Druid Talent builds
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Druids are shapeshifting hybrids that can heal, tank in bear form, fight in cat form or cast as Moonkin. Forever adds a real bear toolkit, and the new talent tree adds Lacerate, Feral Charge and Primal Bite for Feral and Wild Growth for Restoration, plus the out-of-combat Revive. Insect Swarm is now a Balance talent, and Omen of Clarity a trainer ability at 20.
Balance: Fast Wrath caster (level 20)
A mana-light caster for questing up to 20. Improved Wrath makes Wrath fast and cheap, Moonglow trims the cost of every damage spell, and Nature's Majesty and Nature's Splendor add crits and longer Moonfire and heals over time.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana (0.1 sec and 10% per rank). Wrath is the spell you cast most, so take it first, from 10 to 14.
- Moonglow 3/3: Cuts the Mana cost of your damaging spells by 8%, 17% and then 25% over its 3 ranks. On top of Improved Wrath it makes Moonfire and Starfire cheaper too, so you drink far less.
- Nature's Majesty 2/2: Adds 2% critical strike chance per rank (4% at 2/2) to your spells and melee attacks, so it helps in Bear Form too. Both ranks are needed for Nature's Splendor.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer and Regrowth 6 sec longer: more damage from every Moonfire, and more healing from the heals over time you put on yourself between fights.
Take Improved Wrath at 10 to 14, Moonglow at 15 to 17, Nature's Majesty at 18 and 19 and Nature's Splendor at 20. Wrath is your main spell: from rank 3 at 14 it has a 2 sec cast, and 5/5 Improved Wrath brings that down to 1.5 sec at half the Mana. Pull with Wrath (or Starfire once you learn it at 20, for a big opening hit), follow with Moonfire, then Wrath until the mob dies. At 20 the trainer also teaches Omen of Clarity: when Clearcasting procs, spend it on Starfire, Moonfire or a Healing Touch after the fight, since Wrath doesn't use it up. If a melee mob reaches you with lots of health left, root it with Entangling Roots and step back; damage can break the root, so don't expect it to last.
Balance: Hit and crit caster (level 20)
For dungeon groups at 20. Nature's Reach adds hit so fewer spells miss bosses above your level, Improved Wrath turns Wrath into a fast, cheap nuke, and Nature's Majesty adds crits.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana. That makes it your best damage per Mana and a real main spell, not just a filler.
- Nature's Reach 2/2: 2/2 adds 4% chance to hit and 20% range to your offensive Balance spells. Dungeon bosses are often a level or two above you, and a missed Starfire wastes a long cast.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to your spells, and both ranks are needed for Nature's Splendor.
- Moonglow 1/3: One point cuts the Mana cost of your damaging spells by 8%, which adds up over a long run. The level 30 build finishes it at 25%.
- Nature's Splendor 1/1: Moonfire lasts 3 sec longer, so each cast deals more damage over time, and a backup Rejuvenation or Regrowth on the tank lasts longer too.
Give the tank a few seconds to build threat, then Moonfire the kill target and cast Wrath and Starfire. With 5/5 Improved Wrath, Wrath (rank 3 and up) casts in 1.5 sec for half its Mana, so it deals the most damage per Mana; Starfire hits much harder per cast, so use it when the target will live through the long cast and whenever Omen of Clarity gives you Clearcasting. You have no area damage spell yet, so on big pulls help with crowd control instead: Hibernate a Beast or Dragonkin, or root one melee mob with Entangling Roots away from the group.
Balance: Root-and-nuke caster (level 30)
The level 20 leveling build taken to Nature's Grace. Improved Entangling Roots lets you root a mob and keep casting, Insect Swarm adds a second damage over time spell that makes mobs miss, and Improved Starfire speeds up your opener.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana (0.1 sec and 10% per rank). Wrath is the spell you cast most, so take it first, from 10 to 14.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to spells and melee attacks, which also means more Nature's Grace procs at 30.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells: more casts land before a mob reaches you.
- Improved Entangling Roots 3/3: 3/3 makes Entangling Roots deal 75% more damage and lets the rooted mob take up to 75% more damage before it breaks free, so the root survives more of your own spells.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer.
- Insect Swarm 1/1: A new instant Nature spell: the target takes damage over 12 sec and its chance to hit with attacks drops by 2%. The talent teaches rank 1, and the trainer sells rank 2 at 30.
- Improved Starfire 3/5: Each rank takes 0.1 sec off Starfire and adds a 3% chance to stun for 3 sec, so 3/5 is 0.3 sec and 9%. A faster Starfire is a better opener, and a stun can stop a mob on its way to you.
- Nature's Grace 1/1: After a non-periodic spell critical strike, your spellcasting speed goes up and your global cooldown drops by 10% for 3 sec, so a crit from Wrath or Starfire speeds up the next cast.
Order after 20: Improved Entangling Roots at 21 to 23, Nature's Reach at 24, Insect Swarm at 25, Improved Starfire at 26 to 28, the second point of Nature's Reach at 29 and Nature's Grace at 30. Open on a single mob with Starfire from max range, then Moonfire and Insect Swarm, and finish with Wrath. When a melee mob reaches you, root it with Entangling Roots, step back and keep casting: with Improved Entangling Roots the root takes much more damage before it breaks, and rank 3 of Entangling Roots at 28 lasts up to 18 sec. Spend Clearcasting on Starfire. With Moonglow, Improved Wrath and Clearcasting together you should be drinking far less than at 20.
Balance: Group caster (level 30)
The dungeon build at 30: every point of the second tier for mana, hit and crit, Insect Swarm to make the boss miss the tank, Improved Starfire for a faster nuke and Nature's Grace to speed up casting after crits.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana, so it's your cheapest and quickest damage.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, so you last a whole pull without drinking.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire, which goes on every target that lives long enough. Both ranks also open Vengeance for after 30.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to all your spells, which feeds Nature's Grace.
- Nature's Reach 2/2: 2/2 adds 4% chance to hit and 20% range. Hit matters most against bosses above your level.
- Nature's Splendor 1/1: Moonfire lasts 3 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Keep it on the boss: its chance to hit with attacks drops by 2%, so the tank takes fewer hits, and it takes Nature damage over 12 sec. The trainer sells rank 2 at 30.
- Improved Starfire 4/5: 4/5 takes 0.4 sec off Starfire's cast (0.1 sec per rank) and gives it a 12% chance to stun for 3 sec. Starfire is your hardest hitter, so a shorter cast is a straight damage gain.
- Nature's Grace 1/1: After a non-periodic spell crit, 10% faster casting and a 10% shorter global cooldown for 3 sec.
Moonfire and Insect Swarm the kill target, then mix Starfire and Wrath: Starfire when the target will live through the cast (Improved Starfire makes it 0.4 sec faster) and whenever you have Clearcasting, Wrath as the fast, cheap spell in between. You still have no area spell before Hurricane at 40, so on multi-mob pulls, crowd control is your best contribution: Hibernate a Beast or Dragonkin, or root a melee mob. Faerie Fire on the boss helps if your group has melee or hunters. The other tier 5 talents are Eclipse, which shortens your next two Starfires after a Wrath, and Overgrowth, which lets you root more targets; we take Nature's Grace because it works off every crit, whichever spell you cast.
Balance: Fast Wrath kiter (level 20)
A PvP caster for level 20 that wins by staying out of reach. Improved Wrath makes Wrath quick enough to cast between hits, Nature's Reach adds range and hit, and Nature's Splendor makes Moonfire and your heals over time last longer.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana. A shorter cast is harder to interrupt and easier to finish between a melee player's attacks.
- Nature's Reach 2/2: 2/2 adds 20% range to your offensive Balance spells and 4% chance to hit, so you start casting sooner on a melee player running at you.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to your spells, and both ranks are needed for Nature's Splendor.
- Improved Moonfire 1/2: One point adds 5% damage and critical strike chance to Moonfire, the instant spell you cast while moving.
- Nature's Splendor 1/1: Moonfire burns 3 sec longer, Rejuvenation lasts 3 sec longer and Regrowth 6 sec longer: more damage while you kite and more healing from each heal over time you put on yourself.
Keep Nature's Grasp up whenever an enemy could be near: the first melee attack that hits you roots the attacker. Open from max range with Starfire if the target hasn't seen you, then Moonfire. When a melee player reaches you, root them with Entangling Roots, step out of reach and keep casting Wrath. Use Moonfire whenever you have to move. If you're slowed or a Mage casts Polymorph, shift to Bear Form: shifting frees you from Polymorph and movement-impairing effects. In Bear Form, Enrage gives the Rage for Bash. Every shift costs 55% of your base Mana, so shift when it saves the fight, not by habit.
Balance: Starfire burst caster (level 30)
The level 20 PvP build taken to Nature's Grace: Improved Entangling Roots keeps a root on a player you're hitting, Improved Starfire shortens Starfire and can stun, Insect Swarm makes melee players miss, and Nature's Grace speeds up the cast after a crit. The dungeon build spends on Moonglow instead; PvP fights end before mana does.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana, so it's quick to finish between a melee player's attacks.
- Nature's Reach 2/2: 2/2 adds 20% range to your offensive Balance spells and 4% chance to hit.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to your spells, which feeds Nature's Grace.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire, and a crit on its first hit can trigger Nature's Grace.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and its victim can take up to 75% more damage before the root breaks, so you can keep casting on a rooted player.
- Improved Starfire 4/5: 4/5: Starfire casts 0.4 sec faster and has a 12% chance to stun its target for 3 sec, which gives you time for another cast.
- Insect Swarm 1/1: Put it on the melee player attacking you or your healer: their chance to hit with attacks drops by 2%, and it deals Nature damage over 12 sec.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec, so chain your next spell straight away.
Keep Nature's Grasp up and open with Starfire from max range: Improved Starfire makes it quicker and it can stun the target, which gives you time for a second Starfire. Follow with Moonfire and Insect Swarm, then Starfire again, or Wrath when the target is getting close. A crit from Starfire, Wrath or Moonfire's first hit triggers Nature's Grace, so chain your next cast straight away. Root melee players and step back; rank 3 Entangling Roots at 28 lasts up to 18 sec, and Improved Entangling Roots keeps it on while you hit them. Bear Form still breaks slows and Polymorph, and Bash stuns for 3 sec at rank 2. Dash at 26 and Travel Form at 30 give you ways out of a fight you're losing, and Remove Curse at 24 clears Warlock curses and banes.
Balance: Moonkin leveling (level 40)
The root-and-nuke build taken to Moonkin Form: Improved Starfire and Improved Moonfire finished, Moonfury for 10% more damage on every spell, and Moonkin Form's armor for the mobs that reach you. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can keep casting on it.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
Order after 30: Improved Starfire at 31 and 32, Improved Moonfire at 33 and 34, Moonfury at 35 to 39 and Moonkin Form at 40. Fight in Moonkin Form: Starfire from max range, then Moonfire and Insect Swarm, and finish with Wrath. Moonkin Form's armor means a mob that reaches you hurts much less, but you can't heal in it, so shift out for Regrowth when a fight goes long. Hurricane (40) is your first area spell: root the mob that would hit you, then channel Hurricane on the rest, which also makes them attack 20% slower. Innervate (40) is your mana cooldown when a fight runs long. Entangling Roots rank 4 (38) lasts up to 21 sec.
Balance: Moonkin leveling with Eclipse (level 50)
The level 40 Moonkin build plus Vengeance for much bigger crits, Eclipse so Wrath speeds up your next Starfires, and Overgrowth so you can root three mobs at once. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can keep casting on it.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Vengeance 5/5: 5/5 raises the critical strike damage bonus of your Arcane and Nature spells by 100%, so a Starfire crit hits far harder.
