Resto Druid Best In Slot Trinkets?
Contents
- 1 Who is the best resto druid?
- 2 Are resto Druids good in Shadowlands?
- 3 Is Necrolord good for resto Druid?
- 4 Are druids overpowered?
- 5 Is Resto Druid good in mythic Plus?
- 6 What class is Necrolord best for?
- 7 What level should I be for Soulbinds?
What is the best Soulbind for resto druid?
Night Fae Covenant & Best Soulbinds for Restoration Druid Guide – Shadowlands 9.2.5 Allegiance to the Night Fae Covenant for Restoration Druid provides you with many benefits, two new active abilities, access to three soulbinds; these soulbinds, and much more.
- In this guide, we will explore what are the perks for aligning yourself with the Night Fae, explaining their Covenant Abilities and Soulbinds and how they modify and enhance your toolkit both inside and out of combat.
- We will also recommend the best soulbinds for Night Fae Restoration Druid and explore how they impact your rotation, gearing, and talent builds, updated for,
If you are looking for information on how strong the Night Fae Covenant is for Restoration Druid, as well as details on which covenant is best, please visit our Best Covenant for Restoration Druid guide. S1 Season 1S1 Cheat SheetS1 Mythic+S1 Raid TipsS1 Talent BuildsS1 GearS1 Tier Set BonusOverviewAbilities & TalentsRotationAdvanced ConceptsStatsConsumablesMacros & AddonsWeakAurasCommon TermsMythic+Common QuestionsLevelingMage TowerSimulationsHotfixesPvP OverviewPvP BuildsAbout the Author
This article is written by Jaydaa a veteran healer and contributing writer to both World of Warcraft content and other Blizzard games content here on Wowhead. I’ve been raiding in WoW for almost 15 years at various levels of progression. I’ve contributed to the theorycrafting of multiple healing classes, notably Mistweaver Monks and Restoration Druids. Find me on Twitter or on the Wowhead Discord, |
The Night Fae Class Ability for Druids of all specializations is Convoke the Spirits, a 2 minute cooldown that will cast 12 Druid spells over a 4s channel. While that puts it quite simply, there are a lot of subtleties regarding the implementation of this spell and caveats to note: As far burst cooldowns go, this ranks pretty high up there.
- Another tool in our arsenal that helps us respond to incoming AoE burst damage is fantastic and it’s not bad for single target healing either.
- Convoke the Spirits is versatile, consistent, and efficient; all things you want as a healer.
- Whether you want the healing or the damage in either single target or AoE form, Convoke the Spirits will deliver and you’ll generally know what you’re getting out of each channel with some slight variations.
There is no ‘stars align’ scenario that you need to rely on or a type of content it feels weak in. You’ll have another answer for the most dangerous burst damage at no mana expense, and it’s all in a moderate 2 minute cooldown. Night Fae Conduit for Convoke the Spirits Conflux of Elements offers a flat % healing and damage increase while channeling Convoke the Spirits for the 4s.
The spells cast do not snapshot this increased healing for the remainder of their duration so only the healing done in the 4s window is increased. Despite that downside, Conflux of Elements is still very much worth the potency slot. Restoration Druid Conduit Guide As someone who adored Displacer Beast, it’s nice to see this come back as an option, albeit with a longer cooldown and a shorter blink.
Blinks and teleports are universally valuable; however mobility isn’t really a weakness Restoration Druids have struggled with so it won’t be as valuable for us as it would be for a Death Knight. You likely won’t be coming up with skips for such a limited 15 yard blink, but you may be able to skip over a few mechanics here and there.
- Comes with a cosmetic collecting minigame based around which animal form you take during Soulshape,
- Two of the three soulbinds modify this in some way; we will get into that later.
- However, on its own, it is an ability you typically will use for mobility when Tiger Dash / Dash and Wild Charge are all down or you need the blink specifically.
Celestial Spirits Empowers our burst healing windows by giving us greater access to Convoke the Spirits albeit with 9 instead of 12 spells but with a greater chance that one of those spells cast will be a Flourish, With Celestial Spirits equipped, 1 out of every 2 channels of Convoke the Spirits has a roughly a ~85% chance to grant a Flourish,
Additionally, we still gain the maximum 16 stacks of Redirected Anima via Niya’s Grove Invigoration trait or the full 25s duration of Dreamweaver’s Field of Blossoms for each Convoke the Spirits cast which should be factored into the power of this legendary. Memory of the Mother Tree can trigger from Wild Growth s cast by Convoke the Spirits,
A Rejuvenation or Regrowth cast by Convoke the Spirits can benefit from and consume the Memory of the Mother Tree proc multiplying the heal to 3 other allies. Restoration Druid Legendary Guide Conduits are socketed in order of highest priority from top to bottom in order to facilitate the greatest benefit when empowering conduit rows from renown.
- Please see our Restoration Druid Conduit Guide for more information on Conduits including Empowered Conduits.
- Restoration Druid Conduit Guide Restoration Druid’s choice of soulbind for Night Fae at Renown 80 remains Dreamweaver.
- The capstone trait, Dream Delver, for Dreamweaver is exceptional and easy to maintain at max stacks with our HoTs.
As usual, this page only highlights the specific use case of the class and signature abilities. To see how they fit within the context of the entire spec, we encourage you to check the other pages in the guide related to the context you are looking for:Restoration Druid Rotation Guide Convoke the Spirits For healing, Convoke the Spirits should ideally be used nearly on cooldown as a response to significant incoming AoE burst damage to quickly heal up allies before subsequent has a chance to cause deaths.
- As with Tranquility, be mindful of other healer’s raid cooldowns as to get the maximum value out of Convoke the Spirits,
- When prioritizing damage, Convoke the Spirits should be cast on cooldown or in conjunction with Heart of the Wild while in your affinity shapeshift.
- Consider holding for large packs of enemies when you want to make the most of the extra AoE damage from abilities like Starfall,
Soulshape On its own, Soulshape is an ability you typically will use for mobility when Tiger Dash / Dash and Wild Charge are all down or you need the blink specifically. If you select the Run Without Tiring Niya trait and are injured then you can prioritize Soulshape over other mobility options.
Soul of the Forest can boost the overall throughput of Convoke the Spirits due to the Swiftmend s cast by Convoke the Spirits triggering Soul of the Forest ; however, do note that because the order of spells cast during Convoke the Spirits are fairly random there’s no guarantee on which subsequent heals get empowered.
Restoration Druid Talent GuidePrioritizing higher item level pieces will still be the proper way to gear as a Night Fae Restoration Druid. Secondary stats will still follow the more balanced approach to gearing when considering similar item level pieces.
Night Fae have access, across all classes and specs, to the same three soulbinds: Niya, Dreamweaver and Korayn, They are the NPCs you complete the zone story with, and allow you to “attune” yourself to them to gain access to a tree of upgrades centered around your base toolkit (through Conduits) and covenant abilities (through special, game-wide traits).
This tree progressively unlocks based on completion steps (such as finishing the campaign) and your renown level with the Night Fae covenant.We’ve summarized the optimal traits for each soulbind along with potential conduits to slot in below. Do bear in mind that finesse conduit choice is largely personal preference.
Grove Invigoration provides an overlapping mastery and % max health buff that can be quickly bolstered by casting Convoke the Spirits, It’s not a ton of stats but is a nice boost we don’t get early in other soulbinds Niya’s Tools: Herbs provides a 10s 5% haste buff for a target of your healing at roughly 3 rppm. You likely won’t see more than one of these up at a time. It’s a nice way to buff allies, but the increase is fairly minuscule. Bonded Hearts provides 50% more mastery and health for the first 5s of each stack of Grove Invigoration as well as 2% max health heal to 5 nearby allies on proc. Currently this trait is bugged providing it’s benefits for the full duration of Grove Invigoration instead of just the first 5s.
In addition to this Niya modifies your Soulshape in one of two possible ways:
Run Without Tiring gives you a HoT for 5% every 3 seconds during it, or a 20% heal over the entire duration. Strong for personal healing and incentivizes use of Soulshape over other forms of mobility. Stay on the Move provides a flat 15s cooldown reduction to Soulshape and an additional second off whenever you defeat an enemy. Healing any ally that damages these enemies does count as you defeating an enemy, so no damage from you is required.
I generally recommend the following soulbind tree and conduit placement for Niya:Dreamweaver provides a couple of interesting nodes specifically as a healer:
Podtender – One of the premiere traits of Dreamweaver and while it may not contribute much to throughput a cheat death is strong utility. Unfortunately, Podtender has a few more drawbacks than the normal Cheat Death, such as the complete immobilization while regenerating in the wildseed. However, if the gambit pays off and you’re able to stay alive you’ll be doing significantly more healing than if you were dead. At the very least this can save your allies a battle resurrection. Do not underestimate how good this trait can be. Empowered Chrysalis – The shields we can create via overhealing can be quite powerful especially in being able to lower the impact of burst AoE damage on your allies. As Restoration Druids, we tend to overheal a fair amount just by the very nature of HoTs. Social Butterfly – If you’re always surrounded by allies or just want to help your allies contribute more damage then Social Butterfly could be a viable choice. As long as you’re able to activate the trait then you can think about it as a personal ~1.5% versatility trait that also minorly helps your allies. Not fantastic comparatively, especially when combined with the endurance conduit slot below. Field of Blossoms – A fantastic boost to throughput via casting Convoke the Spirits, Because you typically cast Convoke the Spirits to cover incoming burst this definitely helps to further improve that. Fortunately, the duration of this trait scales with the cooldown of class abilities so ours at 2 minutes gives roughly a 25s buff. Be aware that it does make you a bit more immobile being stuck to a particular area for 25s. Dream Delver – Provides a nice healing boost to targets that you’re continually healing. Can be kept up fairly easily with our HoTs.
I generally recommend the following soulbind tree and conduit placement for Dreamweaver:Choosing Korayn grants access to the following notable traits:
Wild Hunt Tactics – The healing increase for low health targets is valuable. It’s much more likely to save a life; however, this increase does nothing during the majority of time that allies aren’t below 35% nor does it do anything to prevent allies from getting to that point. That’s where this trait falls behind. The damage buff can be a nice personal damage increase if you prioritize damage,especially in Mythic+. First Strike – The critical strike chance is huge but the buff is so short and requires a constant influx of new enemies that it’s very difficult to get a lot of value out of this one. Wild Hunt Strategem – Grants additional healing to high health allies when you activate Wild Hunt Tactics by healing a low health ally. It creates this back and forth effect of healing low and high health targets. Unfortunately fairly weak compared to what we get in the other two soulbinds.
In addition to this Korayn modifies your Soulshape in one of two possible ways: I generally recommend the following soulbind tree and conduit placement for Korayn:Patch 9.2 adds the option of using two legendaries at the same time, with the restriction that one of them is your Covenant legendary.
- This change empowers Night Fae Restoration Druid even more.
- You can learn more about it in our Legendary Guide.Restoration Druid Legendary GuideSoulbinds are important Covenant characters players encounter in the Shadowlands.
- Soulbinds bind themselves to players allowing them to use their powers to strengthen characters while in the Shadowlands.Learn more about Soulbinds in our in-depth guide.Soulbinds in Shadowlands Thanks for reading our class guides! If you have any feedback about the guides, feel free to leave a comment in the section below and we will reply as quickly as possible.
If you’d like to talk with any of our writers directly you can do so by joining our Discord Server and finding them there! : Night Fae Covenant & Best Soulbinds for Restoration Druid Guide – Shadowlands 9.2.5
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Who is the best resto druid?
Ratings are ranging from 1615 to 2097, with the current top Mythic+ Restoration Druid being Renner from Zuljin (US). Each character’s equipment type, active specialization history, as well as connection frequency are taken into consideration to keep the guide as accurate as possible.
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Is versatility good for resto druid?
Statistics Explanations – Intellect is your primary stat. You should look for this stat in all of your upgrades. It provides you with Spell Power, which increases the power of your heals.
- Haste reduces the cast time of your spells, directly increases the healing of your HoTs, and reduces global cooldown.
- Mastery ( ) increases the healing you do to targets affected by your HoTs by an amount (determined by your Mastery level) for each active HoT.
- Critical Strike increases your chance to critically hit with all spells and abilities.
- Versatility increases all your damage and healing done, and decreases all damage taken.
- 3.
Are resto Druids good in Shadowlands?
Are Restoration Druids Good in Dragonflight (Patch 10.0)? – Restoration Druids continue to do one of the highest HPS in game in all forms of PvE content. We can do the most single-target healing in Mythic+ and deliver large bursts in raids through our multiple cooldowns.
The downsides remain being a lack of a group-wide damage reduction cooldown and our over-reliance on them. Our damage is very good in Mythic+, but it requires quite a bit of effort to master. If you are looking strictly to outheal incoming damage in Mythic+ or in Raids, then Restoration Druid is one of the better specs to do it on.
A summary of all changes can be found on our intro page.2.
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Is Necrolord good for resto Druid?
Necrolord Covenant & Best Soulbinds for Restoration Druid Guide – Shadowlands 9.2.5 Allegiance to the Necrolord Covenant for Restoration Druid provides you with many benefits, two new active abilities, access to three soulbinds; these soulbinds, and much more.
- In this guide, we will explore what are the perks for aligning yourself with the Necrolord, explaining their Covenant Abilities and Soulbinds and how they modify and enhance your toolkit both inside and out of combat.
- We will also recommend the best soulbinds for Necrolord Restoration Druid and explore how they impact your rotation, gearing, and talent builds, updated for,
If you are looking for information on how strong the Necrolord Covenant is for Restoration Druid, as well as details on which covenant is best, please visit our Best Covenant for Restoration Druid guide. S1 Season 1S1 Cheat SheetS1 Mythic+S1 Raid TipsS1 Talent BuildsS1 GearS1 Tier Set BonusOverviewAbilities & TalentsRotationAdvanced ConceptsStatsConsumablesMacros & AddonsWeakAurasCommon TermsMythic+Common QuestionsLevelingMage TowerSimulationsHotfixesPvP OverviewPvP BuildsAbout the Author
This article is written by Jaydaa a veteran healer and contributing writer to both World of Warcraft content and other Blizzard games content here on Wowhead. I’ve been raiding in WoW for almost 15 years at various levels of progression. I’ve contributed to the theorycrafting of multiple healing classes, notably Mistweaver Monks and Restoration Druids. Find me on Twitter or on the Wowhead Discord, |
The Necrolord Class Ability for Druids of all specializations is Adaptive Swarm, a 25 second cooldown HoT/DoT that also increases any HoT healing you do to allies or DoT damage you do to enemies by 25%. The healing of the HoT alone is roughly equivalent to a little more than a Rejuvenation and the damage of the DoT alone is roughly equivalent to a Moonfire,
When it expires on an ally it will attempt to jump to an enemy within range that does not already have Adaptive Swarm, As of Patch 9.1.5, if no enemy exists that matches this criteria, Adaptive Swarm will jump to an ally in range instead. Adaptive Swarm will not jump to an enemy not currently in combat.The HoT/DoT increase of Adaptive Swarm does apply to itself. Adaptive Swarm does apply a stack of Mastery: Harmony causing higher mastery healing on that ally.
While an extra Rejuvenation on a single target with only ~50% uptime doesn’t seem like a lot of extra throughput, the hidden power of this ability comes from the 25% increased HoT healing, the extra Mastery: Harmony stack, and being able to apply this pseudo- Rejuvenation without picking up the Germination,
That being said this extra throughput (both damage and healing) is almost entirely single target and does vary a lot depending how much additional HoT healing you’re applying to allies with your Adaptive Swarm as well as your current levels of mastery stat. In scenarios where you actually value the single-target healing throughput and it’s not completely overhealing, Adaptive Swarm will provide tremendous throughput; however those scenarios are rare typically relegated to Arena or Mythic+.
