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Druid PvE guide
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Other classes: Warrior, Paladin, Hunter, Rogue, Priest, Shaman, Mage, Warlock
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 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 20, and still at the level 30 cap, there's no area damage and no Moonkin Form yet (Hurricane and Moonkin Form both need level 40), 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 hardest hitter: cast it on the kill target when it will live through the long cast, and spend Clearcasting from Omen of Clarity on it.
- Wrath: Your fast, cheap spell between Starfires. With 5/5 Improved Wrath it casts faster and costs half the mana, so it's also your best damage per mana.
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 with Nature's Majesty now and Nature's Grace at 30. 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.
- Omen of Clarity is a passive every Druid learns from the trainer at 20: Clearcasting makes your next damage or healing spell free, but Wrath doesn't use it up, so spend it on Starfire.
- Insect Swarm is a Balance talent in Forever's tree, in tier 4 from level 25, so it isn't in the level 20 build; every level 30 Balance build takes it.
Feral Combat Druid PvE guide
Feral Combat is the Druid's melee tree: a bear tank at 20, and a cat damage dealer once Shred (22) and Rake (24) arrive. Feral Charge, which closes the gap and interrupts, is a tier 3 Feral talent you can take at 20 once you have 10 points in Feral Combat. The new bear tools come later: Primal Bite (Blizzard's new name for Mangle) is a tier 4 talent from 25 whose threat Blizzard roughly doubled on 1 October, Lacerate is trained at 42, and Berserk is the Feral capstone at 40.
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 the Feral Charge talent, 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 for 2 sec. It has a 1 min cooldown, so save it for the cast that matters.
- 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.
- Primal Bite is a tier 4 Feral talent from level 25 that needs Savage Fury at 2/2, and Blizzard roughly doubled its threat in the 1 October build. Lacerate is trained at 42, above the current level 30 cap. At 20, Maul and Swipe are your threat; Swipe now also gains 3% of your attack power, a fix the tooltip doesn't show yet.
Restoration Druid PvE guide
Restoration is the Druid's healer: Rejuvenation, Regrowth and Healing Touch at 20, 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. Swiftmend is a tier 4 talent from 25 and Wild Growth, the new group heal, is the Restoration capstone at 40, so at 20 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. 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.
- 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 17% of your mana regeneration going while you cast at 20, and 50% at 30. 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, and it's no longer in Forever's talent tree. The client doesn't show Mark of the Wild getting the bonus on its own, so it's unconfirmed whether your buff is stronger in game.
- 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. Subtlety, a tier 2 Restoration talent, cuts the threat of your Nature spells by 30% at 3/3; the builds skip it, so let the tank hit a pull before your first big heal, and swap it in if you keep pulling mobs.
Checked against WoW Forever beta build 1.60.1.70658.
Tips & tricks: what ForeverDB learned
Balance
Updated 31 October 2026 for build 1.60.1.70707 · From the DPS simulator, the game client
Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Simulator: Nature's Grace: Cast Starfire within 15 sec, before it fades. In the simulator it comes 2.393 times a 60 s fight. (levels 30–39)
- Simulator: Best consumable at levels 30-39: Lesser Arcane Elixir (+6.5% DPS in the simulator); then Briny Seafood Stew (+6.1%). (levels 30–39)
- Simulator: Where your damage comes from at levels 30-39: Starfire 66%, Moonfire 19%, Insect Swarm 15% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Moonfire is worth 10.1% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. It kept it on the target 93% of the time. (levels 30–39)
- Simulator: Insect Swarm is worth 6.4% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. It kept it on the target 91% of the time. (levels 30–39)
- Simulator: Stat values at level 30 (simulator, 1 spell power = 1): Intellect 0.19. (level 30)
- Simulator: Best consumable at levels 20-29: Lesser Arcane Elixir (+3.8% DPS in the simulator); then Briny Seafood Stew (+3%). (levels 20–29)
- Simulator: At levels 20-29, your damage splits as: Wrath 84%, Moonfire 16% (simulator, recommended build, best gear, 60 s single-target fight). (levels 20–29)
- Simulator: Moonfire is worth 6.1% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. It kept it on the target 96% of the time. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Grace: Cast Starfire within 15 sec, before it fades. In the simulator it comes 1.86 times a 60 s fight. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 40-49: Lesser Arcane Elixir (+4.1% DPS in the simulator); then Briny Seafood Stew (+3.8%). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 40-49 is Blessing of Wisdom from a Paladin: +6.8% DPS in the simulator. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 40-49: Starfire 66%, Moonfire 18%, Insect Swarm 17% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Insect Swarm is worth 5.9% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. It kept it on the target 91% of the time. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mana runs short at levels 40-49: in the simulator's 60 s fight you spend 10.5 s unable to cast. Drink between pulls and start full. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Grace: Cast Starfire within 15 sec, before it fades. In the simulator it comes 2.093 times a 60 s fight. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 50-59: Lesser Arcane Elixir (+3.2% DPS in the simulator); then Briny Seafood Stew (+3%). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 50-59 is Arcane Intellect from a Mage: +8.6% DPS in the simulator. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 50-59: Starfire 64%, Moonfire 19%, Insect Swarm 17% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Insect Swarm is worth 4.4% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. It kept it on the target 90% of the time. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Moonfire is worth 3.1% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. It kept it on the target 76% of the time. