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{{for|related articles|:Category:Druids}}
 
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[[File:Druid crest.png| thumb| New Class Icon]]
 
The '''Druid''' is a shapeshifting [[hybrid class]], and is also one of the most versatile classes in the game. As with other hybrids, Druids need to specialize to be most effective in any role. Due to their need to shapeshift to fulfill roles, they can only perform one role at a time; they must switch between the different shapes to adapt to changing situations.
 
   
== Background ==
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{{Quotation|[http://us.battle.net/wow/en/game/class/druid Official site]|Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones.}}
[[File:Cenarius1.jpg|thumb|[[Cenarius]] instructs [[Malfurion Stormrage|Malfurion]], [[Tyrande Whisperwind|Tyrande]], and [[Illidan Stormrage|Illidan]].]]
 
   
:''We are the preservers of the balance, now and forever, as Malfurion lies in the Dreaming. Never forget this.'' - [[Kal]] of Dolanaar
+
{| align="right"
  +
|[[File:Druid crest.png]]
  +
| __TOC__
  +
|}
   
Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature.<ref>''[[World of Warcraft: The Roleplaying Game]]'', 67</ref> Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as [[Druid of the Wild|druids of the wild]].<ref>''[[Alliance Player's Guide]]'', 14</ref>
+
The '''druid''' is a shapeshifting, [[hybrid class]] and also one of the most versatile classes in the game. As with other hybrids, druids need to specialize in a single role for the best results. Due to their need to shape-shift to fulfill roles, they can only perform one role at a time; they must switch between the different shapes to adapt to changing situations.
   
=== History ===
+
== Overview ==
According to [[tauren]] mythology, [[Cenarius]] instructed them first in druidism as recounted in their [[tauren mythology|myth]] ''[[Forestlord and the First Druids]]''. With the release of Wrath of the Lich King, it is indeed confirmed that Taurens were most likely to have been the first students of cenarius, as accounted for by a 10,000+ year old immortal Tauren druid by the name of [[Xarantaur]]. As it stands the night elves still attempt to lay claim to the first druid with [[Malfurion Stormrage]], an idea easily challenged by the tauren beliefs & history. Malfurion Stormrage, the first of the night elve druids, is not only considered the most powerful known druid in warcraft lore, but is also considered one of the most powerful characters on Azeroth. Malfurion would lead the night elves through the [[War of the Ancients]] and the long years that followed. With the creation of the [[World Tree]] [[Nordrassil]], the kaldorei druids were bound to [[Ysera]], and her realm, the [[Emerald Dream]], in which they spent centuries of their immortal lives. The [[Cenarion Circle]] was formed as the governing society of druids, based in sacred [[Moonglade]].
+
;<u>Balance</u>
  +
Specialize in damage spells and an additional [[Moonkin Form]], turning them into an efficient ranged spellcaster that is somewhere between a [[mage]] and a [[Shadow Priest|shadow priest]] in play style, in the equivalent of plate armor. They excel at nuking single targets as well as providing effective off-healing and crowd-control support. With the Wrath of the Lich King expansion providing them effective AoE damage, they are now on par with any of the other casting classes provided they are skilled.
   
Locked in slumber in their [[barrow den]]s for generations, the druids 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.
+
;<u>Feral</u>
  +
Enhances the druids abilities in Cat Form. Cat Form specializes in bleeding the target. They have stealth abilities similar to a rogue, and bring versatility to the raid group. Upon choosing the feral specialization some abilities are only available in this tree. Abilities such as Rip and Savage Roar can only be used in this specialization. Other Guardian abilities such as Savage Defense and Bear Hug cannot be used in this specialization.
   
The night elf druids were recently joined in the [[Cenarion Circle]] by the [[tauren]] druids. It is not clear from the current game content if the tauren learned druidism separately from the night elves or if they were taught by the night elves. Conflicting information in the [[Warcraft universe]] further exacerbates the confusion. Either way, the tauren and the night elf druids do not participate in the Alliance/Horde conflict, but coexist peacefully within the Cenarion Circle.
+
;<u>Guardian</u>
  +
Enhances the druids abilities in {{ability|Bear Form}}. Use of Savage Defense to dodge attacks and other cooldowns make the Guardian a very viable tank for Raiding. They are great for encounters that require swapping of tanks to a damage role as all they need is a change of specialization.
   
Cenarius is the patron entity of all druids. However, each group of druids has its own special patrons and some even have the ability to transform into a being that looks like their patron. Many druids will take on an animal companion based on their patron.
+
;<u>Restoration</u>
  +
Healers. Their resurrection spell [[Rebirth]] can be cast in combat. Restoration Druids have some of the best [[heal over time|heal-over-time]] spells of all healing classes, effectively allowing them to continue healing while incapacitated. In addition, the mobility offered by their heal-over-time spells makes them especially effective in [[PvP]]. This together with their excellent mana efficiency and in-combat resurrection ability makes them an effective healing class.
   
Druids belong to many different [[druid organizations|organizations]] or types including the [[Cenarion Circle]], [[Cenarion Expedition]], [[Druids of the Claw]], [[Druids of the Talon]], [[Druids of the Wild]], [[Druids of the Fang]], [[Druids of the Antler]], [[Druids of the Grove]] and [[Druids of the Scythe]].{{fact}}
+
A properly specced and geared druid is capable of fulfilling any role. Druid players need to be aware that this versatility also bears a danger it may be difficult to keep focused when gathering gear. Druids may also encounter doubt from less-experienced players that a class can actually be as flexible as druids can successfully be. In order to truly fulfill a hybrid role, Druids require several complete sets of gear. This is expensive in time, bag space, and gold; however, the ability to spec to completely different roles makes druids a smart and flexible class choice. If you are tired of performing one task, you need not create another character to fulfill another role; you simply respec to a new one at little cost and considerably less effort.
   
==Warcraft Encyclopedia==
+
Another nice feature of druids is their ability to travel faster. See the skills section below for more information.
Druids come and go as they please, and their goals typically have little to do with the "civilized" world. Unaffiliated with any specific government, the primary druidic organization on Azeroth, the Cenarion Circle, answers to no one save itself. The highest rank that a druid can have is that of archdruid, and there are only a few archdruids on Azeroth. At the moment the Cenarion Circle's leader is Archdruid Malfurion Stormrage, also the first mortal druid on Azeroth.
 
   
;<u>Strengths, Abilities, and Underlying Motivations</u>
+
== Background ==
Through their deep connection to life and nature, druids are able to take on an unusually large variety of roles. Probably a druid's best-known role is that of a healer. Druids are justly famed for their ability to restore life, cure poisonous wounds, and remove curses. Indeed, restoring and protecting the planet is one of the top priorities for all druids. Still, to regard a druid as merely a healer is a dangerously simplistic assumption that has led to the defeat of many an unwary foe.
+
[[File:Cenarius1.jpg|thumb|[[Cenarius]] instructs [[Malfurion Stormrage|Malfurion]], [[Tyrande Whisperwind|Tyrande]], and [[Illidan Stormrage|Illidan]].]]
[[File:WOW5Y - Druid of the Claw concept.jpg|thumb|]]
 
A druid's empathy with the creatures of the wild also allows him to shapeshift into the forms of other animals. For example, a wounded druid whose magical energies are running low might abruptly take on the form of a bear in order to better withstand further injury. Alternatively, the druid might shift into the form of some large cat, sneak up behind an enemy, then pounce and deliver a fierce flurry of melee attacks. Even the deepest oceans can be explored by a druid, who can simply shift into an aquatic creature, allowing him to stay underwater as long as needed.
 
   
Until the end of the Third War, druids periodically visited the Emerald Dream to monitor the ebb and flow of life on Azeroth. Today such a visit has become more difficult due to Nordrassil's poor health. Druids possess a deep understanding of the way in which all living things depend upon one another. Whenever this delicate equilibrium is disrupted, the druid works to restore the balance. To that end, a druid can use his connection with the Emerald Dream to exert a calming influence over animals, even forcing some into a temporary state of hibernation. Just as the druid can wield peace and somnolence, however, the druid can tap into the fury of nature itself. Terrible storms have responded to a druid's call. Thorns have sprouted from the druid's skin to wound his attackers. Even previously harmless roots have grown up out of the soil at greatly accelerated speeds in order to entangle a foe.
+
:"''We are the preservers of the balance, now and forever, as Malfurion lies in the Dreaming. Never forget this."''
;<u>Limitations</u>
+
: - [[w:c:wowwiki:Kal|Kal of Dolanaar]]
For obvious reasons, druids thrive in the wild outdoors. Inevitably, however, they lose some of their effectiveness when they are forced to endure separation from the natural environment. What good is a cleansing rain when a druid cannot even see the sky? How are roots to capture a foe who is standing atop a high tower? Such cases clearly require a druid with the imagination to consider new strategies and the flexibility to carry them out.
 
