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Druid Builds
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · 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, and the new talent tree adds Primal Bite, Feral Charge and Berserk 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.
Feral Combat: Bear to cat leveling (level 20)
Cheaper attacks, more health and mana, and a faster Cat Form for questing. Bear Form carries you from 10 to 20, and at 20 Cat Form arrives with Claw 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 get it too). These are the attacks you press on every mob.
- Heart of the Wild 3/5: 3/5 adds 6% Intellect, plus 12% Stamina in Bear Form and 6% Strength in Cat Form: more health while you fight and a bigger mana pool for healing yourself between fights.
- 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, Heart of the Wild 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, use Enrage if you need Rage, 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, Claw, Rip and Prowl. Cat Form only has Claw and Rip for now, so it's best on single mobs and for travel; stay in 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 and Rip have only just arrived: cheaper Claws, more Strength in Cat Form and a little more Claw damage. The kit stays thin until Shred at 22 and Rake 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 only combo point builder at 20, by 5, so you Claw more often. Energy is what limits a cat.
- Heart of the Wild 5/5: 5/5 adds 10% Strength in Cat Form, which raises your attack power, plus 10% Intellect and 20% Stamina in Bear Form if the group needs you to tank.
- Savage Fury 1/2: One point adds 5% damage to Claw (and to Rake and Shred once you learn them).
Let the tank build threat, then shift to Cat Form and Claw your target 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 Clawing. Cat Form adds your Agility straight to your attack power, so Agility gear matters most. Shifting costs 55% of your base Mana, so stay in Cat Form rather than shifting out to heal, and 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 Predatory Instincts 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.
- Heart of the Wild 5/5: 5/5 adds 10% Intellect, 20% Stamina in Bear Form and 10% Strength in Cat Form.
- 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.
- Predatory Instincts 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: Heart of the Wild 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 Predatory Instincts 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, otherwise keep Clawing. 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 and the new Shifting Power behind it, which the group cat build takes. Switch to Bear Form when two or more mobs are on you: 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 Primal Bite (level 30)
A dungeon bear tank at 30 with all 21 points in Feral Combat: Primal Bite 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. Lacerate and Dire Bear Form are still 10 or more levels away.
- Ferocity 5/5: 5/5 takes 5 Rage off Maul, Swipe and Primal Bite, your threat tools.
- 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 Primal Bite.
- Sharpened Claws 2/2: 2/2 adds 6% critical strike chance in Bear Form, and both ranks are needed for Blood Frenzy.
- Primal Bite 1/1: A Rage bite for 100% of your normal damage plus 26, on a short cooldown, that also generates a high amount of threat. Blizzard roughly doubled its threat in the 1 October build, so it's now your best single-target threat button: press it whenever it's ready, Maul in between.
- Blood Frenzy 2/2: 2/2 gives a 100% chance of 5 extra Rage whenever you crit in Bear Form, so Maul and Primal Bite 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, use Primal Bite whenever it's ready and Maul with spare Rage. On packs, alternate Swipe (up to 3 targets) with Maul on your main target, 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 and Rake have joined Claw and Rip. Shredding Attacks makes Shred much cheaper and opens Shifting Power, the Mana-into-Energy button the 1 October build added when it removed Tiger's Fury, 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.
- Heart of the Wild 5/5: 5/5 adds 10% Strength in Cat Form for more attack power, plus 10% Intellect and 20% Stamina in Bear Form if you have to tank.
- 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, and all 3 ranks are needed for Shifting Power.
- Shifting Power 1/1: New in the 1 October build: instantly turns Mana into Energy, Cat Form only, and its cost is lowered by anything that lowers the cost of shapeshifting. A cat in a group rarely spends its Mana on anything else, so this is extra Shreds on every fight.
- 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. Press Shifting Power whenever you're low on Energy and it's off cooldown: Blizzard's notes give it 40 Energy for 55% of your base Mana (the same as Cat Form) on a 16 sec cooldown; the tooltip shows '?' for both numbers in this build. Watch your threat: Cower lowers it a little when you're close to pulling the mob off the tank. Improved Shifting Power (tier 5) cuts the cooldown by 4 sec per rank if you'd rather have it than Leader of the Pack. Ferocious Bite, a finisher for targets that are about to die, arrives at 32, above the current level 30 cap.
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, Heart of the Wild adds Stamina in Bear Form and Intellect for your shifts, and Feral Swiftness makes Cat Form fast enough to chase or escape.
- Heart of the Wild 5/5: 5/5 adds 10% Intellect, so you can afford more shifts, 20% Stamina in Bear Form and 10% Strength in Cat Form. In PvP you take hits in both forms and every shift costs Mana.
- 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: Enrage for instant Rage, Feral Charge to reach a caster from range, immobilize it and stop its cast, then Bash to stun, with Demoralizing Roar when a melee player is on you. In Cat Form you deal damage and move: Claw 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; Heart of the Wild's Intellect helps. 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 Predatory Instincts makes those crits hit harder. The tank build spends on Thick Hide, Primal Bite and Leader of the Pack instead; here the points go into control and cat burst.
- Heart of the Wild 5/5: 5/5 adds 10% Intellect for your shifts, 20% Stamina in Bear Form and 10% Strength in Cat Form.
- 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 Predatory Instincts.
- 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.
- Predatory Instincts 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. When a caster or healer is out of reach, shift to Bear Form, Enrage and 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. Ferocious Bite and Ravage (32) and Pounce (36), the finisher and stealth openers, are above the current level 30 cap.
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 adds 1% 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 5% 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, Subtlety (30% less threat from your Nature spells at 3/3) can replace some Naturalist points, but you need 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 adds 5% 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's cast, and all 5 ranks are required 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 Gift of the Earthmother speeds up your Rejuvenations. 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 2% damage. These points complete the 10 needed for tier 3, and the level 30 build finishes Naturalist for Nature's Swiftness.
- Gift of the Earthmother 1/1: Rejuvenation's global cooldown is 0.5 seconds shorter, so you can put it on two players in quick succession, or cast it and get moving sooner.
Keep Rejuvenation on whoever is being attacked, yourself included: it's instant, can now crit, and Gift of the Earthmother lets you cast the next spell sooner. 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's cast, and all 5 ranks are required for Nature's Swiftness.
- Gift of the Earthmother 1/1: Rejuvenation and Swiftmend have a 0.5 seconds shorter global cooldown, so you can chain them faster when someone is being burst down.
- 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.
Checked against WoW Forever beta build 1.60.1.70170.
Best in slot gear at any level: Balance, Feral Combat, Restoration
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, 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))
- Starfire (level 20)
- Shred (level 22)
- Soothe Animal (level 22)
- Rake (level 24)
- Remove Curse (level 24)
- 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)
- Lacerate (level 42)
- Barkskin (level 44)
- Gift of the Wild (level 50)