Let’s start this show!
***Contents***
1. Why on Earth should I play a Druid?
2. Races and Racials
4. Talent Builds
5. Gear and Gearing Tips
6. Tips and Tricks
1. Why on Earth should I play a Druid?
Indeed a very good question. Druids don’t have the raw damage of a Rogue, nor the control and while having access to heals they tend to be a bit squishy against magic users such as Mages. However, they are an extremely versatile class that can let you experience three very distinctive styles of play without having to have three different classes. A restoration druid can put out some very impressive healing, a balance druid is more than capable of putting out 1000+ starfires (1500+ if you go mad hehe) and also you can play what you might call a rogue/shaman combination style of feral druid.
Be aware that to play a druid effectively you need to make use of all your forms, all your abilities and all of your possible options to become better than that rogue who bashes hemo and watches stuff die (no hate to the rogues, I have one myself). If you enjoy playing the underdog but still coming out on top then the druid class is most definitely for you! Many hours of practise is involved in being able to predict what your opponent may try to do. Please also note that this guide is written primarily for solo play in a one on one situation.
2. Races and Racials
Druids are limited to only two races, one for the alliance and one for the horde. The alliance get Night Elves while the horde get Taurens. Both have their advantages and disadvantages but both are entirely playable and you will do well with either race. However here the major differences, listed below:
Taurens
- War Stomp: A two second AoE stun that allows you to get off a Regrowth or Roots whereas a Night Elf may not be able to do so. 2 minute cooldown.
- Endurance: Boosts your total health by 5%. This can equate to about 15 extra stamina (150 health) over a fellow Night Elf and is a pretty cool boost to your twink.
Night Elf
-Shadowmeld: Allows you to stealth while standing still; lasts until cancelled. You may already have stealth, but you can’t drink in cat form! Also gives you an extra level of stealth while prowling. 10 second cooldown.
-Avoidance: An extra 1% dodge; moderately useful seeing as dodging that Windfury may save you over 150 health but your choice!
If you’re the kind of person who has to be the best of best than I would recommend Tauren as a controllable interrupt on a fairly short cooldown is always useful and never say no to some extra health. Bare in mind that as a horde druid you will face gnomes and dwarfs which can remove your roots and bleeds respectively, as well as humans who have perception; possibly not allowing you the opener. As an alliance druid you have to face off against orcs who may resist your opener or interrupt and taurens who can stun you through all your dodge.
3. Talents
I would reccomend going for one of these two builds, but talents is all about playstyle and personal preferences
0/30/0 - Deep Feral Talent Calculator - World of Warcraft
0/22/8 - Feral Charge/Furor Talent Calculator - World of Warcraft
4. Gear and Gearing Tips
Head
[Adventurer's Pith Helmet] A good amount of stamina and agility and looks cool to boot!
[Nocturnal Cap] Both Bear and Monkey varieties offer a good amount of stamina and either raw attack power or crit and damage.
[Expert Goldminer's Helmet] A very good choice as well, and that expertise reduces the chance for your attacks to be dodged or parried by 2.75%. However it isn’t multi-purpose as attacking from behind renders that expertise useless.
[Catseye Ultra Goggles] Definitely pick this up for when you think a rogue or fellow druid is stealthing around; it makes it much easier to hunt them down.
Neck
[Sentinel's Medallion] Good balance of stamina and agility, the best all rounder of your choices.
[Medal of Courage] Good amount of health and a lot of attack power, good for the druids who want burst.
[Gazlowe's Charm] For the druid who wants maximum stamina (and a little attack power to boot!)
Shoulders
[Fleshhide Shoulders] Good balanced shoulders that offer good stamina and a good amount of attack power.
[Revelosh's Spaulders] Very good amount of stamina and you get to pick whether you want the stamina, bear, monkey or agility . All are good so take your pick!
[Flintrock Shoulders] Maximum damage shoulders for those who like a little boost in their damage against survivability.
Back
[Scorpashi Cape] Good all round cape that offers a bit of everything.
[Silky Spider Cape] Stamina cape that’s good for flag running.
Chest
[Raptor Hunter Tunic] Good stamina chest with good stats for damage.
[Warden's Wraps] Best balanced chest and my personal favourite!
[Nightscape Tunic] Pretty much the maximum agility with a reasonable amount of stamina thrown in.
Bracers
[Scorpashi Wristbands] Your only real choice, because as well as some nice stamina and agility they have an extra intellect point and you’d be silly to turn down free intellect as a feral!
Gloves
[Gloves of Holy Might] The best damage gloves and also the highest armour by far when compared to Revelosh’s Gloves, but a bit pricey!
[Revelosh's Gloves] Again available in many different types, pick what works best for you. By far the highest stamina gloves available, though they are cloth.
[Shadowskin Gloves] A cheap man’s Holy Might gloves, but they do have a moderate amount of stamina compared to them.
Belt
[Ogron's Sash] The best feral belt by far. It’s this or the other option which lacks crit but has more attack power.
[Highlander's Leather Girdle] (4 Stam, 30 AP) The best attack power belt and does have a large amount of armour for bear form. Lacks crit and stamina though.
Leggings
[Basilisk Hide Pants] The only pants you need period! Nothing else really compares to these pants just because of the sheer amount of agility on them.
Feet
[Highlander's Lizardhide Boots] A good mix of stamina, intellect, agility and attack power and not to mention the fact they also have high armour and run speed included! Best by far in my opinion.