- Overgrowth 2/2: 2/2 lets you have 2 more targets rooted by Entangling Roots at once, so a pull of three melee mobs can all be held while you cast.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Eclipse 3/3: At 3/3 each Wrath takes 0.5 sec off your next 2 Starfires, storing up to 4 charges for 15 sec: two Wraths, then two quick Starfires.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
Order after 40: Vengeance at 41 to 45, Eclipse at 46 to 48 and Overgrowth at 49 and 50. Open on a single mob with Starfire, then Moonfire and Insect Swarm. When it closes in, root it and step back; with Eclipse, cast two Wraths and then two faster Starfires. On a pull of two or three melee mobs, Overgrowth lets you root all of them, so you can Hurricane the group or kill them one by one. Barkskin (44) cuts physical damage taken by 20% for 15 sec and stops hits from delaying your casts. Hurricane rank 2 and Starfire rank 5 both come at 50.
Balance: Moonkin leveling with Naturalist (level 60)
The level 50 build with 10 points in Restoration: Nature's Focus so hits don't push back your casts, and Naturalist for 10% more damage on everything. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can keep casting on it.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Vengeance 5/5: 5/5 raises the critical strike damage bonus of your Arcane and Nature spells by 100%, so a Starfire crit hits far harder.
- Overgrowth 2/2: 2/2 lets you have 2 more targets rooted by Entangling Roots at once, so a pull of three melee mobs can all be held while you cast.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Eclipse 3/3: At 3/3 each Wrath takes 0.5 sec off your next 2 Starfires, storing up to 4 charges for 15 sec: two Wraths, then two quick Starfires.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
- Nature's Focus 5/5: 5/5 gives your Arcane and Nature spells a 70% chance not to lose casting time when you take damage, so a mob or player hitting you barely slows your casts.
- Naturalist 5/5: 5/5 adds 10% to all the damage you deal and takes 0.5 sec off Healing Touch and Wild Growth.
Order after 50: Nature's Focus at 51 to 55, then Naturalist at 56 to 60. The fight is the same as at 50: Starfire, Moonfire, Insect Swarm, then Wrath and Eclipse Starfires, with roots on anything that reaches you. Nature's Focus means a mob hitting you mostly can't push back Starfire or Hurricane, so you can channel Hurricane on a pack that's already on you. Naturalist adds 10% to all your damage. Starfire rank 7 and Hurricane rank 3 come at 60.
Balance: Moonkin group caster (level 40)
The dungeon build taken to Moonkin Form: Moonkin Form's 3% spell crit for every caster in the party, Moonfury for 10% more damage, Improved Starfire finished and the first 3 points of Vengeance. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Vengeance 3/5: 3/5 raises the critical strike damage bonus of your Arcane and Nature spells by 60%. These 3 points also bring the first five tiers to the 25 that Moonfury needs.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
Order after 30: Improved Starfire's last rank at 31, Vengeance at 32 to 34, Moonfury at 35 to 39 and Moonkin Form at 40. Stay in Moonkin Form all fight so the party keeps its spell crit. Moonfire and Insect Swarm the kill target, then Starfire, with Wrath when you need to move or save mana. Hurricane (40) finally gives you area damage: on a pack the tank is holding, channel it for 10 sec, and the mobs also attack 20% slower. Innervate (40) goes on whoever is lowest on mana, usually the healer. Moonkin Form stops you healing, so shift out only if the group needs a Rebirth or an emergency heal.
Balance: Moonkin with Eclipse (level 50)
The level 40 dungeon build plus the rest of Vengeance, Eclipse for faster Starfires after Wrath, and Genesis for stronger Moonfire and Insect Swarm ticks. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Genesis 5/5: 5/5 makes Moonfire's and Insect Swarm's damage over time, and the healing over time of Rejuvenation and Regrowth, 10% stronger.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Vengeance 5/5: 5/5 raises the critical strike damage bonus of your Arcane and Nature spells by 100%, so a Starfire crit hits far harder.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Eclipse 3/3: At 3/3 each Wrath takes 0.5 sec off your next 2 Starfires, storing up to 4 charges for 15 sec: two Wraths, then two quick Starfires.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
Order after 40: Vengeance at 41 and 42, Eclipse at 43 to 45 and Genesis at 46 to 50. On a boss: Moonfire and Insect Swarm up, then two Wraths for Eclipse charges and two Starfires, and repeat. Vengeance makes every Starfire crit hit much harder, and Nature's Grace speeds up the next cast. On packs, Hurricane rank 2 (50) after the tank has threat. Barkskin (44) cuts physical damage by 20% for 15 sec if something gets loose on you. Gift of the Wild (50) buffs the whole party at once.
Balance: Moonkin with Naturalist (level 60)
The level 50 build with 10 points in Restoration for Nature's Focus and Naturalist's 10% more damage. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Genesis 5/5: 5/5 makes Moonfire's and Insect Swarm's damage over time, and the healing over time of Rejuvenation and Regrowth, 10% stronger.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Vengeance 5/5: 5/5 raises the critical strike damage bonus of your Arcane and Nature spells by 100%, so a Starfire crit hits far harder.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Eclipse 3/3: At 3/3 each Wrath takes 0.5 sec off your next 2 Starfires, storing up to 4 charges for 15 sec: two Wraths, then two quick Starfires.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
- Nature's Focus 5/5: 5/5 gives your Arcane and Nature spells a 70% chance not to lose casting time when you take damage, so a mob or player hitting you barely slows your casts.
- Naturalist 5/5: 5/5 adds 10% to all the damage you deal and takes 0.5 sec off Healing Touch and Wild Growth.
Order after 50: Nature's Focus at 51 to 55, then Naturalist at 56 to 60. The rotation stays the same: Moonfire and Insect Swarm, Wrath for Eclipse charges, Starfire. Nature's Focus keeps your Hurricane going when a pack turns on you, and Naturalist adds 10% to everything. Starfire rank 7, Hurricane rank 3 and Gift of the Wild rank 2 all come at 60.
Balance: Moonkin burst caster (level 40)
The PvP build taken to Moonkin Form: Moonkin Form for armor against melee and a shift that breaks Polymorph and slows, Moonfury for 10% more damage, Improved Starfire finished and 3 points of Vengeance for bigger crits. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can keep casting on it.
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Vengeance 3/5: 3/5 raises the critical strike damage bonus of your Arcane and Nature spells by 60%. These 3 points also bring the first five tiers to the 25 that Moonfury needs.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
Order after 30: Improved Starfire's last rank at 31, Vengeance at 32 to 34, Moonfury at 35 to 39 and Moonkin Form at 40. Keep Nature's Grasp up and fight in Moonkin Form: its armor makes Rogues and Warriors hit you much softer, and shifting into it clears Polymorph and slows. Open with Starfire from max range, where Improved Starfire's stun can give you a second cast, then Moonfire and Insect Swarm. Root melee players and step back. You can't heal in Moonkin Form, so shift out for Regrowth or Rejuvenation only when you have the room. Hurricane (40) slows the attacks of everyone in it by 20%, which helps on a flag or a node.
Balance: Moonkin with Overgrowth (level 50)
The level 40 PvP build plus the rest of Vengeance, Moonglow for mana in long battlegrounds, Eclipse for faster Starfires, and Overgrowth to root more than one player. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can keep casting on it.
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Vengeance 5/5: 5/5 raises the critical strike damage bonus of your Arcane and Nature spells by 100%, so a Starfire crit hits far harder.
- Overgrowth 2/2: 2/2 lets you have 2 more targets rooted by Entangling Roots at once, so a pull of three melee mobs can all be held while you cast.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Eclipse 3/3: At 3/3 each Wrath takes 0.5 sec off your next 2 Starfires, storing up to 4 charges for 15 sec: two Wraths, then two quick Starfires.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
Order after 40: Vengeance at 41 and 42, Moonglow at 43 to 45, Eclipse at 46 to 48 and Overgrowth at 49 and 50. With Overgrowth you can keep a Rogue and a Warrior rooted at the same time. Barkskin (44) cuts physical damage by 20% for 15 sec and stops hits from delaying your casts, so it buys a Starfire under pressure. Wrath while you build Eclipse charges, then Starfire on a stunned or rooted target. Dash rank 2 (46) is 60% faster for 15 sec, and Bash rank 3 (46) stuns for 4 sec.
Balance: Moonkin with Nature's Focus (level 60)
The level 50 PvP build with 10 points in Restoration: Nature's Focus so hits don't push back your casts, Natural Shapeshifter for cheaper shifts and 2 points of Naturalist for damage. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana; it's still your cheapest, quickest spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%, the biggest mana saving in the tree.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to your offensive Balance spells.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance, and every non-periodic spell crit sets off Nature's Grace and, from tier 4, Vengeance's bigger crits.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire. Both ranks are needed for Vengeance.
- Nature's Splendor 1/1: Moonfire and Rejuvenation last 3 sec longer, Regrowth 6 sec longer and Insect Swarm 2 sec longer, so you recast them less often.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can keep casting on it.
- Improved Starfire 5/5: 5/5 takes 0.5 sec off Starfire and gives it a 15% chance to stun its target for 3 sec.
- Insect Swarm 1/1: Instant Nature damage over 12 sec, and the target's chance to hit with attacks drops by 2%. The trainer sells rank 3 at 40 (120 damage), rank 4 at 50 and rank 5 at 60 (186 damage).
- Vengeance 5/5: 5/5 raises the critical strike damage bonus of your Arcane and Nature spells by 100%, so a Starfire crit hits far harder.
- Overgrowth 2/2: 2/2 lets you have 2 more targets rooted by Entangling Roots at once, so a pull of three melee mobs can all be held while you cast.
- Nature's Grace 1/1: After a non-periodic spell crit you cast 10% faster with a 10% shorter global cooldown for 3 sec.
- Eclipse 3/3: At 3/3 each Wrath takes 0.5 sec off your next 2 Starfires, storing up to 4 charges for 15 sec: two Wraths, then two quick Starfires.
- Moonfury 5/5: 5/5 adds 10% damage to your Arcane and Nature spells, which covers every damage spell you have.
- Moonkin Form 1/1: Moonkin Form raises the armor from your items by 360%, raises Omen of Clarity's chance to trigger by 100% and gives party members within 45 yards 3% critical strike chance. Shifting into it frees you from Polymorph and slows. You can't cast heals in it, so shift out to heal.
- Nature's Focus 5/5: 5/5 gives your Arcane and Nature spells a 70% chance not to lose casting time when you take damage, so a mob or player hitting you barely slows your casts.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%. You shift in and out of Moonkin Form to heal and to break slows, so it adds up.
- Naturalist 2/5: 2/5 adds 4% to all the damage you deal and takes 0.2 sec off Healing Touch and Wild Growth.
Order after 50: Nature's Focus at 51 to 55, Natural Shapeshifter at 56 to 58, and Naturalist at 59 and 60. Nature's Focus is the big change: a melee player hitting you no longer stalls every Starfire. The fight is the same as at 50: root, step back, Starfire, Moonfire and Insect Swarm, and shift out to heal when you have the room. Natural Shapeshifter makes those shifts cheaper. Starfire rank 7 comes at 60.
Feral Combat: Bear to cat leveling (level 20)
Cheaper attacks, Rage when you shift into Bear Form and a faster Cat Form for questing. Bear Form carries you from 10 to 20, and at 20 Cat Form arrives with Claw, Shred and Rip, made much faster by Feral Swiftness.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Maul, Swipe and Claw (1 per rank; Rake from 24 and Primal Bite at 40 get it too). These are the attacks you press on every mob.
- Furor 3/5: 3/5 gives a 60% chance of 10 Rage each time you shift into Bear Form, so you often open a pull with Rage for a Maul. From 20, Cat Form also gets back 60% of the Energy you had when you last left it. The level 30 build finishes it.
- Feral Swiftness 2/2: 2/2 makes you 30% faster in Cat Form and adds 4% Dodge. Cat Form arrives at 20, and until Travel Form at 30 it's how you get around between quests.