   
Yet this flexibility, too, comes with an underlying negative corollary. The druid tends to be a jack-of-all-trades, but a master of none. An unusual mixture of priest, rogue, and warrior, the druid is therefore not equal to any of these three classes in their particular specialties. Even so, the druids' incredible adaptability serves them well in confronting the challenges that Azeroth has to offer.
+
Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To druids, nature is a delicate balance of actions in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this natural energy, using it to change their shapes and command the forces of nature.<ref>''[[World of Warcraft: The Roleplaying Game]]'', 67</ref> Traditionally druids chose the path of a specific animal totem. Since the invasion of the [[Burning Legion]], however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as [[Druid of the Wild|druids of the wild]].<ref>''[[Alliance Player's Guide]]'', 14</ref>
   
== Notable druids ==
+
== Lore ==
{|class="darktable sortable"
+
Cenarius is the patron entity of all druids. However, each group of druids has its own special patrons and some even have the ability to transform into a being that looks like their patron. Many druids will take on an animal companion based on their patron.
|-
 
!Name!!Role!!Status!!Location
 
|-
 
|{{Alliance}}{{RaceIconExt|Broll}} [[Broll Bearmantle]]
 
|Archdruid of the Night Elves
 
|Alive
 
|[[Cenarion Enclave]], [[Darnassus]]
 
|-
 
|{{Neutral}}{{RaceIcon|Cenarian|Male}} [[Cenarius]]
 
|Lord of the Forest
 
|Resurrected
 
|[[Gates of Sothann]], [[Mount Hyjal]]
 
|-
 
|{{Neutral}}{{RaceIcon|Cenarian|Male}} [[Remulos]]
 
|Keeper of Moonglade
 
|Alive
 
|[[Shrine of Remulos]], [[Moonglade]]
 
|-
 
|{{Horde}}{{RaceIconExt|Hamuul}} [[Hamuul Runetotem]]
 
|Archdruid of the Tauren
 
|Alive
 
|[[Elder Rise]], [[Thunder Bluff]]
 
|-
 
|{{Alliance}}{{RaceIconExt|Fandral}} [[Fandral Staghelm]]
 
|Traitor / Prisoner
 
|Alive
 
|[[Stormrage Barrow Dens]] Prison
 
|-
 
|{{Neutral}}{{RaceIconExt|Malfurion}} [[Malfurion Stormrage]]
 
|Leader of All Druids
 
|Alive
 
|[[Temple of the Moon]], [[Darnassus]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Cenarian|Male}} [[Zaetar]]
 
|Father of the [[Centaur]]
 
|Deceased
 
|Spirit in the [[Emerald Dream]]
 
|-
 
|}
 
   
== Overview ==
+
According to [[tauren]] mythology, [[Cenarius]] instructed them first in druidism as recounted in their [[tauren mythology|myth]], ''[[Forestlord and the First Druids]]''. With the release of Wrath of the Lich King, it is strongly suggested that tauren were most likely to have been the first students of Cenarius, as accounted for by a 10,000+ year old immortal tauren druid by the name of [[Xarantaur]]. There is still debate whether this character is considered canon, but at the very least Xarantaur suggests in the game that while he and his brethren were taught directly by Cenarius, his fellow druids forgot their lessons over the years; this would imply that current tauren druidism is relatively new, learned from the night elves.
The core abilities of a Druid consist of three single-target and one [[Area of Effect|multiple-target]] damage spells; four single-target and one [[Area of Effect|multiple-target]] healing spells; a [[Cat Form]] with damaging special moves similar to a [[Rogue]]; a [[Bear Form]] providing armor and health similar to a [[Warrior]]; poison- and curse-cleansing spells; and a range of utility spells like various travel forms, crowd control, and a nice group buff.
 
   
*'''Balance''' Druids specialize in damage spells and an additional [[Moonkin Form]], turning them into an efficient ranged spellcaster that is somewhere between a [[Mage]] and a [[Shadow Priest]] in play style, in the equivalent of plate armor. They excel at nuking single targets as well as providing effective off-healing and crowd-control support. With the Wrath of the Lich King expansion providing them effective AoE damage, they are now on par with any of the other casting classes.
+
As it stands, the [[Night elf|night elves]] lay claim to the first druid with [[Malfurion Stormrage]]. Malfurion Stormrage, the first of the night elven druids, is not only considered the most powerful known druid in Warcraft lore, but is also considered one of the most powerful characters on Azeroth. Malfurion led the night elves through the [[War of the Ancients]] and the long years that followed. With the creation of the [[World Tree]] [[Nordrassil]], the kaldorei druids were bound to [[Ysera]] and her realm, the [[Emerald Dream]], in which they spent centuries of their immortal lives. The [[Cenarion Circle]] was formed as the governing society of druids, based in sacred [[Moonglade]].
   
* The '''Feral''' tree enhances both of the Druid's melee forms, allowing them to tank and melee DPS more efficiently. The Talents in this tree usually enhance both forms; however some talents separate the two roles, and gear also makes a difference. Feral Druids are effectively a warrior ''and'' a rogue with the ability to heal themselves to boot. Lack of downtime between fights and flexibility in their armor and DPS are their strong points. Since they still have all of the core Druid abilities and use very little mana, they make excellent support casters as well, even if they have chosen the path of melee DPS.
+
Locked in slumber in their [[barrow den]]s for generations, the druids 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 sought to heal it.
   
*'''Restoration''' Druids take points in improving their healing spells and an additional [[Tree of Life Form]]. Their resurrection spell [[Rebirth]] is the only resurrection spell that can be cast in combat, offset by its 10-minute cooldown (reduced from 20 minutes in [[Patch 3.3.0]]). With [[Patch 3.0.2]], Druids got the regular resurrection spell [[Revive]], now making them viable main healers for 5-man instances. Restoration Druids have by far the best [[heal over time|heal-over-time]] spells of all healing classes, effectively allowing them to continue healing while incapacitated. In addition, the mobility offered by their heal-over-time spells makes them especially effective in [[PvP]]. This together with their excellent mana efficiency and in-combat resurrection ability makes them an effective healing class.
+
The night elf druids were recently joined in the [[Cenarion Circle]] by the [[tauren]] druids. Neither participate in the Alliance/Horde conflict, but coexist peacefully within the Circle. Druids belong to many other different [[druid organizations|organizations]] or types including the [[Cenarion Expedition]], [[Druids of the Claw]], [[Druids of the Talon]], [[Druids of the Wild]], [[Druids of the Fang]], [[Druids of the Antler]], [[Druids of the Grove]] and [[Druids of the Scythe]].
   
*The look of Tree of Life form has been altered to resemble the [[Ancient Protector]]s of [[Darnassus]] as of [[Patch 4.0.1]], will now function like [[Metamorphosis]] (30 to 40(talented) second duration with a 3 minute cooldown), and will bolster the druid's healing spells, as well as no longer prevent the druid for casting Balance spells ([[Wrath]] will even be stronger and have a shortened cast-time while in ToL). While this new look is- in itself- not a problem, a 15-foot purple tree waving glowing arms is sure to draw far more attention in PvP situations than its more subtle 7-foot version, although a new Minor Glyph (Glyph of The Treant - [[Patch 4.0.3]]) will restore the pre-Cata look, making the druid much less obvious in larger Battlegrounds than otherwise. In PvE situations, however, it is simply a matter of preference (well, maybe a little stubbornness too).
+
== Warcraft Encyclopedia ==
  +
[[File:WOW5Y - Druid of the Claw concept.jpg|thumb|
  +
A depiction of a druid.
  +
|222x222px]]
  +
Druids come and go as they please, and their goals typically have little to do with the "civilized" world. Unaffiliated with any specific government, the primary druidic organization on Azeroth, the Cenarion Circle, answers to no one save itself. The highest rank that a druid can have is that of archdruid, and there are only a few archdruids on Azeroth. At the moment the Cenarion Circle's leader is Archdruid Malfurion Stormrage, also widely considered to be the first mortal druid on Azeroth.
   
For an in-depth look at the talents, please see the [[Druid talent analysis]] page.
+
;<u>Strengths, Abilities, and Underlying Motivations</u>
  +
Through their deep connection to life and nature, druids are able to take on an unusually large variety of roles. Probably a druid's best-known role is that of a healer. Druids are justly famed for their ability to restore life, cure poisonous wounds, and remove curses. Indeed, restoring and protecting the planet is one of the top priorities for all druids. Still, to regard a druid as merely a healer is a dangerously simplistic assumption that has led to the defeat of many an unwary foe.
   
A properly specced and geared Druid is capable of fulfilling any role. Druid players need to be aware that this versatility also bears a danger it may be difficult to keep focused when gathering gear. Druids may also encounter doubt from less-experienced players that a class can actually be as flexible as Druids can successfully be, though Burning Crusade and Blizzard's official endorsement of the Druid as one of their 'tapped' tanking classes has helped legitimize the Druid class as something other than a healer. Indeed, it is not uncommon for a Feral Druid in a group or raid to vary their role from encounter to encounter, moving from main tank to off-tank to melee DPS to healing, and do them all successfully. It is even possible for this to happen during a single fight; however, the inability to switch specs or armor in combat means the Druid must usually pick their primary role before each encounter.
+
Druids' empathy with the creatures of the wild also allows them to shapeshift into the forms of other animals. For example, a wounded druid whose magical energies are running low might abruptly take on the form of a bear in order to better withstand further injury. Alternatively, the druid might shift into the form of some large cat, sneak up behind an enemy, then pounce and deliver a fierce flurry of melee attacks. Even the deepest oceans can be explored by druids, who can simply shift into an aquatic creature, allowing them to stay underwater as long as needed.
   
The ability to spec to completely different roles makes Druids a smart and flexible class choice; if you are tired of performing one task, you need not create another character to fulfill another role; you simply respec to a new one at little cost and considerably less effort.
+
Until the end of the [[Third War]], druids periodically visited the Emerald Dream to monitor the ebb and flow of life on Azeroth. Today such a visit has become more difficult due to Nordrassil's poor health.
   
Druids used to be quite uncommon because many players found them difficult to level, while others proclaim them the best soloing class in the game. Since the Wrath of the Lich King expansion, the Druid population has received a big boost. In order to truly fulfill a hybrid role, Druids require several complete sets of gear above and beyond any resist sets. This is expensive in time, bag space, and gold. Unlike most other hybrid classes, a Druid does not begin with some abilities in each domain; instead they acquire utterly new abilities when they advance to specific levels. Thus a Druid is only complete at comparatively high levels. This can make the very early game for the Druid more difficult than for other classes. However, once mastered, the Druid is one of the most formidable classes in the game with much to contribute to any group, and can be extremely rewarding and enjoyable to play.
+
Druids possess a deep understanding of the way in which all living things depend upon one another. Whenever this delicate equilibrium is disrupted, the druids work to restore the balance. To that end, druids can use their connection with the Emerald Dream to exert a calming influence over animals, even forcing some into a temporary state of hibernation. Just as the druids can wield peace and somnolence, however, they can tap into the fury of nature itself. Terrible storms respond to their call, thorns sprout from their skin to wound their attackers. Even previously harmless roots grow from the soil at greatly accelerated speeds in order to entangle foes.
   
