rating

    In the past haste rating was vital for druids, since it allowed us to decrease our GCD. Now, we have a talent which does this for us already. Haste rating can lower it further, but it is much less important than it once was. Keep in mind also that there is a "soft cap" on haste rating, since the global cooldown cannot be reduced below one second. This occurs at 50% haste. With Gift of the Earthmother, this means 655 haste rating. It's likely that you will often have a retribution paladin, shaman, or moonkin in your raid as well. You can also can take the balance talent Celestial Focus to increase your haste. This means, depending on your build and raid group, you'll need between 253 and 541 haste rating to reach the soft cap. For more information, see this excellent Elitist Jerks post on the subject. Thanks Bel for the info!

    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!


Crit Rating

    In the past, crit rating was not very useful to druids, and most of our heals still do not use crit. However, with the recent use of Nourish as a spam heal, and the synergy with several crit-based talents, crit has become somewhat more useful. It is still by far inferior to bonus healing and mana regen, so be sure to consider those first when choosing gear.

    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.


Intellect

    Intellect increases your mana pool. As with the mana regen stats and stamina, you just need "enough" intellect to get the job done. How much is enough is up to you and your playstyle. Typically you don't want to gear specifically for intellect, enough is usually on your gear.


Stamina

    Stamina increases your survivability. This stat is vital in PvP situations, but is largely situational for raiding. Some encounters may require a certain minimum hit points, but most of the time you should not be taking much damage. As with mana stats, you just need to have enough to get the job done - how much is up to you. Typically you don't want to gear specifically for stamina in a PvE situation, enough is usually on your gear.


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Gems


In general, red gems are the best choice for a druid when not geming for socket bonuses or metas. However, as usual this depends on your current gear and playstyle. If you need more mana regen, gem for mana regen. Likewise if you don't, gem for as much spellpower as possible. Always take Spirit over MP5 in gems - in general it will give you nearly as much regen but also add to your spell power, and also scales with stat-increasing spells and talents.


Meta

  1. [Insightful Earthsiege Diamond]
  2. [Ember Skyflare Diamond]


Red

  1. [Runed Cardinal Ruby]
  2. [Purified Dreadstone]
  3. [Runed Scarlet Ruby]
  4. [Purified Twilight Opal]
  5. [Royal Twilight Opal]
  6. [Luminous Monarch Topaz]


Blue

  1. [Purified Dreadstone]
  2. [Sparkling Majestic Zircon]
  3. [Purified Twilight Opal]
  4. [Royal Twilight Opal]
  5. [Sparkling Sky Sapphire]


Yellow

  1. [Luminous Flawless Ametrine]
  2. [Seer's Eye of Zul]
  3. [Luminous Monarch Topaz]
  4. [Seer's Forest Emerald]


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Enchants



Head

Shoulder Chest Legs Feet Bracers Gloves Back Weapon Ring


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Gearing Your Tree


In this section, I'm going to discuss three tools that you can use to help you find the best gear for your tree: WoWhead, MaxDPS, and RAWR. These three tools essentially do the same thing, but at different levels.


WoWhead

    Though usually thought of as a simple database, WoWhead has an excellent tool for finding and comparing gear. It has an adjustable weighting system preset for healing druids and an advanced filter so you can look at items only from a specific level range or source. You can compare gear quite easily with this source as well - it even has a nice system for comparing two hand weapons with combinations of one hand and off hand items.

    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

    MaxDPS.com now has a restoration druid gear list. It is, however, based on single target healing, while most druids in a raid situation are raid healing. However, similar to WoWhead's system, the user can adjust weighting for the gear between high throughput and high mana regen. In addition, MaxDPS allows you to enter your stats, mark raid buffs you usually have, and even import your character directly from the armory.

    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.


Rawr

    Rawr is a simulator. It was originally built for druids (though not for trees specifically), and has since branched out to cover almost every class and build in WoW. It is extremely powerful, containing models for almost every healing style - you simply go in and choose which style you use most often and it will base it's calculations on that style. It has all the personalization of MaxDPS, including direct Armory imports, and more. It will give you suggestions of upgrades based on the filters you choose, and can even recommend talent and glyph choices. Best of all, it takes into account Tier bonuses, something the other tools simply can't do. However, you do need to download Rawr for it to work, and you will need to update it when each patch comes out.

    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.


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Consumables


Primarily you want to use spellpower consumables, since regen consumables don't give much bang for your buck. However, if you really need a little boost to regen, then go for it.

Please note that oils for weapons have been discontinued in WotLK, so no need to worry about them.


Food

  1. Fish Feast / Firecracker Salmon / Tender Shoveltusk Steak
  2. Cuttlesteak
  3. Mighty Rhino Dogs / Spicy Fried Herring
  4. Great Feast


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.

  1. Flask of the Frost Wyrm (Spellpower)
  2. Flask of Pure Mojo (Mana regen)
  3. Spellpower Elixir (Battle Elixir)
  4. Elixir of Spirit (Guardian Elixir)
  5. Elixir of Mighty Mageblood (Guardian Elixir)


Scrolls

  1. Scroll of Spirit VIII (unless you have a priest in the group casting the spirit buff)


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PvE Healing Strategies


In this section I'll talk about healing strategies for PvE situations. Unless otherwise stated, I will be assuming you are using the Regrowth Spam Build discussed above - however most of this will apply to any PvE build.