- Savage Fury 1/2: One point adds 5% damage to Claw, Maul and Swipe (and to Rake and Shred later). The level 30 build finishes it.
Take Ferocity at 10 to 14, Furor at 15 to 17 (it's a first-tier talent, so it's open from 10), Feral Swiftness at 18 and 19 and Savage Fury at 20. Up to 20 you level in Bear Form: pull with Wrath or Moonfire from range, shift (Furor often gives you 10 Rage on the way in), use Enrage if you need more, then Demoralizing Roar and Maul, with Swipe when two or three mobs are on you. At 20 the Great Cat Spirit quest (not the trainer) gives you Cat Form, and the trainer has Claw, Shred, Rip and Prowl. Shred needs you behind the mob, which rarely happens solo, so Claw is your builder: Cat Form is best on single mobs and for travel, and Bear Form for groups of mobs. Shifting costs 55% of your base Mana, so heal yourself in caster form between fights rather than in the middle of one. This build skips the Feral Charge talent; the tank build takes it if you want a charge for caster mobs.
Feral Combat: Early bear tank (level 20)
A bear tank for dungeons around 20: cheaper Maul and Swipe for threat, more armor and Dodge, and the Feral Charge talent to reach and interrupt casters.
- Ferocity 5/5: 5/5 takes 5 Rage off Maul and Swipe, your two threat tools, so you can press them far more often.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear Form, plus 2.00 for each point of defense skill beyond five times your level, and Bear Form's multipliers can raise it further.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge and makes Cat Form 30% faster. The tooltip doesn't limit the Dodge to Cat Form, so it helps your bear avoid hits too.
- Feral Charge 1/1: Charge an enemy from range: it's immobilized and its spell interrupted for 4 sec. It's how you reach a caster at the back of a pull, but it can't be used on a mob already next to you.
Shift to Bear Form before the pull, use Enrage for instant Rage, then Feral Charge a caster or the main target: it interrupts and holds the target for 4 sec, but it can't be used on a mob already next to you. Demoralizing Roar as soon as the pack is on you, Swipe to spread threat across up to 3 mobs, and Maul on your main target with what's left. Growl anything that runs to your healer, and save Bash for dangerous casts. Enrage lowers your base armor while it lasts, so don't use it when you're already taking heavy hits. Put Thorns on yourself before pulls.
Feral Combat: First cat (level 20)
Cat damage for groups at 20, when Cat Form, Claw, Shred and Rip have only just arrived: cheaper Claws, Furor so a shift out of Cat Form doesn't cost you your Energy, and a little more damage on your builders. The kit stays thin until Rake and Ferocious Bite at 24, so tanking is often the better job for a Feral druid at this level.
- Ferocity 5/5: 5/5 cuts the Energy cost of Claw, your main combo point builder at 20, by 5, so you Claw more often. Energy is what limits a cat.
- Furor 5/5: 5/5: Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside Bear Form, up to 100 Energy, and Bear Form always starts with 10 Rage if you have to tank. A shift out to heal or Rebirth no longer costs you your Energy.
- Savage Fury 1/2: One point adds 5% damage to Claw and Shred (and to Rake from 24).
Let the tank build threat, then shift to Cat Form and get behind the target: Shred if you can, Claw if you can't, up to 4 or 5 combo points. Spend them on Rip if the target will live for most of its 12 sec, which covers most bosses; on trash that dies fast, just keep building. Cat Form adds your Agility straight to your attack power, so Agility gear matters most. Shifting costs 55% of your base Mana, so only shift out to heal when the healer can't keep up; with Furor you come back with the Energy you left with. Use Prowl to get into position before a pull. This build spends its one tier 3 point on Savage Fury rather than Feral Charge; if you swap to tanking, use the tank build.
Feral Combat: Cat and bear leveling (level 30)
The level 20 leveling build taken to tier 5: more crit, attack power and damage on every cat and bear attack, with Blood Frenzy turning crits into Rage or extra combo points and Natural Instinct making crits hit harder.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Maul, Swipe, Claw and Rake. These are the attacks you press on every mob.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy. You can switch forms mid-fight without starting from nothing.
- Feral Swiftness 2/2: 2/2 makes you 30% faster in Cat Form and adds 4% Dodge. It saves a lot of time between quests before Travel Form at 30.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe, every attack you use while leveling except Rip.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Cat Form. Both ranks are needed for Blood Frenzy.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat and Bear Form equal to 150% of your level (50% per rank), so every hit in both forms does more damage.
- Blood Frenzy 1/2: One point gives a 50% chance of 5 extra Rage on a Bear Form crit and a 50% chance of an extra combo point when a Cat Form builder crits.
- Natural Instinct 1/2: One point raises the critical strike damage bonus of your melee abilities by 10%, which pays off with Sharpened Claws' extra crits.
Order after 20: Furor at 21 and 22, Savage Fury's second point at 23, Sharpened Claws at 24 and 25, Predatory Strikes at 26 to 28, Blood Frenzy at 29 and Natural Instinct at 30. Level in Cat Form on single mobs: Rake first for the bleed, Claw to 4 or 5 combo points, then Rip if the mob will live long enough, or Ferocious Bite if it won't. Shred needs you behind the target, which rarely happens solo, so Claw stays your main builder; that's also why this build skips Shredding Attacks, which the group cat build takes. Switch to Bear Form when two or more mobs are on you: Furor gives you 10 Rage on the way in, then Demoralizing Roar, Swipe and Maul. Since the 1 October build, Bear Form gets 75% more Rage from critical strikes and Swipe gains 3% of your attack power, so the crit talents here pay off in both forms. Dash at 26 and Travel Form at 30 make getting around much faster.
Feral Combat: Bear tank with Lacerate (level 30)
A dungeon bear tank at 30 with all 21 points in Feral Combat: Lacerate for threat, Savage Fury for harder Mauls and Swipes, Blood Frenzy turning crits into Rage, Dodge and armor to stay up, and Leader of the Pack for the group. Dire Bear Form and Primal Bite, the bear capstone, wait for level 40.
- Ferocity 5/5: 5/5 takes 5 Rage off Maul and Swipe, your two Rage dumps.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear Form, plus 2.00 for each point of defense skill beyond five times your level, raised further by Bear Form's multipliers.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge and makes Cat Form 30% faster. The tooltip doesn't limit the Dodge to Cat Form, so it helps your bear avoid hits too.
- Feral Charge 1/1: Charge an enemy from range: it's immobilized and its spell interrupted for 4 sec. It's how you reach a caster at the back of a pull, but it can't be used on a mob already next to you.
- Savage Fury 2/2: 2/2 adds 10% damage to Maul and Swipe, and your damage is your threat. Both ranks are needed for Lacerate.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear Form, and both ranks are needed for Blood Frenzy.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. Stack it on the main target and refresh it before it runs out, with Maul for the Rage left over. Rank 2 comes from the trainer at 34.
- Blood Frenzy 2/2: 2/2 gives a 100% chance of 5 extra Rage whenever you crit in Bear or Dire Bear Form, so Maul and Lacerate come more often.
- Predatory Strikes 2/3: 2/3 adds melee Attack Power in Bear Form equal to 100% of your level, so every hit does more damage and threat.
- Leader of the Pack 1/1: While you're in Bear Form, party members within 45 yards get 3% critical strike chance. It doesn't stack with a Balance druid's Moonkin Aura.
Open each pull with Enrage and Feral Charge, then Demoralizing Roar once the pack is on you. On a single target, stack Lacerate up to 5 times and refresh it before it runs out, with Maul for spare Rage. On packs, alternate Swipe (up to 3 targets) with Maul on your main target, put a Lacerate on any mob you're losing, and Growl anything that goes for the healer. Since the 1 October build, Bear Form generates 75% more Rage from critical strikes, so Sharpened Claws and Blood Frenzy feed you even more Rage, and Swipe now scales with 3% of your attack power, which makes it better pack threat. Bash dangerous casts; it stuns for 3 sec from rank 2 at 30. Challenging Roar, learned at 28, pulls every nearby enemy onto you for 6 sec but has a 10 min cooldown, so keep it for emergencies.
Feral Combat: Group cat (level 30)
Cat damage for groups at 30, now that Shred, Rake and Ferocious Bite have joined Claw and Rip. Shredding Attacks makes Shred much cheaper, Predatory Discipline lets Ferocious Bite deal its extra damage without spending your spare Energy, Savage Fury adds 10% to all three builders, and Leader of the Pack raises your party's critical strike chance.
- Ferocity 5/5: 5/5 cuts the Energy cost of Claw and Rake by 5, and Energy is what limits a cat.
- Furor 5/5: 5/5: Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside Bear Form, up to 100 Energy, and Bear Form always starts with 10 Rage if you have to tank. A shift out to heal or Rebirth no longer costs you your Energy.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake and Shred, all three of your builders.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Cat Form, so every builder crits more often.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18 (6 per rank). In a group you can stand behind the target, so Shred becomes your main builder.
- Predatory Discipline 1/1: Ferocious Bite (rank 1 at 24) no longer spends your spare Energy on its extra damage, but still deals that extra damage, so you keep the Energy for the next Shred. It's also the point Shifting Power, the cat capstone at 40, needs.
- Predatory Strikes 2/3: 2/3 adds melee Attack Power in Cat Form equal to 100% of your level. These two points also make up the 20 needed in the first four tiers for Leader of the Pack.
- Leader of the Pack 1/1: In Cat Form, party members within 45 yards get 3% critical strike chance, which helps every damage dealer in the group.
Get behind the target once the tank has it. Rake first, then Shred up to 5 combo points (Claw only if you can't get behind), then Rip on anything that will live for most of its 12 sec. On a target that's about to die, spend the combo points on Ferocious Bite instead: with Predatory Discipline it still deals its extra damage from your spare Energy, and you keep the Energy. Watch your threat: Cower lowers it a little when you're close to pulling the mob off the tank. Shifting Power, the Mana-into-Energy button, is now the tier 7 cat talent, so it waits until 40; this build already has the Predatory Discipline point it needs.
Feral Combat: Bear control, cat speed (level 20)
A PvP Feral build for level 20 that plays both forms. Feral Charge reaches and interrupts casters, Brutal Impact halves Bash's cooldown for more stuns, Furor gives you Rage the moment you shift into Bear Form and keeps your Energy for Cat Form, and Feral Swiftness makes Cat Form fast enough to chase or escape.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear Form (100% chance), enough for a Bash straight away, and Cat Form gets back 100% of the Energy you had when you last left it. In PvP you switch forms often, and this stops each switch from starting you at zero.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge. Speed wins PvP fights: you catch runners, reach healers and get away when a fight turns.
- Brutal Impact 2/2: 2/2 adds 1 sec to Bash's stun and cuts its cooldown by 30 sec, half of Bash's cooldown, so you can stun twice as often. A stun stops a heal, a cast or a runner.
- Feral Instinct 1/3: One point makes you harder to detect while Prowling, as if you were 1 level higher, and adds 10% to Swipe. Prowl is how you choose when a fight starts.
- Feral Charge 1/1: Bear Form only: charge a caster or healer from range, immobilizing them and interrupting their cast for 4 sec. It can't be used on someone already next to you.
You have two jobs. In Bear Form you control: shift (Furor gives you 10 Rage on the way in), Feral Charge to reach a caster from range, immobilize it and stop its cast, then Bash to stun, with Enrage for more Rage and Demoralizing Roar when a melee player is on you. In Cat Form you deal damage and move: Claw (Shred from behind) to 4 or 5 combo points, then Rip, and Feral Swiftness to chase or escape. Every shift costs 55% of your base Mana, so plan two or three shifts per fight, not ten. Shifting also frees you from Polymorph and movement-impairing effects, so a shift is your answer to a slow. Between fights, heal in caster form with Regrowth and Rejuvenation. Prowl slows you by 40%, so get close before you Prowl.