For raid, the single target healing responsibility even on tanks is split across all healers and passive effects like Beacon of Light tend to negate a lot of Adaptive Swarm ‘s value. Even in Mythic+ where you value the single target healing, you also value damage and Adaptive Swarm is only single target damage as well.
- It’s definitely our strongest single-target healing covenant ability, but that’s really it.
- Necrolord Conduit for Adaptive Swarm The Evolved Swarm conduit for Adaptive Swarm provides an increase to the flat % HoT/DoT increase.
- How good this conduit is will largely depend on how much additional HoT healing you’re providing to the target of your Adaptive Swarm, but is generally considered a strong conduit when you can make use of that single target healing.
Restoration Druid Conduit Guide Fleshcraft – The extra self survivability of the damage reduction and absorbe will be nice. In the case of the absorb, it will contribute minimally to overall throughput. You can utilize the Emeni’s soulbind trait Emeni’s Ambulatory Flesh to mitigate some of the downsides of the channel or even get a brief CC-immunity with Plague Deviser’s Ultimate Form soulbind trait, but the 3s channel will be a persistent nuisance.
- As a Restoration Druid, we have exceptional access to defensive abilities with on-demand Bear Form, the low cooldown Barkskin which can be further reduced by the Tough as Bark conduit, or even Ironbark if absolutely necessary.
- So how much value we’ll get out of another defensive in PvE is debatable.
Expect some niche cases where this excels, but is far from a must-have. The new Necrolord exclusive legendary for Restoration Druids can be quite valuable in terms of getting multiple Adaptive Swarm out for increased AoE healing. With the 9.1.5 change to Adaptive Swarm allowing it to jump back-to-back to allies when there’s either an enemy in range or that enemy already has a Adaptive Swarm, a lot of the downsides of this legendary have been mitigated.
Consider this a strong option when you’re looking for strong throughput. Go forth and multiply! The Legendary Verdant Infusion can extend Adaptive Swarm ‘s HoT duration by 10s increasing the uptime and overall efficiency but does require you to commit your Legendary choice to this interaction. In the single-target healing scenarios, such Mythic+, Arena, or very specific Raid encounters, this is likely to be a favorite Legendary.
Restoration Druid Legendary Guide Both Plague Deviser Marileth and Emeni remain the strongest soulbinds. Typically, you’ll want to focus on Plague Deviser Marileth when your primary focus is healing and switch to Emeni for a more damage or utility focused build.
- Conduits are socketed in order of highest priority from top to bottom in order to facilitate the greatest benefit when empowering conduit rows from renown.
- Please see our Restoration Druid Conduit Guide for more information on Conduits including Empowered Conduits.
- Restoration Druid Conduit GuideAs usual, this page only highlights the specific use case of the class and signature abilities.
To see how they fit within the context of the entire spec, we encourage you to check the other pages in the guide related to the context you are looking for:Restoration Druid Rotation Guide Adaptive Swarm Adaptive Swarm should ideally be used on cooldown on priority targets, specifically tanks or other allies that are going to be taking significant damage.
- The priority targets should also be fully HoTed up either prior to Adaptive Swarm ‘s application or shortly after to ensure you’re maximizing the value of the 25% HoT increase if that healing will be mostly effective.
- If damage is your priority, be sure to apply as many DoTs to the enemy target for the duration of Adaptive Swarm including Moonfire and Sunfire,
Fleshcraft Fleshcraft should be channeled in the following circumstances:
Prior to engaging an encounter to utilize the pre-pull downtime and activate the 120 mastery buff.Prior to major incoming damage of a particularly nasty mechanic for survivability.During periods of healing downtime to ensure no one dies during the 3s channel and reduce the overall healing requirement.To avoid crowd control when utilizing Ultimate Form,
Because Adaptive Swarm is primarily a single target healing increase due to the 25% HoT healing increase, you’ll typically want to take talents that maximize the number of HoTs you can apply to a single target. I definitely recommend picking up Cenarion Ward for Necrolord Restoration Druids in almost all situations.
- You can lean further into single target healing and maximizing HoTs with Cultivation, Spring Blossoms, and even Germination but doing so may put other aspects of your healing at risk.
- I still recommend adhering to the Mythic+ and Raid builds set out in the Talent section of this guide even as a Necrolord Restoration Druid.
Restoration Druid Talent Guide Prioritizing higher item level pieces will still be the proper way to gear as a Necrolord Restoration Druid. However, because Adaptive Swarm ‘s benefits are mostly single target and rely on HoT stacking, you’ll likely lean a bit heavier on mastery to maximize the benefits of Adaptive Swarm when comparing pieces of gear of similar item level.
Just don’t neglect other secondary stats at the expense of Mastery: Harmony, but a little extra will be beneficial. Necrolords have access, across all classes and specs, to the same three Soulbinds: Plague Deviser Marileth, Emeni and Bonesmith Heirmir, They are the NPCs you complete the zone story with, and allow you to “attune” yourself to them to gain access to a tree of upgrades centered around your base toolkit (through Conduits) and covenant abilities (through special, game-wide traits).
This tree progressively unlocks based on completion steps (such as finishing the campaign) and your renown level with the Necrolord covenant.We’ve summarized the optimal traits for each Soulbind below, along with potential conduits to slot in. Do bear in mind that finesse conduit choice is largely personal preference.
Ooz’s Frictionless Coating allows you to better survive any follow up damage that would occur after a burst that reduces you below 50% health with a 15% max health absorb shield. If burst damage is continually dipping you below 50% health this will be fantastic but do note the 30s ICD. Ultimate Form, causes you to regenerate 6% max HP and be crowd control immune over the duration of the Fleshcraft channel. If you manage to complete the full Fleshcraft channel, then the crowd control immunity persists for 3 additional seconds and you regenerate another 6% max HP over those 3 seconds. Undulating Maneuvers provides a small stagger-like survivability buff. Nothing huge, but helpful nonetheless. Kevin’s Oozeling, the new capstone trait in 9.1, provides some additional healing in the form of some minor absorbs via Kevin everytime you cast Adaptive Swarm,
These benefits strongly incentivize the use of Fleshcraft early to activate the 120 mastery buff and allow the passive to gather other additional buffs from various defeated enemy types. While crowd control immunity can be powerful, very few PvE encounters actively crowd control players so Ultimate Form will likely be niche at best.
Lead by Example, the initial trait in the tree, is what makes Emeni a strong option. A flat 5-13% intellect buff but because the buff duration scales with cooldown of our class ability it’s not as great at first glance. With Adaptive Swarm at a 25s cooldown the duration is roughly 4s so somewhere short of 20% uptime overall. Not bad and not only are you getting this buff but you’re also helping allies at the same time. Win-win situation. Strong ability that only requires a couple of allies to maximize the benefits. Emeni’s Magnificent Skin grants you a flat 5% extra maximum HP when casting Fleshcraft, Not huge, but the early potency conduit that accompanies it makes this survivability increase worth it. Emeni’s Ambulatory Flesh allows channeling of Fleshcraft to be done while moving. This negates one of the major downsides of Fleshcraft, but unfortunately is accompanied by a endurance conduit slot. Gnashing Chompers can be a nice haste buff but requires consistent enemy deaths to maintain any sort of meaningful uptime. Healing any ally that damages these enemies does count as you defeating an enemy, so no damage from you is required. Unfortunately the potency conduit attached to Gristled Toes tends to more favorable in most situations. Resilient Stitching provides a nice magic damage shield that will be easy to gain on cooldown.The new capstone trait in 9.1 for Emeni, Pustule Eruption, turns Fleshcraft into a damaging ability but the damage is somewhat lackluster and loses value if you have to hold Fleshcraft for any reason.
I generally recommend the following soulbind tree and conduit placement for Emeni:Choosing Bonesmith Heirmir grants access to the following notable traits:
Forgeborne Reveries, a pseudo- Spirit of Redemption ability and flat 3% intellect buff (assuming you’re enchanted), allows you to continue to heal for 10s following your death albeit at a 50% reduced capacity. Pretty solid just for being enchanted. Resourceful Fleshcrafting provides an additional second of cooldown reduction for Fleshcraft via its passive effect. Heirmir’s Arsenal: Marrowed Gemstone grants an enormous amount of critical strike chance for 10s, but can only occur once every 60s. While we’re able to quickly proc this via HoT ticks once the ICD is up, it’s questionable as to whether this increased throughput will line up with incoming damage. Unfortunately there’s also no good way to throttle yourself to hold the proc for just the right moment. Carver’s Eye grants mastery when you damage an enemy above 90% health. This is problematic as a healer to activate and typically the first 10% of an encounter is fairly easier to heal. Might be good if you can frequently tag new enemies like in Mythic+. Mnemonic Equipment, the new 9.1 capstone trait, is mostly about utility or damage for healers. Unless you’re wanting to deal additional damage, you’ll see better results from other soulbinds.
I generally recommend the following soulbind tree and conduit placement for Bonesmith Heirmir:Patch 9.2 adds the option of using two legendaries at the same time, with the restriction that one of them is your Covenant legendary. This change empowers Necrolord Restoration Druid even more.
You can learn more about it in our Legendary Guide.Restoration Druid Legendary GuideSoulbinds are important Covenant characters players encounter in the Shadowlands. Soulbinds bind themselves to players allowing them to use their powers to strengthen characters while in the Shadowlands.Learn more about Soulbinds in our in-depth guide.Soulbinds in Shadowlands Thanks for reading our class guides! If you have any feedback about the guides, feel free to leave a comment in the section below and we will reply as quickly as possible.
If you’d like to talk with any of our writers directly you can do so by joining our Discord Server and finding them there! : Necrolord Covenant & Best Soulbinds for Restoration Druid Guide – Shadowlands 9.2.5
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What is the strongest Druid build?
What Is the Best Druid Build? The Wind Druid build is widely recognised as one of the most powerful Druid builds due to its powerful area of effect damage output and versatile damage types.
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Is resto Druid a good healer?
Introduction – This guide was written by, Heregellas, or Alisza on his priest, is mostly playing disc/holy priest or resto druid during progress. He previously raided in From Scratch, and in Impact as an officer & raid leader before joining Method. Restoration Druid is a versatile healer with access to damage, crowd control, mobility, and robust healing throughput that makes them great healers for Mythic+.In raids, they will be able to provide a huge amount of healing during some specific regular windows with a proactive type of healing (what we call “a ramp”), and can completely carry the healing throughput on the whole raid during those.
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Is resto Druid hard to play?
How hard is Resto Druid in 2v2’s for starting out as a new player? My friend and I play Paladin & Druid as PvE carebears. We’d like to jump into PvP, but I think we might need to make alts because there are a lot of posts saying that resto druids are hard to play.
- Is this true? Should we switch to something with training wheels like DH/HPal? Would any composition of our mains be too hard for new players? Maybe Ret/Resto or HPal/Feral? I don’t mind rerolling if we need to do so for learning purposes, but I’d rather play my main and my friend his.
- I mean if you’re new to druid yeah it would be hard.
if you already have a decent handle on it, just play. upside to rdruid is good ones can make your life a living heck. and they have the best cc of any healer. Edit: didn’t see your note about hpal feral. hpal isn’t the best in 2s but its easy to play, very cooldown centric and not hard to catch on to.
feral is easy to do damage with, but pretty hard to survive if you’re not smart about when you need to be in bear, and when to get out completely. i would suggest playing ret resto over feral for difficulty. as stupid as it sounds, you can climb higher with a good dps(in this case an easier dps) over having an ok dps with a good healer.
I just started playing rdruid this patch, it takes a bit to get used to but once you do it’s a lot of fun. I would suggest doing some dungeons/bgs at first to learn the rotation and how to keep people alive. Once you are comfortable with that start moving into skirms/solo shuffle.
probably one of the harder healers to learn just because it has so many tools + shapeshifting is uniquehots are also unintuitive and you need to have an idea of how much they’re going to heal if you’re going to play offensive with feral affinity/go for clonesyou can pve ur way pretty high as rdruid by just putting hots up @ max range, sitting bear form, and doing nothing else, but the skillcap on rdruid is super high
1 Like Noisestorm: resto druids are hard to play none of the specs in this game are hard to play just play what is fun for you. Skillcapped wow website is a great resource to learn from if you are a new player druid is hard right now Not because the class is hard mechanically but because people are going to try to kill you alot.
- Hpal is a bit easier but feral is much harder than ret it’s rough in the sense that as a resto druid, your heals are HoT based and that doesn’t fair well in a burst meta.
- Shinkixyz: druid is hard right now Not because the class is hard mechanically but because people are going to try to kill you alot.
There’s the knowledge/spacing to avoid being an easy target after putting hots on your teammate. Also the trusting your hots to do their thing, and your teammate trusting them.1 Like If you have a big brain, good looks and enough charm to melt hearts in an instant then getting good at rdruid comes naturally.
I can chime in as this was the first season i had ever played resto druid at all. Learning from the ground up was a bit tough, but i managed to scrape out 1800 for the set which is what i wanted. Hardest part i had with it was using my CDs properly, and not overlaping defensives and major healing CDs.
Learning to shift to prevent poly and hex, and charge stun into cyclone while making sure your dps is ok was a bit to figure out for the first time. Long story short, watch a video, give it a shot. Once you spend some time on it youll enjoy it.1 Like : How hard is Resto Druid in 2v2’s for starting out as a new player?
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What’s better versatility or mastery?
