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Druid

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Category:Druid

Contents

Background

"Druids are the keepers of the world. Locked in slumber for generations, they awoke to meet the threat of the Burning Legion during its recent invasion. After Archimonde's defeat, the Druids chose to remain in the waking world and help to rebuild their shattered lands. The Legion's attack left a terrible scar on the natural order, and the Druids seek to heal it." - Blizzard

Druids live in a state of unparalleled union with nature. Tightly bound to the plant and animal kingdoms, they are natural shapeshifters, and so they know firsthand the abuse visited on their wild brethren. In consequence, despite their numbers, druids tend to be wary, reclusive and difficult to spot. Few outsiders have plumbed the depths of their secrets.

Introduction

To play as a Druid you need to be either Night Elf or Tauren race. The Druid gives players several play style options. The Druid in normal form is a caster that can fight with spells or via melee combat. In Bear Form, the Druid becomes a Warrior with Rage. While in Cat form, the Druid becomes a Rogue with Energy and stealth. The Druid can also transform into two other special animal forms. The Druid can also take on the role of a Priest, casting spells to heal itself and fellow characters. A Druid is not as versatile in their abilities as a Priest is, lacking the spells Holy Word: Shield and Resurrection, but is otherwise a very capable healer.

Which Race can be a Druid?

Horde

Tauren

War Stomp - active
Activate to stun up to 5 opponents within 8 yards - lasts 2 sec - 2 min cooldown

Endurance - passive
Max Health increased by 5%

Cultivation - passive
15 skill bonus to Herbalism

Nature Resistance - passive
All Tauren get +10 Nature Resistance

Alliance

Night Elf

Shadowmeld - active
Activate while immobile and out of combat to enter stealth mode - lasts until canceled - no cooldown

Quickness - passive
Dodge chance increased by 1%

Wisp Spirit - passive
Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost)

Nature Resistance - passive
All Night Elves get +10 Nature Resistance

Resources Used

List of all the resources that Druids can use (some training at Weapon Master might be required) and their primary stats.

Category Usability Notes
Resources
Health Yes Important to have as much as possible if tanking
Energy Yes In Cat form
Mana Yes If Restoration spec, as much as possible
Rage Yes In Bear(tank) form
Primary statistics
Strength Important if DPS spec Improves attack power
Agility Important if DPS spec Adds to Crit chance, Armor and Dodge
Stamina Important Adds to Health (Essential for Tanking)
Intellect Important if Restoration Spec Needed for healing / spells
Spirit Important Increases health and mana regeneration
Other Bonuses For Tanking Armor, Defense, Dodge, Parry Rating, Spell Damage
Other Bonuses For Damage Crit Rating, Attack Power, Spell Damage, Spell Crit
Other Bonuses For Healing Healing, Spell Crit Rating
Armor Types
Cloth Yes Not as much protection as Leather, but often has healing/intellect benefits
Leather Yes Best for Druid melee attack / tanking
Mail No N/A
Plate No N/A
1-Handed Melee Weapons
1-Handed Axes No N/A
Daggers Yes
Fist Weapons Yes
1-Handed Maces Yes
1-Handed Swords No N/A
2-Handed Melee Weapons
2-Handed Axes No
2-Handed Maces Yes
Polearms No N/A
Staves Yes Staves tend to be more for beneficial for Restoration spec druids, often having +healing/intellect attributes
2-Handed Swords No N/A
Ranged Weapons
Bows No N/A
Crossbows No N/A
Guns No N/A
Thrown No N/A
Wands No N/A
Class Specific
Idol Yes
Libram No N/A
Totem No N/A
Offhand Equipment
Shields No N/A
Weapons No N/A

Abilities

Hand to hand combat

General

Druids are very diverse characters. They can take the role of a Warrior, and be a very efficient tank when using Bear form, they can specialise in Healing, and take the role of a Priest, or they can spec DPS.

Tanking

Druid tank have many skills that make them extremely efficient tanks. When they change to Bear form, it increases their melee attack power by 120, armor contribution from items by 400%, and Stamina by 25%, so although they cannot wear plate armor like a Warrior or a Paladin, the buff they receive from this shape-shift more than makes up for it. Most groups are perfectly happy taking a Druid tank as opposed to a Warrior or Paladin.

Damage Dealer

When in Cat from, the Druid experiences increased melee attack power by 40 plus Agility. This form also protects the caster from Polymorph effects. In Cat form, the druid can stealth and uses energy like a rogue, as well as having use of the various Cat abilities.

Spell casting

Druid can cast many spells, some that cause damage or can snare opponents and some that are used to heal.

When the Druids cast spells they use up their mana. To regain mana, Druids must rest or drink. So don't forget to bring something to drink if you are going to hunt alone and plan to cast a lot of spells. Druids are also capable or resurrection, the ability is called Rebirth and it has a cool-down of 30 minutes. Depending on the rank of the ability, a reagent is needed to perform this task. Unlike some other healers' resurrection spells, Rebirth is available in combat, so it can save a wipe in a raid or instance if someone dies before there has been a chance to heal them.