Feral Combat: Cat burst with bear control (level 30)
The level 20 PvP build carried to tier 5. Savage Fury, Sharpened Claws and Predatory Strikes add damage to every cat attack, Blood Frenzy turns crits into extra combo points, and Natural Instinct makes those crits hit harder. The tank build spends on Thick Hide, Lacerate and Leader of the Pack instead; here the points go into control and cat burst.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), enough for a Bash, and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge, for chasing and escaping.
- Brutal Impact 2/2: 2/2 adds 1 sec to Bash's stun and cuts its cooldown by 30 sec. With Bash rank 2 at 30, this is a long, frequent stun.
- Feral Instinct 1/3: One point makes you harder to detect while Prowling, as if you were 1 level higher, and adds 10% to Swipe. It lets you get closer before a fight starts.
- Feral Charge 1/1: Bear Form only: charge a caster or healer from range, immobilizing them and interrupting their cast for 4 sec.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Cat Form, which feeds Blood Frenzy and Natural Instinct.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat and Bear Form equal to 150% of your level, which raises every hit in both forms.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance), so Rip goes up sooner, and Bear Form crits give 5 extra Rage.
- Natural Instinct 1/2: One point raises the critical strike damage bonus of your melee abilities by 10%, for bigger burst.
Open from Prowl when you can: Rake first for its bleed, then Claw to 4 or 5 combo points (Shred instead if you're behind the target), then Rip, or Ferocious Bite when they're low. When a caster or healer is out of reach, shift to Bear Form (Furor gives you 10 Rage), Feral Charge them, then Bash to stop the next cast; Bash rank 2 stuns for longer, and Brutal Impact adds another second. Since the 1 October build every shapeshift form is immune to Disarm, but a Disarm landed before you shift stays on you, so shift before a Warrior or Rogue gets to you. Dash at 26 speeds you up without breaking Prowl, so use it to close on a target or to escape, and Travel Form at 30 is an outdoor escape that also clears slows. Watch your mana: every shift into Bear or Cat Form costs 55% of your base Mana. Ravage (32) and Pounce (36), the stealth openers, come after 30.
Feral Combat: Cat and bear leveling with Primal Bite (level 40)
The leveling build taken to Primal Bite: Blood Frenzy and Natural Instinct finished, Lacerate for bear pulls, Rend and Tear for 15% more damage on bleeding mobs, and Leader of the Pack. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Maul, Primal Bite, Swipe, Claw and Rake.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy. You can switch forms mid-fight without starting from nothing.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe. Both ranks are needed for Lacerate.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear, Dire Bear and Cat Form, and both ranks are needed for Blood Frenzy.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat, Bear and Dire Bear Form equal to 150% of your level, and all 3 ranks are needed for Rend and Tear.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance), and every Bear Form crit gives 5 extra Rage.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. It keeps a mob bleeding for Rend and Tear while you're in bear, and this point brings the first five tiers to the 25 Rend and Tear needs. Rank 2 comes from the trainer at 34.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20% (and your spell healing by 25% of your Intellect).
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank). Rake, Rip, Pounce and Lacerate are all bleeds, so it's on almost all the time.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. In bear it's your hardest single hit on a pull. Ranks 2 and 3 come from the trainer at 50 and 60.
Order after 30: Blood Frenzy's second rank at 31, Natural Instinct's second rank at 32, Leader of the Pack at 33, Lacerate at 34, Rend and Tear at 35 to 39 and Primal Bite at 40. Level in Cat Form: Rake, Claw to 5 combo points, then Rip, and Ferocious Bite (rank 3 at 40) on a mob that's about to die. Rake and Rip keep the mob bleeding, so Rend and Tear adds 15% to every Claw. From Prowl, Ravage (32) or Pounce (36) from behind opens the fight, and Poised (32) takes 10 Energy off your first ability when you start at full Energy. On two or more mobs, shift to Dire Bear Form (40), which raises the armor from your items by 360%: Furor gives you 10 Rage, then Swipe, Lacerate and Primal Bite. Frenzied Regeneration (36) turns Rage into health when a pull goes wrong.
Feral Combat: Cat leveling with Shifting Power (level 50)
The level 40 build plus Thick Hide for armor in both forms, Shredding Attacks for cheaper Shreds and Lacerates, Predatory Discipline and Shifting Power for Energy on long fights, and Feral Charge to reach casters and runners. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Maul, Primal Bite, Swipe, Claw and Rake.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy. You can switch forms mid-fight without starting from nothing.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge.
- Feral Instinct 1/3: One point adds 10% damage to Swipe, which you use on every bear pull, and makes you a little harder to spot while Prowling.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear, Dire Bear and Cat Form, plus 2.00 for each point of defense skill beyond five times your level, raised further by the form's multipliers.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18 and Lacerate's Rage cost by 3: the builder you use from behind and the bleed you use in bear.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe. Both ranks are needed for Lacerate.
- Feral Charge 1/1: Bear Form: charge an enemy, immobilizing it and interrupting its cast for 4 sec. It reaches a caster at the back of a pull.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear, Dire Bear and Cat Form, and both ranks are needed for Blood Frenzy.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat, Bear and Dire Bear Form equal to 150% of your level, and all 3 ranks are needed for Rend and Tear.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. Rank 4 comes from the trainer at 50.
- Predatory Discipline 1/1: Ferocious Bite no longer spends your spare Energy on its extra damage, but still deals that extra damage, so you keep the Energy for the next Shred. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance), and every Bear Form crit gives 5 extra Rage.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20% (and your spell healing by 25% of your Intellect).
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank). Rake, Rip, Pounce and Lacerate are all bleeds, so it's on almost all the time.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. In bear it's your hardest single hit on a pull. Rank 2 comes from the trainer at 50.
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: in Cat Form it instantly turns Mana into Energy, and anything that lowers the cost of shapeshifting lowers its cost too. The tooltip shows '?' for both amounts, so check them in game.
Order after 40: Thick Hide at 41 to 43, Shredding Attacks at 44 to 46, Predatory Discipline at 47, Shifting Power at 48, Feral Instinct at 49 and Feral Charge at 50. Cat Form is still where you level: Rake, Claw, Rip, Ferocious Bite. When you run low on Energy mid-fight, press Shifting Power to turn Mana into Energy instead of waiting. Thick Hide adds armor in Cat Form too, so you take less from each mob. Feral Charge needs Bear Form: use it to pin a fleeing mob or interrupt a caster, then shift back. Barkskin (44) cuts physical damage by 20% for 15 sec.
Feral Combat: Cat and bear leveling with Heart of the Wild (level 60)
The level 50 build plus Natural Reaction for Dodge and Rage, and 5 points of Heart of the Wild in Restoration for more Stamina in bear, more Strength in cat and more Intellect for your shifts. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Maul, Primal Bite, Swipe, Claw and Rake.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy. You can switch forms mid-fight without starting from nothing.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge.
- Feral Instinct 1/3: One point adds 10% damage to Swipe, which you use on every bear pull, and makes you a little harder to spot while Prowling.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear, Dire Bear and Cat Form, plus 2.00 for each point of defense skill beyond five times your level, raised further by the form's multipliers.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18 and Lacerate's Rage cost by 3: the builder you use from behind and the bleed you use in bear.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe. Both ranks are needed for Lacerate.
- Feral Charge 1/1: Bear Form: charge an enemy, immobilizing it and interrupting its cast for 4 sec. It reaches a caster at the back of a pull.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear, Dire Bear and Cat Form, and both ranks are needed for Blood Frenzy.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat, Bear and Dire Bear Form equal to 150% of your level, and all 3 ranks are needed for Rend and Tear.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. Rank 5 comes from the trainer at 58.
- Predatory Discipline 1/1: Ferocious Bite no longer spends your spare Energy on its extra damage, but still deals that extra damage, so you keep the Energy for the next Shred. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance), and every Bear Form crit gives 5 extra Rage.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20% (and your spell healing by 25% of your Intellect).
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank). Rake, Rip, Pounce and Lacerate are all bleeds, so it's on almost all the time.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. In bear it's your hardest single hit on a pull. Rank 3 comes from the trainer at 60.
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: in Cat Form it instantly turns Mana into Energy, and anything that lowers the cost of shapeshifting lowers its cost too. The tooltip shows '?' for both amounts, so check them in game.
- Natural Reaction 5/5: 5/5 adds 5% Dodge and gives you 5 Rage every time you dodge (100% chance).
- Heart of the Wild 5/5: 5/5 adds 10% Intellect, 20% Stamina in Bear and Dire Bear Form and 10% Strength in Cat Form: more health in bear, more attack power in cat and more Mana for shifts and Shifting Power.
Order after 50: Natural Reaction at 51 to 55, then Heart of the Wild at 56 to 60. Heart of the Wild is why the last points leave Feral: it helps both forms, and the Feral talents left over don't. Natural Reaction adds 5% Dodge and Rage on every dodge in bear. The rotation doesn't change: Cat Form with Rake, Claw, Rip and Ferocious Bite, and Dire Bear Form with Swipe, Lacerate and Primal Bite for packs.
Feral Combat: Dire bear tank with Primal Bite (level 40)
A dungeon bear tank at 40 with all 31 points in Feral Combat: Furor for 10 Rage every time you shift into bear, Natural Reaction for Dodge and Rage, and Primal Bite, the bear capstone, for a hard, high-threat bite. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Ferocity 5/5: 5/5 takes 5 Rage off Maul, Primal Bite and Swipe.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), so you start every pull, or a shift back after a heal, with Rage for a Maul.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear and Dire Bear Form, plus 2.00 for each point of defense skill beyond five times your level, raised further by the form's multipliers.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge. The tooltip doesn't limit the Dodge to Cat Form.
- Feral Charge 1/1: Bear Form: charge an enemy, immobilizing it and interrupting its cast for 4 sec. It reaches a caster at the back of a pull.
- Savage Fury 2/2: 2/2 adds 10% damage to Maul and Swipe, and your damage is your threat. Both ranks are needed for Lacerate.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Dire Bear Form, and both ranks are needed for Blood Frenzy.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. It's your main single-target threat. Rank 2 comes from the trainer at 34.
- Blood Frenzy 2/2: 2/2 gives a 100% chance of 5 extra Rage whenever you crit in Bear or Dire Bear Form, so Maul and Lacerate come more often.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Bear and Dire Bear Form equal to 150% of your level, so every hit does more damage and threat.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Natural Reaction 3/5: 3/5 adds 3% Dodge and gives a 60% chance of 5 Rage each time you dodge. These points also bring the tree to the 30 Primal Bite needs.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. Use it whenever it's ready, before Maul. Ranks 2 and 3 come from the trainer at 50 and 60.
Order after 30: the last rank of Predatory Strikes at 31, Furor at 32 to 36, Natural Reaction at 37 to 39 and Primal Bite at 40. Dire Bear Form at 40 replaces Bear Form: 360% armor from items instead of Bear Form's 180%, plus extra health and Attack Power. Pull with Feral Charge on the caster, Demoralizing Roar once the pack is on you, then Lacerate up to 5 stacks on the main target, Primal Bite whenever it's ready, Maul with spare Rage and Swipe for the rest. Frenzied Regeneration (36) turns spare Rage into health when the healer is struggling.
Feral Combat: Dire bear tank with Lacerate (level 50)
The level 40 tank build plus the rest of Natural Reaction, Natural Instinct, Rend and Tear for 15% more damage while Lacerate bleeds the target, and a point of Feral Instinct for Swipe. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 takes 5 Rage off Maul, Primal Bite and Swipe.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), so you start every pull, or a shift back after a heal, with Rage for a Maul.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear and Dire Bear Form, plus 2.00 for each point of defense skill beyond five times your level, raised further by the form's multipliers.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge. The tooltip doesn't limit the Dodge to Cat Form.