Another nice feature of Druids is their ability to travel faster. Druids do not need to buy a flying mount; instead they gain Flight Form through Druid trainers. Artisan riding skill is required to purchase or start the quest chain for the epic flight form.
+
;<u>Limitations</u>
*At level 16, Druids gain Aquatic Form allowing them to breathe and travel at a 50% increased speed underwater (100% increased speed with [[Glyph of Aquatic Form]]).
+
For obvious reasons, druids thrive in the wild outdoors. Inevitably they lose some of their effectiveness when they are forced to endure separation from the natural environment. What good is a cleansing rain when a druid cannot even see the sky? How are roots to capture a foe who is standing atop a high tower? Such cases clearly require a druid with the imagination to consider new strategies and the flexibility to carry them out.
*At level 16, Travel Form is gained, which is 40% faster than normal run speed. Travel Form can be cast in combat, making it a great escape tool when things go bad.
+
*At level 21, two Talent points can be put into [[Druid_talents#Feral_Swiftness|Feral Swiftness]] making the cat form 30% faster than normal running speed ([[Dash (druid ability)|Dash]] can boost this for 15 sec, up to 70% at lvl 65).
+
Yet this flexibility, too, comes with an underlying negative corollary. The druid tends to be a jack-of-all-trades, but a master of none. An unusual mixture of priest, rogue, and warrior, the druid is therefore not equal to any of these three classes in their particular specialties. Even so, the druid's incredible adaptability serves them well in confronting the challenges which Azeroth throws their way.
*At level 60, {{ability|Flight Form}} becomes available in Outland. This form is just as fast as a normal flying mount, but has the additional advantage of being an [[instant cast|instant-cast]] spell, allowing the Druid to gain flight in situations other classes cannot. An example of this would be to avoid falling damage (if not in combat) by shifting to flight before hitting the ground. With proper timing, a druid can even take off from the water by jumping and Shifting in the air.
+
*At level 70, after purchasing Artisan Riding ({{cost|5000}}) and completing a [[Swift_Flight_Form_quest_chain|quest chain]], Druids gain [[Swift Flight Form]], which is as fast as an epic flying mount (again with zero cast time). Although this form can be purchased from the trainer at level 71, a [[Feat of Strength]] is earned by obtaining the form through the quest chain. Druids can further upgrade their flying speed by purchasing {{ability|Master Riding}}, which allows them to upgrade both their flying mounts and [[Swift Flight Form]] from 280% speed to 310% speed.
+
== Equipment ==
  +
{{seealso|Druid sets}}
  +
Druids are able to wear [[cloth]] and [[leather]] [[armor]] only.
  +
  +
*[[Staff]]
  +
*[[One-handed]] [[Mace]]
  +
*[[Two-handed]] [[Mace]]
  +
*[[Dagger]]
  +
*[[Fist weapon]]
  +
*[[Polearm]]
  +
  +
Druids do not use [[shield]]s (although in bear form their armor is so high it were as if they were), and do not [[dual wield]]. Off-hand items may be used by druids. Druids receive a 5% bonus to their primary stat when wearing all leather armor. It is uncommon to find two-handed maces with agility on them, so most feral or guardian druids use either staves or polearms.
  +
  +
== Notable druids ==
  +
{|
  +
|- valign="top"
  +
| style="padding-right:8px" |
  +
*{{NPC|Alliance|Broll Bearmantle|smallicon=IconSmall Broll.gif}}
  +
*{{NPC|Neutral|Cenarius|smallicon=IconSmall Cenarian Male.gif}}
  +
*{{NPC|Neutral|Remulos|smallicon=IconSmall Cenarian Male.gif}}
  +
|
  +
*{{NPC|Horde|Hamuul Runetotem|smallicon=IconSmall Hamuul.gif}}
  +
*{{NPC|Combat|Fandral Staghelm|smallicon=IconSmall Fandral.gif}}
  +
*{{NPC|Alliance|Malfurion Stormrage|smallicon=IconSmall Malfurion.gif}}
  +
|
  +
*{{NPC|Neutral|Zaetar|smallicon=IconSmall Centaur Male.gif}}
  +
|}
   
 
== Races ==
 
== Races ==
 
{{main|Druid races}}
 
{{main|Druid races}}
  +
<tabber>
  +
Playable races=
 
[[File:Tauren Druid.jpg|thumb|right|A female [[tauren]] Druid.]]
 
[[File:Tauren Druid.jpg|thumb|right|A female [[tauren]] Druid.]]
+
The druid class can be played by the following races:
The Druid class can be played by the following races:
 
   
 
<!-- Record the stats by checking in-game, after taking any armor/shield off -->
 
<!-- Record the stats by checking in-game, after taking any armor/shield off -->
Line 74: Line 71:
 
|-
 
|-
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Night elf}}
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Night elf}}
| 17 || 24 || 20 || 22 || 22 || 48 || 54 || 100
+
| 17 || 24* || 20 || 22* || 22 || 24 || 103 || 40*
 
|- class="alt"
 
|- class="alt"
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Worgen}} {{cata-inline}}
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Worgen}} {{cata-inline}}
| 24 || 22 || 20 || 18 || 21 || 61 || 54 || 68
+
| 24 || 22 || 20 || 18 || 21 || 61* || 103 || 40*
 
|-
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Tauren}}
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Tauren}}
| 26 || 16 || 21 || 18 || 24 || 32 || 65 || 68
+
| 26* || 16 || 21* || 18 || 24* || 24 || 117* || 40*
 
|- class="alt"
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Troll}} {{cata-inline}}
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Troll}} {{cata-inline}}
| 22 || 22 || 21 || 18 || 23 || 24 || 54 || 68
+
| 22 || 22 || 20 || 18 || 23 || 24 || 103 || 40*
 
|}
 
|}
   
The Druid class is the most limited class concerning races. Only two race's per faction can become a Druid. The Worgen and Troll races were added in the {{cata-inline}} expansion.
+
The druid class is the most limited class concerning races. Only two races per faction can become a druid. The worgen and troll races were added in the {{cata-inline}} expansion.
+
|-|
== Armor and weapons ==
+
TCG images=
{{seealso|Druid sets}}
+
<gallery captionalign="center" widths="160">
Druids are able to wear [[cloth]] and [[leather]] [[armor]] only. Night elf druids begin knowing how to wield staves and daggers, while tauren druids begin with knowledge of staves and one-handed maces. Druids can fight with:
+
AhulMoonspeakerDruidTCG.jpg|Tauren Moonkin
+
AkasiHeraldofNatureDruidTCG.jpg|Troll
*[[Staff]]
+
AlamiraGrovetenderDruidTCG.jpg|Night elf
*[[One-handed]] [[Mace]]
+
AlariatheHuntressDruidTCG.jpg|Night elf cat
*[[Two-handed]] [[Mace]]
+
AlekseiBrandalDruidTCG.jpg|Worgen
*[[Dagger]]
+
</gallery>
*[[Fist weapon]]
+
</tabber>
*[[Polearm]]
 
 
Druids do not use [[shield]]s (although in bear form their armor is so high it were as if they were), and don't [[dual wield]]. Off-hand items may be used by druids.
 
   
 
== Shapeshifting ==
 
== Shapeshifting ==
The Druid's most notable ability is shapeshifting into different forms. Now, with patch 4.0.1, [[Bear Form]] is no longer obtained by doing a quest. Instead it is available from your trainer at level 15. All other forms are purchased from a class trainer or specced into via talent trees.
+
{{tabber
  +
|Overview|
  +
[[File:DruidFormsTCG.jpg|thumb|Druid forms, TCG art]]
  +
The Druid's most notable ability is shapeshifting into different forms.
   
 
* {{formicon|Cat}} {{ability|Cat Form}}
 
* {{formicon|Cat}} {{ability|Cat Form}}
* {{formicon|Bear}} {{ability|Bear Form}} (<s>{{ability|Dire Bear Form}}</s>) - Now, with patch 4.0.1, the [[Dire Bear Form]] isn't in the game anymore, probably because of the armor mechanic changes.
+
* {{formicon|Bear}} {{ability|Bear Form}}
* {{formicon|Moonkin}} {{ability|Moonkin Form}} - Talent only available to druids who spec [[Druid talents#Balance|Balance]].
+
* {{formicon|Moonkin}} {{ability|Moonkin Form}} {{SpecIcon|Balance}}
* {{formicon|Tree}} {{ability|Tree of Life Form}} - Talent only available to druids who spec [[Druid talents#Restoration|Restoration]]. As of patch 4.0.1, this form isn't like the others, and has a cooldown and a duration.
+
* {{formicon|Tree}} {{ability|Tree of Life Form}} {{SpecIcon|Resto|Druid}}
* {{formicon|Aquatic}} {{ability|Aquatic Form|Aquatic}} / {{formicon|Travel}} {{ability|Travel Form}}
+
* {{formicon|Aquatic}} {{ability|Aquatic Form|Aquatic}}
  +
* {{formicon|Travel}} {{ability|Travel Form}}
 
* {{formicon|Flight}} {{ability|Swift Flight Form|Swift}} / {{ability|Flight Form}}
 
* {{formicon|Flight}} {{ability|Swift Flight Form|Swift}} / {{ability|Flight Form}}
+
* {{formicon|Tree}} {{ability|Treant Form}} - Form only available with {{item|icon=|Glyph of the Treant}} as of patch 5.0
For a full list of Druid Feral form abilities, see [[Druid abilities]].
 
   
 
For all forms, the following applies:
 
For all forms, the following applies:
*The Druid is immune to polymorph in all forms except the default, humanoid form.
+
*The druid is immune to polymorph in all forms except the default, humanoid form.
*Switching from polymorphed humanoid to another form breaks polymorph.
+
*Druids can be sheeped in humanoid form if caught off guard for the full duration. (Cannot shapeshift out of it)
 
*Shapeshifting also breaks all [[Snare|movement-impairing effects]] (like [[Slow (Mage spell)|Slow]] or [[Hamstring]]) except the 3-second daze that can proc when one is attacked from behind by a melee attack.
 