Unconfirmed Spells and Talents in Wrath of the Lich King

Here is a list of spells and talents that are completely unconfirmed, but quoted from various sources on the net:

  • Living Seed - When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 20/40/60/80/100% chance to plant a Living Seed on the target for [broken]% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec.
  • Spark of Nature - "Increases the critical effect chance of your Swiftmend and Nourish spells by 5/10/15%."
  • Improved Tree of Life - "Increases your Armor while in Tree of Life Form by 120/240/360%, and increases the effect of your Bark's Blessing by 1/3/5%"
  • Nature's Fury - "Converts 2/4/6/8/10% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times."
  • Starfall (Rank 1, Level 80, 866 mana, instant, 3 min cooldown) - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing 500 Arcane damage, and an additional 170 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts 10 sec."
  • Infected Wounds - Your Shred, Maul and Mangle attacks have a 20/40/60/80/100% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by 10%. Stacks up to 5 times. Lasts 12 sec.
  • Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
  • Flourish (Rank 1, Level 80, 450 mana, instant) - "Heals friendly party or raid members within 10 yards of the target for 665 over 7 sec. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration."
  • Improved Moonkin Form - "Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 100% spell haste when they critically hit with spells for [broken] seconds. This effect cannot occur more than once every few seconds."
  • Replenish - "Your Rejuvenation and Flourish spells have a 4/7/10% chance to restore 10 Energy, 4 Rage, [broken]% Mana or 10 Runic Power per tick."
  • Typhoon - "You summon a violent Typhoon that does 745 Nature damage when in contact with hostile targets, slowing their movement speed by [broken]%. If hit twice from the same Typhoon, the enemy will be knocked back 5 yards. Typhoon will travel 20 yards and last up to 8 sec."
  • Gale Winds - "Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of your Cyclone spell by 10/20 yards."
  • Defense Curl - "You have a 33/66/100% chance when critically struck while in Bear Form, Dire Bear Form and Cat Form to increase your Agility and Armor by 40% for 6 sec."
  • Owlkin Frenzy - "Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your spell haste by 25% and increasing your damage by 10%. Lasts 10 sec."
  • Eclipse - "When you critically hit with Starfire, you have a 20/40/60% chance of increasing damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing your critical strike chance with Starfire by 10%. Effect lasts 12 sec."
  • Tree Form addition - "Your heals also grant friendly targets your Bark's Blessing, increasing healing done to them by 25% of your total Spirit. Bark's Blessing lasts 8 sec." - While it may seem identical to the already present aura, note that it affects any friendly targets (vs only party members), and may stack with the aura.
  • Nourish - "Heals a friendly target for 1550 to 1800. Heals for an additional 387.5 to 450 if Rejuvenation is on the target."

Specialisation

Druids can fill many roles, for example, they can be a main healer in a group or raid, they can be a main tank, and they can cause a lot of damage while in cat form. To be good at the chosen role, Druids must specialise in that area, by choosing the correct armor, weapons and skills.

Healer - Restoration

A Resto Druid has items that give more Intellect, Spirit and Healing too if possible. Also, the Talents have been selected from the appropriate talent trees(Mainly Restoration).

Tank - Feral Combat

A feral Druid that intends to tank has items with as much Stamina, Strength, Defense, Dodge, parry etc. so that he will take as little damage as possible when fighting an opponent, in the same way the Warrior does. The main talent tree for a tanking Druid is Feral Combat.

Damage - Feral Combat

Feral Druids intending to cause as much damage as possible also mainly go for the Feral Combat tree when choosing talents, due to things like Savage Fury and Mangle.

Essential Quests

Vanquish the Raven God

Slay the Raven God and return to Morthis Whisperwing at Cenarion Refuge. Reward: Swift Flight Form - Shape-shift, 500 reputation with Cenarion Expedition and Idol of the Raven Goddess.

Aquatic Form (Horde)

Aquatic Form (Alliance)

The quest to learn Aquatic form.

Body and Heart (Horde)

Body and Heart (Alliance)

The quest to learn Bear form.

Endgame Roles

Healer

Druids are very capable as healers in raids and instances.

Tank

Based on a Defense rating of around 490, a Bear tank will probably have higher armor and higher health than a Warrior. However, the Warrior will take less damage overall because they have Block/Parry. Warrior's will Block/Parry some hits and then take a couple of crushing blows, so healers have to be more careful, the healing will be needed at some times more than others; Druids tend to take damage at a steady rate, due to the lack of the Block/Parry. Result: Druids need more healing than a Warrior but that healing is more predictable and therefore easier to deal with.

Damage

Feral druids are an excellent class to play. Perhaps the most versatile of any class because of the feral tree's dual purpose. With decent gear you can off-heal, with good gear you can even main heal, do DPS, off-tank, or main tank. For some AOE pulls you can be a caster. In random groups, you can fill any role is you have the right gear. On most realms, there are shortages of healers and tanks, more so than DPS classes, so you may find yourself playing one of those more than being in cat form, but that is what being a hybrid class it all about!

If you are lucky enough to get a DPS spot in a raid and you keep up on your DPS gear, you will find that your damage is easily equal to or greater than "pure" DPS classes. With a good tank Druids can feel free to go DPS because they know that they am more useful not taking hits. They can pop out and heal or battle res, or off tank if something breaks loose.

Stating Statistics

Below are the starting statistics and attributes of the Druid. Druids can learn to use other weapons at a weapon trainer and locations of those can be found in the Trainers page.


Attributes Night Elf Tauren
Strength 18 26
Agility 25 15
Stamina 19 22
Intellect 22 17
Spirit 22 24
Armor 55 35
Melee Attack 1 1
Power 16 32
Damage 6-9 9-12
Ranged Attack N/A N/A
Power N/A N/A
Damage N/A N/A
Class Skills Night Elf Tauren
Balance X X
Restoration X X
Weapon Skills
Daggers X
Defence X X
1 Handed Maces X
Staves X X
Unarmed X X
Can Learn (at a Weapon Master)
2 Handed Maces X X
Daggers X
1 Handed Maces X
Armour
Cloth X X
Leather X X

Further Druid Reading & Resources