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Druid
Combat Systems
Druids
have 3 main forms you can actively fight with, including default
(caster), consisting of your heals and damage spells, bear form,
including your tanking abilities, and cat form, including your
rogue like DPS abilities. I will explain each of the druid spells
in detail below and how they all come together.
Green
denotes learned from trainer; Blue
denotes talent.
Caster
Form
Caster form
is home to your heals, buffs, debuffs, resurrection, and nukes.
Caster form uses mana. You use mana to cast spells. You always
start with full mana and every time you cast something, your mana
goes down. Your mana does regenerate during and out of combat
and the regeneration rate depends on your spirit.
-
Heals:
You
have 4 available healing spells (all learned from trainer):
-Rejuvenation: Heals x amount over
12 seconds, in 3 second intervals. 10 Ranks. Instant cast.
-Regrowth: Heals x amount up front
plus y amount over 21 seconds in 3 second intervals. 9 Ranks.
2 second cast.
-Healing Touch: Heals x amount up
front. 3.5 second cast (3.0 with talents).
-Tranquility: Heals x amount over
10 seconds to nearby group members, 2 second intervals, must be
channeled. 5 minute cooldown.
Basically,
two of your heals have a HoT (Heal over time) component to it,
so utilize them well. Healing Touch is your big heal and due to
its lengthy cast time, must be carefully timed. Remember that
the HoT's of rejuv and regrowth stack, so even if your target
isn't at full health after you use both of these abilities, he
or she will be soon unless actively taking damage. Tranquility
is not reliable due to its long cooldown, but is still great.
Make sure you use it in conjunction with barkskin for no interruptions.
-
Buffs:
You
have 3 buffs that you can cast on other people and yourself (2
learned from trainer, 1 talent), and 3 self-buffs (all talent):
-Mark of the Wild: Arguably the best
buff in the game. Increases armor by x, all stats by y, and all
resistances by z. Even more effective with talent. Lasts 30 minutes
and is instant cast.
-Thorns: The target of this buff
will do x damage to attackers on each successful hit. This buff
is good for helping you hold aggro while you tank, and versus
rogues and dual-wielding warriors who strike frequently, the 18
damage/hit adds up. Lasts 10 minutes.
-Innervate: 31 talent points in the
Restoration tree. The target regenerates mana at 400% of normal
rate, in combat or not, and regenerates mana at 100% of normal
rate while casting. Basically, if your target isn't casting, he
or she restores ~75% of his or her mana bar. A little less when
casting and varies from person to person depending on spirit,
but you get the general idea. Lasts 20 seconds, 6 minute cooldown.
-Nature's Grasp: This is a 1 talent
point buff on the Balance tree. It is a self buff that gives you
a 35% to cast Entangling Roots on a target if/when they land a
successful melee hit. 4 more points (first tier) will improve
the chance to root to 100%. Lasts 45 seconds, 1 minute cooldown.
-Omen of Clarity: 11 point talent
on the balance tree, each of the druid's melee attacks has a chance
of giving the druid clearcasting state, letting the next ability
used cost 0 rage, energy or mana. Lasts 5 minutes.
-Nature's Swiftness: Self buff that
allows your next nature-based spell to become instant cast. This
means an instant Healing Touch, very useful. 3 minute cooldown.
-
Debuffs:
Druids
have 3 debuffs, 3 learned from trainer and 1 from talent.
-Entangling Roots: Roots target in
place and does x damage over y seconds. Damage can break roots.
Can only be used outdoors. This is the druid's only PVP crowd
control spell. Note that targets with long range spells/weapons
can still use them while rooted.
-Hibernate: Puts target beast or
dragonkin to sleep for x seconds. Works for pvp hunter pets unless
the hunter has 31 points in Beast Mastery.
-Insect Swarm: 11 talent point ability
in the restoration tree. Does x damage over y seconds and reduces
chance on hit of the target by 2% for the duration of the DoT.
-Soothe Animal: Reduces of the aggro
range of target beast by 10 yards for 15 seconds.
- Resurrection:
Druids only
get one resurrection spell, Rebirth,
and it is on a 30 minute cooldown. It also requires a reagent
to use (different one for each rank). The unique thing about Rebirth
is that it's only a 2 second cast and can be used in combat. Druid
is the only class with combat resurrection and this can come in
handy in many situations.