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mana runs short at levels 50-59: in the simulator's 60 s fight you spend 15.8 s unable to cast. Drink between pulls and start full. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Grace: Cast Starfire within 15 sec, before it fades. In the simulator it comes 4.497 times a 60 s fight. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at level 60: Scroll of Intellect II (+1.9% DPS in the simulator); then Lesser Arcane Elixir (+1.6%). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at level 60 is Arcane Intellect from a Mage: +9.5% DPS in the simulator. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at level 60: Starfire 68%, Insect Swarm 16%, Moonfire 15% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Insect Swarm is worth 6.1% of your DPS at level 60: the simulator's fight without it did that much less damage. It kept it on the target 92% of the time. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mana runs short at level 60: in the simulator's 60 s fight you spend 11.1 s unable to cast. Drink between pulls and start full. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Insect Swarm: When it's missing from the target: Keep it on the target: up 91% of the sim's fight; worth 6.4% of your DPS (Simulator, Forever client, ForeverDB guide)
- Moonfire: When it's missing from the target: Keep it on the target: up 93% of the sim's fight; worth 10.1% of your DPS (Simulator, Forever client, ForeverDB guide)
- Starfire: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 66% of your DPS (Simulator, Forever client, ForeverDB guide)
React to:
- When Nature's Grace procs: Starfire within 15 sec: Nature's Grace makes Starfire better: use it before it fades (Simulator, Forever client)
Keep up:
- Insect Swarm on the target, at least 90% of the time (Simulator, Forever client)
- Moonfire on the target, at least 90% of the time (Simulator, Forever client)
Before the pull:
- Lesser Arcane Elixir (Simulator, Forever client)
- Briny Seafood Stew (Simulator, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707; 1 new tip(s) (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Feral Combat
Updated 31 October 2026 for build 1.60.1.70707 · From the game client
Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Forever client: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Simulator: Stat values at level 30 (simulator, 1 attack power = 1): Strength 2, Agility 1.71, hit rating 0.76. (level 30)
- Forever client: There is no simulation for this spec yet. The rotation shown is from the site's rotation card for levels 20-29, with cooldowns and costs from the Forever client. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Frenzied Regeneration has a 3 min cooldown at levels 40-49 (client data): about once every second or third pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Frenzied Regeneration has a 3 min cooldown at levels 50-59 (client data): about once every second or third pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Frenzied Regeneration has a 3 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Feral Charge: Whenever it's ready: Talent (tank and PvP builds): charge from 8 to 25 yd to reach a caster and interrupt it. (ForeverDB guide, Forever client)
- Demoralizing Roar: When it's missing from the target: Keep it up on the boss: 10 Rage for 30 sec. (ForeverDB guide, Forever client)
- Maul: Whenever it's ready: Whenever you have Rage; Savage Fury and Blood Frenzy make it hit harder and come more often. (ForeverDB guide, Forever client)
- Growl: When it's missing from the target: Take the target back if it turns away from you. (ForeverDB guide, Forever client)
React to:
- Under 30% mana: Bear Form: Shift before the pull. (ForeverDB guide, Forever client)
- Under 30% mana: Enrage: Instant Rage to open with; skip it when you're already taking heavy hits. (ForeverDB guide, Forever client)
Keep up:
- Demoralizing Roar on the target, at least 0% of the time (ForeverDB guide, Forever client)
- Growl on the target, at least 0% of the time (ForeverDB guide, Forever client)
Cooldowns:
- Bash: as needed (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707; 30-39: removed Primal Bite (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Restoration
Updated 31 October 2026 for build 1.60.1.70707 · From the game client
Learning from players: Healing + absorbs/s (EHPS). Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Forever client: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: Nature's Swiftness has a 3 min cooldown at levels 30-39 (client data): about once every second or third pull. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The rotation shown is from the site's rotation card for levels 20-29, with cooldowns and costs from the Forever client. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Swiftness has a 3 min cooldown at levels 40-49 (client data): about once every second or third pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Swiftness has a 3 min cooldown at levels 50-59 (client data): about once every second or third pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Swiftness has a 3 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Rejuvenation: When it's missing from you: Keep it on the tank at all times. (ForeverDB guide, Forever client)
- Regrowth: When it's missing from you: For big hits: a direct heal plus more over 21 sec. (ForeverDB guide, Forever client)
- Swiftmend: Whenever it's ready: Talent (every level 30 Restoration build takes it): an instant heal on a target with your Rejuvenation or Regrowth on it, for the whole heal over time. (ForeverDB guide, Forever client)
- Healing Touch: Whenever it's ready: For steady damage. Rank 5 takes 3.5 sec (3 sec with 5/5 Naturalist), so start it early. (ForeverDB guide, Forever client)
- Abolish Poison: When it's missing from you: Keeps curing poisons for 8 sec; use it on the tank against poison mobs. (ForeverDB guide, Forever client)
- Remove Curse: Whenever it's ready: Clear harmful curses, tank and healer first. (ForeverDB guide, Forever client)
Keep up:
- Rejuvenation on you, at least 0% of the time (ForeverDB guide, Forever client)
- Regrowth on you, at least 0% of the time (ForeverDB guide, Forever client)
- Abolish Poison on you, at least 0% of the time (ForeverDB guide, Forever client)
Cooldowns:
- Nature's Swiftness: as needed (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Every spec's latest changes. Re-studied every week and after each new game build.
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)
- Abolish Poison Effect (level 26)
- Dash (level 26)
- Challenging Roar (level 28)
- Cower (level 28)
- Tranquility (level 30)
- Travel Form (level 30)
- 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)