[Worn Running Boots] (Horde Only) Good amount of stamina and agility but lacks running speed so your enchants are more limited.
Rings
[Aquamarine Signet] of the Monkey and of the Bear are both very good options and that extra 20 attack power is just icing on the cake.
[Protector's Band] Excellent mix of stamina, agility and strength. A good choice for your druid.
[Assault Band] Combine this with an Aquamarine Signet and you have maximum attack power with decent stamina.
[Truesilver Commander's Ring] One more stamina than Protector’s Band at the loss of 3 attack power; your choice!
Trinkets (No I’m not including every possible engineering item!)
[Insignia of the Alliance] (or Horde) Keep this equipped and ready to go at any time!
[Tidal Charm] An extra 3 second stun? Yes please! Allows a free root or heal or even just lets you get away.
[Philosopher's Stone] A passive +5 to all stats trinket is a brilliant thing to have when your other trinkets are on cooldown.
[Figurine - Black Pearl Panther] A great burst trinket for when you simply must kill that troublesome player. Be warned it does break stealth when used.
[Rune of Duty] It’s a fairly decent item, reducing the chances your root will be resisted and also throwing in 40 health to the deal.
[Arena Grand Master] It’s some extra dodge and a very handy shield that usually absorbs well over a 1000 damage. Can be a battle turner; so worth a look!
Weapons
One small thing I need to say about weapons. You need 3 sets of them. One is for general purpose and damaging; you need a healing weapon preferably enchanted with a lot of healing and you may consider investing in an armour set just for the hell of it!
*General Purpose*
[Mograine's Might] A hefty amount of stamina combined with a lot of hit that is an extremely good weapon. No-one likes their opener to miss do they?
[Ironshod Bludgeon] A very good item that has a good amount of stamina and strength and my personal favourite weapon.
[Lorekeeper's Staff] A fairly decent weapon but doesn’t have many feral stats, but decent stamina.
*Healing Purpose*
[Sacrificial Kris] of Healing gives you 18 healing and that’s about it!
[Hand of Righteousness] 3 less healing for 8 spirit regen. The favourite.
[Beacon of Hope] Combine with either of the above!
[Spiritchaser Staff] of Healing give the most healing possible, but no spirit.
*Armour Purpose*
[Ardent Custodian] That 100 armour equals nearly 300 extra armour in bear form, well worth a look at!
[Totem of Infliction] (Alliance only) An extra 50 armour or nearly 150 armour in bear form! And the proc is pretty nice when it goes off.
[Stitches' Femur] The Horde version. You need to kill Stitches’ in Duskwood for a chance to get this item but it’s still pretty good.
You may be wondering why on earth you’d want an armour set. This is because once you lose the stamina from your general purpose weapon that stamina is useless. So you may as well gain an extra 450 armour thus reducing melee damage on you.
General gearing advice I can offer to budding druids depends on what spec you have decided to take. If you have Nurturing Instinct then you value agility a lot more than strength, due to the extra healing effect from the agility. Don’t forget that strength gives you 2 attack power compared to rogues; therefore you can get higher attack power then them which all adds to extra damage, therefore allowing you to get over 200 more attack power than a similarly geared rogue if you so wish. Always remember that intellect is a very needed stat for a druid as all these heals and shifts require mana to perform, so don’t skimp on the mana too much!
***Enchants***
Head – 100 HP, 8 agility, 8 strength, 8 intellect are all valid choices.
Shoulders – 26 AP and 14 crit rating or 16 stamina and 100 armour.
Back – 12 agility.
Chest – plus 6 to all stats is highly recommended or 150 health.
Bracers – 24 AP, 12 intellect or 12 stamina are all good choices.
Gloves – 15 agility if you’re low on crit or 15 strength if you want more attack power.
Legs – Nethercleft or Nethercobra depending on whether you favour more damage or more survivability.
Feet – 12 stamina, 12 agility or even Surefooted, depending how you wish to gear.
Weapon – 35 agility full stop for your general and 20 agility for your armour weapon. For healing I of course recommend 81 healing.
5. Tips and Tricks
Here are some useful tips for a druid. Your opener with my spec will be the following (against most targets):
Pounce -> Faerie Fire (Feral) -> Shred -> Shred -> Rip/Ferocious Bite
Against cloth targets you may want to do a Ravage. O the following to boost it’s damage to the maximum:
Tiger’s Fury -> wait till 90 energy -> Ravage
This boosts the potential damage of ravage by (20*3.85)*2 = 154 extra damage (before armour) on a Ravage crit. Now why would you throw away all that extra damage?!
When fighting melee classes always try to get away from them at about 80% health through either rooting or a stun. Healing early as a druid is the key to survival, so try and make attempts through-out the fight (don’t be silly though, because a well timed kick or counter spell can be the end of you).
You have speed as a constant factor in Cat Form and Travel Form – make use of it! Being able to escape from situations is one of the best things about being a druid, and it’s a good way to play the attack-run-attack style of play that is popular with some druids.
My last piece of advice: Practise. You can’t master the druid class in a couple of days, you need to fight as many opponents as you can; all different specs and gears. Start off with the lesser geared twinks and work your way up. If you can take out that 37 Rogue fairly well, move up to level 38, then 39, then try to take on a full geared one. Their abilities don’t change, just the gear and enchants available to them. Don’t get discouraged and don’t give up; but most of all just have fun!![]()
I didn't write this guide, just modified itSo credits to the original writer!