*Shapeshifting also breaks all [[Snare|movement-impairing effects]] (like [[Slow (Mage spell)|Slow]] or [[Hamstring]]) except the 3-second daze that can proc when one is attacked from behind by a melee attack.
*Depending on the form, the Druid is considered either humanoid (Caster and Moonkin), beast (Travel, Aquatic, Bear, Dire Bear, and Cat), or elemental (Tree of Life); and thus is vulnerable (or immune) to different spells. This also applies to being tracked.
+
*Depending on the form, the druid is considered either humanoid (Caster and Moonkin), beast (Travel, Aquatic, Bear, Dire Bear, and Cat), or elemental (Tree of Life); and thus is vulnerable (or immune) to different spells. This also applies to being tracked.
 
*Shapes are not buffs or magical effects, thus they may not be dispelled.
 
*Shapes are not buffs or magical effects, thus they may not be dispelled.
   
While shapeshifted into Bear, Dire Bear, Cat, Aquatic, Travel, or Flight Form:
+
While shapeshifted into Bear, Cat, Aquatic, Travel, or Flight Form:
 
*The Druid is considered a beast.
 
*The Druid is considered a beast.
*Mana regeneration still continues at the same speed as out of the form. Mana-reducing abilities such as [[Mana Burn]] have no effect while in Bear, Dire Bear, and Cat forms; though [[Viper Sting]] will continue to tick. It can however be removed as it is a poison.
+
*Mana regeneration still continues at the same speed as out of the form.
*Weapons with a "Chance on hit" effect as well as "Chance on hit" enchants such as [[Enchant Weapon - Crusader]] and [[Enchant Weapon - Lifestealing]] will now [[proc]]. "Chance on hit" effects built into armor pieces (as opposed to weapons), such as the [[Shattered Sun Pendant of Might]]'s proc also work as of 3.02.
+
*Weapons and armor with a "Chance on hit" effect as well as "Chance on hit" enchants will [[proc]].
*Weapon DPS and weapon +damage enchants have no effect, however, armor enchants such as the [[Enchant Ring - Striking]] enchant, and armor pieces such as the [[Crystalforged Trinket]] that boost weapon damage do work. The bonus damage from Weightstones and Sharpening Stones also does work. Weapon enchants that boost stats such as Attack Power and Agility rather than weapon damage also work.
+
*Weapon DPS and weapon +damage enchants have no effect, however, armor enchants and armor pieces such as that boost weapon damage work. The bonus damage from Weightstones and Sharpening Stones also work. Weapon enchants that boost stats such as Attack Power and Agility rather than weapon damage also work.
*Items with an "Equip: When hit ..." do work in forms. Some examples of these items are the [[Naglering]] and [[Darkmoon Card: Wrath]]'s damage, [[Green Whelp Armor]] sleep and [[Shattered Sun Pendant of Resolve]] proc.
+
*Items with an "Equip: When hit ..." work in forms.
*Weapon skill with the equipped weapon has no effect. Instead, the natural weapons always have the maximum weapon skill for their level.
 
 
In Moonkin form, the Druid is considered Humanoid and, while still immune to Polymorph and similar spells, can be affected by other abilities targeted at Humanoids such as [[Sap]].
 
 
Tree of Life is considered an Elemental and thus vulnerable to Elemental-dependent spells such as [[Banish]].
 
 
A [[Druid quests]] page exists with an outline for the level 10 (Bear), level 16 (Aquatic), and level 70 (Swift Flight Form) quests. Not existent anymore with patch 4.0.1, and now trainable in any druid trainer. The [[Bear Form]] now is trainable at level 15, along with several tanking-needed abilities, such as Growl, Maul etc.
 
 
{| class="darktable"
 
|-
 
! colspan="2" | Form
 
! Level
 
! Effect
 
|-
 
| [[File:UI-CharacterCreate-Classes Druid.png|32px|Humanoid Form]]
 
| Humanoid Form
 
| Level 1
 
| Druid's natural state. Capable of casting all Druid spells using mana, without limitation on school. ''Also known as "caster form."''
 
|- class="alt"
 
| [[File:Ability Druid CatForm.png|32px|Cat Form]]
 
| {{ability|Cat Form}}
 
| Level 8
 
| Can do Melee DPS and has a [[stealth]] mode similar to [[Rogue]] class. The Night Elf version has the appearance of a lynx, and the Tauren version has the appearance of a lion.
 
|-
 
| [[File:Ability Racial BearForm.png|32px|Bear Form]]
 
| {{ability|Bear Form}}
 
| Level 15
 
| Can tank or off tank the way a [[Warrior]] does. Increase in Armor designed to make leather emulate Mail armor. - As of patch 4.0.3, that is now the only tanking form and its armor bonus will change according to the druid's level (before level 40, it'll emulate a Mail Armor, increasing armor by 65%, and above it, by 120%, emulating Plate Armor).
 
|- class="alt"
 
| [[File:Ability Druid AquaticForm.png|32px|Aquatic Form]]
 
| {{ability|Aquatic Form}}
 
| Level 16
 
| Increases swim speed by 50% and allows underwater breathing. Has the appearance of a sea lion or seal. May only be used while swimming.
 
|-
 
| [[File:Ability Druid TravelForm.png|32px|Travel Form]]
 
| {{ability|Travel Form}}
 
| Level 16
 
| Gives a 40% run speed increase. Looks like a cheetah. May only be used outdoors.
 
|- class="alt"
 
| [[File:Ability Racial BearForm.png|32px|Dire Bear Form]]
 
| {{ability|Dire Bear Form}}
 
| Level 40
 
| An improved version of [[Bear Form]] that looks the same as the standard [[Bear Form]], but has greatly increased bonuses to armor and hit points, approximating plate armor. - With patch 4.0.1, this form is being completely removed. Now, the only one is the normal [[Bear Form]].
 
|-
 
| [[File:Spell Nature ForceOfNature.png|32px|Moonkin Form]]
 
| {{ability|Moonkin Form}}
 
| 11 points in [[Druid_talents#Balance|balance talents]]
 
| A spellcasting form that gives nearby party members an additional 5% critical chance to spells cast. While in Moonkin form, a Druid is restricted to only casting [[Druid_abilities#Druid spells|balance spells]] with the exception of Remove Curse and Abolish Poison.
 
|- class="alt"
 
| [[File:Ability Druid TreeofLife.png|32px]]
 
| {{ability|Tree of Life Form}}
 
| 31 points in [[Druid_Talents#Restoration|restoration talents]]
 
| This form transforms the Druid into a Tree of Life. Healing to party and raid members within 100 yards of the Druid receive a bonus of 6%, and only [[Swiftmend]], [[Innervate]], [[Nature's Swiftness (druid ability)|Nature's Swiftness]], [[Rebirth]], [[Revive]], [[Abolish Poison]], [[Remove Curse (Druid ability)|Remove Curse]] and healing spells can be cast. The mana cost of these spells is reduced by 20% (with or without being transformed). - Now at patch 4.0.1, as said before, that form do not anymore give an aura of 6% healing bonus, and instead gives some extra effects to healing abilities.
 
|-
 
| [[File:Ability Druid FlightForm.png|32px]]
 
| {{ability|Flight Form}}
 
| Level 60
 
| This form transforms the Druid into a flight form increasing movement speed by 150% (equal to regular flying mounts). The regular riding enhancements do not affect speed, but the [[Charm of Swift Flight]] (obtained part way through the swift flight chain) previously did, although it is now essentially useless. Cannot be used in combat. Can only be used in [[Outland]] or [[Northrend]] (with [[Cold Weather Flying]] at level 77). Gives the appearance of a [[Storm crow]].
 
|- class="alt"
 
| [[File:Ability Druid FlightForm.png|32px]]
 
| {{ability|Swift Flight Form}}
 
| Level 70
 
| Swift flight form, increasing movement speed by 280% (equal to epic flying mounts). As of [[Patch 3.2]], if you already possess a 310% speed mount, your Swift Flight Form's speed will increase to 310%. Riding enhancements do not affect speed, but during the quest line, a [[Charm of Swift Flight]] is acquired, which was equivalent to a [[Riding Crop]], but is now essentially useless. Cannot be used in combat. Can only be used in [[Outland]] or [[Northrend]] (with [[Cold Weather Flying]] at level 77). Obtained through a quest chain at level 70, or trainable at level 71. Requires a riding skill of 300.
 
|}
 
 
=== Shapeshifting and Disguises ===
 
If you shapeshift while wearing any [[disguise]], you will notice that your form buff will remove the disguise buff. This is because of problems caused by the two buffs when they were allowed to stack. Blizzard didn't like the bugs that were made through these effects stacking even though they were used to have fun most of the time. Items like the [[Noggenfogger Elixir]] were then changed to not stack with Druid forms so that it would not cause any future problems.
 
{{bluepost
 
| poster = Drysc
 
| date = 10/18/2007 01:02:37 PM PDT
 
| body = Shapeshifting is a blanket effect and it breaks other effects as some really weird stuff can happen if we allow unlimited combinations. It's fun for everyone to make weird stuff happen by combining different effects, but we generally don't like to see those types of bugs. With it we can design new effects and not be restricted to what we can do by ensuring everything works together properly and doesn't break something.
 
| title = Re: Hallow's End Candy and Druids
 
| link = http://forums.worldofwarcraft.com/thread.html?topicId=2366706272&postId=24746669675&sid=1#15
 
}}
 
 
Some players state that the change was because of PvP reasons but there is some conflicting evidence. Here's a post made by [[Drysc]] responding to a poster on what it appears to be a deleted thread found on a [[BlueTracker]]:<ref>{{ref web|url=http://forums.worldofwarcraft.com/thread.html?topicId=98902231&pageNo=3&sid=1#45|title=Re: The Noggen Fogger and Deviate Nerf|date=2007-04-25|accessdate=2009-10-10|archiveurl=http://blue.cardplace.com/newcache/us/98902231.htm|archivedate=2009-10-10}}</ref>
 
   
<blockquote>"''Quote: If I remember correctly, the nerf for Druids not being able to use noggenfogger in forms was because it was deemed overpowered in PvP.''"</blockquote>
+
In Moonkin form, the druid is considered humanoid, and while still immune to Polymorph and similar spells, can be affected by other abilities targeted at humanoids such as [[Sap]].
   
