Druid PvE
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
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 with Lacerate, Primal Bite and a trainable Feral Charge, and gives Restoration Wild Growth and the out-of-combat Revive. Insect Swarm is still a Restoration talent.
Balance Druid PvE guide
Balance is the Druid's ranged caster: Moonfire, Starfire and Wrath from range, plus Mark of the Wild, Thorns and Rebirth for the group. At the level 20 cap there's no area damage and no Moonkin Form yet, so you bring steady single-target damage and crowd control. Blizzard's patch notes say Wrath's base damage went up by about 50%, though the client tooltips don't show that yet.
Your job in a group
At 20 you're a single-target caster: Moonfire the kill target, then Starfire, with Wrath as the cheap filler. You have no area damage before Hurricane at 40, so on multi-mob pulls your job is crowd control: Hibernate a Beast or Dragonkin, or root one melee mob away from the group with Entangling Roots (only 1 target can be rooted at a time). You also bring Mark of the Wild for everyone, Thorns for the tank, Faerie Fire on the boss when you have melee or hunters, Rebirth to raise someone mid-fight, and backup heals, since you have no Moonkin Form to shift out of. You don't pull or hold threat, and you have no interrupt outside Bear Form.
Opener
- Mark of the Wild: Buff the whole group before the first pull. It lasts 1 hour, so you only recast it after deaths.
- Thorns: On the tank. Blizzard's notes say it now scales with your spell power, but it falls back to base values if you're too far from the tank.
- Moonfire: Once the tank has held the mob for a few seconds: instant damage now and more over 12 sec.
- Starfire: Your main nuke from here on. Cast it on the kill target until it dies.
- Wrath: The cheap filler when mana runs low. Improved Wrath halves its mana cost and shortens the cast.
Cooldowns
- Hibernate: On big pulls, put a Beast or Dragonkin to sleep for up to 20 sec. Any damage wakes it, so keep it away from area attacks.
- Entangling Roots: Root one melee add away from the group. You can only have 1 target rooted, and damage may break it.
- Faerie Fire: Keep it on the boss if your group has melee or hunters: it lowers armor for 40 sec. Skip it in caster-heavy groups.
- Regrowth: If the healer falls behind, a Regrowth on the tank buys time: a heal now plus more over 21 sec.
- Rebirth: Raise the tank or healer mid-fight. It has a 30 min cooldown and a heavy mana cost, so save it for a pull that would otherwise wipe.
Stats
Hit, Spell Power, Critical Strike, Intellect, Spirit. Hit comes first because a miss wastes a whole Starfire against bosses a level or two above you, but hit is rare on gear this low; Nature's Reach covers part of it. Spell Power raises every spell, and Starfire's coefficient of 1.0 means it gets the full amount. Crit gains value later with Vengeance and Nature's Grace. Intellect and Spirit keep you casting through a long dungeon.
Tips
- Starfire and Moonfire are Arcane; Wrath and Entangling Roots are Nature. If a mob resists one school, cast more of the other.
- Improved Wrath halves Wrath's mana cost. When your mana gets low, stop casting Starfire and finish fights with Wrath.
- Balance has no Moonkin Form before level 40, so you can heal at any moment without shifting. Help the healer with Regrowth or Rejuvenation when the tank takes a spike.
- Revive, new in Forever at level 12, raises a dead player out of combat. Use it after a wipe and save Rebirth's 30 min cooldown for mid-fight.
- Insect Swarm is a Restoration talent in the Forever client, not a Balance spell, so it isn't part of your kit.
Feral Combat Druid PvE guide
Feral Combat is the Druid's melee tree: a bear tank at the level 20 cap, and a cat damage dealer once Shred and Rake arrive. Forever teaches Feral Charge at the trainer at 20, which closes the gap and interrupts, and Brutal Impact now halves Bash's cooldown. The new bear tools come later: Lacerate at 42, and no trainer teaches Primal Bite (Blizzard's new name for Mangle) in the current client.
Your job in a group
You tank. Bear Form adds 180% armor from items and extra health, Maul turns spare Rage into damage on one target, and Swipe hits 3 nearby enemies for pack threat. Demoralizing Roar lowers the melee attack power of everything around you, Growl takes back a mob that runs to the healer, and Challenging Roar at 28 pulls every nearby enemy onto you in an emergency. For interrupts you have Feral Charge, which stops a cast from range, and Bash, which stuns. You set the pace and pull. You also bring Mark of the Wild, Thorns and Rebirth. If the group already has a tank, the cat build deals melee damage instead, but at 20 the cat only has Claw and Rip.
Opener
- Mark of the Wild: Buff the group before the first pull. It lasts 1 hour.
- Thorns: On yourself: every mob that hits you takes Nature damage back.
- Bear Form: Shift before the pull: 180% armor from items and extra health.
- Enrage: Instant 10 Rage to start with, but it lowers your base armor by 27% while it lasts, so use it before the hits land.
- Feral Charge: Charge a caster or the main target: it's immobilized and its cast interrupted for 4 sec. It can't be used on a mob already next to you.
- Demoralizing Roar: As soon as the pack is on you. It lasts 30 sec.
- Swipe: Hits 3 nearby enemies: your threat on packs. Maul the main target with leftover Rage.
Cooldowns
- Bash: Stun a dangerous caster. Brutal Impact halves its cooldown, so you can use it twice as often.
- Growl: Only when a mob turns away from you; it does nothing on a mob already attacking you.
- Feral Charge: Also a ranged interrupt mid-fight: back off a step and charge a caster at the back.
- Enrage: Mid-fight when you're short on Rage, but not while you're taking heavy hits, since it lowers your base armor by 27%.