Stat Weights: Vers vs Mastery. Why Mastery is the Top Stat Hello everyone, Shaanis here with a deeply thought out post. So I was looking into some gearing options on hunter and shaman as I was hopping back into playing them for this expansion and then decided to look up some guides, I noticed how in PvP players were beginning to stack versatility because of the new trinket and stuff but then I wondered what PvE was looking like. I had noticed ALOT of builds were having a very heavy emphasis on Versatility over Mastery and decided to take a look into why before I dove in to start gearing, seeing the stat weights at ilevel 188 and higher though. I started to wonder if things could be done differently and here is what I found. Using covenant armor and PvP trinkets, weapons, and rings. I came to a Versatility rating of 20.70% with 828 Versatility, After assessing how high my Versatility was versus my Mastery being at 220 or so with 26.4% mastery. I started realizing that honestly, it’s being done all wrong. While Versatility does have its merits for healers, it’s bonus to damage is severely overwritten on literally every class’s DPS spec regardless of the traits implications. The damage reduction is also nice but that was only about 9.3% and that to me was not enough to be notable. Mastery Stacks with lower values to greater results, leaving room for further stacking of stats such as Haste and Crit, Here is a list of traits for Mastery to consider and think about how much more weight Mastery carries over Versatility currently: DEATH KNIGHT Mastery: Blood Shield. X% of Death Strike healing is also applied as a shield and increases attack power. Mastery: Frozen Heart. Increases frost damage by X% Mastery: Dreadblade. Increases shadow damage and minion damage by X%. DEMON HUNTER Mastery: Demonic Presence. Increases Chaos damage by X% and movement speed by Y%. Mastery: Fel Blood. Increases the armor bonus granted by Demonic Spikes by an additional X% of Agility. Also increases attack power by Y%. DRUID Mastery: Total Eclipse. Solar Eclipse increases nature spell damage by X%, Lunar Eclipse increases arcane spell damage by X% Mastery: Razor Claws. Increases bleed damage and finishing moves damage by X%. Mastery: Natures Guardian. Increases maximum health and healing received by X%, and increases Attack Power by Y%. Mastery: Harmony. Increases healing by X% for each Restoration heal over time effects on the target. HUNTER Mastery: Master of Beasts. Increases pet damage by X%. Mastery: Sniper Training. Range of all ranged abilities is increased by X% and damage of all abilities increased by Y%. Mastery: Spirit Bond. Damage done by Focus spending abilities increased by X% for both the Hunter and pet. While a pet is active, both Hunter and pet regenerate Y% of max health per 5 seconds. The list just goes on and on, check the Wiki for the rest of them. While looking into all of this I have considered multiple different stat priorities but Mastery is always the one I would put above the rest. Consider this, with Mastery having such a good stat weight? Haste and Crit can stack significantly higher if you ignore Versatility, Because simulations by a computer put its flat damage increase above the variable increase of mastery for most specs. Obviously some specs love to stack mastery like unholy dk even despite this fact. Most classes don’t consider vers one of their best stats. If the Versatility stat weight was increased the tables would flip no doubt. Don’t be silly it’s not “because a computer says so”. Simulations are a tool. The reason why versatility might be better than mastery is because mastery may only affect a single source of damage within your damage profile, whereas versatility or critical strike increase all of the damage sources in the damage profile. So the question becomes, even though mastery may boost damage of one or two abilities by a lot, does that add up to more damage than a small increase to all of your abilities? In most cases no. A small increase to all of your abilities will typically outweigh a large increase to a single ability. Mastery stacking classes usually have a double dipping effect, such as fire mage, where their combustion cooldown contributes double the effect of mastery. Likewise, with mistweaver monks, essence font causes their mastery to proc twice, and weapons of order causes you to gain from this benefit twice as well.4 Likes anon94375643: If the Versatility stat weight was increased the tables would flip no doubt. Well yeah, because thats how stat weights work lol. It would be more valuable then. ??? Psychi: The reason why versatility might be better than mastery is because mastery may only affect a single source of damage within your damage profile, whereas versatility or critical strike increase all of the damage sources in the damage profile. This is exactly what I said. Your mocking first sentence is irritating.1 Like I mean, as a resto shaman, I prefer Versatility AND mastery. Icy Veins says Mastery is low on priority, but I can’t bring myself to understand (although crit is pretty awesome too.) The sheer stat value gained from mastery is a huge part of it as well. I dunno. I play Marksman, I have never once heard or seen any Marksman hunter who does pve content, attempt to purposely stack versatility Not sure where you got your figures from maybe you’re accidently looking at survival hunter, but then I got to ask, who’s foolish enough to play survival hunter for pve content in shadowlands? Are you sure you aren’t accidently looking at pvp builds instead of pvp builds? Me, survival hunter is bae The top stat is whatever the sims tell you is the top stat. Math > your feelings.5 Likes The resto sham has a pretty interesting mastery that really goes up in value the harder content you do. But I can see the argument about its poor scaling and already starting with a high base mastery default. anon94375643: Me, survival hunter is bae then there’s your problem. you shouldn’t be playing sv for pve you have bigger problems than worrying about stat balance as survival the bigger problem being that No matter if you have 100% full bis gear, had perfect stats, and played your rotation 100% perfect min/max on the level of a world first raider you’ll still be at the bottom or middle of the damage meters. While on the otherhand, bob, who’s only been playing MM hunter for a week, doesn’t do his rotation right, and has a mishmash of non-optimal gear, will likely do the same dps as you or maybe even out dps you. Unfortunately SV is shafted for Shadowlands:
Weights are not the same across specs.I have 293 mastery rating or 8.19%You have 208 rating at 34%
I’d need dramatically more mastery per rating to offset the gains across the board from stacking Vers. While mastery is the second best defensive stat for a bear – Vers tops it due to more linear scaling, affecting the entire damage profile, affecting healing and reducing incoming damage (which scales with how often damage happens).
You can take all the mastery from me, all I want is haste/verse My most recent sim of my (BM) hunter shows versatility as my top stat. Seem weird at the moment. Condescending attitude aside, Survival’s mastery only buffs part of their toolkit. Wildfire Bomb (and the associated dots), Kill Command, their Covenant ability, trinket/enchant effects, Soulforge Embers, their auto-attacks, and their pet’s auto-attacks aren’t boosted by Mastery AFAIK.
That’s a significant chunk of their damage that Versatility could be boosting. I like all the stats. Each one does something I want. Thank goodness for sims to help me wrap my head around stat weights and spell priority. Those are definitely factors, and it isn’t very high value if your base healing is low, but main stat is great in SL so I feel it’s still good.
The way I see it, ispeople who aren’t hurt enough to benefit from mastery don’t need it as much. Naturally, there are mechanics where being below 80% can insta-gib you, but it’s the healing up from 20% to over 80% that I would look at. I’ve only been doing M+, but would like to test it in raids soonish.
And here I am, going ham on Crit and Haste. I need to exchange some of it for vers, probably, for Veng. The rankings on warcraft logs aren’t quite perfect tho, while certainly not tuned properly or maybe not suitable for fight mechanics etc., If initially everyone decides that sv is “trash” then less 99% and higher percentile players will even bother gearing the spec.
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Which Druid class is most powerful in Shadowlands?
Shadowlands 9.1 Best Tank Class Guardian Druids are the most preferable tank for Mythic+ and are also welcome in the raid. They have very good survivability, easy to master and also have insane burst AoE damage.
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Is haste good for resto druid?
Healing Power and Haste are by far the most important stats for a Resto Druid. You should aim to acquire as much as possible on every piece of gear.
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What is the best Druid specialization?
Shadowlands Druid Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Druid leveling guide! This WoW Druid leveling guide is dedicated to teaching beginners how to operate the Druid, masters of shapeshifting. We will cover the best Druid talent builds, ability usage, basic concepts, and gear tips to ensure you reach level 60 quickly.Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides.
Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.
If Druid isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands.The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here. Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.
There is a new tab on your spellbook between General and your talent specialization, simply titled “Druid”. These are abilities that are now shared by all Druids, regardless of what specialization they are in.New Druids will not begin in a default spec (Feral). Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Druid abilities available to all specializations.Experienced Druids will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.AoE (Area of Effect) caps are being introduced in the Shadowlands pre-patch, which places a limit on how many targets the ability can hit at once. This affects a couple of Druid abilities. Swipe ( Feral Affinity ) – capped to 5 targets Swipe (Feral, Guardian) – capped to 5 targets Brutal Slash (Feral) – capped to 5 targetsAny AOE Abilities not listed above remain the same as they were cap-wise before the Shadowlands pre-patch.
For a total beginner to the class, although each specialization has strengths and weaknesses, we recommend Feral as the best Druid leveling spec. Feral has the tools to quickly deal devastating amounts of damage, and many bleed effects for long damage durations.
Feral also has increased movement speeds by default with Cat Form, which makes it a bit more flexible than other Druid specializations. If you’re looking to play a ranged class, maybe Balance is a better specialization for you! Balance can be a bit more complicated to play than Feral at an optimal level for a total beginner due to the way Astral Power and the Eclipse system works, but it deals great amounts of damage from a range, and the innate benefits of Moonkin Form makes Balance Druids one of the more durable casters out there.
If you don’t want to level as a straight DPS specialization, why not try Guardian? Although Guardian is a Druid tanking spec, it is still able to deal good amounts of damage with abilities like Thrash and Maul and has the survivability to withstand punishment from multiple mobs at once.
Because Guardian is a tank specialization, it also means you can use it to quickly get into dungeons! The final specialization that Druids have, Restoration, is not recommended for leveling. Although Restoration Druids can deal decent damage with Wrath and Moonfire, Restoration will not be able to do more damage or survive as many mobs as the other three Druid specializations.
However, due to dungeon leveling being a popular option, Restoration Druids are able to benefit from that by using their quick healing queues to chain dungeons over and over. Before level 10 you are just a Druid with a smattering of Druid abilities. When you reach level 10 you get to pick a specialization – Balance, Feral, Guardian or Restoration.
Although all four Druid specializations can be leveled with, we do not recommend going Restoration unless you want to level only through healing dungeons.At level 10 you will select a specialization. You can swap between specializations by opening up the Specialization & Talents tab (or pressing N to open it quickly), choosing the specialization you like, and clicking the Activate button.
There is no cost to swapping!Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.Druids can choose many races to be, separated in Default Races and Allied Races:
Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.
Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Druid to be whatever race suits your aesthetic best! Druids can choose from the following races (click on the race names to learn more about them!): Alliance
Default Races: Night Elf Worgen
Allied Races: Horde
Default Races: Tauren Troll
Allied Races:
Highmountain Tauren Zandalari Troll
In this section of the guide, we recommend talent selections for leveling in Shadowlands as a Druid. Please keep in mind that the selections we list below are merely suggestions, and if you want, you can select different talents that can better suit your gameplay style.The talent selection below will focus on improving the Balance Druid’s offensive abilities while granting a fair amount of defense for soloing.
Level 15 Talents: Force of Nature is a great defensive talent option that allows you more survivability by having Treants tanking mobs for you. Nature’s Balance is also a great choice, but less recommended than Force of Nature if you have less gear or are having issues with mobs attacking you. Warrior of Elune is an ok talent choice, but provides less offensive benefits than Nature’s Balance.
Level 25 Talents:
Wild Charge is a great option that grants you some more movement speed by granting you a disengage in Moonkin Form or a leap forward in Travel Form, Tiger Dash is not a bad talent choice, but not that useful considering you already have access to a movement speed boost when needed via Dash, Renewal is a nice emergency heal, but not really that strong considering Druids have a lot of self healing already.
Level 30 Talents:
Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Feral Affinity is a rather weak talent for a Balance Druid, as you won’t be going into Cat Form often to gain the offensive benefits, so on a normal leveling situation you would only really benefit from Feline Swiftness, Guardian Affinity can be an interesting talent if you plan on doing dungeons, as you are able to take over for the tank more easily if things go south.
Level 35 Talents:
Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early. Heart of the Wild can be a good emergency button when paired with Restoration Affinity, but in most situations it is better to simply run away and engage again.
Level 40 Talents:
Incarnation: Chosen of Elune is a very strong cooldown that not only grants you the benefits of Celestial Alignment, but increased Critical Strike as well. Soul of the Forest can be a good option if you don’t want to rely on using cooldowns while leveling. Starlord is not that great of a talent choice, as constantly casting Starsurge and Starfall will not refresh the duration of the talent’s buff, which means you will be consistently having to rebuild stacks.
Level 45 Talents:
Twin Moons is a simple and strong talent that not only increases the damage of Moonfire, but also grants a cleave component to the spell, making it easier to spread around. Stellar Drift is a good talent if you plan on doing dungeons often, but outside of that, not a good talent usage as you won’t be using Starfall often. Stellar Flare is a rather weak talent, as it’s yet another periodic damage effect.
Level 50 Talents:
Fury of Elune is a strong talent with lots of AOE damage and good Astral Power generation and an easy pick. Solstice is an ok talent pick, but the damage of Shooting Stars is usually not that great to be worth the talent pick. New Moon is a bit complicated to use and generally not as strong as Fury of Elune.
The talent selection below will focus on improving the Feral Druid’s mobility and consistency when jumping from mob to mob.
Level 15 Talents: Predator is an incredibly strong talent pick, due to allowing a much higher uptime on Tiger’s Fury thanks to the constant cooldown resets. Sabertooth is an interesting talent pick due to the Ferocious Bite damage increase, but you will likely not see a lot of benefit with Rip on this talent. Lunar Inspiration has very limited usefulness for the cost of a talent point, as in most cases Moonfire would only be using to pull mobs, and using Prowl to get the jump is better in almost all cases.
Level 25 Talents:
Tiger Dash is an excellent talent pick as it allows you to more easily get close to mobs at a relatively low cooldown. Wild Charge is not that great of a pick for a Feral Druid, as the Cat Form of the talent makes you miss your opening damage by knocking you out of stealth. Renewal is a nice emergency heal, but not really that strong considering Druids have a lot of self healing already.
Level 30 Talents:
Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Balance Affinity is not a good pick for a talent, as you will almost never need to go into Moonkin Form and deal attacks from range. This is a niche talent pick at best. Guardian Affinity can be an interesting talent if you plan on doing dungeons, as you are able to take over for the tank more easily if things go south.
Level 35 Talents:
Heart of the Wild is a good emergency button when paired with Restoration Affinity. Mighty Bash is not that great of a talent pick for Feral Druids, as you already have Maim for a Stun crowd control. Mass Entanglement is a very niche talent pick for Feral Druids that will likely only be used to run away from unwanted encounters.
Level 40 Talents:
Soul of the Forest is a simple yet strong talent pick that increases the damage of all your finishing abilities and grants you some extra Energy when using them, so you’re able to more quickly build the next finisher. Savage Roar is not a terrible talent pick if you want a more active talent pick, but the Energy regeneration from this ability is low at best. Incarnation: Avatar of Ashamane is a strong cooldown talent, but one you probably won’t be used super often while leveling. Still a good pick, though!
Level 45 Talents:
Primal Wrath is a very strong talent that not only deals good AOE damage, but also applies Rip to all targets hit by this talent. Scent of Blood is not that bad for a talent pick, but it relies on you using Thrash to get any benefit from this talent, an ability that is not usually spammed on an AOE rotation. Brutal Slash is an improved version of Swipe, but not much of an improvement over the other talent options on this row.
Level 50 Talents:
Feral Frenzy is a strong cooldown that deals good damage and instantly allows you to do a fully powered finishing move at a low cooldown, overall a very strong talent pick. Moment of Clarity grants a lot of extra benefits to Omen of Clarity, including being able to accumulate extra stacks. The increased Energy is not too bad for bursting targets. Bloodtalons is a strong talent pick for more seasoned Feral Druids, but total beginners will have a hard time keeping this talent up often enough.
The talent selection below will focus on improving the Guardian Druid’s damage and survivability when dealing with multiple mobs at once.
Level 15 Talents: Brambles is a strong talent pick that adds passive damage for you simply for having mobs hit you. Blood Frenzy can be a strong talent if you’re doing big pulls and using Thrash on multiple targets often, but this talent loses benefit with smaller pulls. Bristling Fur is an interesting cooldown to use against big pulls, but once again, this talent loses benefit with smaller pulls.
Level 25 Talents:
Wild Charge is a great option that grants a great engage tool in the Bear Form version of the talent and added movement speed in Travel Form thanks to the leap. Tiger Dash is not a bad talent choice, but not that useful considering you already have access to a movement speed boost when needed via Dash, Renewal is a nice emergency heal that can be useful to spec into if you’re having issues tanking mobs, but Guardian Druids already have fairly decent self healing via Frenzied Regeneration,
Level 30 Talents:
Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Just be careful of going out of Bear Form when needing extra heals. Balance Affinity is not a good pick for a talent, as you will almost never need to go into Moonkin Form and deal attacks from range. This is a niche talent pick at best. Feral Affinity is a rather weak talent for a Balance Druid, as you won’t be going into Cat Form often to gain the offensive benefits, so on a normal leveling situation you would only really benefit from Feline Swiftness,
Level 35 Talents:
Heart of the Wild is a good passive benefit to your Restoration Affinity, as it makes the passive effects of the talent even stronger. Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early.
Level 40 Talents:
Galactic Guardian is a good talent that grants you some more passive damage with free Moonfire and an active benefit that grants more Rage to fuel your abilities. Incarnation: Guardian of Ursoc is a very strong talent if you plan on doing a lot of dungeons, as this talent gains both offensive and defensive benefits thanks to Berserk active for the duration and Mangle hitting multiple targets when active. Soul of the Forest is not a weak talent, but the other talents in this row simply grant more benefit for leveling.
Level 45 Talents: Level 50 Talents:
Rend and Tear grants you a lot of benefits simply for using Thrash, Lunar Beam is not a bad talent pick, but it will deal less damage in the long run than Rend and Tear. Pulverize is an interesting dungeon talent, but won’t be as useful in a leveling setting.
The talent selection below will focus on improving the Restoration Druid’s healing abilities in dungeons, as in keeping constant healing in a main target and able to quickly heal targets taking additional damage.