{{bluepost
+
Tree of Life is considered an elemental and thus vulnerable to elemental-dependent spells such as [[Banish]].
| poster = Drysc
+
|Using disguises|
| date = 2007-04-25 18:51:21
+
If you shapeshift while wearing any [[disguise]], you will notice that your form buff will remove the disguise buff. This is because of problems caused by the two buffs when they were allowed to stack. Blizzard didn't like the bugs that were made through these effects stacking even though they were used to have fun most of the time. Items like the [[Noggenfogger Elixir]] were then changed to not stack with Druid forms so that it would not cause any future problems.
| body = Nah, although it was kind of weird to not know what you're up against at a simple glance it was along the lines of the no-consumables while in-form. It was simply cleaning up some inconsistencies.
 
| title = Re: The Noggen Fogger and Deviate Nerf
 
| link = http://forums.worldofwarcraft.com/thread.html?topicId=98902231&pageNo=3&sid=1#48
 
}}<!-- The link going to the forum page above is no longer working. The thread has probably been deleted.-->
 
   
===Patch changes===
+
As of patch 5.0.4, some vanity shapeshift items will work while mounting (such as moonkin form) but others will be removed upon shapeshift.
As of [[Patch 3.2]], Druids are able to customize the appearance of their Feral forms. There are five different designs for each of these forms for both Horde and Alliance. Druids can change their [[Cat Form]] and [[Bear Form]] design at any time by visiting a [[barbershop]], Night Elves changing their character's hair color, and Taurens switching skin tones. Since there are more hair colors and skin tones than unique form designs, some colors and tones will produce the same designs. The hair and skin colors chosen will, in most cases, correspond to the colors seen in the design of each form. Some similar colors that may share a particular cat texture will not necessarily share the same bear texture.<ref>{{ref web
+
|Customization|
  +
Druids can change their [[Cat Form]] and [[Bear Form]] design at any time by visiting a [[barbershop]]; night elves, worgen, and trolls by changing their character's hair color, and taurens by switching skin tones. Since there are more hair colors and skin tones than unique form designs, some colors and tones will produce the same designs. The hair and skin colors chosen will, in most cases, correspond to the colors seen in the design of each form. Some similar colors that may share a particular cat texture will not necessarily share the same bear texture.<ref>{{ref web
 
|url=http://www.worldofwarcraft.com/info/underdev/Druid-forms.html
 
|url=http://www.worldofwarcraft.com/info/underdev/Druid-forms.html
 
|title=Updated Druid Forms Coming Soon
 
|title=Updated Druid Forms Coming Soon
Line 139: Line 136:
   
 
;Druid forms depending on race
 
;Druid forms depending on race
<gallery captionalign="left" type="slideshow" position="left">
+
<gallery captionalign="center">
 
Tauren-Bearforms.jpg|Tauren Bear Form
 
Tauren-Bearforms.jpg|Tauren Bear Form
 
Tauren-Catforms.jpg|Tauren Cat Form
 
Tauren-Catforms.jpg|Tauren Cat Form
Line 153: Line 150:
 
</gallery>
 
</gallery>
 
{{clr}}
 
{{clr}}
== Spells ==
 
{{main|Druid abilities}}
 
   
In addition to healing spells, Druids also have an excellent buff, [[Mark of the Wild]]. They also have a number of damage spells, making them (if properly geared and with proper talent point allocation) just as powerful, though less versatile in the damage dealing department than [[Mage|mages]] or [[Warlock|warlocks]].
+
Also note that you can pickup a {{Item|Glyph of the Chameleon|minor glyph}} that will change the color of your fur each time your shapeshift.
  +
}}
   
== Talents ==
+
== Specializations/stats ==
{{seealso|Druid talent analysis}}
+
{{tabber
  +
|Balance|
  +
{{:Druid abilities/Balance abilities}}
  +
|Feral|
  +
{{:Druid abilities/Feral abilities}}
  +
|Guardian|
  +
{{:Druid abilities/Guardian abilities}}
  +
|Restoration|
  +
{{:Druid abilities/Restoration abilities}}
  +
}}
   
[[Druid talents]] are split into three categories:
+
== Skills/Glyphs ==
  +
{{tabber
  +
|Core abilities|
  +
{{:Druid abilities}}
  +
|Talents|
  +
{{:Druid talents}}
  +
|Glyphs|
  +
{{:Glyph}}
  +
{{:Druid glyphs}}
  +
}}
   
* Balance - for spellcasting damage.
+
== Suggested professions ==
* Feral combat - for tanking ([[Bear Form]]) and melee damage dealing ([[Cat Form]]).
+
{{sectionstub}}
* Restoration - for healing.
+
* {{prof|Leatherworking}} and {{prof|Skinning}} are logical choices for any [[leather armor]] wearing class (and [[mail armor]] wearing as well). This allows crafting decent armor as one levels and various [[augment]]s. Skinning also helps increase [[critical]] strike with the {{ability|Master of Anatomy}} ability.
+
* {{prof|Alchemy}} can be useful for druids with less-healing specializations who need quick potion heals and various buffs from elixirs and flasks. This profession is also good all around for making money and supplying guild runs.
It is important to note that each Druid talent tree contains some talents which are useful if specializing in one of the other trees. For example, some Feral Combat talents modify maximum mana; some Balance talents reduce the cost of healing spells, while others are helpful for the Feral forms. Finally, some Restoration talents give the Druid rage/energy when he switches into either Cat or Bear Form.
+
* {{prof|Herbalism}} provides ingredients for {{prof|Alchemy}} and {{prof|Inscription}}, but also gives the {{ability|Lifeblood}} ability which adds both healing and haste. This profession is also good all around for making money.
+
* {{prof|Cooking}} is good for any less-healing specs for non-combat health regeneration and provides good buff foods.
Good talent calculators can be found here: [http://www.worldofwarcraft.com/info/classes/druid/talents.html Official Blizzard site], [http://www.wowhead.com/?talent Wowhead], and [http://www.thottbot.com/?ti=Druid ThottBot].
+
* {{prof|First Aid}} is good for any less-healing specs for in-combat health regeneration and low downtime regeneration. For healing specs it saves precious mana for heal spells.
+
* {{prof|Fishing}} is good for leveling cooking.
=== In Mists of Pandaria ===
 
{{Mists-section}}
 
In the [[Mists of Pandaria]] expansion, druids will be the first class to have four specializations rather than three. Feral is expected to be split into two specs: Feral (cat DPS) and Guardian (bear tank).<ref>"Mists of Pandaria: Preview Panel" at [[BlizzCon 2011]].</ref>
 
   
 
== End-game expectations ==
 
== End-game expectations ==
While before the [[Burning Crusade]] expansion most Druids were healers in the end game, new itemization and talents have made Druids of any talent specialization viable in the end game and raids.
+
While before the [[Burning Crusade]] expansion most druids were healers in the end game, new itemization and talents have made druids of any specialization viable in end-game and raids.
   
Entangling Roots gives Druids the ability to provide reliable crowd control on melee targets.
+
Entangling Roots gives druids the ability to provide reliable crowd control on melee targets.
   
There is no class better at healing over time than [[Druid_Talents#Restoration|restoration]] Druids. In raid encounters, where there is a lot of movement and cast times are often interrupted, a Druid is quite effective in healing due to the instant-cast nature of their HoTs, enabling spells to be cast on the run. In arenas, Resto Druid teams are particularly feared by many due to the Druid's ability to quickly cast HoT's on both partner and self, and the ability to keep out of harm's way with Travel Form, effectively kiting most opponents.
+
There is no class better at healing over time than restoration druids. In raid encounters where there is a lot of movement and cast times are often interrupted, a druid is quite effective in healing due to the instant-cast nature of their HoTs, enabling spells to be cast on the run. In arenas, resto druid teams are particularly feared by many due to the druid's ability to quickly cast HoT's on both partner and self, and the ability to keep out of harm's way with Travel Form, effectively kiting most opponents.
   
Feral Druids can fill the core role of tanking well. While [[Warriors]] have significant advantages on some raid bosses, Feral Druids have the unique flexibility to switch from tanking to melee DPS on demand. Ferals often tank bosses or mob groups where more tanks are required, and then change form and gear to DPS on bosses where only 1 or 2 tanks are required. It is also possible during a single fight, if the add they are [[offtank]]ing dies. While Protection [[Warriors]] and [[Paladins]] are rather limited to tanking with their talent trees, many talents of the Feral tree are useful for both tanking and melee damage. It should also be noted that the Feral talent [[Nurturing Instinct]] now grant 50/100% healing bonus from Agility (up from 35/70% pre-Cataclysm), letting even feral druids provide noticable off-healing by throwing out a few powerful [[Rejuvenation|rejuvs]] or a [[Tranquility]] to help the healer conserve mana in times of need (provided they aren't the focus of attacks at the moment themselves). Also, the re-worked [[Thorns]] is (while short-lived) very strong and can be cast on the Main Tank for a lot of extra threat and a good boost to group DPS as well (thorns should be used on the tank by Balance and Restoration druids as well, for the same reasons).
+
Guardian druids can fill the core role of tanking well. While [[Warriors]] have significant advantages on some raid bosses, guardian druids have the unique flexibility to switch from tanking to melee DPS on demand. They often tank bosses or mob groups where more tanks are required, and then change form and gear to DPS on bosses where only 1 or 2 tanks are required. It is also possible during a single fight, if the add they are [[offtank]]ing dies.
   
Balance Druids have become more popular with the Wrath of the Lich King expansion. Their various abilities, such as the famous [[Moonkin Aura]], as well as the debuff [[Earth and Moon]], increase the amount of damage spell casters in their party or raid can deal.
+
Feral druids are expected to bring utility while still providing reliable damage over time bleeds. Many cats are able to hit high damage meters while still being able to battle resurrect or tank small adds if needed.
 
Aside from their abilities, each spec contains a powerful support aura for the Druid's group; increasing melee damage, caster damage, or healing. [[Innervate]] during long fights and in-combat resurrection for emergencies are also very useful.
 
