Thursday, 13 September 2007

What is an Druid? (Wow Class)

Druids are the keepers of the world and masters of nature with a diverse array of abilities. They are powerful healers, capable of curing poisons and raising fallen comrades in the thick of battle. Druids also command nature's wrath, calling down ranged blasts of energy, summoning swarms of insects, or entangling their foes in the earth. But druids are also masters of the wild, able to shapeshift into a great bear, cat, or even sea lion, gaining their powers in combat or travel. Druids are a diverse class with a variety of playstyles, capable of filling any role.

The Druid gives players several play style options. A Druid in normal form is a caster that can fight with spells or weapons. In Bear form the Druid becomes a Warrior with Rage. While in Cat form the Druid becomes a Rogue with Energy and stealth. The Druid can also transform into two other special animal forms. With its ability to heal itself and fellow characters, the Druid can also take on the role of a Priest. A Druid is not as versatile in its abilities as a Priest is, lacking the spells Power Word: Shield and Resurrection, but is otherwise a very capable healer.

Some of the spells an Druid can have...

Restoration
Healing Touch - Heals a friendly target for X to Y. This is the Druid's main healing spell. You can only use this ability while you are in Druid form. There are times where you should have two levels of this spell available on your action bar to use based on how damaged the target is. You don't want to waste mana by using a more powerful heal than is necessary.

Rejuvenation - Heals the target for X over Y seconds. Rejuvenation is good to have active during combat. That way when the enemy is causing damage, you are healing during that time and mitigating some of that damage. If you or a party member is slightly damaged after battle, you can cast Rejuvenation to help heal the damage. Rejuvenation is also useful to cast on tanks that are pulling monsters.

Regrowth - Heals a friendly target for X to Y and another X over Y seconds. This spell is a mix of a heal and a heal over time spell. Regrowth takes a while to cast so you don't typically want to use it on yourself when you're being attacked. This spell is useful after battle or for casting on party members who are damaged but are not taking significant damage. Otherwise you will want to switch to Healing Touch instead.

Innervate - Increases the target's Mana regeneration by X% and allows 100% of the target's Mana regeneration to continue while casting. Lasts Y sec.

Tranquility - Regenerates all nearby group members for X every X seconds for X seconds. Druid must channel to maintain the spell. If a monster interrupts this spell it will cancel. This ability would be best used when multiple party members need healing at once.

Rebirth - Returns the spirit to the body, restoring a dead target to life with X health and Y mana. This spell requires a reagent.

Mark of the Wild (Powerful Buff!) - Increases all friendly targets' armor by X. At higher levels this spell adds an increase to all attributes. At even higher levels this ability also adds an increase to all resistances. This is one of the most powerful buffs in the game, making a Druid a welcome addition to a party.

Gift of the Wild (loot drop) - Increases party member's armor by X, all attributes by Y and all resistances by Z for 1 hour.

Cure Poison - Cures one poison effect on the target. Another welcomed ability when monsters are poisoning you.

Abolish Poison - Attempts to cure one poison effect on the target and another poison effect every X seconds.

Remove Curse - Dispels X curse(s) from the target. This is a welcomed ability as no one likes to be cursed!
Balance

Moonfire (DoT) - Burns the enemy for X to Y damage and then an additional X damage over X seconds. This ability gives a starting blast and then damages over time. You should use this ability whenever you're fighting the monster long enough for the spell to run its full duration. Otherwise, you're just wasting mana. Moonfire is also good for stopping runners before they get help. You can also repeatedly cast Moonfire for its initial damage instead of its damage-over-time to kill a target. This is especially effective in PvP combat.

Starfire - Causes X to Y damage to the target. The first question from a player when this spell becomes available is typically, "How is this different from Wrath?" Starfire takes longer to cast but does more damage. It's a good initial strike spell. Additionally, Starfire does Arcane damage while Wrath does nature damage. If the enemy has resistances to nature damage, Starfire is more effective to use.

Wrath (DD) - Causes X to Y nature damage to the target. This is your first available direct damage blast spell. This is useful for causing initial damage to the enemy. It's also useful for finishing off an enemy that is trying to run away.

Thorns (Additional damage buff) - Thorns sprout from the friendly target doing X nature damage to anyone who hits them. This is a mid-range timed buff that adds additional damage to the enemy in melee combat. Cast this on any party member that is tanking. Always have this up when you're in melee combat with the enemy.

Faerie Fire (Curse) - Decrease the armor of the target by X for X seconds. While affected, the target cannot stealth or turn invisible. This is a staple Druid spell that should be worked into combat the second it is available. Be sure to only use this ability when you're in melee combat with the enemy. If you're just casting spells on a monster, Faerie Fire is not needed. Faerie Fire will stack with other armor reducing debuffs.

Entangling Roots - Roots the target in place and causes X nature damage over X seconds. Only usable outdoors. This spell has many uses. You can use Entangling Roots to break up spawns (groups of monsters). Cast Entangling Roots on a monster you wish to keep out of combat, and then engage the remaining monster(s). You can use Entangling Roots in solo combat to allow you to blast the enemy with Wrath or Starfire while the monster cannot respond. Another use of Entangling Roots is to stop runners from escaping to warn their friends. Subject to diminishing returns in PvP. This is considered an immobilizing effect.