Level 15 Talents: Cenarion Ward is a nice and quick way to give a target some quick healing, although this spell is quite mana intensive. Abundance is a good talent pick if you’re able to keep multiple Rejuvenation s up at once, but loses utility once you don’t need to heal that many targets. Nourish is a rather weak option that directly competes with Cenarion Ward.
Level 25 Talents:
Tiger Dash is a good talent choice that grants you even more movement speed in a pinch. Wild Charge can be a good option if you need to quickly get to allies, but with all movement speed increases Druids have access to normally, this talent is almost useless. Renewal is a nice emergency heal that can be useful to save yourself, but as a Restoration Druid, you won’t be using this often.
Level 30 Talents:
Feral Affinity is a great talent selection that allows you to quickly shift into Cat Form and help your group DPS when healing isn’t needed. Balance Affinity is not a bad pick, but as Balance takes a bit longer to start actively dealing damage due to the nature of its periodic damage, you likely won’t do as much damage in short bursts as Feral Affinity. Guardian Affinity is a very weak pick for dungeons, as having to go Bear Form usually means the tank did not stay alive.
Level 35 Talents:
Heart of the Wild is a good passive benefit to your Feral Affinity, as it grants you even more damage in Cat Form, Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early.
Level 40 Talents:
Cultivation is a simple but good talent pick that grants extra healing to Rejuvenation at no additional cost. Soul of the Forest seems like a good pick on paper, but as Swiftmend is used as an emergency heal button, you usually don’t need the extra healing after using it. Incarnation: Tree of Life is a very strong cooldown and worth picking if you feel like you need the extra burst in dungeons.
Level 45 Talents:
Spring Blossoms is a strong talent pick that rewards smart Efflorescence placement. Inner Peace only really gives you any benefit if you’re using Tranquility often, but as Tranquility is used as an emergency button, this talent is usually not a good pick. Overgrowth is a good talent if you need additional emergency healing on a single target, but with good periodic healing placement, this talent is mostly wasted.
Level 50 Talents:
Photosynthesis is a good strong talent that further empowers your Lifebloom, Germination is not that great of a talent, as Rejuvenation ‘s healing is quite weak by itself to be worth casting it twice on the same target. Flourish can be a strong option if you need constant and consistent healing on cooldown.
All three Druid specializations have really different playstyles due to the nature of serving different roles. In this section of the guide, we go over basic rotations for all three Druid specializations.Optimal Balance Druid Ability Use While Leveling You will want to start a fight by firing either two Wrath or Starfire to get your Eclipse chain going, and then applying Moonfire and Sunfire for the periodic damage.
- Use Starsurge whenever you have the Astral Power but if you’re close to starting an Eclipse, save for it to empower the current active Eclipse.
- Elite Mobs: For elite mobs, your rotation will continue as usual, although you will need to be careful – If the elite is rootable, use Entangling Roots s often to keep a distance, and don’t forget to use your DPS cooldowns if you have them, like Celestial Alignment,
If things go south, you can go Travel Form and run away to disengage from combat. Lots of small mobs: Early on, you won’t have a lot of AOE abilities besides spreading your DOTs to multiple targets, so until you learn Starfall, it isn’t recommended to engage with lots of small mobs at once.
Once you do, continue using Moonfire and Sunfire to generate Astral Power and spend it on Starfall, Dungeons: Make sure to help your team by interrupting spellcasts with Solar Beam, You might need to help offheal sometimes or go into Bear Form to tank in case the main tank for your dungeon dies, but this shouldn’t be too much of an issue.
Optimal Feral Druid Ability Use While Leveling You will want to start fights in stealth with Prowl, as at higher levels deals more damage. You will then use Rake to apply some periodic damage, and continue generating Combo Points to use Rip to inflict more periodic damage or Ferocious Bite to deal direct damage.
- The more Combo Points you accumulate, the more either abilities will hit for.
- Elite Mobs: For elite mobs, your rotation will continue as usual, although if the elite is stunnable, using Combo Points on Maim can be a good idea to buy some more time without taking damage.
- Use your offensive cooldowns like Berserk and Tiger’s Fury to deal even more damage to the elite.
If things go south, you can go Travel Form and run away to disengage from combat. Lots of small mobs: Early on, your best bet is to apply periodic damage effects on multiple mobs with Thrash and then individually damaging them down, so it isn’t recommended to engage with many small mobs at first.
- Once you learn Swipe, things become a bit easier, and you can use Swipe as a Combo Point generator and use your finishers as normal.
- Dungeons: Make sure to help your team by interrupting as many mobs as you can with Skull Bash and stunning dangerous mobs with Maim,
- You might need to help offheal sometimes or go into Bear Form to tank in case the main tank for your dungeon dies, but this shouldn’t be too much of an issue.
Optimal Guardian Ability Use While Leveling You will want to use Moonfire to pull mobs to you, and then use Mangle on cooldown to generate Rage. Use Thrash to apply a bleed effect and deal more damage to mobs. Whenever you have enough Rage, you can use it on Maul to deal more damage, or Ironfur if you need active mitigation Elite Mobs: As a Guardian Druid you have multiple ways of lowering damage done to yourself – You can use your Rage defensively with Ironfur to reduce damage taken or Frenzied Regeneration to heal yourself, and use offensive cooldowns like Berserk to deal more damage.
- If things get badly, you have big cooldowns you can use to turn the tide, like Barkskin or Survival Instincts,
- If things go south, you can go Travel Form and run away to disengage from combat.
- Lots of small mobs: Luckily, Guardian Druids get some good AOE early on with Thrash, so besides adding Thrash, your rotation won’t change much in this aspect.
Once you learn Swipe, your will want to also include it in your AOE rotation! As Guardian Druids are well equipped to deal with multiple mobs at once, you might want to level by doing big pulls often. Dungeons: In dungeons, your main function is to keep mobs from hitting your other party members, so do your best to prevent that from happening! Make sure you always have threat on mobs and use Growl to attract mobs do you.
If you cannot control certain mobs very quickly, Incapacitating Roar will buy you a few seconds with its disorient effect. Also be mindful of your healer’s mana – You, as the tank, will dictate the pacing of the run, so make sure you healer isn’t struggling too much to keep you and everyone else alive! Optimal Restoration Druid Ability Use While LevelingAs we do not recommend using a Restorarion Druid to level in Shadowlands unless you’re doing dungeon queues, we will only approach Restoration Druids in a dungeon setting.
Dungeons: Make sure to throw Rejuvenation on any target that needs light healing, and Regrowth if they need more immediate attention. Leaving Rejuvenations up on everyone is recommended, that way you can always have a periodic effect to remove if they need burst healing with Swiftmend,
- Lifebloom is best kept on the tank at all times.
- Use Wild Growth and set Efflorescence if the entire group needs healing at once You can help DPS with Wrath, Moonfire and Sunfire, but you are not required to DPS as a healer – Do it while there’s no heavy damage going on, but quickly switch back to healing if your party’s health starts going down.
Currently, speed leveling through dungeon boosting is working on the Shadowlands pre-patch PTR. Dungeon boosting is having a max-level character pulling a low-level character through dungeons. This allows people to level a character from 10-50 in about 3 hours.
Guardian or Restoration are the specs to go with for dungeon leveling. Dungeon queues are perpetually short of tanks and healers, so you’ll find yourself getting a group nearly instantly, instead of having to wait 15 minutes (or longer) for a group as a DPS class. As a tank in a dungeon, your main job is to ensure mobs are hitting you and not your group, and because of this, you likely dictate the pace of the dungeon. Make sure you don’t pull too much to not strain yourself and watch your healer’s mana to ensure they don’t strain themselves!If you instead decide to heal a dungeon, your main job is to keep your group healthy. DPSing as a Healing Druid is nice but you are not expected to do it, DPS while your entire group is safe and not taking heavy amounts of damage, but quickly heal them back up if the need arises.Balance and Feral Druids an also be useful in a dungeon leveling setting, just be mindful that you will not be able to get into dungeons super fast due to being a DPS specialization. You will want to quest while waiting for dungeon queues to maximize your leveling time.
Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:
2 Pieces: Rested experience consumed is reduced by 30%.3 Pieces : Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.5 Pieces : Gaining a level triggers Burst of Knowledge, dealing 6546 Holy damage to nearby enemies and granting you 40% $pri for 2 min. Defeating enemies extends this effect, up to an additional 2 min.6 Pieces : Rested experience consumed is reduced by 30%.
As of Shadowlands, Heirlooms no longer grant increased experience gains when worn, and the only benefit from wearing them now comes from the fact that they scale with you and the set bonuses, so they are no longer considered that strong or necessary to wear.For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsHere is a list of recommended heirlooms for Druid players to level with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is the only mount you can use until you can actually learn to mount at level 10.
- You can obtain this mount by completing the achievement Heirloom Hoarder,
- Relics of the past are a new profession reagent added in Shadowlands.
- When crafting profession items and adding them to the craft, these items will have their item level and required level changed.
- All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Agility/Intellect and Stamina.
Although there are many professions to choose from, some can give a Druid a bit of an edge. A good profession combo as a Druid is Skinning and Leatherworking – Skinning allows you to extract skins and furs from dead Beast mobs, and Leatherworking allows you to craft these skins and furs into wearable pieces of Leather gear.
- Leatherworking is especially important for Druids at maximum level, as you are able to craft the base pieces used for Level 60 Legendary Armor with the profession.
- Another interesting profession set for Druids is Herbalism and Alchemy, where you use the herbs collected from Herbalism and convert them into potions with Alchemy.
Potions are always useful, be it to extract that extra bit of damage or to heal yourself in a bad situation. If you’re looking just to make money, you can pair Skinning with one of the other gathering professions, Mining or Herbalism, Enchanting is also an interesting money making profession, as it allows you to disenchant unwanted pieces of gear into reagents used to create powerful armor and weapon enchants.
Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate
Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50.There is no innate advantage to level in whatever zones you’d like at levels 1 through 50, the only advantage being you will leave Exile’s Reach with a close to full set of Uncommon-quality armor. There are innate advantages to leveling in each expansion – Vanilla is more friendly for those who can’t fly, Wrath of the Lich King is very linear, Warlords of Draenor has a lot of treasures and bonus objectives, Legion has access to powerful Artifact weapons, etc.For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling Changes & Level SquishThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModeDruids are a Leather based, ranged or class that uses Intellect or Agility depending on their specialization, that uses the power of the wilds to shapeshift into many forms to strike down their enemies. Druids are masters of movement and can easily escape combat in many ways.Druids have access to a total of four resources, each changing depending on what specialization and shapeshift form you’re on. Each Druid specialization has a different main resource used, which you can find more about below, but all Druids use Mana as fuel for their shared abilities, like Regrowth and Revive,Balance Balance uses Astral Power as its main resource. You have spells that generate Astral Power, like Starfire and others that spend it, dealing higher amounts of damage, like Starfall, Guardian Guardian uses Rage as their main resource. Rage is generated in small amounts when attacking or when taking damage and used by strong offensive and defensive abilities, like Maul and Ironfur, Feral Feral uses a dual-resource system for DPS rotation, with the base being Energy, a resource that is generated passively over time. Energy is then consumed by abilities like Shred to generate Combo Points, which can be used to fuel strong finishers like Ferocious Bite, Restoration Restoration uses the same resource as all Healers in WoW, Mana, For Restoration, different spells have different Mana costs, some are more efficient Mana-wise than others. Knowing when to use each spell is an essential part of being a healer.
Balance Resources Health Bar in Green, Astral Power in Purple and Mana below in Blue. | Guardian Resources Health Bar in Green and Rage in Red. | Feral Resources Health Bar in Green, Energy in Yellow, Combo Points beneath it as one red circle per point. | Restoration Resources Health Bar in Green and Mana in Blue. |
Druids signature utility comes in the shape of Entangling Roots and Rebirth, the former granting Druids the ability to prevent an enemy from moving, and the second one granting the Druid the ability to resurrect a fallen ally, even during combat. Besides those two signature spells, all specs have access to Flight Form, allowing the Druid to shapeshift into a bird and fly without a mount.
- All specs but Restoration have access to an interrupt, Solar Beam for Balance and Skull Bash for Feral and Guardian.
- Every time Druids are mentioned in WoW, the first thing that comes to mind are their shapeshifting abilities.
- Druids have many different forms they can assume and not all of them are directly connected to combat.
Some forms are also locked under certain specializations or certain cosmetic glyphs. it is important to note that the act of shapeshifting frees you from movement impairing effects, like slows or roots.
Bear Form – Available to all specializations, the main form of Guardian Druids. Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25% (45% for Guardian Druids), granting protection from Polymorph effects, and increasing threat generation. Cat Form – Available to all specializations, the main form of Feral Druids. Shapeshift into Cat Form, increasing movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage. Moonkin Form – Available to Balance Druids only or to Druids with Balance Affinity, Shapeshift into Moonkin Form, increasing your spell damage by 10% and your armor by 125%, and granting protection from Polymorph effects.
Travel Form – Available to all Druids. Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.
Archdruid’s Lunarwing Form – Granted to Druids that unlock Broken Isles Pathfinder, Part Two, it is the Druid Class Mount. Mark of the Cheetah – Changes your Travel Form when in the ground to look like a Cheetah. Mark of the Orca – Changes your Travel Form when in the water to look like an Orca. Mark of the Sentinel – Changes your Travel Form when in the skies to look like a Sentinel Owl. Mark of the Doe – Changes your Travel Form when in the ground to look like a Doe. Glyph of Stars – Your Moonkin Form now appears as Astral Form, conferring all the same benefits, but appearing as an astrally enhanced version of your normal humanoid form. Glyph of the Ursol Chameleon – Each time you shapeshift into Bear Form, your shapeshifted form will have a random hair color. Glyph of the Aerial Chameleon – Each time you shapeshift into a Flight Form, your shapeshifted form will be randomly selected. Glyph of the Aquatic Chameleon – Each time you shapeshift into an Aquatic Form, your shapeshifted form will be randomly selected. Glyph of the Swift Chameleon – Each time you shapeshift into a Travel Form, your shapeshifted form will be randomly selected.It is worth noting that Incarnation ( Incarnation: Chosen of Elune, Incarnation: Avatar of Ashamane, Incarnation: Guardian of Ursoc, Incarnation: Tree of Life ) gives each specialization an enhanced armored version of their base shapeshift for the duration of the effect.
When you first start your Druid you will only have one ability, Wrath, This ability deals Nature damage to a target.
At level 2, you will learn Moonfire, a spell that deals Arcane damage to a target and leaves them with a periodic damage effect.At level 3, you will learn your first heal, Regrowth, Regrowth heals you at the end of the cast and leaves you with a periodic healing effect.At level 4 you will learn Entangling Roots, a spell that roots a target in place for a few seconds.At level 5, you will learn your first shapeshift, Cat Form, Cat Form grants you extra auto-attack damage, movement speed and reduces fall damage. In Cat Form, you will use Energy and Combo Points as secondary resources. You will also learn Shred for your Cat Form, an ability that deals Physical damage to a target and generates a Combo Point.
At level 6, you will learn Dash, an ability that instantly shifts you into your Cat Form and increases your movement speed for a few seconds. At level 7, you will learn Ferocious Bite for your Cat Form, an ability that uses Combo Points to deal devastating damage to a target.
You will also learn Mangle for your Bear Form, an ability that deals Physical damage to a target and generates Rage.
At level 9, you will learn the second rank of Moonfire, which increases the duration of your Moonfire for a few seconds.At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate.
You will then start learning spells that define the specialization you chose. If you created an Allied Race Druid, i.e. Kul Tiran, Highmountain Tauren or Zandalari Troll, you will start as a level 10 Druid with all the above abilities learned. You can choose a specialization immediately after logging on your Allied Race character for the first time.