 
{| class="darktable"
 
|-
 
! Parl2001's Guide - Part 1 !! Parl2001's Guide - Part 2
 
|-
 
! colspan=2 | [http://www.viddler.com/explore/parl2001/videos/2 Full movie]<br />[http://www.filefront.com/14885557/Guide%20How%20To%20Feral%20DPS.mp4 Full movie download]
 
|-
 
|<youtube width="270" height="230">_nuc5MhpekM</youtube>
 
|<youtube width="270" height="230">Eb5jMXJnv9k</youtube>
 
|}
 
 
Author's note: The above Feral PvE DPS guide was made after Patch 3.2.2 and contains a number of errors. For details, check http://coldbear.wordpress.com/2009/12/04/things-i-got-wrong/
 
 
==Cataclysm changes {{Cata-inline}}==
 
===General preview===
 
{{Bluepost|poster=Bashiok|title=Cataclysm Class Preview: Druid|date=04/09/2010 05:59:15 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24262387043|body=
 
In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!
 
 
====New Druid Abilities====
 
 
'''{{ability|Thrash}} (Level 81)''': Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing {{ability|Swipe}} to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.
 
 
'''{{ability|Stampeding Roar}} (Level 83)''': The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.
 
 
'''{{ability|Wild Mushroom}} (Level 85)''': Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.
 
 
====Changes to Abilities and Mechanics====
 
 
In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.
 
 
*All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.
 
*Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with {{ability|Nourish}} and {{ability|Regrowth}}, and top off lightly wounded targets with {{ability|Rejuvenation}}.
 
*We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.
 
*Barkskin will be innately undispellable.
 
*We will be buffing the damage of {{ability|Mangle}} (cat) significantly so that when cat druids cannot {{ability|Shred}}, they are not at such a damage-dealing loss.
 
*Druids will lose {{ability|Abolish Poison}} with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with {{ability|Cure Poison}} and remove curses with {{ability|Remove Curse}}.
 
 
====New Talents and Talent Changes====
 
 
*{{ability|Tree of Life}} is changing from a passive talent to a cooldown-based talent, similar to {{ability|Metamorphosis}}. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.
 
*We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.
 
*Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of {{ability|Nature’s Torrent}} also reduces the target's movement speed. 10-second cooldown.
 
*Restoration druids will have a new talent called {{ability|Efflorescence}}, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.
 
*We plan on giving Feral cats and bears a {{ability|Kick}}/{{ability|Pummel}} equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.
 
*We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.
 
 
====Mastery Passive Talent Tree Bonuses====
 
 
;Balance
 
#Spell Damage
 
#Spell Haste
 
#Eclipse: We are moving {{ability|Eclipse}} from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely {{ability|Starfire}} and {{ability|Wrath}}) to maintain the balance.
 
 
;Feral (Cat)
 
#Melee Damage
 
#Melee Critical Damage
 
#Bleed Damage: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.
 
 
;Feral (Bear)
 
#Damage Reduction
 
#Vengeance
 
#Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.
 
 
;Restoration
 
#Healing
 
#Meditation
 
#HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.
 
 
;Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form -- these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today -- there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.
 
 
We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.
 
}}
 
   
 
== Videos ==
 
== Videos ==
{| class="darktable"
+
<gallery widths="195" captionalign="center">
|- valign=top
+
Balance Druid Basic DPS Guide|Balance
! colspan=2 | New abilities and talents preview by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
+
Feral Druid Basic DPS Guide|Feral
|-
+
Guardian Druid Basic Tanking Guide|Guardian
! Balance || Feral & Restoration
+
Restoration Druid Basic Healing Guide|Restoration
|-
+
Crash Course - Druid|Crash Course
! <youtube width="270" height="230">QiOivv4fTvU</youtube>
+
</gallery>
! <youtube width="270" height="230">LuW47ZbZ3kg</youtube>
 
|}
 
 
{| class="darktable"
 
|- valign=top
 
! colspan=2 | Druid DPS Rundown by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
 
|-
 
! Balance || Feral
 
|-
 
! <youtube width="270" height="230">CqhUrlsvEbM</youtube>
 
! <youtube width="270" height="230">cPMPZBz3eC8</youtube>
 
|-
 
! <youtube width="270" height="230">jP7vnybTIZA</youtube>
 
! <youtube width="270" height="230">YLC6gp63IAE</youtube>
 
|}
 
   
 
== See also ==
 
== See also ==
 
*[[List of druids]]
 
*[[List of druids]]
*[[Wrath tanking equipment (druid)]]
 
*[[Wrath healing equipment (leather)]]
 
 
*[[Druid sects]]
 
*[[Druid sects]]
 
*[[Druids as tanks]]
 
*[[Druids as tanks]]
 
*[[Alamo]]
 
*[[Alamo]]
*[[Spell power coefficient]]
 
*[[Resto druid raiding guide]]
 
   
 
== References ==
 
== References ==
Line 214: Line 205:
   
 
;Guides
 
;Guides
{{elink|site=Balance Druid|link=http://www.balancedruid.net|desc=Balance Druid Blog}}
 
{{elink|icon=franksplace|site=FranksPlace.org|link=http://franksplace.org/2011/05/world-of-warcraft-wow-cataclysm-druid-bear-tank-4-0-4-1/#top|desc=World of Warcraft Cataclysm Druid Tanking FAQ}}
 
 
{{elink|icon=icyveinscom|site=Icy Veins|link=http://www.icy-veins.com/classes|desc=Balance, Feral, Guardian, and Restoration Druid Raiding Guides (Mists of Pandaria)}}
 
{{elink|icon=icyveinscom|site=Icy Veins|link=http://www.icy-veins.com/classes|desc=Balance, Feral, Guardian, and Restoration Druid Raiding Guides (Mists of Pandaria)}}
{{elink|type=wowinsider|link=http://www.wowinsider.com/druid-guides/|desc=Druid guides}}
+
{{elink|icon=noxxic|site=Noxxic|desc=Restoration 5.1 Guide|link=http://www.noxxic.com/wow/pve/druid/restoration}}
  +
{{elink|icon=noxxic|site=Noxxic|desc=Balance 5.1 Guide|link=http://www.noxxic.com/wow/pve/druid/balance}}
  +
{{elink|icon=noxxic|site=Noxxic|desc=Feral 5.1 Guide|link=http://www.noxxic.com/wow/pve/druid/feral}}
  +
{{elink|icon=noxxic|site=Noxxic|desc=Guardian 5.1 Guide|link=http://www.noxxic.com/wow/pve/druid/guardian}}
 
{{elink|type=wowinsider|link=http://www.wowinsider.com/category/shifting-perspectives/|desc= Shifting Perspectives &mdash; weekly Druid feature}}
 
{{elink|type=wowinsider|link=http://www.wowinsider.com/category/shifting-perspectives/|desc= Shifting Perspectives &mdash; weekly Druid feature}}
 
;{{mists-inline}} {{beta|mists}} News
 
{{elink|type=mmochampion|link=http://www.mmo-champion.com/content/2890-Druid-Travel-Form-Update-Security-Update-Gamescom-Trailers-Blue-Posts-TCG-Art|desc=Druid Travel Form Update, Security Update, Gamescom Trailers, Blue Posts, TCG Art|bydate=by [http://www.mmo-champion.com/members/523085-chaud chaud] 2012-08-16 05:16 AM}}
 
   
   

Latest revision as of 04:51, November 27, 2014

For related articles, see Category:Druids.
Not to be confused with elven druid.
Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones.
Druid crest

The druid is a shapeshifting, hybrid class and also one of the most versatile classes in the game. As with other hybrids, druids need to specialize in a single role for the best results. Due to their need to shape-shift to fulfill roles, they can only perform one role at a time; they must switch between the different shapes to adapt to changing situations.

Overview Edit

Balance

Specialize in damage spells and an additional Moonkin Form, turning them into an efficient ranged spellcaster that is somewhere between a mage and a shadow priest in play style, in the equivalent of plate armor. They excel at nuking single targets as well as providing effective off-healing and crowd-control support. With the Wrath of the Lich King expansion providing them effective AoE damage, they are now on par with any of the other casting classes provided they are skilled.

Feral

Enhances the druids abilities in Cat Form. Cat Form specializes in bleeding the target. They have stealth abilities similar to a rogue, and bring versatility to the raid group. Upon choosing the feral specialization some abilities are only available in this tree. Abilities such as Rip and Savage Roar can only be used in this specialization. Other Guardian abilities such as Savage Defense and Bear Hug cannot be used in this specialization.

Guardian

Enhances the druids abilities in [Bear Form]. Use of Savage Defense to dodge attacks and other cooldowns make the Guardian a very viable tank for Raiding. They are great for encounters that require swapping of tanks to a damage role as all they need is a change of specialization.

Restoration

Healers. Their resurrection spell Rebirth can be cast in combat. Restoration Druids have some of the best heal-over-time spells of all healing classes, effectively allowing them to continue healing while incapacitated. In addition, the mobility offered by their heal-over-time spells makes them especially effective in PvP. This together with their excellent mana efficiency and in-combat resurrection ability makes them an effective healing class.

A properly specced and geared druid is capable of fulfilling any role. Druid players need to be aware that this versatility also bears a danger — it may be difficult to keep focused when gathering gear. Druids may also encounter doubt from less-experienced players that a class can actually be as flexible as druids can successfully be. In order to truly fulfill a hybrid role, Druids require several complete sets of gear. This is expensive in time, bag space, and gold; however, the ability to spec to completely different roles makes druids a smart and flexible class choice. If you are tired of performing one task, you need not create another character to fulfill another role; you simply respec to a new one at little cost and considerably less effort.

Another nice feature of druids is their ability to travel faster. See the skills section below for more information.

Background Edit

Cenarius1

Cenarius instructs Malfurion, Tyrande, and Illidan.

"We are the preservers of the balance, now and forever, as Malfurion lies in the Dreaming. Never forget this."
- Kal of Dolanaar

Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To druids, nature is a delicate balance of actions in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this natural energy, using it to change their shapes and command the forces of nature.[1] Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as druids of the wild.[2]

Lore Edit

Cenarius is the patron entity of all druids. However, each group of druids has its own special patrons and some even have the ability to transform into a being that looks like their patron. Many druids will take on an animal companion based on their patron.