- Feral Instinct 1/3: One point adds 10% damage to Swipe, your pack threat.
- Feral Charge 1/1: Bear Form: charge an enemy, immobilizing it and interrupting its cast for 4 sec. It reaches a caster at the back of a pull.
- Savage Fury 2/2: 2/2 adds 10% damage to Maul and Swipe, and your damage is your threat.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Dire Bear Form.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. It's your main single-target threat. Rank 4 comes from the trainer at 50.
- Blood Frenzy 2/2: 2/2 gives a 100% chance of 5 extra Rage whenever you crit in Bear or Dire Bear Form, so Maul and Lacerate come more often.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Bear and Dire Bear Form equal to 150% of your level.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20% (and your spell healing by 25% of your Intellect).
- Natural Reaction 5/5: 5/5 adds 5% Dodge and gives you 5 Rage every time you dodge (100% chance), so the more you're hit at, the more Rage you have.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank). Keep Lacerate on the boss and every Maul and Primal Bite gets the bonus.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. Use it whenever it's ready, before Maul. Rank 2 comes from the trainer at 50.
Order after 40: Natural Reaction at 41 and 42, Natural Instinct at 43 and 44, Rend and Tear at 45 to 49 and Feral Instinct at 50. Keep 5 stacks of Lacerate on the boss and refresh it before it runs out: it causes a high amount of threat and keeps the target bleeding for Rend and Tear. Primal Bite whenever it's ready, Maul with spare Rage, Swipe on packs. Bash rank 3 (46) stuns for 4 sec.
Feral Combat: Dire bear tank with Heart of the Wild (level 60)
The level 50 tank build plus the rest of Feral Instinct for Swipe, Brutal Impact for a longer, more frequent Bash, and Heart of the Wild in Restoration for 20% more Stamina in Dire Bear Form. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 takes 5 Rage off Maul, Primal Bite and Swipe.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), so you start every pull, or a shift back after a heal, with Rage for a Maul.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear and Dire Bear Form, plus 2.00 for each point of defense skill beyond five times your level, raised further by the form's multipliers.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge. The tooltip doesn't limit the Dodge to Cat Form.
- Feral Instinct 3/3: 3/3 adds 30% damage to Swipe, your pack threat.
- Brutal Impact 2/2: 2/2 adds 1 sec to Bash's stun and takes 30 sec off its cooldown, so you can stop more casts.
- Feral Charge 1/1: Bear Form: charge an enemy, immobilizing it and interrupting its cast for 4 sec. It reaches a caster at the back of a pull.
- Savage Fury 2/2: 2/2 adds 10% damage to Maul and Swipe.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Dire Bear Form.
- Lacerate 1/1: A Bear Form bleed: 20 damage over 15 sec plus 10% weapon damage for each Lacerate already on the target, stacking up to 5 times, with a high amount of threat. It's your main single-target threat. Rank 5 comes from the trainer at 58.
- Blood Frenzy 2/2: 2/2 gives a 100% chance of 5 extra Rage whenever you crit in Bear or Dire Bear Form, so Maul and Lacerate come more often.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Bear and Dire Bear Form equal to 150% of your level.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20% (and your spell healing by 25% of your Intellect).
- Natural Reaction 5/5: 5/5 adds 5% Dodge and gives you 5 Rage every time you dodge (100% chance).
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank), which Lacerate keeps up.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. Use it whenever it's ready, before Maul. Rank 3 comes from the trainer at 60.
- Heart of the Wild 5/5: 5/5 adds 20% Stamina in Bear and Dire Bear Form, so more health for the healer to work with, plus 10% Intellect for the Mana you spend on shifts and heals.
- Natural Shapeshifter 1/3: One point cuts the Mana cost of every shapeshift by 10%, for the times you shift out to heal or cleanse.
Order after 50: Feral Instinct at 51 and 52, Brutal Impact at 53 and 54, Heart of the Wild at 55 to 59 and Natural Shapeshifter at 60. Nothing changes in the rotation: Lacerate to 5 stacks, Primal Bite whenever it's ready, Maul with spare Rage, Swipe on packs. Furor means you never start a pull on empty Rage, and Brutal Impact makes Bash a 4 sec stun with rank 3 plus a second from the talent. Lacerate rank 5 comes at 58 and Primal Bite rank 3 at 60.
Feral Combat: Group cat with Shifting Power (level 40)
The group cat build taken to Shifting Power: Predatory Strikes finished, Blood Frenzy for extra combo points, Rend and Tear for 15% more damage on bleeding targets, and Shifting Power, the cat capstone, to turn Mana into Energy. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Ferocity 5/5: 5/5 cuts the Energy cost of Claw and Rake by 5, and Energy is what limits a cat.
- Furor 5/5: 5/5: Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside Bear Form, up to 100 Energy, and Bear Form always starts with 10 Rage if you have to tank. A shift out to heal or Rebirth no longer costs you your Energy.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake and Shred, all three of your builders.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Cat Form, and both ranks are needed for Blood Frenzy.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18. Behind the target, Shred is your main builder.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat Form equal to 150% of your level, and all 3 ranks are needed for Rend and Tear.
- Predatory Discipline 1/1: Ferocious Bite no longer spends your spare Energy on its extra damage, but still deals that extra damage, so you keep the Energy for the next Shred. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance), so Rip and Ferocious Bite come sooner.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance.
- Natural Instinct 1/2: One point raises the critical strike damage bonus of your melee abilities by 10%, and it brings the first five tiers to the 25 Rend and Tear needs.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank). Rake and Rip keep the target bleeding.
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: in Cat Form it instantly turns Mana into Energy, and anything that lowers the cost of shapeshifting lowers its cost too. The tooltip shows '?' for both amounts, so check them in game.
Order after 30: the last rank of Predatory Strikes at 31, Blood Frenzy at 32 and 33, Natural Instinct at 34, Rend and Tear at 35 to 39 and Shifting Power at 40. Behind the target: Rake, Shred up to 5 combo points, Rip, and keep Rake and Rip on the target so Rend and Tear applies. Ferocious Bite (rank 3 at 40) is the finisher for a target that won't live through a full Rip, and with Predatory Discipline it no longer eats your spare Energy. Press Shifting Power when you're low on Energy and have Mana to spare: its tooltip shows '?' for the amounts, but the spell data has it cost 55% of your base Mana, the same as Cat Form, for 40 Energy on an 8 sec cooldown. Poised (32) takes 10 Energy off your first ability when you start the pull at full Energy. Ravage (32) or Pounce (36) from Prowl opens the boss fight if the tank lets you get behind first.
Feral Combat: Group cat with Heart of the Wild (level 50)
The level 40 group cat plus Natural Instinct for harder crits, Feral Swiftness for Dodge, and Restoration points for Heart of the Wild's 10% Strength in Cat Form and the first 2 ranks of Naturalist. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 cuts the Energy cost of Claw and Rake by 5.
- Furor 5/5: 5/5: Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside Bear Form, up to 100 Energy, and Bear Form always starts with 10 Rage if you have to tank. A shift out to heal or Rebirth no longer costs you your Energy.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge and makes Cat Form 30% faster between pulls.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake and Shred.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Cat Form.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18. Behind the target, Shred is your main builder.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat Form equal to 150% of your level.
- Predatory Discipline 1/1: Ferocious Bite no longer spends your spare Energy on its extra damage, but still deals that extra damage, so you keep the Energy for the next Shred. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance).
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20%, and with Sharpened Claws and Blood Frenzy you crit a lot.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank).
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: in Cat Form it instantly turns Mana into Energy, and anything that lowers the cost of shapeshifting lowers its cost too. The tooltip shows '?' for both amounts, so check them in game.
- Heart of the Wild 5/5: 5/5 adds 10% Strength in Cat Form for more attack power, plus 10% Intellect for the Mana Shifting Power spends. These are also the 5 Restoration points Naturalist needs.
- Naturalist 2/5: 2/5 adds 4% to all the damage you deal (and takes 0.2 sec off Healing Touch and Wild Growth). The level 60 build finishes it.
Order after 40: Natural Instinct's second rank at 41, Feral Swiftness at 42 and 43, Heart of the Wild at 44 to 48 and Naturalist at 49 and 50. The rotation is the same as at 40: Rake, Shred to 5 combo points, Rip, Ferocious Bite (rank 4 at 48), Shifting Power when low. Furor means you can shift out to Rebirth someone or cast a heal and come back with your Energy. Gift of the Wild (50) buffs the whole party at once.
Feral Combat: Group cat with Naturalist (level 60)
The level 50 group cat plus the rest of Naturalist for 10% more damage, Natural Shapeshifter so Shifting Power costs less, Thick Hide, and Primal Bite in case you have to tank. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 cuts the Energy cost of Claw and Rake by 5.
- Furor 5/5: 5/5: Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside Bear Form, up to 100 Energy, and Bear Form always starts with 10 Rage if you have to tank. A shift out to heal or Rebirth no longer costs you your Energy.
- Feral Swiftness 2/2: 2/2 adds 4% Dodge and makes Cat Form 30% faster.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake and Shred.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Cat Form.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18. Behind the target, Shred is your main builder.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat Form equal to 150% of your level.
- Predatory Discipline 1/1: Ferocious Bite no longer spends your spare Energy on its extra damage, but still deals that extra damage, so you keep the Energy for the next Shred. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance).
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance. Primal Bite needs it.
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20%.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank).
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: in Cat Form it instantly turns Mana into Energy, and anything that lowers the cost of shapeshifting lowers its cost too. The tooltip shows '?' for both amounts, so check them in game.
- Heart of the Wild 5/5: 5/5 adds 10% Strength in Cat Form for more attack power, plus 10% Intellect for the Mana Shifting Power spends.
- Naturalist 5/5: 5/5 adds 10% to all the damage you deal.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Cat Form, plus 2.00 for each point of defense skill beyond five times your level: a little less damage when a mob turns on you.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%, and Shifting Power's tooltip says its cost drops with anything that lowers the cost of shapeshifting.
- Primal Bite 1/1: Primal Bite, the tier 7 bear talent: a bite for 100% of your normal damage plus a bonus, with a high amount of threat. It's the last point, for the pull where the tank dies and you have to hold a mob in Dire Bear Form; nothing left on the cat side of the tree adds damage. Rank 3 comes from the trainer at 60.
Order after 50: Naturalist at 51 to 53, Natural Shapeshifter at 54 to 56, Thick Hide at 57 to 59 and Primal Bite at 60. Same rotation: Rake, Shred, Rip, Ferocious Bite, and Shifting Power when low. The cheaper Shifting Power should mean an extra use or two before your Mana runs out on a long boss. Ferocious Bite rank 6 comes at 60.
Feral Combat: Cat burst with Shifting Power (level 40)
The PvP build taken to Shifting Power: Natural Instinct finished, Leader of the Pack, Rend and Tear for 15% more damage on a bleeding target, and Shifting Power to turn Mana into a second burst of Energy. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Ferocity 1/5: One point takes 1 Rage or Energy off Claw, Rake, Maul and Swipe. It's here to bring the first five tiers to the 25 Rend and Tear needs.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), enough for a Bash, and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge, for chasing and escaping.
- Feral Instinct 1/3: One point makes you harder to detect while Prowling, as if you were 1 level higher.
- Brutal Impact 2/2: 2/2 adds 1 sec to Bash's and Pounce's stuns and takes 30 sec off Bash's cooldown.
- Feral Charge 1/1: Bear Form only: charge a caster or healer from range, immobilizing them and interrupting their cast for 4 sec.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Cat Form.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat and Bear Form equal to 150% of your level.
- Predatory Discipline 1/1: Ferocious Bite deals its extra damage from spare Energy without spending that Energy, so a Bite on a fleeing target leaves you Energy for the next builder. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance).
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20%, for bigger burst.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank). Pounce, Rake and Rip all bleed.