These abilities can be used by all Druids, no matter their specializations:
Travel Form (level 10, Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects. Revive (level 13): Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat. Aquatic Form (level 13, Passive): Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater. Growl (level 14, Bear Form): Taunts the target to attack you. Prowl (level 17): Shift into Cat Form and enter stealth. Ironfur (level 18, Bear Form): Increases armor by heavy amounts for 7 sec. Travel Form (level 20, Rank 2): You gain an additional 60% movement speed while in the land version of Travel Form. This movement speed bonus will not be granted if Travel Form is activated while in combat. This effect is disabled in battlegrounds and arenas. Teleport: Moonglade (level 22): Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point. Barkskin (level 24): Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 sec. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms. Rebirth (level 29): Returns the spirit to the body, restoring a dead target to life with 60% health and at least 20% mana. Castable in combat. Flight Form (level 30, Passive): After training Master Riding, your Travel Form allows you to fly and increases your movement speed by 150%. Hibernate (level 38): Forces the enemy target to sleep for up to 40 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin. Soothe (level 41): Soothes the target, dispelling all enrage effects. Stampeding Roar (level 43): Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 sec. Improved Barkskin (level 44, Rank 2): Duration increased by 4 sec. (level 46, Rank 2): Rebirth returns the target to life with 100% health. Cyclone (level 48): Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. Improved Regrowth (level 52, Rank 2): Regrowth’s initial heal has a 40% increased chance for a critical effect if the target is already affected by Regrowth. Entangling Roots (level 56, Rank 2): Entangling Roots can withstand 20% more damage before breaking.
These abilities can only be used by Druids in the Balance specialization:
Starfire (level 10): Call down a burst of energy, causing moderate Arcane damage to the target, and light Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power. (level 10, Mastery): Solar Eclipse increases Nature spell damage by 11%, and Lunar Eclipse increases Arcane spell damage by 11%. Eclipse (level 11): Casting 2 Starfire empowers Wrath for 15 sec. Casting 2 Wrath empowers Starfire for 15 sec. These Eclipses occur in alternation. Eclipse (Solar) : Wrath cast time reduced 8% and damage increased 20%. Eclipse (Lunar) : Starfire cast time reduced 8% and area effect damage increased 100%.
Starsurge (level 12): Launch a surge of stellar energies at the target, dealing heavy Astral damage, and empowering the damage bonus of any active Eclipse for its duration. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.
Moonkin Form (level 21, Shapeshift): Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects. Sunfire (level 23): A quick beam of solar light burns the enemy for light Nature damage and then additional moderate Nature damage over 12 sec.
Solar Beam (level 26): Summons a beam of solar light over an enemy target’s location, interrupting the target and silencing all enemies within the beam. Lasts 8 sec. Astral Influence (level 27, Passive): Increases the range of all of your abilities by 5 yards.
- Typhoon (level 28): Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 sec.
- Usable in all shapeshift forms.
- Improved Sunfire (level 32, Rank 2): Sunfire now applies its damage over time effect to all enemies within 8 yards.
- Improved Moonfire (level 33, Rank 3): Moonfire and Sunfire duration increased by 6 sec.
Starfall (level 34): Calls down waves of falling stars upon enemies within 40 yds, dealing moderate Astral damage over 8 sec. Owlkin Frenzy (level 37, Rank 2): While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.
Celestial Alignment (level 39): Celestial bodies align, maintaining both Eclipses and granting 15% haste for 20 sec. Innervate (level 42): Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 12 sec. Improved Eclipse (level 47, Rank 2): Eclipse now reduces the cast time of affected spells by 15%.
Shooting Stars (level 49, Passive): Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing light Astral damage and generating 2 Astral Power. Aetherial Kindling (level 54, Rank 2): Casting Starfall extends the duration of active Moonfires and Sunfires by 4 sec.
Rake (level 10): Rake the target for light Bleed damage and additional moderate Bleed damage over 15 sec. Awards 1 combo point. Mastery: Razor Claws (level 10, Mastery): Increases the damage done by your Cat Form bleed abilities and finishing moves by 16.0%. Thrash (level 11): Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Tiger’s Fury (level 12): Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 sec. Feral Instinct (level 16, Passive): Reduces the chance enemies have to detect you while Prowl is active. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects. Feline Adept (level 19, Passive): Soothe and Remove Corruption are usable in Cat Form. Rip (level 21): Finishing move that causes Bleed damage over time. Lasts longer per combo point. Swipe (level 23): Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Skull Bash (level 26): You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Feline Swiftness (level 27, Passive): Increases your movement speed by 15%. Maim (level 28): Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point. Primal Fury (level 31, Passive): When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect. Survival Instincts (level 32): Reduces all damage you take by 50% for 6 sec. Omen of Clarity (level 33, Passive): Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy. Berserk (level 34): Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed, and giving finishing moves a 20% chance per combo point spent to refund 1 combo point. (level 36, Rank 2): While stealthed, Shred deals 60% increased damage, and has double the chance to critically strike. Infected Wounds (level 37, Passive): Rake causes an Infected Wound in the target, reducing the target’s movement speed by 20% for 12 sec. Improved Prowl (level 39, Rank 2): While stealthed, Rake will also stun the target for 4 sec, and deal 60% increased damage. Merciless Claws (level 42, Rank 3): Shred deals 20% increased damage against bleeding targets. (level 42, Rank 2): Swipe deals 20% increased damage against bleeding targets. Tiger’s Fury (level 47, Rank 2): Tiger’s Fury generates an additional 30 energy. Predatory Swiftness (level 49, Passive): Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms. Improved Shred (level 54, Rank 4): While stealthed, Shred generates 1 additional combo point. Berserk (level 58, Rank 2): When Berserk grants combo points, it grants 1 additional combo point.
These abilities can only be used by Druids in the Guardian specialization:
Maul (level 10): Maul the target for moderate Physical damage. Nature’s Guardian (level 10, Mastery): When your health is brought below 35%, you instantly heal for 20% of your maximum health. Cannot occur more than once every 45 sec. Ursine Adept (level 10): Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form. Thrash (level 11): Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Bear Form (level 12, Rank 2): Bear Form gives an additional 20% Stamina. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects. Frenzied Regeneration (level 21): Heals you for 18% health over 3 sec. Swipe (level 23): Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Skull Bash (level 26): You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Thick Hide (level 27, Passive): Reduces all damage taken by 6%. Incapacitating Roar (level 28): Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 sec. Damage will cancel the effect. Survival Instincts (level 32): Reduces all damage you take by 50% for 6 sec. Ironfur (level 33, Rank 2): Multiple uses of Ironfur may overlap. Berserk (level 34): Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration by 50% and the cost of Ironfur by 50%. Gore (level 37, Passive): Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage. Frenzied Regeneration (level 39, Rank 2): Frenzied Regeneration now has 2 charges. Mangle (level 42, Rank 2): Mangle deals 20% additional damage against bleeding targets. Lightning Reflexes (level 47, Passive): You gain Dodge equal to 100% of your Critical Strike from gear. Improved Survival Instincts (level 47, Rank 2): Survival Instincts now has 2 charges. Improved Stampeding Roar (level 49, Rank 2): Cooldown reduced by 60 sec. Verdant Heart (level 54, Rank 3): Frenzied Regeneration increases all healing received by 20%. Berserk: Ravage (level 58, Rank 2): Berserk reduces the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration by an additional 25%.
These abilities can only be used by Druids in the Restoration specialization:
Rejuvenation (level 10): Heals the target for moderate amounts over 12 sec. Mastery: Harmony (level 10, Mastery): Your healing is increased by 4.0% for each of your Restoration heal over time effects on the target. Swiftmend (level 11): Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for heavy amounts. Ironbark (level 12): The target’s skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 sec. Nature’s Cure (level 19): Cures harmful effects on the friendly target, removing all Magic, Curse, and Poison effects. Lifebloom (level 21): Heals the target for moderate amounts over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for moderate amounts. May be active on one target at a time. Sunfire (level 23): A quick beam of solar light burns the enemy for light Nature damage and then additional moderate Nature damage over 12 sec. Improved Rejuvenation (level 26, Rank 2): Rejuvenation’s duration is increased by 3 sec. Ysera’s Gift (level 27, Passive): Heals you for 3% of your maximum health every 5 sec. If you are at full health, an injured party or raid member will be healed instead. Ursol’s Vortex (level 28): Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms. Improved Sunfire (level 32, Rank 2): Sunfire now applies its damage over time effect to all enemies within 8 yards. Omen of Clarity (level 33, Passive): Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana. Wild Growth (level 34): Heals up to 5 injured allies within 30 yards of the target for moderate amounts over 7 sec. Healing starts high and declines over the duration. Tranquility (level 37): Heals all allies within 40 yards for moderate amounts over 8 sec. Each heal heals the target for another light amount over 8 sec, stacking. Healing increased by 100% when not in a raid. Efflorescence (level 39): Grows a healing blossom at the target location, restoring light amounts of health to three injured allies within 10 yards every 2 sec for 30 sec. Limit 1. Innervate (level 42): Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 12 sec. Revitalize (level 47): Returns all dead party members to life with 35% of maximum health and mana. Not castable in combat. Improved Wild Growth (level 49, Rank 2): Wild Growth heals 1 additional target. Natural Wisdom (level 52, Rank 2): If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Stonebark (level 56, Rank 2): Ironbark increases healing from your heal over time effects by 20%. Nature’s Swiftness (level 58): Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.
As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Druid to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Druid journey! Balance Druid Shadowlands Guide Feral Druid Shadowlands Guide Guardian Druid Shadowlands Guide Restoration Druid Shadowlands Guide : Shadowlands Druid Leveling Guide & Best Leveling Spec 1-60
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What is the strongest Druid subclass?
Circle of the Moon PHB – Circle of the Moon allows the Druid to use Wild Shape as a combat form. Depending on the composition of your party, this may allow you to take the place of your party’s Fighter-equivalent, filling space as a Defender and Striker.
- However, in most parties the Druid is taking the place of the Cleric-equivalent, so you may need to drop out of Wild Shape in order to cast spells from time to time.
- You also may not have enough Wild Shape uses to be in Wild Shape in every encounter of a full adventuring day (the adventuring day guidelines recommend 6-8 encounters per day) if your hit points don’t hold up or if you need to drop out of Wild Shape to cast spels.
Fortunately, you can still use leveled spells in encounters where you’re not using Wild Shape. Because Wild Shape adds a second pool of hit points on top of your regular hit points, Circle of the Moon is arguably the most durable druid, and at level 2 the Circle of the Moon Druid is arguably the strongest character in the game.
- Combat Wild Shape : Moving into Wild Shape as a bonus action means that you can transform, move, and attack in the same turn. This makes it much easier to pick the right form for a combat since you don’t need to guess before the fight starts. It also means that when you get knocked out of Wild Shape you can quickly get back into Wild Shape, often without taking significant damage to your real hit points.
- Circle Forms : This allows you to take some decent combat forms. See our Practical Guide to Wild Shape for a compilation and analysis of possible forms.
- Primal Strike : You’re going to run into a lot of things which resist non-magical weapon damage types, so this is very important.
- Elemental Wild Shape : Fire Elemental is a flaming murder machine that you can use from now until you hit level 18 and can turn into a Mammoth. It does take both of your Wild Shape uses, but if you’re successful at setting everything on fire quickly, you may be able to avoid enough damage to stretch this through several fights.
- Thousand Forms : This is a 2nd-level spell, and the problems it solves can be solved better by Wild Shape.
Does Resto Druid go Aldor or Scryer?
Depends how much rep grinding you are planning on doing. If you don’t want to grind much, aldor does have +heal inscription at honored. If you are planning on going all the way, scryers is probably better.
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Are druids overpowered?