-
Nukes:
-Moonfire:
Somehow druids became famous for this spell. You often hear of
druids spamming moonfire, etc. Moonfire is a spell that does x
arcane damage up front and y damage over 12 seconds in 3 second
intervals. It is instant and no cooldown, which makes it spammable.
But moonfire costs a lot of mana and has the worst damage to mana
ratio if spammed, so spamming it is not recommended for most situations.
-Wrath: Does x amount of nature damage
to the target, 2 second cast (1.5 with talent).
-Starfire: The highest damage spell
for druids. Does x amount of arcane damage to the target, 3.5
second cast (3.0 with talents).
-Hurricane: This is the druid AoE,
with a targetable area. It does x damage every second for 10 seconds
total. It also reduces the attack speed of targets within the
range for 10 seconds. This is a channeled spell and has a 1 minute
cooldown. It also costs a buttload of mana so it should be used
sparingly.
Bear
Form/Dire Bear Form
Bear form
includes your tanking abilities; many of these abilities are similar
to those of a warrior's. Bear form has 10 abilities total, 8 of
which are learned from trainer and 2 are talents. You receive
normal bear form at level 10 via a quest. Regular bear form gives
you 180% armor value from items, +x attack power, and +y health
(scales as you level). At level 40 you will receive Dire Bear
form, which replaces regular bear form and gives you 360% armor
value from items, +x attack power and +y health.
Bear form
uses the rage system. You have 100 rage total from level 10-60
in bear form. This does not change. You generate rage with any
damage you deal or receive, plus any abilities/talents which generates
rage (enrage, furor, primal fury). Rage decays when you are not
actively fighting. All bear form abilities other than auto-attack,
enrage, growl, and FF uses rage, including the ones which hold
aggro for you in PVE (such as maul/swipe) and saves your ass in
PVP (frenzied regeneration/feral charge), so building and managing
rage is an important learning step for all druids.
-Maul:
Like heroic strike for warriors, this move increases the damage
of your next melee attack by x and causes threat for PVE mobs.
You will be using this a lot in pvp and pve simply because druids
have less ways to convert rage to damage output compared to warriors.
-Demoralizing Roar: Decreases the
attack power of all nearby enemies by x for 30 seconds. This will
help you gain and hold aggro, especially for mobs that no one
has touched yet. It also takes nearby targets out of stealth in
pvp.
-Growl: Like warrior's taunt, taunts
target to attack you with a 10 second cooldown. It has no pvp
use.
-Feral Charge: 11 point talent in
the feral tree. Charges at an enemy from 8-25 yards range, interrupts
spells and immobilizes the target for 4 seconds. Excellent skill
for catching runners
-Bash: Stuns the target for x seconds.
Lets you interrupt a spell and/or pull off a heal unscathed. Great
for both PVE and PVP.
-Challenging Roar: Like warrior's
challenging shout, taunts all nearby enemies to attack you for
6 seconds. 10 minute cooldown. Due to the lengthy cooldown this
ability should only be used in emergencies when you have a lot
of adds, or the aggro from your cloth and leather wearers is getting
out of control. This is like an "oh crap" button for
tanks.
-Enrage: Generates 20 rage over 10
seconds, but reduces -base- armor by 75%. Base armor is your armor
before any armor from items are considered; it's typically a very
small amount. You are also in combat for the duration. With talents
you also generate 5-10 rage up front. This spell is good when
used in conjunction with frenzied regeneration, as more rage equals
more health.
-Faerie Fire (Feral): 21 talent points
in the feral tree. Decreases
armor of target by x for y seconds. Target cannot stealth or turn
invisible in that duration. Usable in cat/bear forms and is on
a 6 second cooldown, but no rage or energy cost. Great versus
rogues, and priests and paladins will most likely waste mana to
remove it, while it costs you nothing to cast it. If you have
this talent I would use it on every cooldown in 1 on 1s or against
rogues and warriors in group pvp.
-Frenzied Regeneration: Converts
10 rage to x health per second for 10 seconds total. 3 minute
cooldown. This is your bear form self heal. It cannot be purged
or dispelled which makes it very valuable.
-Swipe: Kind of like the warrior's
cleave, but does way less damage and up to 3 targets. It is great
for holding aggro on more than 1 target.