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: it turns Mana into Energy instantly in Cat Form, a second round of builders right after your opener. The tooltip shows '?' for both amounts.
Order after 30: Natural Instinct's second rank at 31, Leader of the Pack at 32, Ferocity at 33, Predatory Discipline at 34, Rend and Tear at 35 to 39 and Shifting Power at 40. Open from Prowl with Pounce (36): a 2 sec stun from behind, 3 sec with Brutal Impact, and a bleed for 18 sec. Then Rake, Claw or Shred to 5 combo points and Rip, or Ferocious Bite (rank 3 at 40) when they're low. Shifting Power right after the opener gives you a second burst of Energy while they're still stunned. Dire Bear Form (40) is much tougher than Bear Form when you need to take hits; Feral Charge and Bash still stop a caster.
Feral Combat: Cat burst with Shredding Attacks (level 50)
The level 40 PvP build plus the rest of Ferocity, Shredding Attacks for cheap Shreds on a stunned target, Thick Hide for armor in Cat Form, and a second point of Feral Instinct for Prowl. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Claw, Rake, Maul and Swipe.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), enough for a Bash, and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge.
- Feral Instinct 2/3: 2/3 makes you harder to detect while Prowling, as if you were 2 levels higher.
- Brutal Impact 2/2: 2/2 adds 1 sec to Bash's and Pounce's stuns and takes 30 sec off Bash's cooldown.
- Thick Hide 2/3: 2/3 adds 2 base Armor per level in Cat and Bear Form, plus 1.33 for each point of defense skill beyond five times your level, so Rogues and Warriors hit your cat for less. The level 60 build finishes it.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18, so a Shred on a stunned target is cheap.
- Feral Charge 1/1: Bear Form only: charge a caster or healer from range, immobilizing them and interrupting their cast for 4 sec.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Cat Form.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat and Bear Form equal to 150% of your level.
- Predatory Discipline 1/1: Ferocious Bite deals its extra damage from spare Energy without spending that Energy, so a Bite on a fleeing target leaves you Energy for the next builder. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance).
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20%.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank).
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: it turns Mana into Energy instantly in Cat Form, a second round of builders right after your opener. The tooltip shows '?' for both amounts.
Order after 40: Ferocity at 41 to 44, Feral Instinct at 45, Shredding Attacks at 46 to 48 and Thick Hide at 49 and 50. The opener is Pounce, then Shred while they're stunned, with Shifting Power for a second burst of Energy. Dash rank 2 (46) is 60% faster for 15 sec without breaking Prowl, and Bash rank 3 (46) stuns for 4 sec, 5 with Brutal Impact. Barkskin (44) cuts physical damage by 20% for 15 sec while you heal yourself in caster form.
Feral Combat: Cat burst with Heart of the Wild (level 60)
The level 50 PvP build plus the rest of Thick Hide and Feral Instinct, and Restoration points for Heart of the Wild and cheaper shifts: more Stamina in bear, more Strength in cat, and more shifts before your Mana runs out. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Ferocity 5/5: 5/5 takes 5 Rage or Energy off Claw, Rake, Maul and Swipe.
- Furor 5/5: 5/5 gives 10 Rage every time you shift into Bear or Dire Bear Form (100% chance), enough for a Bash, and Cat Form gets back 100% of the Energy you had when you last left it, plus 10 Energy per second outside bear, up to 100 Energy.
- Feral Swiftness 2/2: 2/2 makes Cat Form 30% faster and adds 4% Dodge.
- Feral Instinct 3/3: 3/3 makes you harder to detect while Prowling, as if you were 3 levels higher.
- Brutal Impact 2/2: 2/2 adds 1 sec to Bash's and Pounce's stuns and takes 30 sec off Bash's cooldown.
- Thick Hide 3/3: 3/3 adds 3 base Armor per level in Bear, Dire Bear and Cat Form, plus 2.00 for each point of defense skill beyond five times your level, so Rogues and Warriors hit your cat for less.
- Shredding Attacks 3/3: 3/3 cuts Shred's Energy cost by 18, so a Shred on a stunned target is cheap.
- Feral Charge 1/1: Bear Form only: charge a caster or healer from range, immobilizing them and interrupting their cast for 4 sec.
- Savage Fury 2/2: 2/2 adds 10% damage to Claw, Rake, Shred, Maul and Swipe.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear and Cat Form.
- Predatory Strikes 3/3: 3/3 adds melee Attack Power in Cat and Bear Form equal to 150% of your level.
- Predatory Discipline 1/1: Ferocious Bite deals its extra damage from spare Energy without spending that Energy, so a Bite on a fleeing target leaves you Energy for the next builder. Shifting Power needs this point.
- Blood Frenzy 2/2: 2/2: a Cat Form builder that crits always adds an extra combo point (100% chance).
- Natural Instinct 2/2: 2/2 raises the critical strike damage bonus of your melee abilities by 20%.
- Leader of the Pack 1/1: In Cat, Bear or Dire Bear Form, party members within 45 yards get 3% critical strike chance.
- Rend and Tear 5/5: 5/5: your melee abilities deal 15% more damage to a Bleeding target (3% per rank).
- Shifting Power 1/1: Shifting Power, the tier 7 cat talent: it turns Mana into Energy instantly in Cat Form, a second round of builders right after your opener. The tooltip shows '?' for both amounts.
- Heart of the Wild 5/5: 5/5 adds 10% Intellect for your shifts and Shifting Power, 20% Stamina in Bear and Dire Bear Form and 10% Strength in Cat Form.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%, and Shifting Power's cost drops with it. PvP is where you shift most.
Order after 50: Thick Hide's last rank at 51, Feral Instinct's last rank at 52, Heart of the Wild at 53 to 57 and Natural Shapeshifter at 58 to 60. With Furor and Natural Shapeshifter, switching forms is cheap: shift to Dire Bear Form and you have 10 Rage for Bash or Feral Charge at once, then shift back to Cat Form with the Energy you left with. Prowl rank 3 at 60 slows you by 30% instead of 35%. Open with Pounce or Ravage, Shred while they're stunned, Rip, and Shifting Power when you go for the kill.
Restoration: Caster-healer with Improved Wrath (level 20)
Restoration levels slowly, but this makes it workable: 5 points in Balance for Improved Wrath make Wrath fast and cheap, and Nature's Focus stops mobs from pushing back your Wraths and heals. If leveling speed matters most, level as Feral or Balance and respec to heal.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana. Solo, Wrath is still a Restoration druid's main damage spell, and these first-tier Balance points are the cheapest way to make it fast and cheap.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback from damage while casting Arcane and Nature spells (14% per rank). That covers Wrath and your heals while a mob is hitting you.
- Naturalist 1/5: One point takes 0.1 sec off Healing Touch and Wild Growth and adds 2% to all damage you deal. The level 30 build takes all 5.
Take Improved Wrath at 10 to 14, Nature's Focus at 15 to 19 and Naturalist at 20. Fight as a caster: Moonfire, then Wrath until the mob dies, and put Rejuvenation on yourself if the fight drags on. With Improved Wrath, Wrath rank 3 and up casts in 1.5 sec for half the Mana, and Nature's Focus means a mob hitting you delays it less often. Heal up with Regrowth or Healing Touch after the fight, and drink when you're low. Bear Form is still a good fallback when two mobs come at once.
Restoration: Dungeon healer (level 20)
A dungeon healer at 20. Naturalist speeds up Healing Touch and leads to Nature's Swiftness at 30, Nature's Focus keeps your casts going when a mob reaches you, and Reflection keeps some mana regeneration going while you cast.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback while casting Nature spells, so a mob that reaches you can't stall your heals. These are also the 5 first-tier points you need to go deeper.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch's cast (0.1 sec per rank), and all 5 points are needed for Nature's Swiftness at 30. It also adds 10% to all damage you deal.
- Reflection 1/3: One point lets 17% of your Mana regeneration continue while you cast. The level 30 build takes it to 50%.
Keep Rejuvenation on the tank and top up with Regrowth when a big hit lands; Rejuvenation can now land critical heals. Healing Touch rank 4 is your biggest heal: Naturalist brings its cast down from 3 sec to 2.5 sec, so start it early on steady damage; rank 3 is cheaper and faster when you don't need the full heal. Use Cure Poison on damaging poisons, and Rebirth if someone dies mid-fight, since Revive can't be cast in combat. If you keep pulling mobs off the tank, move the Reflection point into Subtlety, which cuts the threat of your Nature and Arcane spells by 10% per rank; keep all 5 of Naturalist for Nature's Swiftness at 30.
Restoration: Caster-healer with Swiftmend (level 30)
The level 20 leveling build taken to Swiftmend: all of Naturalist for more damage and a faster Healing Touch, Reflection for mana, and Swiftmend for an instant heal on yourself when a fight goes wrong.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana. For a solo Restoration druid, Wrath is still the main damage spell.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback from damage while casting Arcane and Nature spells (14% per rank). That covers Wrath and your heals while a mob is hitting you.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth and adds 10% to all the damage you deal, Wrath included.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast, so you drink less between fights.
- Gift of Nature 2/5: 2/5 makes all your healing spells 4% stronger. These points also make up the 15 needed in the first three tiers for Swiftmend.
- Swiftmend 1/1: An instant heal on a target that has your Rejuvenation or Regrowth on it, for the full amount of that heal over time. Solo, it turns the Rejuvenation you put on yourself into an emergency heal.
Order after 20: Naturalist at 21 to 24, Reflection at 25 to 27, Gift of Nature at 28 and 29 and Swiftmend at 30. Same caster style as at 20: Moonfire, then Wrath until the mob dies. Put Rejuvenation on yourself early in a hard fight, and if you drop low, Swiftmend it for an instant heal. Reflection means some mana keeps coming back even while you cast, so you'll stop to drink less. If a mob reaches you, root it with Entangling Roots, or keep Nature's Grasp up so its first hit roots it, then step back and keep casting. When you're ready to heal dungeons, respec into the healing build.
Restoration: Dungeon healer with Swiftmend (level 30)
A full healing build for 30: Swiftmend and Nature's Swiftness give you two emergency heals, Improved Rejuvenation and Gift of Nature make your heals bigger, and Reflection keeps your mana going.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback while casting Nature spells, so a mob that reaches you can't stall your heals.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while casting, the core mana talent for a healer.
- Gift of Nature 3/5: 3/5 makes all your healing spells 6% stronger.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, and Rejuvenation is the heal you keep on the tank all fight. It also raises what Swiftmend heals from a Rejuvenation.
- Swiftmend 1/1: Instantly heals a target with your Rejuvenation or Regrowth on it for the full amount of that heal over time: an emergency heal for the tank.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: an instant Healing Touch when the tank is about to die.
Keep Rejuvenation on the tank, add Regrowth for bigger hits and use Healing Touch for steady damage. When the tank drops suddenly, Swiftmend the Rejuvenation or Regrowth already on them; if that isn't enough, press Nature's Swiftness and cast Healing Touch instantly. Tranquility, learned at 30, heals the whole party within 20 yards for 10 sec when everyone is taking damage, but it has a 5 min cooldown. Use Abolish Poison and Remove Curse on the tank first. If you keep pulling mobs off the tank, move Gift of Nature's points into Subtlety, which cuts the threat of your Nature spells by 30% at 3/3.
Restoration: Hard-to-stop healer (level 20)
A PvP healer for level 20: Nature's Focus helps you finish heals while you're being hit, Natural Shapeshifter makes the shifts that break slows and Polymorph cheaper, and Bloom adds a heal whenever a Rejuvenation runs out. The dungeon build takes all of Naturalist and a point of Reflection for faster, cheaper heals; in PvP, finishing a cast under attack and shifting out of trouble matter more.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells, which covers all of your heals. In PvP you are often casting while someone hits you.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%. A PvP druid shifts to break slows and Polymorph, and each shift into Bear or Cat Form is expensive.