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li” data-page-inline=”False” data-scroll-inline=”False”> #1 Jun 24, 2020 I think druids are op in 5e, especially moon druids, tell me your thoughts. #2 Jun 24, 2020 With Circle of the Land, a druid becomes basically as powerful as a cleric. With Dreams and Shepherd you become even less powerful, but you are still strong don’t get me wrong. The thing to consider is that whilst things may look amazing on paper, the power totally depends on the DM. Any druid without Moon essentially loses out on the only thing really OP about druids; the ability to use your Wildshape to essentially get infinite hp. The highest hp animals non-Moon druids are changing into would be Giant eagles, Dire Wolves, Brown Bears etc. And whilst at level 20 you can endlessly be any of these, so long as you don’t get killed in the form and have no uses left, and cast your spells in that form, many other classes have powerful abilities at 20th level. And even at lower levels many other classes can beat druid. A mono-classed druid can’t Counterspell, and compared to wizards have limited versatility. Whilst druids can change their spells known on a long rest, so can clerics, and clerics have many other versatile abilities. So in conclusion, imo druids are not OP. They are good, but not game-breaking or in need of a nerf. #3 Jun 25, 2020 CursedDungBeetle, you’re likely looking at Moon Druid from the perspective of a level 1 to 4 or level 20 game perspective. The power of a Moon Druid falls off a lot once other players hit level 5. The low AC of most wildshape forms means that they lose the wildshape after a round or two of being pummelled. While they have a lot of potential concentration spells, being near the frontline means that using them is risky unless the Druid gets backup from other casters. Being able to wildshape into an Elemental is nice for a few rounds, but it also makes you a big target and expends both wildshape slots until a short rest. That level 11 Fighter? Gets a minimum of 3 attacks per round, likely using a special magic weapon and probably sporting a clear AC of 20 to 22 without having to concentrate on anything. Moon Druids can be potent, but not by themselves after level 4 and until they hit level 18, when they get to cast spells in wildshape. #4 Jun 25, 2020 Moon druids can be very strong at the early of the game on their own, but I think people are sleeping a little on how good they can be later on because of teamwork. In more of a white room scenario yes, they on their own isn’t as impressive but what about with that fighter song mentioned? That fighter song mentioned gains a lot of benefit from the druid if they decide to team up with the mounted combat feat, since the druid can provide some impressive mobility and extra damage going into the fray with the enemy. Moon druid also isn’t exactly limited to their wildshape shenanigans and still have the entire druid list’s worth of utility and various concentration spells. Many of the conjure spells druids have access to are easily some of the strongest in combat spells even ignoring the damage aspect. Don’t forget pass without trace also meaning that even a fullplate fighter has a halfway chance of making some stealth checks, let along combining that with someone who is also good at stealth. +20 stealth modifier is practical with a single level dip into rogue which becomes even more amazing when you think of using wildshape in conjunction with it. Durability wise you can sometimes outdo barbarians, ignoring the fact that you can also just multiclass INTO being a barbarian druid mix. Druids are basically the wizards of this edition IMO but are able to multiclass better, and Moon Druid is a solid archetype but not the only good one. #5 Jun 25, 2020 Moon Druids are OP at levels 2-4 and level 10-11 (when they get elemental). All other levels they are reasonably powered or weak. #6 Jun 25, 2020 I wouldn’t call them weak just because of how good druids are by default, but those inbetween levels you just go back to being good rather than amazing. Wildshape still has impressive use for utility in exploration and the possibility of acting as a powerful mount for people is great. It also gives you more to do in combat since, and this is a bit anecdotal, druids don’t have as much they need to personally do in combat other than throw up a concentration spell or two. #7 Jun 26, 2020 Moon druids are useful for large ranges than what many are listing in this thread. While their power does drop off somewhat they aren’t as bad as they are made out to be here. And this is somebody that is a bit critical of the Circle of the Moon and the praise that it gets. Druids however are not OP. While they are strong and they can do a lot when focused by the player towards certain things over others. They do have their weaknesses as well and the strength of their capstone is a bit over stated because of rules grey areas that people like to abuse endlessly. And the fact that there is cheese to use against those max level druids that can take them out quite easily if you know them and have access to them as well. For all the roles that they can do to some extent druids are actually fairly balanced. Just when they are seemingly a bit stronger or weaker in a campaign depends on what Circle they belong to and what level range they are within since different ones shine at different points. But it’s possible for many classes to shine and do extremely well despite endless rhetoric about one kind of character is over powered or too strong and another kind of character is way too weak or supposed to be useless for one reason or another. The truth is that most of that is basically bunk and more about mass perception than the reality of those classes, the situations they find themselves in, and the style of play that the players can put into them. #8 Dec 16, 2020 your forgetting that druids can concentrate on spells while in elemental shape, meaning a level 11 moon druid can cast investiture of wind, then transform into an earth elemental and go underground. then pop up and use the spell effect to deal 2d10 aoe dmg and pop back underground every round for 10 minutes for an average of 500-1000 dmg total with no way for nearly anything in the game to attack it because its underground on everyone elses turns #9 Dec 16, 2020 your forgetting that druids can concentrate on spells while in elemental shape, meaning a level 11 moon druid can cast investiture of wind, then transform into an earth elemental and go underground. then pop up and use the spell effect to deal 2d10 aoe dmg and pop back underground every round for 10 minutes for an average of 500-1000 dmg total with no way for nearly anything in the game to attack it because its underground on everyone elses turns They can do it earlier than that if they pick a creature with burrow. Also a “ready” action exists so an enemy could simply wait to fire off a shot until they appeared. #11 Dec 17, 2020 I don’t feel like we’re OP, strong if played right, but not OP. I don’t think truly much is OP at all this edition. Balance seems to be rather well. This is coming from a happy little mountain Druid 🙂 #12 Jan 25, 2021 I am playing a Moon Druid and While they are not OP, they are VERY good, especially when they get to turn into an Elemental and their spells are also quite good. #13 Jan 25, 2021 It would be best if we stopped posting to this thread, as at that point in time I had a bad grip on what OP was. I know have changed my opinion. 🙂 #14 Jan 25, 2021 With Circle of the Land, a druid becomes basically as powerful as a cleric. With Dreams and Shepherd you become even less powerful, but you are still strong don’t get me wrong. The thing to consider is that whilst things may look amazing on paper, the power totally depends on the DM. Any druid without Moon essentially loses out on the only thing really OP about druids; the ability to use your Wildshape to essentially get infinite hp. The highest hp animals non-Moon druids are changing into would be Giant eagles, Dire Wolves, Brown Bears etc. And whilst at level 20 you can endlessly be any of these, so long as you don’t get killed in the form and have no uses left, and cast your spells in that form, many other classes have powerful abilities at 20th level. And even at lower levels many other classes can beat druid. A mono-classed druid can’t Counterspell, and compared to wizards have limited versatility. Whilst druids can change their spells known on a long rest, so can clerics, and clerics have many other versatile abilities. So in conclusion, imo druids are not OP. They are good, but not game-breaking or in need of a nerf. But once you get the OP 20th level, you only get one more level to use it. #15 Jan 25, 2021 It would be best if we stopped posting to this thread, as at that point in time I had a bad grip on what OP was. I know have changed my opinion. 🙂 Yea, OP is kinda circumstantial, #16 Jan 27, 2021 With Circle of the Land, a druid becomes basically as powerful as a cleric. With Dreams and Shepherd you become even less powerful, but you are still strong don’t get me wrong. The thing to consider is that whilst things may look amazing on paper, the power totally depends on the DM. Any druid without Moon essentially loses out on the only thing really OP about druids; the ability to use your Wildshape to essentially get infinite hp. The highest hp animals non-Moon druids are changing into would be Giant eagles, Dire Wolves, Brown Bears etc. And whilst at level 20 you can endlessly be any of these, so long as you don’t get killed in the form and have no uses left, and cast your spells in that form, many other classes have powerful abilities at 20th level. And even at lower levels many other classes can beat druid. A mono-classed druid can’t Counterspell, and compared to wizards have limited versatility. Whilst druids can change their spells known on a long rest, so can clerics, and clerics have many other versatile abilities. So in conclusion, imo druids are not OP. They are good, but not game-breaking or in need of a nerf. But once you get the OP 20th level, you only get one more level to use it. Shape changing is not the most OP thing about Druids and even what the Moon Druids get is nothing amazing when it comes to shape changing even though it’s a jump up from what other druids get strictly for confrontation purposes. Druids actually have a suite of very strong spells to use that can make them powerful in a lot of caster styles. And Counterspell is actually a very flawed spell with a lot of ways to get around it if dealt with even half way smartly. It doesn’t make Wizards some all powerful superior caster. #18 Jan 29, 2021 your forgetting that druids can concentrate on spells while in elemental shape, meaning a level 11 moon druid can cast investiture of wind, then transform into an earth elemental and go underground. then pop up and use the spell effect to deal 2d10 aoe dmg and pop back underground every round for 10 minutes for an average of 500-1000 dmg total with no way for nearly anything in the game to attack it because its underground on everyone elses turns oh, wow, 2d10 damage at level 11. Stop the presses. BTW enemies holding attacks could hit the elemental when it comes up. And there are many other ways that strategies like this could be easily countered. #19 Jan 29, 2021 Cursed, You know you can unsubscribe from threads? People are still discussing what they think about the topic. No, druids are not OP. They get some great combos, but so do many classes. I really enjoy summoning over wildshape: you can summon many of the same types of creatures that you can wildshape into, and you are still free to act as a caster. #20 Jan 29, 2021 I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20. They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them. I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20. At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play. #21 Jan 29, 2021 Cursed, You know you can unsubscribe from threads? People are still discussing what they think about the topic. No, druids are not OP. They get some great combos, but so do many classes. I really enjoy summoning over wildshape: you can summon many of the same types of creatures that you can wildshape into, and you are still free to act as a caster. Well, i’ll leave you to that. Sorry about this. #22 Jan 29, 2021 I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20. Pretty much all druids are at level 20, because infinite wildshape. To post a comment, please login or register a new account.
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Can Druid solo Torghast?
Guardian Druid Strengths and Weaknesses in Torghast There are very few weaknesses that Guardian has in Torghast and it is largely considered one of the best single specs for Torghast in general, easily capable of soloing all layers with ease and adds huge value to group play also.
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Is Resto Druid good in mythic Plus?
Restoration Druid in Mythic+ – Restoration Druid is one of the better healing specialisations for Mythic+. It has enough throughput to get through almost any healing situation, good crowd control, and the best tank cooldown in the game. If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated Mythic+ page below.1.1.
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What class is Necrolord best for?
Vengeance Demon Hunter – Here is a quote about Vengeance Demon Hunter Covenants from our class writer, Excidias. Kyrian is the strongest Covenant for Vengeance Demon Hunter with Venthyr being the second best choice. Night Fae is normally the primary choice for players who main as a Havoc Demon Hunter and Necrolord is very niche.
While all Covenants are viable for all content, not taking Kyrian will drastically lower your overall damage potential, which can cause threat issues. With the ability to switch Covenants being more convenient since Patch 9.1.5, Night Fae can be used for pure single-target fights for greater damage. Here is a quote about Guardian Druid Covenants from our class writer, Pumps.
While all of the Covenants are definitely usable, there are some that shine slightly brighter than others. Night Fae, Kyrian, and Venthyr are the three that stand out the most for Guardian Druids, due to their powerful class abilities and Soulbinds.
- Night Fae is an amazing all-around choice, a very flexible and fun Covenant that excels in all content and is the highest DPS Covenant for raiding.
- Kyrian is a great Raiding and Mythic+ choice, the Kyrian-specific Legendary Kindred Affinity is an extremely powerful buff for you and one of your raid members.
- Necrolord is a single-target-oriented Covenant, which is decent for raids, however it generally loses to the other 3 in power and performance.
- Venthyr is an excellent option, excelling in AoE-heavy encounters and dungeons.
Here is a quote about Brewmaster Monk Covenants from our class writer, Sinzhu. While it is tempting to follow whatever tools like Raidbots and SimulationCraft say offers the most damage, it is incredibly important to note that all four Covenants can be used on your Brewmaster without being a burden in whatever content you choose to participate.
All of the Covenants are within roughly 5% of each other in damage for most scenarios. Of course, Tanks in particular are likely going to have to consider more than just damage in their decision. There is also the matter of what content you might be most interested in playing and whether or not you intend to also play as a Windwalker or Mistweaver.
With that being said, different Covenant abilities will cover different niches, and you may feel that two or three of the four choices more solidly fit into certain bits of content, detailed below.
- Kyrian is the strongest in raid. A Convenient “hybrid” choice for PvE/PvP that is balanced in defense and offense, but its damage component requires time to build up. Also offers an extra health potion and is the best covenant in Torghast.
- Necrolord is equally best for raiding. Marginally strongest defensive choice, but still very powerful in offense. Scales well with multiple targets, but can feel frantic to play with. Provides an additional defensive cooldown.
- Night Fae has the potential to be strong for damage in Mythic+ and provides a large amount of offhealing for a group, though it is the only Covenant whose ability is capped to hit up to 5 targets at a time and can quickly fall behind in larger target counts. With the help of its Faeline Harmony Legendary Power, it can avoid falling too far behind the other Covenants. This Covenant also requires you to be able to regularly stand still for long periods of time to maximize its potential, but it does offer an extra mobility cooldown.
- Venthyr is the most passive choice, and slightly worse than the other three options overall, but can offer decent burst damage; the true strength of this Covenant is heavily reliant on fight length. It also offers an extra movement cooldown.
Here is a quote about Protection Paladin Covenants from our class writer, Panthea. While all of the Covenants have their place, some simply perform better on a day to day basis than others. Kyrian and Venthyr are the two that stand out the most for Protection Paladin due to their powerful class abilities and Soulbinds.
- Kyrian is strong in AoE scenarios — a good generic pick.
- Venthyr provides strong single-target DPS, group healing, and the ability to teleport!
- Night Fae gives you utility for group members.
- Necrolord gives you high single-target DPS but is quite restrictive.
Here is a quote about Protection Warrior Covenants from our class writer, Mwahi. While all of the Covenants are definitely usable there are some that shine more than others. Kyrian and Night Fae are the two that stand out the most for Protection Warriors due to their powerful class abilities and Soulbinds.
- Kyrian is the best for Raiding and Mythic+.
- Venthyr is usable in Raiding, but falls off in Mythic+.
- Night Fae is competitive alternative to Kyrian in Mythic+ and Raids
- Necrolord is a solid option in both Raids and Mythic+ for boosting your group’s overall damage. It shines in coordinated groups.
- 27 Feb.2022: Updated for patch 9.2.
- 16 Jul.2021: Updated for Patch 9.1.
- 15 Mar.2021: Updated for Patch 9.0.5.
- 30 Dec.2020: Page added.
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Is Aldor or Scryer better for resto druid?
Depends how much rep grinding you are planning on doing. If you don’t want to grind much, aldor does have +heal inscription at honored. If you are planning on going all the way, scryers is probably better.
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How do I choose a Soulbind?
Soulbinding – You can bind your soul to one of the Soulbinds in in exchange for powers in the form of Soulbind traits and, Soulbind paths are reminiscent of Legion Artifacts with their trait-like “trees”. Here is what a Soulbind path looks like in the game.
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What level should I be for Soulbinds?
Soulbinds is a Shadowlands expansion system that allows further customization of a character once they have reached max level, level 60, and selected a Covenant.
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What is the best Druid specialization?
Shadowlands Druid Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Druid leveling guide! This WoW Druid leveling guide is dedicated to teaching beginners how to operate the Druid, masters of shapeshifting. We will cover the best Druid talent builds, ability usage, basic concepts, and gear tips to ensure you reach level 60 quickly.Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides.
Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.
If Druid isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands.The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here. Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.
There is a new tab on your spellbook between General and your talent specialization, simply titled “Druid”. These are abilities that are now shared by all Druids, regardless of what specialization they are in.New Druids will not begin in a default spec (Feral). Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Druid abilities available to all specializations.Experienced Druids will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.AoE (Area of Effect) caps are being introduced in the Shadowlands pre-patch, which places a limit on how many targets the ability can hit at once. This affects a couple of Druid abilities. Swipe ( Feral Affinity ) – capped to 5 targets Swipe (Feral, Guardian) – capped to 5 targets Brutal Slash (Feral) – capped to 5 targetsAny AOE Abilities not listed above remain the same as they were cap-wise before the Shadowlands pre-patch.
For a total beginner to the class, although each specialization has strengths and weaknesses, we recommend Feral as the best Druid leveling spec. Feral has the tools to quickly deal devastating amounts of damage, and many bleed effects for long damage durations.
Feral also has increased movement speeds by default with Cat Form, which makes it a bit more flexible than other Druid specializations. If you’re looking to play a ranged class, maybe Balance is a better specialization for you! Balance can be a bit more complicated to play than Feral at an optimal level for a total beginner due to the way Astral Power and the Eclipse system works, but it deals great amounts of damage from a range, and the innate benefits of Moonkin Form makes Balance Druids one of the more durable casters out there.
If you don’t want to level as a straight DPS specialization, why not try Guardian? Although Guardian is a Druid tanking spec, it is still able to deal good amounts of damage with abilities like Thrash and Maul and has the survivability to withstand punishment from multiple mobs at once.
- Because Guardian is a tank specialization, it also means you can use it to quickly get into dungeons! The final specialization that Druids have, Restoration, is not recommended for leveling.
- Although Restoration Druids can deal decent damage with Wrath and Moonfire, Restoration will not be able to do more damage or survive as many mobs as the other three Druid specializations.
However, due to dungeon leveling being a popular option, Restoration Druids are able to benefit from that by using their quick healing queues to chain dungeons over and over. Before level 10 you are just a Druid with a smattering of Druid abilities. When you reach level 10 you get to pick a specialization – Balance, Feral, Guardian or Restoration.
Although all four Druid specializations can be leveled with, we do not recommend going Restoration unless you want to level only through healing dungeons.At level 10 you will select a specialization. You can swap between specializations by opening up the Specialization & Talents tab (or pressing N to open it quickly), choosing the specialization you like, and clicking the Activate button.
There is no cost to swapping!Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.Druids can choose many races to be, separated in Default Races and Allied Races:
Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.
Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Druid to be whatever race suits your aesthetic best! Druids can choose from the following races (click on the race names to learn more about them!): Alliance
Default Races: Night Elf Worgen
Allied Races: Horde
Default Races: Tauren Troll
Allied Races:
Highmountain Tauren Zandalari Troll
In this section of the guide, we recommend talent selections for leveling in Shadowlands as a Druid. Please keep in mind that the selections we list below are merely suggestions, and if you want, you can select different talents that can better suit your gameplay style.The talent selection below will focus on improving the Balance Druid’s offensive abilities while granting a fair amount of defense for soloing.
Level 15 Talents: Force of Nature is a great defensive talent option that allows you more survivability by having Treants tanking mobs for you. Nature’s Balance is also a great choice, but less recommended than Force of Nature if you have less gear or are having issues with mobs attacking you. Warrior of Elune is an ok talent choice, but provides less offensive benefits than Nature’s Balance.
Level 25 Talents:
Wild Charge is a great option that grants you some more movement speed by granting you a disengage in Moonkin Form or a leap forward in Travel Form, Tiger Dash is not a bad talent choice, but not that useful considering you already have access to a movement speed boost when needed via Dash, Renewal is a nice emergency heal, but not really that strong considering Druids have a lot of self healing already.
Level 30 Talents:
Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Feral Affinity is a rather weak talent for a Balance Druid, as you won’t be going into Cat Form often to gain the offensive benefits, so on a normal leveling situation you would only really benefit from Feline Swiftness, Guardian Affinity can be an interesting talent if you plan on doing dungeons, as you are able to take over for the tank more easily if things go south.