- Rebirth: If the healer dies mid-fight. It has a 30 min cooldown, so save it for a pull that would otherwise wipe.
Stats
Stamina, Armor, Agility, Defense, Strength, Hit, Dodge. Stamina and armor keep you alive. Bear Form raises the armor from your items by 180%, so armor on gear counts for more in form. Agility helps both forms, and in Cat Form it adds straight to your attack power. Defense matters twice: it reduces hits and Thick Hide adds base armor for each point of defense skill above five times your level. Strength and hit make Maul and Swipe land harder and more often.
Tips
- Feral Charge can't be used on a mob already in melee range. Use it at the start of a pull on a caster at the back, not on the mob in front of you.
- Enrage lowers your base armor by 27% in Bear Form and keeps you in combat while it lasts. Use it at the start of a pull, not when three mobs are already hitting you.
- Shifting into Bear Form costs 55% of your base Mana. Don't leave form mid-pull to heal yourself unless the group is about to wipe.
- Thorns on yourself adds damage from every mob hitting you. Blizzard's notes say it now scales with the caster's spell power and drops to base values if the caster is too far away, so cast your own.
- Lacerate (42) and Primal Bite are the new bear tools. No trainer teaches Primal Bite in the current client, so plan around Maul and Swipe for now.
Restoration Druid PvE guide
Restoration is the Druid's healer: Rejuvenation, Regrowth and Healing Touch at the level 20 cap, with Cure Poison, Rebirth and the new out-of-combat Revive. Blizzard's notes say Rejuvenation, Tranquility and Wild Growth can now land critical heals. Wild Growth, the new group heal, and Swiftmend arrive at 40, so for now you heal one target at a time.
Your job in a group
You heal the group. Keep Rejuvenation on the tank, add Regrowth for big hits, and use Healing Touch for steady damage when you can start the cast early. You have no group heal before Tranquility at 30, so when several players take damage, spread Rejuvenation. Cure Poison removes damaging poisons, Rebirth raises someone mid-fight on a long cooldown, and Revive raises the dead after a fight. You also bring Mark of the Wild for everyone and Thorns for the tank, and in a pinch you can Hibernate a Beast or Dragonkin or root a melee mob on a big pull. Mana is your limit: stay out of melee and drink between pulls.
Opener
- Mark of the Wild: Buff everyone before the first pull. Improved Mark of the Wild makes it much stronger.
- Thorns: On the tank. Blizzard's notes say it now scales with your spell power.
- Rejuvenation: On the tank as the pull starts: instant, it heals over 12 sec, and it can now crit.
- Regrowth: When the tank takes its first big hit: a heal now plus more over 21 sec.
- Healing Touch: For steady damage. Rank 4 has a long cast, so start it before the tank needs it; rank 3 is cheaper and faster.
Cooldowns
- Rebirth: Raise the tank or a damage dealer mid-fight. It has a 30 min cooldown, so use it when the pull would otherwise wipe.
- Cure Poison: Remove damaging poisons, tank first. It takes a share of your base mana, so skip weak poisons about to expire.
- Entangling Roots: Root a melee mob that comes for you, step away and keep healing while the tank picks it up.
- Revive: Raises a dead player after the fight; it can't be cast in combat. Drink afterwards, since it costs a lot of mana.
Stats
Healing Power, Spirit, Intellect, Mana per 5 sec, Critical Strike, Stamina. Healing Power makes every heal bigger, and Healing Touch rank 4 gets a large share of it with a coefficient of 0.857. Mana is what runs out first, so Spirit, Intellect and Mana per 5 sec come next; Reflection keeps 50% of your mana regeneration going while you cast. Crit is a bonus now that Rejuvenation can crit.
Tips
- Rejuvenation is cheap and instant. Keep it on the tank at all times and on anyone else taking steady damage.
- Healing Touch rank 3 heals for a bit over half as much as rank 4, but costs 110 Mana instead of 190 and casts faster. Use it when the full heal would overheal.
- Blizzard's Deep Dive recap says Improved Mark of the Wild is becoming baseline, but the Forever client still lists it as a talent, so the builds take it. If it's baseline in game, spend those points elsewhere in the first tier.
- Revive, new in Forever at level 12, raises a dead player out of combat. Use it after wipes and keep Rebirth for mid-fight.
- Your heals draw threat: the level 30 build takes Subtlety, which cuts the threat of your Nature spells by 30%. Until then, let the tank hit a pull before your first big heal.
Checked against WoW Forever beta build 1.60.1.70009.
Druid abilities
- Frenzied Regeneration
- 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)
- Demoralizing Roar (level 10)
- Growl (level 10)
- Maul (level 10)
- Teleport: Moonglade (level 10)
- Enrage (level 12)
- Regrowth (level 12)
- Revive (level 12)
- Bash (level 14)
- Cure Poison (level 14)
- Aquatic Form (level 16)
- Swipe (level 16)
- Faerie Fire (level 18)
- Hibernate (level 18)
- Cat Form (level 20)
- Claw (level 20)
- Feral Charge (level 20)
- Prowl (level 20)
- Rebirth (level 20)
- Rip (level 20)
- Starfire (level 20)
- Shred (level 22)
- Soothe Animal (level 22)
- Rake (level 24)
- Remove Curse (level 24)
- Primal Bite (level 25)
- Abolish Poison (level 26)
- Abolish Poison Effect (level 26)
- Dash (level 26)
- Challenging Roar (level 28)
- Cower (level 28)
- Tranquility (level 30)
- Travel Form (level 30)
- Ferocious Bite (level 32)
- Ravage (level 32)
- Track Humanoids (level 32)
- 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)
- Wild Growth (level 40)
- Lacerate (level 42)
- Barkskin (level 44)
- Gift of the Wild (level 50)