Hibernate - Forces the enemy target to sleep for about X sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin. There is an increased chance of this spell breaking early.

Barkskin - The druid's skin becomes as tough as bark. All damage taken is reduced by X%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, or feared. Lasts Y sec.

Soothe Animal - Soothes the target beast, reducing the range at which it will attack you by X yards. The highest rank can soothe targets level 70 or lower. This ability will help you avoid combat with a beast. If there are several beasts next to each other, you can cast Soothe Animal on one, and then engage the other. This ability can also be useful for avoiding combat while traveling. Shape shiftingThe Druid can turn into a Bear or Cat, and transform into Aquatic Form or Traveling Form. The main penalty for this transformation is that the Druid is unable to cast spells or use items. You will need to learn proper management of these forms. You will likely have to switch to Druid form after combat to cast spells, heal, and use buffs, and then return to Bear or Cat form when you're ready to fight again. You will also need to learn which is the best form to fight in for each situation. Druids regenerate mana while in shape shift form. Shape shifting now breaks roots, snares, and freeze effects. All Shape shift forms now include immunity to polymorph effects. Shape shifting into an animal form will remove Polymorph effects. Shape shifting will counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).

Druids in shape shifted form can gather herbs and skin creatures.
When in Bear form, Dire Bear form, Cat form, Travel form or Aquatic form, the druid is considered a Beast.

Druids are able to shape shift back into caster form while feared.
Druid FormThis form is useful when soloing until your Cat abilities are built up. While in parties if you are acting as a healer, you will need to remain in this form so you're ready to heal.
Bear FormWhile in Bear form you are similar to a Warrior. You might wish to read over the Warrior page for insights on how to play a Warrior. Bear form increases armor and hit points, and allows the use of various bear abilities. Bear form is useful in parties when you need someone to tank. The Bear has several useful abilities including taunt and a stun to interrupt spells. These abilities are only usable in Bear form.

Effects that lower armor will lower armor by a percentage of the druid's full armor. Enrage only removes 75% of base armor.

Swipe - Swipe X nearby enemies.

Growl - Adds a small amount of threat to the target. This is your taunt ability that you use to get the monster to attack you rather than a weak party member such as a spellcaster. Growl is useable against targets that are immune to physical attacks.

Demoralizing Roar - The Druid roars, decreasing nearby enemies' attack power by X.

Maul - Increases the Druid's next attack by X damage. Rage cost reduced if Maul fails.

Enrage - Generates X rage over X sec. but decreases armor by X%. The Druid is considered in combat for the duration.

Bash - Bashes the target, stunning for X seconds. This of course is especially useful against spellcasters. Rage cost reduced if Bash fails.

Challenging Roar - Taunts all nearby enemies for X sec. Challenging Roar is useable against targets that are immune to physical attacks.Frenzied Regeneration - Converts up to X rage per second into health for Y sec. Each point of rage is converted into Z health.

Aquatic FormShape shift into aquatic form to increase swim speed and gain underwater breathing. Aquatic form looks like an angry seal. This form is useful for underwater exploration. It's useful for traveling by water faster than by land until travel form is available. Trick: if you're fighting under water and are about to run out of air (breath), convert to Aquatic form to replenish air. Then switch back. You can fight in Aquatic form for laughs but you can't use any special abilities or cast spells.

Aquatic form mana cost scales with level.
Cat FormShape shift into Cat form to increase attack speed and gain the use of various Cat abilities. This form has an innate threat reduction component. The cat is much like the Rogue. You should read the Rogue Basics page for more details on how to play a Rogue. Many Cat abilities are similar to Rogue abilities. Cat form is best for soloing and for party use. If you're a Rogue player, you can appreciate how useful this form can be. Feline Swiftness regains its speed increase when moving from indoors to outdoors.

Prowl - Allows the Druid to sneak around, but reduces movement speed to X% of normal. Abilities will not cancel Prowl when they fail to go off.

Claw - Claw the enemy, causing X additional damage. Awards one combo point. Energy cost reduced if Claw fails.

Rip - Finishing move that causes damage over time. Damage increases per combo point.

Shred - Shred the target, causing 225% damage plus X damage to the target. Must be behind the target. Awards one combo point. You do not need to be in stealth mode to use this ability. Energy cost reduced if Shred fails.

Tiger's Fury - Increase damage done by X for X sec.
Rake - Rake the target for X bleed damage and an additional Y damage over 9 sec. Awards 1 combo point.

Dash - Increases movement speed for X sec. Dash can be used while prowling.

Cower - Cower, causing no damage but lowering your threat a small amount. Energy cost reduced if Cower fails. Cower is useable against targets that are immune to physical attacks.

Track Humanoid - Shows the location of all nearby humanoids on the minimap for X minutes.
Pounce - Pounce on the enemy, stunning the target for X sec and causing X damage over X sec. Must be stealthed. Awards one combo point. Energy cost reduced if Pounce fails.

Feline Grace - Reduces damage from falling. You can use this ability to jump off high cliffs and land safely.

Ferocious Bite - Finishing move that causes damage per combo point and converts each point of energy into additional damage.
Travel FormTransforms the druid into a travel form, increasing movement speed. You become a cool-looking cheetah. Travel form mana cost scales with level. Travel form is not useable underwater or indoors.

Flight FormAt level 68 you can get a new form that allows you to fly in the air in Outland.

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