Level 35 Talents:
Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early. Heart of the Wild can be a good emergency button when paired with Restoration Affinity, but in most situations it is better to simply run away and engage again.
Level 40 Talents:
Incarnation: Chosen of Elune is a very strong cooldown that not only grants you the benefits of Celestial Alignment, but increased Critical Strike as well. Soul of the Forest can be a good option if you don’t want to rely on using cooldowns while leveling. Starlord is not that great of a talent choice, as constantly casting Starsurge and Starfall will not refresh the duration of the talent’s buff, which means you will be consistently having to rebuild stacks.
Level 45 Talents:
Twin Moons is a simple and strong talent that not only increases the damage of Moonfire, but also grants a cleave component to the spell, making it easier to spread around. Stellar Drift is a good talent if you plan on doing dungeons often, but outside of that, not a good talent usage as you won’t be using Starfall often. Stellar Flare is a rather weak talent, as it’s yet another periodic damage effect.
Level 50 Talents:
Fury of Elune is a strong talent with lots of AOE damage and good Astral Power generation and an easy pick. Solstice is an ok talent pick, but the damage of Shooting Stars is usually not that great to be worth the talent pick. New Moon is a bit complicated to use and generally not as strong as Fury of Elune.
The talent selection below will focus on improving the Feral Druid’s mobility and consistency when jumping from mob to mob.
Level 15 Talents: Predator is an incredibly strong talent pick, due to allowing a much higher uptime on Tiger’s Fury thanks to the constant cooldown resets. Sabertooth is an interesting talent pick due to the Ferocious Bite damage increase, but you will likely not see a lot of benefit with Rip on this talent. Lunar Inspiration has very limited usefulness for the cost of a talent point, as in most cases Moonfire would only be using to pull mobs, and using Prowl to get the jump is better in almost all cases.
Level 25 Talents:
Tiger Dash is an excellent talent pick as it allows you to more easily get close to mobs at a relatively low cooldown. Wild Charge is not that great of a pick for a Feral Druid, as the Cat Form of the talent makes you miss your opening damage by knocking you out of stealth. Renewal is a nice emergency heal, but not really that strong considering Druids have a lot of self healing already.
Level 30 Talents:
Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Balance Affinity is not a good pick for a talent, as you will almost never need to go into Moonkin Form and deal attacks from range. This is a niche talent pick at best. Guardian Affinity can be an interesting talent if you plan on doing dungeons, as you are able to take over for the tank more easily if things go south.
Level 35 Talents:
Heart of the Wild is a good emergency button when paired with Restoration Affinity. Mighty Bash is not that great of a talent pick for Feral Druids, as you already have Maim for a Stun crowd control. Mass Entanglement is a very niche talent pick for Feral Druids that will likely only be used to run away from unwanted encounters.
Level 40 Talents:
Soul of the Forest is a simple yet strong talent pick that increases the damage of all your finishing abilities and grants you some extra Energy when using them, so you’re able to more quickly build the next finisher. Savage Roar is not a terrible talent pick if you want a more active talent pick, but the Energy regeneration from this ability is low at best. Incarnation: Avatar of Ashamane is a strong cooldown talent, but one you probably won’t be used super often while leveling. Still a good pick, though!
Level 45 Talents:
Primal Wrath is a very strong talent that not only deals good AOE damage, but also applies Rip to all targets hit by this talent. Scent of Blood is not that bad for a talent pick, but it relies on you using Thrash to get any benefit from this talent, an ability that is not usually spammed on an AOE rotation. Brutal Slash is an improved version of Swipe, but not much of an improvement over the other talent options on this row.
Level 50 Talents:
Feral Frenzy is a strong cooldown that deals good damage and instantly allows you to do a fully powered finishing move at a low cooldown, overall a very strong talent pick. Moment of Clarity grants a lot of extra benefits to Omen of Clarity, including being able to accumulate extra stacks. The increased Energy is not too bad for bursting targets. Bloodtalons is a strong talent pick for more seasoned Feral Druids, but total beginners will have a hard time keeping this talent up often enough.
The talent selection below will focus on improving the Guardian Druid’s damage and survivability when dealing with multiple mobs at once.
Level 15 Talents: Brambles is a strong talent pick that adds passive damage for you simply for having mobs hit you. Blood Frenzy can be a strong talent if you’re doing big pulls and using Thrash on multiple targets often, but this talent loses benefit with smaller pulls. Bristling Fur is an interesting cooldown to use against big pulls, but once again, this talent loses benefit with smaller pulls.
Level 25 Talents:
Wild Charge is a great option that grants a great engage tool in the Bear Form version of the talent and added movement speed in Travel Form thanks to the leap. Tiger Dash is not a bad talent choice, but not that useful considering you already have access to a movement speed boost when needed via Dash, Renewal is a nice emergency heal that can be useful to spec into if you’re having issues tanking mobs, but Guardian Druids already have fairly decent self healing via Frenzied Regeneration,
Level 30 Talents:
Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Just be careful of going out of Bear Form when needing extra heals. Balance Affinity is not a good pick for a talent, as you will almost never need to go into Moonkin Form and deal attacks from range. This is a niche talent pick at best. Feral Affinity is a rather weak talent for a Balance Druid, as you won’t be going into Cat Form often to gain the offensive benefits, so on a normal leveling situation you would only really benefit from Feline Swiftness,
Level 35 Talents:
Heart of the Wild is a good passive benefit to your Restoration Affinity, as it makes the passive effects of the talent even stronger. Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early.
Level 40 Talents:
Galactic Guardian is a good talent that grants you some more passive damage with free Moonfire and an active benefit that grants more Rage to fuel your abilities. Incarnation: Guardian of Ursoc is a very strong talent if you plan on doing a lot of dungeons, as this talent gains both offensive and defensive benefits thanks to Berserk active for the duration and Mangle hitting multiple targets when active. Soul of the Forest is not a weak talent, but the other talents in this row simply grant more benefit for leveling.
Level 45 Talents: Level 50 Talents:
Rend and Tear grants you a lot of benefits simply for using Thrash, Lunar Beam is not a bad talent pick, but it will deal less damage in the long run than Rend and Tear. Pulverize is an interesting dungeon talent, but won’t be as useful in a leveling setting.
The talent selection below will focus on improving the Restoration Druid’s healing abilities in dungeons, as in keeping constant healing in a main target and able to quickly heal targets taking additional damage.
Level 15 Talents: Cenarion Ward is a nice and quick way to give a target some quick healing, although this spell is quite mana intensive. Abundance is a good talent pick if you’re able to keep multiple Rejuvenation s up at once, but loses utility once you don’t need to heal that many targets. Nourish is a rather weak option that directly competes with Cenarion Ward.
Level 25 Talents:
Tiger Dash is a good talent choice that grants you even more movement speed in a pinch. Wild Charge can be a good option if you need to quickly get to allies, but with all movement speed increases Druids have access to normally, this talent is almost useless. Renewal is a nice emergency heal that can be useful to save yourself, but as a Restoration Druid, you won’t be using this often.
Level 30 Talents:
Feral Affinity is a great talent selection that allows you to quickly shift into Cat Form and help your group DPS when healing isn’t needed. Balance Affinity is not a bad pick, but as Balance takes a bit longer to start actively dealing damage due to the nature of its periodic damage, you likely won’t do as much damage in short bursts as Feral Affinity. Guardian Affinity is a very weak pick for dungeons, as having to go Bear Form usually means the tank did not stay alive.
Level 35 Talents:
Heart of the Wild is a good passive benefit to your Feral Affinity, as it grants you even more damage in Cat Form, Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early.
Level 40 Talents:
Cultivation is a simple but good talent pick that grants extra healing to Rejuvenation at no additional cost. Soul of the Forest seems like a good pick on paper, but as Swiftmend is used as an emergency heal button, you usually don’t need the extra healing after using it. Incarnation: Tree of Life is a very strong cooldown and worth picking if you feel like you need the extra burst in dungeons.
Level 45 Talents:
Spring Blossoms is a strong talent pick that rewards smart Efflorescence placement. Inner Peace only really gives you any benefit if you’re using Tranquility often, but as Tranquility is used as an emergency button, this talent is usually not a good pick. Overgrowth is a good talent if you need additional emergency healing on a single target, but with good periodic healing placement, this talent is mostly wasted.
Level 50 Talents:
Photosynthesis is a good strong talent that further empowers your Lifebloom, Germination is not that great of a talent, as Rejuvenation ‘s healing is quite weak by itself to be worth casting it twice on the same target. Flourish can be a strong option if you need constant and consistent healing on cooldown.
All three Druid specializations have really different playstyles due to the nature of serving different roles. In this section of the guide, we go over basic rotations for all three Druid specializations.Optimal Balance Druid Ability Use While Leveling You will want to start a fight by firing either two Wrath or Starfire to get your Eclipse chain going, and then applying Moonfire and Sunfire for the periodic damage.
- Use Starsurge whenever you have the Astral Power but if you’re close to starting an Eclipse, save for it to empower the current active Eclipse.
- Elite Mobs: For elite mobs, your rotation will continue as usual, although you will need to be careful – If the elite is rootable, use Entangling Roots s often to keep a distance, and don’t forget to use your DPS cooldowns if you have them, like Celestial Alignment,
If things go south, you can go Travel Form and run away to disengage from combat. Lots of small mobs: Early on, you won’t have a lot of AOE abilities besides spreading your DOTs to multiple targets, so until you learn Starfall, it isn’t recommended to engage with lots of small mobs at once.
Once you do, continue using Moonfire and Sunfire to generate Astral Power and spend it on Starfall, Dungeons: Make sure to help your team by interrupting spellcasts with Solar Beam, You might need to help offheal sometimes or go into Bear Form to tank in case the main tank for your dungeon dies, but this shouldn’t be too much of an issue.
Optimal Feral Druid Ability Use While Leveling You will want to start fights in stealth with Prowl, as at higher levels deals more damage. You will then use Rake to apply some periodic damage, and continue generating Combo Points to use Rip to inflict more periodic damage or Ferocious Bite to deal direct damage.
The more Combo Points you accumulate, the more either abilities will hit for. Elite Mobs: For elite mobs, your rotation will continue as usual, although if the elite is stunnable, using Combo Points on Maim can be a good idea to buy some more time without taking damage. Use your offensive cooldowns like Berserk and Tiger’s Fury to deal even more damage to the elite.
If things go south, you can go Travel Form and run away to disengage from combat. Lots of small mobs: Early on, your best bet is to apply periodic damage effects on multiple mobs with Thrash and then individually damaging them down, so it isn’t recommended to engage with many small mobs at first.
- Once you learn Swipe, things become a bit easier, and you can use Swipe as a Combo Point generator and use your finishers as normal.
- Dungeons: Make sure to help your team by interrupting as many mobs as you can with Skull Bash and stunning dangerous mobs with Maim,
- You might need to help offheal sometimes or go into Bear Form to tank in case the main tank for your dungeon dies, but this shouldn’t be too much of an issue.
Optimal Guardian Ability Use While Leveling You will want to use Moonfire to pull mobs to you, and then use Mangle on cooldown to generate Rage. Use Thrash to apply a bleed effect and deal more damage to mobs. Whenever you have enough Rage, you can use it on Maul to deal more damage, or Ironfur if you need active mitigation Elite Mobs: As a Guardian Druid you have multiple ways of lowering damage done to yourself – You can use your Rage defensively with Ironfur to reduce damage taken or Frenzied Regeneration to heal yourself, and use offensive cooldowns like Berserk to deal more damage.
- If things get badly, you have big cooldowns you can use to turn the tide, like Barkskin or Survival Instincts,
- If things go south, you can go Travel Form and run away to disengage from combat.
- Lots of small mobs: Luckily, Guardian Druids get some good AOE early on with Thrash, so besides adding Thrash, your rotation won’t change much in this aspect.
Once you learn Swipe, your will want to also include it in your AOE rotation! As Guardian Druids are well equipped to deal with multiple mobs at once, you might want to level by doing big pulls often. Dungeons: In dungeons, your main function is to keep mobs from hitting your other party members, so do your best to prevent that from happening! Make sure you always have threat on mobs and use Growl to attract mobs do you.
If you cannot control certain mobs very quickly, Incapacitating Roar will buy you a few seconds with its disorient effect. Also be mindful of your healer’s mana – You, as the tank, will dictate the pacing of the run, so make sure you healer isn’t struggling too much to keep you and everyone else alive! Optimal Restoration Druid Ability Use While LevelingAs we do not recommend using a Restorarion Druid to level in Shadowlands unless you’re doing dungeon queues, we will only approach Restoration Druids in a dungeon setting.
Dungeons: Make sure to throw Rejuvenation on any target that needs light healing, and Regrowth if they need more immediate attention. Leaving Rejuvenations up on everyone is recommended, that way you can always have a periodic effect to remove if they need burst healing with Swiftmend,
Lifebloom is best kept on the tank at all times. Use Wild Growth and set Efflorescence if the entire group needs healing at once You can help DPS with Wrath, Moonfire and Sunfire, but you are not required to DPS as a healer – Do it while there’s no heavy damage going on, but quickly switch back to healing if your party’s health starts going down.
Currently, speed leveling through dungeon boosting is working on the Shadowlands pre-patch PTR. Dungeon boosting is having a max-level character pulling a low-level character through dungeons. This allows people to level a character from 10-50 in about 3 hours.
Guardian or Restoration are the specs to go with for dungeon leveling. Dungeon queues are perpetually short of tanks and healers, so you’ll find yourself getting a group nearly instantly, instead of having to wait 15 minutes (or longer) for a group as a DPS class. As a tank in a dungeon, your main job is to ensure mobs are hitting you and not your group, and because of this, you likely dictate the pace of the dungeon. Make sure you don’t pull too much to not strain yourself and watch your healer’s mana to ensure they don’t strain themselves!If you instead decide to heal a dungeon, your main job is to keep your group healthy. DPSing as a Healing Druid is nice but you are not expected to do it, DPS while your entire group is safe and not taking heavy amounts of damage, but quickly heal them back up if the need arises.Balance and Feral Druids an also be useful in a dungeon leveling setting, just be mindful that you will not be able to get into dungeons super fast due to being a DPS specialization. You will want to quest while waiting for dungeon queues to maximize your leveling time.
Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:
2 Pieces: Rested experience consumed is reduced by 30%.3 Pieces : Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.5 Pieces : Gaining a level triggers Burst of Knowledge, dealing 6546 Holy damage to nearby enemies and granting you 40% $pri for 2 min. Defeating enemies extends this effect, up to an additional 2 min.6 Pieces : Rested experience consumed is reduced by 30%.
As of Shadowlands, Heirlooms no longer grant increased experience gains when worn, and the only benefit from wearing them now comes from the fact that they scale with you and the set bonuses, so they are no longer considered that strong or necessary to wear.For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsHere is a list of recommended heirlooms for Druid players to level with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is the only mount you can use until you can actually learn to mount at level 10.
You can obtain this mount by completing the achievement Heirloom Hoarder, Relics of the past are a new profession reagent added in Shadowlands. When crafting profession items and adding them to the craft, these items will have their item level and required level changed. All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Agility/Intellect and Stamina.
Although there are many professions to choose from, some can give a Druid a bit of an edge. A good profession combo as a Druid is Skinning and Leatherworking – Skinning allows you to extract skins and furs from dead Beast mobs, and Leatherworking allows you to craft these skins and furs into wearable pieces of Leather gear.
Leatherworking is especially important for Druids at maximum level, as you are able to craft the base pieces used for Level 60 Legendary Armor with the profession. Another interesting profession set for Druids is Herbalism and Alchemy, where you use the herbs collected from Herbalism and convert them into potions with Alchemy.