Cat
Form
Cat form includes
your damage dealing abilities; many of these abilities are similar
to those of a rogues's. Cat form has 13 abilities total, 12 of
which are learned from trainer and 1 is talent. You receive cat
form at level 20 via the trainer. Cat form gives you +x attack
power (scales to level) + agility.
Cat form uses
the energy system. You have 100 rage total from level 20-60 in
bear form. This does not change. When you shapeshift into cat
form you start out with 0 energy (unless you have furor), and
your energy will regenerate to full as long as you stay in cat
form and not abilities. All of your cat form abilities other than
auto-attack, stealth, FF, and track humanoids use energy. Energy
restores fast, however.
Cat form also
uses the combo point system. You'll notice that some of your cat
abilities will say "Awards one combo point when used".
You can rack up combo points and use what's called finishing moves.
Finishing moves are very powerful and the damage done depends
on how many points you have. Combo points are collected on a "per
target" basis. They disappear if the target dies and do not
transfer to new targets. You keep your combo points if you shapeshift
out of cat form, however, so save those combo points and don't
be in a hurry to click on a finisher.
-Claw:
Like rogue's sinister strike, it is an attack causing normal damage
+ x. Awards one combo point. This is the primary damage attack
for cat form while building combo points.
-Dash: Increases your speed by x%
for 15 seconds and does not break prowling. 5 minute cooldown.
Good for running away from opponents.
-Cower: Causes no damage but lowers
your threat. PVE ability to lose aggro.
-Faerie Fire (Feral): 21 talent points
in the feral tree. Decreases
armor of target by x for y seconds. Target cannot stealth or turn
invisible in that duration. Usable in cat/bear forms and is on
a 6 second cooldown, but no rage or energy cost. Great versus
rogues, and priests and paladins will most likely waste mana to
remove it, while it costs you nothing to cast it. If you have
this talent I would use it on every cooldown in 1 on 1s or against
rogues and warriors in group pvp.
-Feline Grace: (PASSIVE) Reduces
fall damage.
-Ferocious Bite: Your direct damage
finisher. Does direct damage to the target depending on how many
combo points you have collected. Note that the target will only
suffer the set damage minus whatever damage reduction from armor
they have. Most of the time your target will not take full damage
unless they have 0 armor.
-Ravage: Stealth opener, like rogue's
ambush. Causing x% dmg + y to the target, must be prowling and
behind the target. This is a very powerful opener and does great
damage. Also awards 1 combo point.
-Pounce: Stealth opener. Stuns target
for x seconds and causes y damage over 18 seconds. Must be stealth
and behind target. Awards 1 combo point. As of right now this
ability is hardly worth using due to Ravage being much better,
but it's ok for interrupting someone that's currently casting.
Awards 1 combo point.
-Prowl: Basically Stealth, with movement
decreased to x% of normal.
-Rake: Does x damage to the target
and an additional y damage over 9 seconds. Awards 1 combo point.
This ability causes less energy than claw, so is good for building
combo points and the DoT. Use this to start and then use Claw
during the 9 second DoT this move provides.
-Shred: Like rogue's backstab. Does
x% damage + y. A weaker version of ravage and you do not have
to be stealth to use it. You just have to be behind the target.
This ability has limited uses in solo PVE because druids have
no gouge-like ability, but you can get behind targets if someone
else is tanking. Also useful in PVP for good damage. Awards 1
combo point.
-Rip: Damage over time finisher.
Does x damage over 12 seconds depending on how many combo points
you have collected. The good thing about Rip is that the damage
is not negated by armor and your target will always suffer full
damage. Good to use against plate users who is not yet low on
life.
-Tiger's Fury: Increase damage done
(per attack) by x for 6 seconds. This ability will increase your
dps significantly because it increases the damage of each attack
(cat form has 1.0 attack speed modifier) by x amount.
-Track Humanoids: A hunter's ability;
allows you to track humanoids in cat form. Great for PVP or finding
specific mobs for PVE. Unfortunately it only works for cat form.
Since
each of the druid's forms is a "lesser" version of whatever
class it's trying to mock, you must learn to use them at the right
times. Typically it's not a good idea to stay in 1 form for a
long period of time due to restrictions in each form, and it's
also a bad idea to shapeshift a lot considering the high mana
costs. That's why finding a balance between these forms is a major
challenge of the druid class. But the basic idea is to heal and
nuke in caster form, take hits in bear form, and melee damage
in cat form, whatever is more appropriate for the play setting
that you are in.
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