- Naturalist 2/5: 2/5 takes 0.2 sec off Healing Touch and adds 4% damage. These points complete the 10 needed for tier 3, and the level 30 build finishes Naturalist for Nature's Swiftness.
- Bloom 1/1: When your Rejuvenation or Regrowth runs its full course, the target gets an extra heal for 100% of your Spirit, or 50% if an enemy dispels it. Rejuvenation is the heal you keep rolling on whoever is being hit, so most of them end with a free heal.
Keep Rejuvenation on whoever is being attacked, yourself included: it's instant, can now crit, and with Bloom it ends with an extra heal. Regrowth is your main heal under pressure; save Healing Touch for moments when nobody is hitting you, since its long cast is easy to push back or interrupt. When a melee player comes for you, root them with Entangling Roots and step away, keep Nature's Grasp up so their first hit roots them, or shift to Bear Form for armor and health and to break slows. You'll have to shift back to heal, and even with Natural Shapeshifter every shift costs a lot of Mana. In Bear Form, Enrage gives the Rage for a Bash to stop an enemy heal.
Restoration: Nature's Swiftness healer (level 30)
The level 20 PvP build plus the rest of Naturalist, Reflection, Improved Rejuvenation, Swiftmend and Nature's Swiftness: two instant emergency heals on top of Rejuvenation. The dungeon build spends on Gift of Nature and more Reflection; here Nature's Focus and Natural Shapeshifter stay, because in PvP someone is hitting you while you cast.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells, which covers all of your heals.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%, so breaking a slow or Polymorph drains you less.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Bloom 1/1: When your Rejuvenation or Regrowth runs its full course, the target gets an extra heal for 100% of your Spirit, or 50% if an enemy dispels it. Rejuvenation is the heal you keep rolling on whoever is being hit, so most of them end with a free heal.
- Reflection 2/3: 2/3 lets 33% of your Mana regeneration continue while you cast, so long battleground fights drain you more slowly.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger. Rejuvenation is the instant heal you keep on anyone being focused, and it can now crit.
- Swiftmend 1/1: Instantly heals a target that has your Rejuvenation or Regrowth on it for the full amount of that heal over time. With Rejuvenation already up, it's a second instant heal when someone is being burst down.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: Healing Touch when a teammate is about to die, or Entangling Roots on a melee player who won't leave you alone.
Same as at 20: Rejuvenation on anyone being focused, Regrowth under pressure, Healing Touch only when you're safe. When a teammate is about to die, Swiftmend their Rejuvenation for an instant heal, then Nature's Swiftness into an instant Healing Touch if that isn't enough. If you're the one being killed, Nature's Swiftness can instead make Entangling Roots instant so you can get away. Remove Curse from 24 clears Warlock curses and banes, Abolish Poison from 26 keeps curing poisons, Bash stuns for longer at rank 2, and Travel Form at 30 gets you out of a lost fight outdoors. Tranquility, also at 30, heals your whole party but is a channel, so it only works when nobody is on you.
Restoration: Caster-healer with Nature's Swiftness (level 40)
The leveling build with Restoration taken to Nature's Swiftness, plus Moonglow in Balance: all of Gift of Nature, Improved Rejuvenation for a bigger Swiftmend on yourself, and cheaper Wraths. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana. Solo, Wrath is still your main damage spell.
- Moonglow 3/3: 3/3 cuts the Mana cost of Wrath, Moonfire and your other damaging spells by 25%, so you drink less between mobs.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback from damage while casting Arcane and Nature spells, which covers Wrath and your heals while a mob is hitting you.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth and adds 10% to all the damage you deal. All 5 ranks are needed for Nature's Swiftness.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, so the Rejuvenation you keep on yourself heals more, and so does Swiftmend.
- Swiftmend 1/1: An instant heal on a target with your Rejuvenation or Regrowth on it, for the full amount of that heal over time: your emergency heal on yourself.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: a Healing Touch when a fight goes wrong, or an instant Entangling Roots on a mob that's on you.
Order after 30: Gift of Nature at 31 to 33, Improved Rejuvenation at 34 to 36, Nature's Swiftness at 37 and Moonglow at 38 to 40. Same caster style as at 30: Moonfire, then Wrath, with Rejuvenation on yourself in a hard fight and Swiftmend if you drop low. Nature's Swiftness is a second emergency button, and Innervate (40) refills your mana in a long fight. When you want to heal dungeons at 40, the healing build takes Wild Growth.
Restoration: Caster-healer with Wild Growth (level 50)
The level 40 build taken to Wild Growth: Living Spirit for more Spirit, four points of Improved Regrowth, Wild Growth itself, and Nature's Majesty in Balance for crits on Wrath and Moonfire. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to your spells, so Wrath and Moonfire crit more often.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback while casting Arcane and Nature spells.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth and adds 10% to all the damage you deal.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, and all 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: An instant heal on a target with your Rejuvenation or Regrowth on it, for the full amount of that heal over time.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: Healing Touch or Entangling Roots.
- Living Spirit 3/3: 3/3 adds 15% Spirit, so you regenerate faster between mobs, and all 3 ranks are needed for Wild Growth.
- Improved Regrowth 4/5: 4/5 adds 40% to Regrowth's chance of a critical heal, which you'll feel on yourself and in dungeons. These points also bring the tree to the 30 Wild Growth needs.
- Wild Growth 1/1: Heals the target and their party for 280 over 7 sec, fast at first and slower towards the end, with party members within 43.5 yards of the target. Rank 2 comes from the trainer at 50 (420) and rank 3 at 60 (679).
Order after 40: Living Spirit at 41 to 43, Improved Regrowth at 44 to 47, Wild Growth at 48 (it needs 30 points in Restoration) and Nature's Majesty at 49 and 50. Solo you still kill with Moonfire and Wrath and heal yourself with Rejuvenation, Regrowth and Swiftmend; Wild Growth heals you too, and it heals your whole party when you group up for a quest. Barkskin (44) cuts physical damage by 20% for 15 sec and stops hits from delaying your casts. Wrath rank 7 comes at 46.
Restoration: Caster-healer with Improved Entangling Roots (level 60)
The level 50 build plus the last rank of Improved Regrowth and more Balance: Improved Moonfire, Nature's Reach, Improved Entangling Roots so a rooted mob stays rooted, Nature's Splendor for longer heals over time and a point of Genesis. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Improved Wrath 5/5: At 5/5 Wrath casts 0.5 sec faster and costs 50% less Mana.
- Genesis 1/5: 1/5 makes your damage and healing over time 2% stronger. It's the point that brings Balance to the 10 Improved Entangling Roots needs.
- Moonglow 3/3: 3/3 cuts the Mana cost of your damaging spells by 25%.
- Improved Moonfire 2/2: 2/2 adds 10% damage and 10% critical strike chance to Moonfire.
- Nature's Majesty 2/2: 2/2 adds 4% critical strike chance to your spells, and both ranks are needed for Nature's Splendor.
- Nature's Reach 2/2: 2/2 adds 20% range and 4% chance to hit to Wrath, Moonfire and your other offensive Balance spells.
- Improved Entangling Roots 3/3: 3/3: Entangling Roots deals 75% more damage and a rooted mob can take up to 75% more damage before it breaks free, so you can root and Wrath it.
- Nature's Splendor 1/1: Rejuvenation and Moonfire last 3 sec longer and Regrowth 6 sec longer.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid pushback while casting Arcane and Nature spells.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth and adds 10% to all the damage you deal.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, and all 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: An instant heal on a target with your Rejuvenation or Regrowth on it, for the full amount of that heal over time.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: Healing Touch or Entangling Roots.
- Living Spirit 3/3: 3/3 adds 15% Spirit, and all 3 ranks are needed for Wild Growth.
- Improved Regrowth 5/5: 5/5 adds 50% to Regrowth's chance of a critical heal.
- Wild Growth 1/1: Heals the target and their party for 280 over 7 sec, fast at first and slower towards the end, with party members within 43.5 yards of the target. Rank 2 comes from the trainer at 50 (420) and rank 3 at 60 (679).
Order after 50: Improved Regrowth's last rank at 51, then Balance: Genesis at 52, Improved Moonfire at 53 and 54, Nature's Reach at 55 and 56, Improved Entangling Roots at 57 to 59 and Nature's Splendor at 60. Root a melee mob, step back and Wrath it; with Improved Entangling Roots the root lasts through much more damage, and rank 6 at 58 lasts up to 27 sec. Your healing is the level 50 build's, with longer Rejuvenations and Regrowths. If you mostly heal dungeons by now, the healing build is the better spend.
Restoration: Dungeon healer with Wild Growth (level 40)
The level 30 healing build taken to Wild Growth, the new party heal: Gift of Nature finished, Living Spirit for more Spirit, and four points of Improved Regrowth on the way. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Nature's Focus 5/5: 5/5 gives your Arcane and Nature spells a 70% chance not to lose casting time when you take damage, which covers all your heals.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while casting, the core mana talent for a healer.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, which also raises what Swiftmend heals from it. All 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: Instantly heals a target with your Rejuvenation or Regrowth on it for the full amount of that heal over time: your first emergency button.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: an instant Healing Touch when someone is about to die.
- Living Spirit 3/3: 3/3 adds 15% Spirit for more mana between and during fights, and all 3 ranks are needed for Wild Growth.
- Improved Regrowth 4/5: 4/5 adds 40% to Regrowth's chance of a critical heal, so Regrowth on the tank lands big more often. These points also bring the tree to the 30 Wild Growth needs.
- Wild Growth 1/1: Heals the target and their party for 280 over 7 sec, fast at first and slower towards the end, with party members within 43.5 yards of the target. Rank 2 comes from the trainer at 50 (420) and rank 3 at 60 (679).
Order after 30: Gift of Nature at 31 and 32, Living Spirit at 33 to 35, Improved Regrowth at 36 to 39 and Wild Growth at 40. Keep Rejuvenation on the tank and add Regrowth for bigger hits; Healing Touch for steady damage. When the whole party takes damage, Wild Growth on anyone in it heals everyone within 43.5 yards over 7 sec, most of it up front. Swiftmend and Nature's Swiftness stay your emergency heals. Innervate (40) on yourself when you're nearly dry, and Tranquility rank 2 (40) for the worst pulls.
Restoration: Dungeon healer with Tranquil Spirit (level 50)
The level 40 healing build plus the last rank of Improved Regrowth, Tranquil Spirit for cheaper Healing Touch and Tranquility, Improved Tranquility, Bloom and a point of Subtlety. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Nature's Focus 5/5: 5/5 gives your Arcane and Nature spells a 70% chance not to lose casting time when you take damage, which covers all your heals.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Subtlety 1/3: One point cuts the threat of your Nature and Arcane spells by 10%, a little help on pulls where your heals land before the tank has threat.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while casting, the core mana talent for a healer.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Bloom 1/1: When your Rejuvenation or Regrowth runs out on its own, the target is instantly healed for 100% of your Spirit (50% if it's dispelled instead). With Rejuvenation rolling on the tank, that's a steady extra heal, and Living Spirit's extra Spirit makes it bigger.
- Tranquil Spirit 5/5: 5/5 cuts the Mana cost of Healing Touch and Tranquility by 10%.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, which also raises what Swiftmend heals from it. All 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: Instantly heals a target with your Rejuvenation or Regrowth on it for the full amount of that heal over time: your first emergency button.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: an instant Healing Touch when someone is about to die.
- Living Spirit 3/3: 3/3 adds 15% Spirit for more mana between and during fights, and all 3 ranks are needed for Wild Growth.
- Improved Tranquility 2/2: 2/2 cuts Tranquility's cooldown by 60% and removes its threat (100%), so you can use it on more pulls without pulling the pack.
- Improved Regrowth 5/5: 5/5 adds 50% to Regrowth's chance of a critical heal.