According to tauren mythology, Cenarius instructed them first in druidism as recounted in their myth, Forestlord and the First Druids. With the release of Wrath of the Lich King, it is strongly suggested that tauren were most likely to have been the first students of Cenarius, as accounted for by a 10,000+ year old immortal tauren druid by the name of Xarantaur. There is still debate whether this character is considered canon, but at the very least Xarantaur suggests in the game that while he and his brethren were taught directly by Cenarius, his fellow druids forgot their lessons over the years; this would imply that current tauren druidism is relatively new, learned from the night elves.

As it stands, the night elves lay claim to the first druid with Malfurion Stormrage. Malfurion Stormrage, the first of the night elven druids, is not only considered the most powerful known druid in Warcraft lore, but is also considered one of the most powerful characters on Azeroth. Malfurion led the night elves through the War of the Ancients and the long years that followed. With the creation of the World Tree Nordrassil, the kaldorei druids were bound to Ysera and her realm, the Emerald Dream, in which they spent centuries of their immortal lives. The Cenarion Circle was formed as the governing society of druids, based in sacred Moonglade.

Locked in slumber in their barrow dens for generations, the druids 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 sought to heal it.

The night elf druids were recently joined in the Cenarion Circle by the tauren druids. Neither participate in the Alliance/Horde conflict, but coexist peacefully within the Circle. Druids belong to many other different organizations or types including the Cenarion Expedition, Druids of the Claw, Druids of the Talon, Druids of the Wild, Druids of the Fang, Druids of the Antler, Druids of the Grove and Druids of the Scythe.

Warcraft Encyclopedia Edit

WOW5Y - Druid of the Claw concept

A depiction of a druid.

Druids come and go as they please, and their goals typically have little to do with the "civilized" world. Unaffiliated with any specific government, the primary druidic organization on Azeroth, the Cenarion Circle, answers to no one save itself. The highest rank that a druid can have is that of archdruid, and there are only a few archdruids on Azeroth. At the moment the Cenarion Circle's leader is Archdruid Malfurion Stormrage, also widely considered to be the first mortal druid on Azeroth.

Strengths, Abilities, and Underlying Motivations

Through their deep connection to life and nature, druids are able to take on an unusually large variety of roles. Probably a druid's best-known role is that of a healer. Druids are justly famed for their ability to restore life, cure poisonous wounds, and remove curses. Indeed, restoring and protecting the planet is one of the top priorities for all druids. Still, to regard a druid as merely a healer is a dangerously simplistic assumption that has led to the defeat of many an unwary foe.

Druids' empathy with the creatures of the wild also allows them to shapeshift into the forms of other animals. For example, a wounded druid whose magical energies are running low might abruptly take on the form of a bear in order to better withstand further injury. Alternatively, the druid might shift into the form of some large cat, sneak up behind an enemy, then pounce and deliver a fierce flurry of melee attacks. Even the deepest oceans can be explored by druids, who can simply shift into an aquatic creature, allowing them to stay underwater as long as needed.

Until the end of the Third War, druids periodically visited the Emerald Dream to monitor the ebb and flow of life on Azeroth. Today such a visit has become more difficult due to Nordrassil's poor health.

Druids possess a deep understanding of the way in which all living things depend upon one another. Whenever this delicate equilibrium is disrupted, the druids work to restore the balance. To that end, druids can use their connection with the Emerald Dream to exert a calming influence over animals, even forcing some into a temporary state of hibernation. Just as the druids can wield peace and somnolence, however, they can tap into the fury of nature itself. Terrible storms respond to their call, thorns sprout from their skin to wound their attackers. Even previously harmless roots grow from the soil at greatly accelerated speeds in order to entangle foes.

Limitations

For obvious reasons, druids thrive in the wild outdoors. Inevitably they lose some of their effectiveness when they are forced to endure separation from the natural environment. What good is a cleansing rain when a druid cannot even see the sky? How are roots to capture a foe who is standing atop a high tower? Such cases clearly require a druid with the imagination to consider new strategies and the flexibility to carry them out.

Yet this flexibility, too, comes with an underlying negative corollary. The druid tends to be a jack-of-all-trades, but a master of none. An unusual mixture of priest, rogue, and warrior, the druid is therefore not equal to any of these three classes in their particular specialties. Even so, the druid's incredible adaptability serves them well in confronting the challenges which Azeroth throws their way.

Equipment Edit

See also: Druid sets

Druids are able to wear cloth and leather armor only.

Druids do not use shields (although in bear form their armor is so high it were as if they were), and do not dual wield. Off-hand items may be used by druids. Druids receive a 5% bonus to their primary stat when wearing all leather armor. It is uncommon to find two-handed maces with agility on them, so most feral or guardian druids use either staves or polearms.

Notable druids Edit

Races Edit

Main article: Druid races

Tauren Druid

A female tauren Druid.

The druid class can be played by the following races:

Race Strength Agility Stamina Intellect Spirit Armor Health Mana
Official alliance mini-icon IconSmall NightElf MaleIconSmall NightElf Female Night elf 17 24* 20 22* 22 24 103 40*
Official alliance mini-icon IconSmall Worgen MaleIconSmall Worgen Female Worgen Cataclysm-Logo-Small 24 22 20 18 21 61* 103 40*
Official horde mini-icon IconSmall Tauren MaleIconSmall Tauren Female Tauren 26* 16 21* 18 24* 24 117* 40*
Official horde mini-icon IconSmall Troll MaleIconSmall Troll Female Troll Cataclysm-Logo-Small 22 22 20 18 23 24 103 40*

The druid class is the most limited class concerning races. Only two races per faction can become a druid. The worgen and troll races were added in the Cataclysm-Logo-Small expansion.

Shapeshifting Edit

DruidFormsTCG

Druid forms, TCG art

The Druid's most notable ability is shapeshifting into different forms.

For all forms, the following applies:

  • The druid is immune to polymorph in all forms except the default, humanoid form.
  • Druids can be sheeped in humanoid form if caught off guard for the full duration. (Cannot shapeshift out of it)
  • Shapeshifting also breaks all movement-impairing effects (like Slow or Hamstring) except the 3-second daze that can proc when one is attacked from behind by a melee attack.
  • Depending on the form, the druid is considered either humanoid (Caster and Moonkin), beast (Travel, Aquatic, Bear, Dire Bear, and Cat), or elemental (Tree of Life); and thus is vulnerable (or immune) to different spells. This also applies to being tracked.
  • Shapes are not buffs or magical effects, thus they may not be dispelled.

While shapeshifted into Bear, Cat, Aquatic, Travel, or Flight Form:

  • The Druid is considered a beast.
  • Mana regeneration still continues at the same speed as out of the form.
  • Weapons and armor with a "Chance on hit" effect as well as "Chance on hit" enchants will proc.
  • Weapon DPS and weapon +damage enchants have no effect, however, armor enchants and armor pieces such as that boost weapon damage work. The bonus damage from Weightstones and Sharpening Stones also work. Weapon enchants that boost stats such as Attack Power and Agility rather than weapon damage also work.
  • Items with an "Equip: When hit ..." work in forms.

In Moonkin form, the druid is considered humanoid, and while still immune to Polymorph and similar spells, can be affected by other abilities targeted at humanoids such as Sap.

Tree of Life is considered an elemental and thus vulnerable to elemental-dependent spells such as Banish.

If you shapeshift while wearing any disguise, you will notice that your form buff will remove the disguise buff. This is because of problems caused by the two buffs when they were allowed to stack. Blizzard didn't like the bugs that were made through these effects stacking even though they were used to have fun most of the time. Items like the Noggenfogger Elixir were then changed to not stack with Druid forms so that it would not cause any future problems.

As of patch 5.0.4, some vanity shapeshift items will work while mounting (such as moonkin form) but others will be removed upon shapeshift.

Druids can change their Cat Form and Bear Form design at any time by visiting a barbershop; night elves, worgen, and trolls by changing their character's hair color, and taurens by switching skin tones. Since there are more hair colors and skin tones than unique form designs, some colors and tones will produce the same designs. The hair and skin colors chosen will, in most cases, correspond to the colors seen in the design of each form. Some similar colors that may share a particular cat texture will not necessarily share the same bear texture.[3]

Druid forms depending on race

Also note that you can pickup a [minor glyph] that will change the color of your fur each time your shapeshift.

Specializations/stats Edit

Can take on the form of a powerful Moonkin, balancing the power of Arcane and Nature magic to destroy enemies at a distance.
- Official description
Stat priority
  • Intellect
  • Mastery
  • Multistrike
  • Haste
  • Critical Strike
  • Versatility
StarfireTCG

Starfire

MoonkinFormTCG

Moonkin Form

Ability Min Level
Killer Instinct (druid ability) 10
Natural Insight 10
Starfire 10
Starsurge 12
Moonkin Form 16
Astral Communion 20
Remove Corruption 22
Shooting Stars 26
Solar Beam 28
Ability Min Level
Barkskin 44
Leather Specialization (druid) 50
Celestial Alignment 68
Starfall (druid ability) 76
Mastery: Total Eclipse 80
Astral Showers 82
Wild Mushroom (balance) 84
Lunar Guidance 90
Takes on the form of a great cat to deal damage with bleeds and bites.
- Official description
Stat priority

Lunar Inspiration

Single-target
  • Critical Strike
  • Multistrike
  • Versatility/Haste
  • Mastery
Multi-target
  • Mastery
  • Critical Strike/Haste
  • Multistrike
  • Versatility

Bloodtalons

Single-target
  • Critical Strike
  • Multistrike
  • Versatility/Mastery
  • Haste
Multi-target
  • Mastery
  • Critical Strike
  • Multistrike
  • Versatility
  • Haste
Tiger'sFuryTCG