Main Tank Healing


In a typical group in which you are healing a tank, you'll want to:

  1. Throw out a Rejuvenation on the tank (use this before Lifebloom since it has a higher initial healing throughput). Note: For multiple mob pulls, you may not want to pre-HoT the tank.
  2. Get a stack of three Lifeblooms going on the tank.
  3. Use Regrowth to get that HoT going.
  4. Continue to roll Lifebloom, Rejuvenation, and Regrowth on the tank, spamming Nourish if more healing is needed.
  5. If group members take damage and you are also responsible for healing them (such as in a 5 or 10 person group), use Rejuvenation for one or two targets and Wild Growth for three or more.
  6. For heavy AoE fights, you can roll Wild Growth as well. Alternatively, you can simply roll Wild Growth on the main tank as an extra HoT, which helps keep the melee topped off as well. While this isn't mana efficient, for heavy damage fights this can be very helpful in keeping the tank up and also helps heal the melee, who tend to take more damage than other raid memebers.

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.


Healing Multiple Tanks

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.


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Raid/Group Healing


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.


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Tips and Tricks



Aside from specific healing strategies for PvE, PvP, and leveling, there are a few simple tricks that will help improve your performance as a tree. If you have a good tip or trick, please leave a comment!


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.


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Useful Macros


These are macros that I or other WoW-Pro trees use to make our healing lives easier. Some of these are duplicated by functionality in the addon section below. If you have other awesome macros that you use, please leave a comment!


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


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Useful Addons


In this section, I provide a list of addons useful to tree healers specifically. We won't cover general addons, though WoW Insider has an excellent list of great addons, descriptions, and links to their download pages here.


Healbot

    From WoW Insider:

      "HealBot allows for up to 20 key and mouse combinations to be used to cast any sort of spell on a target to heal them. It provides the healer with various and critical monitors, meters, and range checks. The addon is highly configurable and can take some getting used to if you haven't used it before."

    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

    From Curse:

      "Clique is a simple GUI that lets you assign click-casting for any number of unit frames. Click casting allows you to define the behavior the game takes when you click on a frame. This can be casting spells, running a macro, using an item, or something as simple as changing targets or assisting a unit."

    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.


Class Timer

    Class Timer is an extremely useful addon for any class. It shows three customizable sets of timers - one for the player, one for the target, and one for your focus. These can be resized and placed anywhere on the screen. The timers show durations for buffs that you place on them.

    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

    From Curse:

      "Grid is a modular, lightweight and screen-estate saving grid of party/raid unit frames based on Ace2 and various embedded libraries provided by the Ace-community. It's currently in beta."

    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.


Recount

    From WoW Insider:

      "Recount records all the information that comes across the combat log and processes it into easy to read tables, charts, and other diagrams. It is highly useful in raid and group situations when trying to figure out what has killed people, or what people are doing right and wrong. The addon itself can be rather memory intensive at times, especially if many 25-man raid attempts are recorded with it. However with that said, it is a staple of the raiding community."

    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.


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Druid Healing Without Tree Form


While this guide is specifically about tree healing, it's worth mentioning that in the past (and probably still somewhat today), there have been druids which elected to take Dreamstate instead of going all the way down the resto tree to Tree of Life. These druids would rely on big heals such as Healing Touch , since they didn't have the mana cost reduction from tree form. However, with the additions of deeper talents to the restoration tree and the ability to cast Healing Touch in tree form, it's very seldom you see a druid doing serious healing outside of tree form. It is, however, quite possible for Moonkin druids to heal most normal instances up until the level cap, if no healing-specialized player is available. Moonkin gear has lots of spell power and spell crit, so try to use direct heals when possible to take advantage of this.


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Leveling as a Tree


First off, let me say that solo questing as a tree is NOT efficient. If you plan to do most of your leveling from solo quests, you would be much better off speccing Moonkin for the duration of your leveling - most of the gear is the same. However, if you plan to do a lot of instances or group questing as you leveling, speccing as a tree can still be rewarding. Luckily with the dual spec feature (and enough money), you don't usually have to choose anymore.

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.


Moonkin Leveling Build

    You can use this build as a second spec via the dual spec feature. It specializes in high crits and in moves that help you control the mob and the damage done to you. Keep in mind that I was never actually specced Moonkin, so if you have a better leveling build, please share it in a comment!


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Keeping Up to Date


This guide will be updated with each major patch. However, to get the news on exactly what is changing for resto druids, you can subscribe to my blog, Diary of a Fian. I provide a running commentary on the world of resto druids, in addition to observations about running guilds, raiding, and my work here at WoW-Pro.com.


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Special Thanks


I felt the need to add a section to acknowledge and thank all the people who contributed knowledge to this guide.

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!


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[General] Hikari's Basic Guide For Druids

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.
<> 29,29 The Great Sea (Silverpine)http://i.thottbot.com/ss/o/63672.jpg [North of The Sepulture, South of the mountains] You will see a ship in the ocean. Keep heading west into the water, it will drop VERY DEEP. You can't see them until you get deeper, but there's air bubbles you can breath right by the chest.

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.