- Wild Growth 1/1: Heals the target and their party for 280 over 7 sec, fast at first and slower towards the end, with party members within 43.5 yards of the target. Rank 2 comes from the trainer at 50 (420) and rank 3 at 60 (679).
Order after 40: Improved Regrowth's last rank at 41, Tranquil Spirit at 42 to 46, Improved Tranquility at 47 and 48, Bloom at 49 and Subtlety at 50. Wild Growth rank 2 (50) heals much more, so lead with it whenever three or more players are hurt. Improved Tranquility makes Tranquility something you can use most fights, and it no longer pulls threat. Barkskin (44) cuts physical damage by 20% for 15 sec and stops hits from delaying your casts, so you can finish a Healing Touch with a mob on you. Gift of the Wild (50) buffs the whole party at once.
Restoration: Dungeon healer with Heart of the Wild (level 60)
The level 50 healing build plus the rest of Subtlety, Heart of the Wild for 10% more Intellect, and 3 points of Genesis in Balance for stronger heals over time. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Nature's Focus 5/5: 5/5 gives your Arcane and Nature spells a 70% chance not to lose casting time when you take damage, which covers all your heals.
- Heart of the Wild 5/5: 5/5 adds 10% Intellect, so a bigger mana pool. The Stamina and Strength parts only work in Bear and Cat Form.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Subtlety 3/3: 3/3 cuts the threat of your Nature and Arcane spells by 30%.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while casting, the core mana talent for a healer.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Bloom 1/1: A heal for 100% of your Spirit on the target whenever your Rejuvenation or Regrowth runs out on its own (50% if it's dispelled).
- Tranquil Spirit 5/5: 5/5 cuts the Mana cost of Healing Touch and Tranquility by 10%.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, which also raises what Swiftmend heals from it. All 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: Instantly heals a target with your Rejuvenation or Regrowth on it for the full amount of that heal over time: your first emergency button.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: an instant Healing Touch when someone is about to die.
- Living Spirit 3/3: 3/3 adds 15% Spirit for more mana between and during fights, and all 3 ranks are needed for Wild Growth.
- Improved Tranquility 2/2: 2/2 cuts Tranquility's cooldown by 60% and removes its threat (100%).
- Improved Regrowth 5/5: 5/5 adds 50% to Regrowth's chance of a critical heal.
- Wild Growth 1/1: Heals the target and their party for 280 over 7 sec, fast at first and slower towards the end, with party members within 43.5 yards of the target. Rank 2 comes from the trainer at 50 (420) and rank 3 at 60 (679).
- Genesis 3/5: 3/5 makes the healing over time of Rejuvenation, Regrowth and your other periodic spells 6% stronger.
Order after 50: Subtlety at 51 and 52, Heart of the Wild at 53 to 57 and Genesis at 58 to 60. The healing is the same as at 50: Rejuvenation on the tank, Regrowth for big hits, Wild Growth when the party is hurt, Swiftmend and Nature's Swiftness for emergencies. Healing Touch rank 11, Rejuvenation rank 11, Regrowth rank 9 and Wild Growth rank 3 all come at 60.
Restoration: Battleground healer with Wild Growth (level 40)
The level 30 PvP build taken to Wild Growth: Reflection finished, Living Spirit, all of Improved Regrowth for more critical Regrowths, and Wild Growth to heal a whole group at once. Planned from the client data: the beta stopped at 30, so nobody has played a level 40 Druid yet.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells, which covers all of your heals.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%, so breaking a slow or Polymorph drains you less.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Bloom 1/1: When your Rejuvenation or Regrowth runs its full course, the target gets an extra heal for 100% of your Spirit, or 50% if an enemy dispels it. Rejuvenation is the heal you keep rolling on whoever is being hit, so most of them end with a free heal.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, and all 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: Instantly heals a target that has your Rejuvenation or Regrowth on it for the full amount of that heal over time.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: Healing Touch when a teammate is about to die, or Entangling Roots on a melee player on you.
- Living Spirit 3/3: 3/3 adds 15% Spirit for more mana between and during fights, and all 3 ranks are needed for Wild Growth.
- Improved Regrowth 5/5: 5/5 adds 50% to Regrowth's chance of a critical heal, so the Regrowth you get off between attacks often lands big.
- Wild Growth 1/1: Heals the target and their party for 280 over 7 sec, fast at first, with party members within 43.5 yards of the target. It has a cast time now, which Naturalist shortens, so cast it from behind cover or after a root.
Order after 30: Reflection's last rank at 31, Living Spirit at 32 to 34, Improved Regrowth at 35 to 39 and Wild Growth at 40. Wild Growth is the big gain: one cast heals your whole party in a fight at a flag or a node. Rejuvenation on whoever is focused, Regrowth when you have a moment, Swiftmend and Nature's Swiftness when someone is about to die. Innervate (40) when you run low in a long fight. Shift to break slows and Polymorph, and use Travel Form outdoors to get away.
Restoration: Battleground healer with Furor (level 50)
The level 40 PvP build plus Gift of Nature for 10% more healing, and Furor so every shift into Bear Form gives you 10 Rage for a Bash. Planned from the client data: level 50 has never been playable in the beta, which stopped at 30.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Bloom 1/1: When your Rejuvenation or Regrowth runs its full course, the target gets an extra heal for 100% of your Spirit, or 50% if an enemy dispels it. Rejuvenation is the heal you keep rolling on whoever is being hit, so most of them end with a free heal.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger, and all 3 ranks are needed for Improved Regrowth.
- Swiftmend 1/1: Instantly heals a target that has your Rejuvenation or Regrowth on it for the full amount of that heal over time.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: Healing Touch or Entangling Roots.
- Living Spirit 3/3: 3/3 adds 15% Spirit for more mana between and during fights, and all 3 ranks are needed for Wild Growth.
- Improved Regrowth 5/5: 5/5 adds 50% to Regrowth's chance of a critical heal.
- Wild Growth 1/1: Heals the target and their party over 7 sec, fast at first, with party members within 43.5 yards of the target. Rank 2 comes from the trainer at 50 (420).
- Furor 5/5: 5/5 gives you 10 Rage every time you shift into Bear or Dire Bear Form (100% chance): enough for a Bash on the melee player who's on you. Furor is a first-tier Feral talent, so these points need nothing else in that tree.
Order after 40: Gift of Nature at 41 to 45 and Furor at 46 to 50. With Furor, a melee player on you gets a shift to Bear Form, an instant Bash from the 10 Rage, and a step away; Bash rank 3 (46) stuns for 4 sec. Barkskin (44) cuts physical damage by 20% for 15 sec and stops hits from delaying your heals, so press it before a Healing Touch under pressure. Dash rank 2 (46) is 60% faster for 15 sec.
Restoration: Battleground healer with Genesis (level 60)
The level 50 PvP build plus Tranquil Spirit for cheaper Healing Touch and Tranquility, and Genesis in Balance for stronger heals over time. Planned from the client data: level 60 has never been playable in the beta, which stopped at 30.
- Nature's Focus 5/5: 5/5 gives a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells.
- Natural Shapeshifter 3/3: 3/3 cuts the Mana cost of every shapeshift by 30%.
- Naturalist 5/5: 5/5 takes 0.5 sec off Healing Touch and Wild Growth, and all 5 ranks are needed for Nature's Swiftness.
- Bloom 1/1: When your Rejuvenation or Regrowth runs its full course, the target gets an extra heal for 100% of your Spirit, or 50% if an enemy dispels it. Rejuvenation is the heal you keep rolling on whoever is being hit, so most of them end with a free heal.
- Reflection 3/3: 3/3 lets 50% of your Mana regeneration continue while you cast.
- Gift of Nature 5/5: 5/5 makes all your healing spells 10% stronger.
- Tranquil Spirit 5/5: 5/5 cuts the Mana cost of Healing Touch and Tranquility by 10%.
- Improved Rejuvenation 3/3: 3/3 makes Rejuvenation 15% stronger.
- Swiftmend 1/1: Instantly heals a target that has your Rejuvenation or Regrowth on it for the full amount of that heal over time.
- Nature's Swiftness 1/1: Makes your next Nature spell instant: Healing Touch or Entangling Roots.
- Living Spirit 3/3: 3/3 adds 15% Spirit for more mana between and during fights, and all 3 ranks are needed for Wild Growth.
- Improved Regrowth 5/5: 5/5 adds 50% to Regrowth's chance of a critical heal.
- Wild Growth 1/1: Heals the target and their party over 7 sec, fast at first, with party members within 43.5 yards of the target. Rank 3 comes from the trainer at 60 (679).
- Genesis 5/5: 5/5 makes Rejuvenation, Regrowth's heal over time and Wild Growth 10% stronger, by its tooltip (periodic healing done by your spells).
- Furor 5/5: 5/5 gives you 10 Rage every time you shift into Bear or Dire Bear Form (100% chance): enough for a Bash on the melee player who's on you. Furor is a first-tier Feral talent, so these points need nothing else in that tree.
Order after 50: Tranquil Spirit at 51 to 55, then Genesis at 56 to 60. Genesis makes your instant heals over time stronger, and those are what you cast while someone is hitting you. The fight is the same as at 50: Rejuvenation on the move, Wild Growth, Regrowth and Healing Touch when you have room, Swiftmend and Nature's Swiftness for emergencies, and Bear Form with Furor's Rage for a Bash.
Checked against WoW Forever build 1.60.1.70862.
Popular builds
Seen in WoW Forever: 7 players (8 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
6 Druid characters at Levels 10–19.
- Feral Combat: No two Feral Combat players here run the same build yet.
Levels 20–29
3 Druid characters at Levels 20–29.
- Feral Combat: Not enough players yet: 2 of the 5 characters needed, from at least 3 different players.
- Restoration: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Balance, Feral Combat, Restoration
Druid abilities
- Healing Touch (level 1)
- Mark of the Wild (level 1)
- Wrath (level 1)
- Moonfire (level 4)
- Rejuvenation (level 4)
- Thorns (level 6)
- Entangling Roots (level 8)
- Bear Form (level 10, from the Classic class quest Body and Heart)
- Demoralizing Roar (level 10)
- Growl (level 10, from the Classic class quest Body and Heart)
- Maul (level 10, from the Classic class quest Body and Heart (rank 1))
- Nature's Grasp (level 10)
- Teleport: Moonglade (level 10)
- Enrage (level 12)
- Regrowth (level 12)
- Revive (level 12)
- Bash (level 14)
- Cure Poison (level 14, from the Classic class quest Power over Poison)
- Aquatic Form (level 16, from the Classic class quest Aquatic Form)
- Swipe (level 16)
- Faerie Fire (level 18)
- Hibernate (level 18)
- Cat Form (level 20, from the quest The Great Cat Spirit)
- Claw (level 20, from the quest The Great Cat Spirit (rank 1))
- Omen of Clarity (level 20)
- Prowl (level 20, from the quest The Great Cat Spirit (rank 1))
- Rebirth (level 20)
- Rip (level 20, from the quest The Great Cat Spirit (rank 1))
- Shred (level 20)
- Starfire (level 20)
- Soothe Animal (level 22)
- Ferocious Bite (level 24)
- Rake (level 24)
- Remove Curse (level 24)
- Abolish Poison (level 26)
- Dash (level 26)
- Challenging Roar (level 28)
- Cower (level 28)
- Tranquility (level 30)
- Travel Form (level 30)
- Poised (level 32)
- Ravage (level 32)
- Track Humanoids (level 32)
- Frenzied Regeneration (level 36)
- Pounce (level 36)
- Pounce Bleed (level 36)
- Dire Bear Form (level 40)
- Feline Grace (level 40)
- Hurricane (level 40)
- Innervate (level 40)
- Moonkin Aura (level 40)
- Barkskin (level 44)
- Gift of the Wild (level 50)
No longer trainer abilities in the live client
Data from the WoW Forever client, build 1.60.1.70862, extracted .