Potions are always useful, be it to extract that extra bit of damage or to heal yourself in a bad situation. If you’re looking just to make money, you can pair Skinning with one of the other gathering professions, Mining or Herbalism, Enchanting is also an interesting money making profession, as it allows you to disenchant unwanted pieces of gear into reagents used to create powerful armor and weapon enchants.
Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate
Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50.There is no innate advantage to level in whatever zones you’d like at levels 1 through 50, the only advantage being you will leave Exile’s Reach with a close to full set of Uncommon-quality armor. There are innate advantages to leveling in each expansion – Vanilla is more friendly for those who can’t fly, Wrath of the Lich King is very linear, Warlords of Draenor has a lot of treasures and bonus objectives, Legion has access to powerful Artifact weapons, etc.For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling Changes & Level SquishThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModeDruids are a Leather based, ranged or class that uses Intellect or Agility depending on their specialization, that uses the power of the wilds to shapeshift into many forms to strike down their enemies. Druids are masters of movement and can easily escape combat in many ways.Druids have access to a total of four resources, each changing depending on what specialization and shapeshift form you’re on. Each Druid specialization has a different main resource used, which you can find more about below, but all Druids use Mana as fuel for their shared abilities, like Regrowth and Revive,Balance Balance uses Astral Power as its main resource. You have spells that generate Astral Power, like Starfire and others that spend it, dealing higher amounts of damage, like Starfall, Guardian Guardian uses Rage as their main resource. Rage is generated in small amounts when attacking or when taking damage and used by strong offensive and defensive abilities, like Maul and Ironfur, Feral Feral uses a dual-resource system for DPS rotation, with the base being Energy, a resource that is generated passively over time. Energy is then consumed by abilities like Shred to generate Combo Points, which can be used to fuel strong finishers like Ferocious Bite, Restoration Restoration uses the same resource as all Healers in WoW, Mana, For Restoration, different spells have different Mana costs, some are more efficient Mana-wise than others. Knowing when to use each spell is an essential part of being a healer.
Balance Resources Health Bar in Green, Astral Power in Purple and Mana below in Blue. | Guardian Resources Health Bar in Green and Rage in Red. | Feral Resources Health Bar in Green, Energy in Yellow, Combo Points beneath it as one red circle per point. | Restoration Resources Health Bar in Green and Mana in Blue. |
Druids signature utility comes in the shape of Entangling Roots and Rebirth, the former granting Druids the ability to prevent an enemy from moving, and the second one granting the Druid the ability to resurrect a fallen ally, even during combat. Besides those two signature spells, all specs have access to Flight Form, allowing the Druid to shapeshift into a bird and fly without a mount.
All specs but Restoration have access to an interrupt, Solar Beam for Balance and Skull Bash for Feral and Guardian. Every time Druids are mentioned in WoW, the first thing that comes to mind are their shapeshifting abilities. Druids have many different forms they can assume and not all of them are directly connected to combat.
Some forms are also locked under certain specializations or certain cosmetic glyphs. it is important to note that the act of shapeshifting frees you from movement impairing effects, like slows or roots.
Bear Form – Available to all specializations, the main form of Guardian Druids. Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25% (45% for Guardian Druids), granting protection from Polymorph effects, and increasing threat generation. Cat Form – Available to all specializations, the main form of Feral Druids. Shapeshift into Cat Form, increasing movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage. Moonkin Form – Available to Balance Druids only or to Druids with Balance Affinity, Shapeshift into Moonkin Form, increasing your spell damage by 10% and your armor by 125%, and granting protection from Polymorph effects.
Travel Form – Available to all Druids. Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.
Archdruid’s Lunarwing Form – Granted to Druids that unlock Broken Isles Pathfinder, Part Two, it is the Druid Class Mount. Mark of the Cheetah – Changes your Travel Form when in the ground to look like a Cheetah. Mark of the Orca – Changes your Travel Form when in the water to look like an Orca. Mark of the Sentinel – Changes your Travel Form when in the skies to look like a Sentinel Owl. Mark of the Doe – Changes your Travel Form when in the ground to look like a Doe. Glyph of Stars – Your Moonkin Form now appears as Astral Form, conferring all the same benefits, but appearing as an astrally enhanced version of your normal humanoid form. Glyph of the Ursol Chameleon – Each time you shapeshift into Bear Form, your shapeshifted form will have a random hair color. Glyph of the Aerial Chameleon – Each time you shapeshift into a Flight Form, your shapeshifted form will be randomly selected. Glyph of the Aquatic Chameleon – Each time you shapeshift into an Aquatic Form, your shapeshifted form will be randomly selected. Glyph of the Swift Chameleon – Each time you shapeshift into a Travel Form, your shapeshifted form will be randomly selected.It is worth noting that Incarnation ( Incarnation: Chosen of Elune, Incarnation: Avatar of Ashamane, Incarnation: Guardian of Ursoc, Incarnation: Tree of Life ) gives each specialization an enhanced armored version of their base shapeshift for the duration of the effect.
When you first start your Druid you will only have one ability, Wrath, This ability deals Nature damage to a target.
At level 2, you will learn Moonfire, a spell that deals Arcane damage to a target and leaves them with a periodic damage effect.At level 3, you will learn your first heal, Regrowth, Regrowth heals you at the end of the cast and leaves you with a periodic healing effect.At level 4 you will learn Entangling Roots, a spell that roots a target in place for a few seconds.At level 5, you will learn your first shapeshift, Cat Form, Cat Form grants you extra auto-attack damage, movement speed and reduces fall damage. In Cat Form, you will use Energy and Combo Points as secondary resources. You will also learn Shred for your Cat Form, an ability that deals Physical damage to a target and generates a Combo Point.
At level 6, you will learn Dash, an ability that instantly shifts you into your Cat Form and increases your movement speed for a few seconds. At level 7, you will learn Ferocious Bite for your Cat Form, an ability that uses Combo Points to deal devastating damage to a target.
You will also learn Mangle for your Bear Form, an ability that deals Physical damage to a target and generates Rage.
At level 9, you will learn the second rank of Moonfire, which increases the duration of your Moonfire for a few seconds.At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate.
You will then start learning spells that define the specialization you chose. If you created an Allied Race Druid, i.e. Kul Tiran, Highmountain Tauren or Zandalari Troll, you will start as a level 10 Druid with all the above abilities learned. You can choose a specialization immediately after logging on your Allied Race character for the first time.
These abilities can be used by all Druids, no matter their specializations:
Travel Form (level 10, Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects. Revive (level 13): Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat. Aquatic Form (level 13, Passive): Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater. Growl (level 14, Bear Form): Taunts the target to attack you. Prowl (level 17): Shift into Cat Form and enter stealth. Ironfur (level 18, Bear Form): Increases armor by heavy amounts for 7 sec. Travel Form (level 20, Rank 2): You gain an additional 60% movement speed while in the land version of Travel Form. This movement speed bonus will not be granted if Travel Form is activated while in combat. This effect is disabled in battlegrounds and arenas. Teleport: Moonglade (level 22): Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point. Barkskin (level 24): Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 sec. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms. Rebirth (level 29): Returns the spirit to the body, restoring a dead target to life with 60% health and at least 20% mana. Castable in combat. Flight Form (level 30, Passive): After training Master Riding, your Travel Form allows you to fly and increases your movement speed by 150%. Hibernate (level 38): Forces the enemy target to sleep for up to 40 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin. Soothe (level 41): Soothes the target, dispelling all enrage effects. Stampeding Roar (level 43): Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 sec. Improved Barkskin (level 44, Rank 2): Duration increased by 4 sec. (level 46, Rank 2): Rebirth returns the target to life with 100% health. Cyclone (level 48): Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. Improved Regrowth (level 52, Rank 2): Regrowth’s initial heal has a 40% increased chance for a critical effect if the target is already affected by Regrowth. Entangling Roots (level 56, Rank 2): Entangling Roots can withstand 20% more damage before breaking.
These abilities can only be used by Druids in the Balance specialization:
Starfire (level 10): Call down a burst of energy, causing moderate Arcane damage to the target, and light Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power. (level 10, Mastery): Solar Eclipse increases Nature spell damage by 11%, and Lunar Eclipse increases Arcane spell damage by 11%. Eclipse (level 11): Casting 2 Starfire empowers Wrath for 15 sec. Casting 2 Wrath empowers Starfire for 15 sec. These Eclipses occur in alternation. Eclipse (Solar) : Wrath cast time reduced 8% and damage increased 20%. Eclipse (Lunar) : Starfire cast time reduced 8% and area effect damage increased 100%.
Starsurge (level 12): Launch a surge of stellar energies at the target, dealing heavy Astral damage, and empowering the damage bonus of any active Eclipse for its duration. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.
Moonkin Form (level 21, Shapeshift): Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects. Sunfire (level 23): A quick beam of solar light burns the enemy for light Nature damage and then additional moderate Nature damage over 12 sec.
Solar Beam (level 26): Summons a beam of solar light over an enemy target’s location, interrupting the target and silencing all enemies within the beam. Lasts 8 sec. Astral Influence (level 27, Passive): Increases the range of all of your abilities by 5 yards.
Typhoon (level 28): Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 sec. Usable in all shapeshift forms. Improved Sunfire (level 32, Rank 2): Sunfire now applies its damage over time effect to all enemies within 8 yards. Improved Moonfire (level 33, Rank 3): Moonfire and Sunfire duration increased by 6 sec.
Starfall (level 34): Calls down waves of falling stars upon enemies within 40 yds, dealing moderate Astral damage over 8 sec. Owlkin Frenzy (level 37, Rank 2): While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.
- Celestial Alignment (level 39): Celestial bodies align, maintaining both Eclipses and granting 15% haste for 20 sec.
- Innervate (level 42): Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 12 sec.
- Improved Eclipse (level 47, Rank 2): Eclipse now reduces the cast time of affected spells by 15%.
Shooting Stars (level 49, Passive): Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing light Astral damage and generating 2 Astral Power. Aetherial Kindling (level 54, Rank 2): Casting Starfall extends the duration of active Moonfires and Sunfires by 4 sec.
Rake (level 10): Rake the target for light Bleed damage and additional moderate Bleed damage over 15 sec. Awards 1 combo point. Mastery: Razor Claws (level 10, Mastery): Increases the damage done by your Cat Form bleed abilities and finishing moves by 16.0%. Thrash (level 11): Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Tiger’s Fury (level 12): Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 sec. Feral Instinct (level 16, Passive): Reduces the chance enemies have to detect you while Prowl is active. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects. Feline Adept (level 19, Passive): Soothe and Remove Corruption are usable in Cat Form. Rip (level 21): Finishing move that causes Bleed damage over time. Lasts longer per combo point. Swipe (level 23): Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Skull Bash (level 26): You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Feline Swiftness (level 27, Passive): Increases your movement speed by 15%. Maim (level 28): Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point. Primal Fury (level 31, Passive): When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect. Survival Instincts (level 32): Reduces all damage you take by 50% for 6 sec. Omen of Clarity (level 33, Passive): Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy. Berserk (level 34): Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed, and giving finishing moves a 20% chance per combo point spent to refund 1 combo point. (level 36, Rank 2): While stealthed, Shred deals 60% increased damage, and has double the chance to critically strike. Infected Wounds (level 37, Passive): Rake causes an Infected Wound in the target, reducing the target’s movement speed by 20% for 12 sec. Improved Prowl (level 39, Rank 2): While stealthed, Rake will also stun the target for 4 sec, and deal 60% increased damage. Merciless Claws (level 42, Rank 3): Shred deals 20% increased damage against bleeding targets. (level 42, Rank 2): Swipe deals 20% increased damage against bleeding targets. Tiger’s Fury (level 47, Rank 2): Tiger’s Fury generates an additional 30 energy. Predatory Swiftness (level 49, Passive): Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms. Improved Shred (level 54, Rank 4): While stealthed, Shred generates 1 additional combo point. Berserk (level 58, Rank 2): When Berserk grants combo points, it grants 1 additional combo point.
These abilities can only be used by Druids in the Guardian specialization:
Maul (level 10): Maul the target for moderate Physical damage. Nature’s Guardian (level 10, Mastery): When your health is brought below 35%, you instantly heal for 20% of your maximum health. Cannot occur more than once every 45 sec. Ursine Adept (level 10): Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form. Thrash (level 11): Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Bear Form (level 12, Rank 2): Bear Form gives an additional 20% Stamina. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects. Frenzied Regeneration (level 21): Heals you for 18% health over 3 sec. Swipe (level 23): Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Skull Bash (level 26): You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Thick Hide (level 27, Passive): Reduces all damage taken by 6%. Incapacitating Roar (level 28): Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 sec. Damage will cancel the effect. Survival Instincts (level 32): Reduces all damage you take by 50% for 6 sec. Ironfur (level 33, Rank 2): Multiple uses of Ironfur may overlap. Berserk (level 34): Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration by 50% and the cost of Ironfur by 50%. Gore (level 37, Passive): Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage. Frenzied Regeneration (level 39, Rank 2): Frenzied Regeneration now has 2 charges. Mangle (level 42, Rank 2): Mangle deals 20% additional damage against bleeding targets. Lightning Reflexes (level 47, Passive): You gain Dodge equal to 100% of your Critical Strike from gear. Improved Survival Instincts (level 47, Rank 2): Survival Instincts now has 2 charges. Improved Stampeding Roar (level 49, Rank 2): Cooldown reduced by 60 sec. Verdant Heart (level 54, Rank 3): Frenzied Regeneration increases all healing received by 20%. Berserk: Ravage (level 58, Rank 2): Berserk reduces the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration by an additional 25%.
These abilities can only be used by Druids in the Restoration specialization:
Rejuvenation (level 10): Heals the target for moderate amounts over 12 sec. Mastery: Harmony (level 10, Mastery): Your healing is increased by 4.0% for each of your Restoration heal over time effects on the target. Swiftmend (level 11): Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for heavy amounts. Ironbark (level 12): The target’s skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 sec. Nature’s Cure (level 19): Cures harmful effects on the friendly target, removing all Magic, Curse, and Poison effects. Lifebloom (level 21): Heals the target for moderate amounts over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for moderate amounts. May be active on one target at a time. Sunfire (level 23): A quick beam of solar light burns the enemy for light Nature damage and then additional moderate Nature damage over 12 sec. Improved Rejuvenation (level 26, Rank 2): Rejuvenation’s duration is increased by 3 sec. Ysera’s Gift (level 27, Passive): Heals you for 3% of your maximum health every 5 sec. If you are at full health, an injured party or raid member will be healed instead. Ursol’s Vortex (level 28): Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms. Improved Sunfire (level 32, Rank 2): Sunfire now applies its damage over time effect to all enemies within 8 yards. Omen of Clarity (level 33, Passive): Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana. Wild Growth (level 34): Heals up to 5 injured allies within 30 yards of the target for moderate amounts over 7 sec. Healing starts high and declines over the duration. Tranquility (level 37): Heals all allies within 40 yards for moderate amounts over 8 sec. Each heal heals the target for another light amount over 8 sec, stacking. Healing increased by 100% when not in a raid. Efflorescence (level 39): Grows a healing blossom at the target location, restoring light amounts of health to three injured allies within 10 yards every 2 sec for 30 sec. Limit 1. Innervate (level 42): Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 12 sec. Revitalize (level 47): Returns all dead party members to life with 35% of maximum health and mana. Not castable in combat. Improved Wild Growth (level 49, Rank 2): Wild Growth heals 1 additional target. Natural Wisdom (level 52, Rank 2): If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Stonebark (level 56, Rank 2): Ironbark increases healing from your heal over time effects by 20%. Nature’s Swiftness (level 58): Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.
As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Druid to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Druid journey! Balance Druid Shadowlands Guide Feral Druid Shadowlands Guide Guardian Druid Shadowlands Guide Restoration Druid Shadowlands Guide : Shadowlands Druid Leveling Guide & Best Leveling Spec 1-60
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