Tiger's Fury

FeralInstinctTCG

Feral Instinct

Ability Min Level
Critical Strikes 1
Mana Attunement 1
Rake 6
Nurturing Instinct 10
Tiger's Fury 10
Savage Roar 18
Rip 20
Remove Corruption 22
Swipe (Cat) 22
Predatory Swiftness 26
Faerie Fire 28
Ability Min Level
Omen of Clarity (feral) 38
Infected Wounds 40
Leader of the Pack 46
Berserk 48
Leather Specialization (druid) 50
Survival Instincts (druid ability) 56
Skull Bash 64
Mastery: Razor Claws 80
Maim 82
Sharpened Claws 90
Takes on the form of a mighty bear to absorb damage and protect allies.
- Official description
Stat priority
  • Stamina
  • Bonus Armor
  • Mastery
  • Versatility
  • Multistrike (10% raid buffed)
  • Haste
  • Critical Strike


BerserkTCG

Berserk

RavageTCG

Ravage

Ability Level
Critical Strikes 1
Mana Attunement 1
Mangle (bear) 8
Bladed Armor 10
Maul 10
Nurturing Instinct 10
Resolve 10
Savage Defense 10
Remove Corruption 22
Faerie Fire 28
Tooth and Claw 32
Ability Level
Lacerate 38
Infected Wounds 40
Barkskin 44
Berserk 48
Leather Specialization (druid) 50
Survival Instincts (druid ability) 56
Skull Bash 64
Mastery: Primal Tenacity 80
Survival of the Fittest 90
Ursa Major 90
Uses heal-over-time Nature spells to keep allies alive.
- Official description
Stat priority
  • Intellect
  • Haste
  • Mastery
  • Multistrike
  • Critical Strike
  • Versatility
  • Spirit
Nature'sFocusTCG

Nature's Focus

RegrowthTCG

Regrowth

Ability Level
Killer Instinct (druid ability) 10
Malfurion's Gift 10
Natural Insight 10
Swiftmend 10
Meditation (druid) 14
Regrowth 18
Nature's Cure 22
Living Seed 28
Nature's Swiftness (druid ability) 30
Lifebloom 36
Ability Level
Omen of Clarity (restoration) 38
Barkskin 44
Leather Specialization (druid) 50
Ironbark 64
Tranquility 74
Wild Growth 76
Mastery: Harmony 80
Wild Mushroom (restoration) 84
Genesis 88
Naturalist 90

Skills/Glyphs Edit

Key
Tag Source
Inv misc book 07 [Book of Glyph Mastery] (requires 425 inscription skill)
T:# Learned from a trainer with # Inscription skill
M:# Minor Inscription Research (requires # Inscription skill)
N Northrend Inscription Research (requires 385 Inscription skill)
V:# Vendor (requires # Inscription skill)


Major Glyph Source Major Glyph Source
Glyph of Astral Communion Spell nature starfall APB Skill Inscription 295
Scribe's Research Notes
Glyph of Barkskin Spell nature starfallAbility racial bearformSpell nature healingtouch APB Skill Inscription 425
Book of Glyph Mastery
Glyph of Blooming Spell nature healingtouch APB Skill Inscription 295
Research: Ink of Dreams
Glyph of Cat Form Ability druid catform Ui-charactercreate-classes druid Automatic at level 25
Glyph of Celestial Alignment Spell nature starfall APB Skill Inscription 295
Scribe's Research Notes
Glyph of Cyclone APB Skill Inscription 250
Research: Ink of Dreams
Glyph of Dash Ui-charactercreate-classes druid Automatic at level 75 Glyph of Enchanted Bark Spell nature healingtouch APB Skill Inscription 295
Scribe's Research Notes
Glyph of Entangling Energy Spell nature starfall Ui-charactercreate-classes druid Automatic at level 25 Glyph of Entangling Roots Ui-charactercreate-classes druid Automatic at level 25
Glyph of Fae Silence Ability racial bearform Ui-charactercreate-classes druid Automatic at level 25 Glyph of Faerie Fire Ability druid catformAbility racial bearform Ui-charactercreate-classes druid Automatic at level 75
Glyph of Ferocious Bite Ability druid catform Ui-charactercreate-classes druid Automatic at level 25 Glyph of Guided Stars Spell nature starfall APB Skill Inscription 220
Research: Ink of Dreams
Glyph of Healing Touch Spell nature healingtouch Ui-charactercreate-classes druid Automatic at level 75 Glyph of Hurricane Spell nature starfall APB Skill Inscription 295
Glyph of Imbued Bark Spell nature starfall APB Skill Inscription 295
Scribe's Research Notes
Glyph of Maim Ability druid catform APB Skill Inscription 295
Scribe's Research Notes
Glyph of Maul Ability racial bearform Ui-charactercreate-classes druid Automatic at level 25 Glyph of Moonwarding Spell nature starfall APB Skill Inscription 295
Scribe's Research Notes
Glyph of Nature's Cure Spell nature healingtouch APB Skill Inscription 295
Scribe's Research Notes
Glyph of Rake Ability druid catform APB Skill Inscription 310
Research: Ink of the Sea
Glyph of Rebirth Ui-charactercreate-classes druid Automatic at level 50 Glyph of Regrowth Spell nature healingtouch APB Skill Inscription 295
Glyph of Rejuvenation Spell nature healingtouch Ui-charactercreate-classes druid Automatic at level 50 Glyph of Savage Roar Ability druid catform Ui-charactercreate-classes druid Automatic at level 50
Glyph of Skull Bash Ability druid catformAbility racial bearform APB Skill Inscription 295 Glyph of Stampeding Roar APB Skill Inscription 295
Research: Celestial Ink
Glyph of Survival Instincts Ability druid catformAbility racial bearform APB Skill Inscription 425
Book of Glyph Mastery
Glyph of the Master Shapeshifter Ui-charactercreate-classes druid Automatic at level 75
Glyph of the Ninth Life Ability druid catform APB Skill Inscription 295
Scribe's Research Notes
Glyph of the Shapemender Spell nature starfallSpell nature healingtouch APB Skill Inscription 295
Scribe's Research Notes
Glyph of Wild Growth Spell nature healingtouch APB Skill Inscription 295
Research: Moonglow Ink
Minor Glyph Source Minor Glyph Source
Glyph of Aquatic Form APB Skill Inscription 295
Research: Ethereal Ink
Glyph of Charm Woodland Creature APB Skill Inscription 295
Research: Blackfallow Ink
Glyph of Grace APB Skill Inscription 295
Research: Lion's Ink
Glyph of One With Nature APB Skill Inscription 500
Research: Lion's Ink
Technique: Glyph of One with Nature
Glyph of Stars Spell nature starfall APB Skill Inscription 295
Research: Moonglow Ink
Glyph of the Chameleon APB Skill Inscription 295
Research: Blackfallow Ink
Glyph of the Cheetah APB Skill Inscription 295
Research: Shimmering Ink
Glyph of the Flapping Owl Spell nature starfall APB Skill Inscription 295
Scribe's Research Notes
Glyph of the Orca APB Skill Inscription 150
Research: Ink of the Sea
Glyph of the Predator APB Skill Inscription 150
Research: Ink of the Sea
Glyph of the Solstice Spell nature starfall ?? Glyph of the Sprouting Mushroom Spell nature healingtouch APB Skill Inscription 500
Research: Jadefire Ink
Technique: Glyph of Sprouting Mushroom
Glyph of the Stag APB Skill Inscription 295
Research: Celestial Ink
Glyph of the Treant APB Skill Inscription 295
Research: Ethereal Ink
Glyph of Travel APB Skill Inscription 295
Scribe's Research Notes

Suggested professions Edit

Icon-edit-22x22
Note: This is a generic section stub. You can help expand it by clicking  Edit to the right of the section title.
  • IconSmall Leatherworking [Leatherworking] and IconSmall Skinning [Skinning] are logical choices for any leather armor wearing class (and mail armor wearing as well). This allows crafting decent armor as one levels and various augments. Skinning also helps increase critical strike with the [Master of Anatomy] ability.
  • IconSmall Alchemy [Alchemy] can be useful for druids with less-healing specializations who need quick potion heals and various buffs from elixirs and flasks. This profession is also good all around for making money and supplying guild runs.
  • IconSmall Herbalism [Herbalism] provides ingredients for IconSmall Alchemy [Alchemy] and IconSmall Inscription [Inscription], but also gives the [Lifeblood] ability which adds both healing and haste. This profession is also good all around for making money.
  • IconSmall Cooking [Cooking] is good for any less-healing specs for non-combat health regeneration and provides good buff foods.
  • IconSmall First Aid [First Aid] is good for any less-healing specs for in-combat health regeneration and low downtime regeneration. For healing specs it saves precious mana for heal spells.
  • IconSmall Fishing [Fishing] is good for leveling cooking.

End-game expectations Edit

While before the Burning Crusade expansion most druids were healers in the end game, new itemization and talents have made druids of any specialization viable in end-game and raids.

Entangling Roots gives druids the ability to provide reliable crowd control on melee targets.

There is no class better at healing over time than restoration druids. In raid encounters where there is a lot of movement and cast times are often interrupted, a druid is quite effective in healing due to the instant-cast nature of their HoTs, enabling spells to be cast on the run. In arenas, resto druid teams are particularly feared by many due to the druid's ability to quickly cast HoT's on both partner and self, and the ability to keep out of harm's way with Travel Form, effectively kiting most opponents.

Guardian druids can fill the core role of tanking well. While Warriors have significant advantages on some raid bosses, guardian druids have the unique flexibility to switch from tanking to melee DPS on demand. They often tank bosses or mob groups where more tanks are required, and then change form and gear to DPS on bosses where only 1 or 2 tanks are required. It is also possible during a single fight, if the add they are offtanking dies.

Feral druids are expected to bring utility while still providing reliable damage over time bleeds. Many cats are able to hit high damage meters while still being able to battle resurrect or tank small adds if needed.

Videos Edit

See also Edit

References Edit

  1. ^ World of Warcraft: The Roleplaying Game, 67
  2. ^ Alliance Player's Guide, 14
  3. ^ Blizz Blizzard. Updated Druid Forms Coming Soon. Retrieved on 2009-06-12. “In our next major content patch, druids will find a host of new textures for two major forms, cat and bear.”

External links Edit

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