Shifting Perspectives: So you're thinking of playing a Druid

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week brings John Patricelli, sometimes known as the Big Bear Butt Blogger, to begin looking at leveling the class from the ground up.
So, you've been thinking of rolling a Druid. You've seen Druids in your guild tanking Heroics or Prince Malchezaar with their Big Bear Butt, you've seen them flying overhead in Flight form, before dropping from the sky in the middle of a pack of mobs and clawing faces and chewing limbs as a Ferocious Cat, or maybe you've seen the incredibly smooth and powerful healing of your favorite Golden Tree. Or maybe the last thing you saw in PvP was a Feathered Owlbear bringing down the Wrath of the Starfire on your head, or holding you immobile and helpless with their Whirlwind.
Or maybe you just want to look like another hunter pet.
Whatever the reason, something about the Druid class interests you, and maybe you'd like to know a bit more before making the plunge.
Well my friends, with the changes to experience brought in Patch 2.3, leveling a new alt or creating a main character has never been more attractive.
This article is to get you acquainted with the Druid class and give you an idea of what playing one is like, both early on and in later levels. In later articles, we'll go over the specifics about what you can expect as you level.
Before we get started, there are a few things you should know about the Druid class.
Druids are a multi-role class, what are known as Hybrid classes. The Druid has many of the same capabilities of other dedicated classes. Depending upon how Talent points are spent and what gear is equipped, a Druid can choose a play style that focuses on ranged casting damage similar to a Mage, melee DPS with stealth similar to a Rogue, melee Threat generation, high hit points and armor similar to a protection-specialized Warrior or Paladin, or healing similar to a Priest.
Where the 'Hybrid' part comes into play is that all of those capabilities are present within the Druid; it is in the choice of the player in distributing Talent points and choosing equipment that one role comes to be emphasized over the others. The Druid is truly a class that is what the player chooses to make of it.
Of course, while the Druid can approach the abilities of a Mage, Rogue, Warrior or Priest, each one of those dedicated classes posses their own special abilities that the Druid will lack.
Druids in Cat form can stealth and excel in melee DPS... but lack the crowd controlling abilities of the Rogues' Sap, the inherent ability to get in places or items that are locked through Lockpicking, or the ability to Vanish from sight and threat lists when in trouble.
Druids in Bear/Dire Bear form have increased armor, hit points and threat generation to help them achieve a role as a melee tank. However, they lack a viable defense against magical-based attacks, and also lack much of the ability of drawing and holding threat on multiple targets that protection-specialized Paladins and Warriors possess.
Druids in Moonkin form have a wealth of ranged damage spells and abilities available to them, including a nice mix of damage-over-time spells, direct damage spells, a root (Entangling Roots) and a pair of crowd controlling abilities (Whirlwind, Hibernate). However, Entangling Roots is only usable outdoors, and Whirlwind lasts for only 6 seconds on one target. While extremely handy in PvP, these do not approach the usefulness of the Mages' Sheep abilities for crowd control in groups and raids.
Druids in Tree of Life form are excellent healers, desired in raids due to their low threat generating heal-over-time (HoT) spells, their mana-returning Innervation, and the uniqueness of their combat-resurrection, which can bring a party or raid member back from death in the middle of a battle with mana and hit points renewed. However, Druids lack an effective out of combat resurrection, having a 20 minute cooldown on their only resurrection ability. This is not a critical problem in raids, where there will often be other healers that can resurrect fallen compatriots, but in small groups it can cause tension and extra time spent returning to the battle from the nearest graveyard if the party encounters problems.
Of course, the key to any Hybrid class is not in knowing what abilities of a dedicated class they lack, but in learning to use all of your abilities to their best advantage.
As a Druid, no matter what your choice of specification, you can learn to open combat with an opponent by casting a ranged damage spell such as Wrath or Starfire, followed by the damage-over-time spell called Moonfire. As the target approaches, you can cast a heal-over-time spell such as Lifebloom or Rejuvenation on yourself to have a continuous stream of self-healing during the course of the coming battle. You can continue to cast ranged spells on your target as it approaches, including Entangling Roots to hold it in place to give you more time to attack it at range. As it finally enters melee range, you can instantly shift into cat form to meet the enemy claw to claw, using melee DPS attacks and finishing blows to bring their health down quickly. If you get into trouble, or suddenly find yourself facing additional enemies, you can shift your form directly into bear for added armor and hit points, use a Frenzied Regeneration heal-over-time spell in bear form to regain some of your health back, and when you're ready Bash the opponent to temporarily stun them, giving you a few seconds to shift back to caster form, rapidly cast direct healing and heal-over-time spells on yourself, and then shift back into cat or bear to continue the fight.
Once you reach level 70, you will find that, regardless of your chosen specialization, skilled players that have mastered shifting and adapting play to suit the needs of the party are in fairly high demand. As of patch 2.3, Feral Druids are very popular as off tanks and even main tanks in Heroic instances and raids. Restoration Druids make excellent raid healers, and Balance Druids can often be seen both in raids and on the PvP Arena floor.
All this fun awaits the Druid, but that's not all.
The Druid has a small handful of special abilities unique to the class, mostly centered around the forms you can shift into. Besides the Cat, Bear, Moonkin and Tree forms we've already mentioned, there are what are called 'travel' forms.
At level 16 there is a form you can learn through a Druid-only quest chain called the Aquatic form, which increases your swim speed by 50% and allows you to breathe underwater. Shifting into Aquatic form causes you to look much like a manatee... but with great big fangs.
At level 30, you can learn the Travel form directly from the trainer. The Travel form causes you to shift into the shape of a cheetah, with +40% land speed. Coming ten levels before Apprentice Riding (75) and your first mount are available, this is a very welcome form.
At level 68 you can learn Flight form from the trainer, increasing your movement speed by +60%, and allowing you to fly. Just like all forms of flight, it is only usable in Outlands, but Druids are the only class that can learn to fly prior to level 70. Among other things, it can be a great convenience, especially when questing in Netherstorm. Better yet, Flight form is instant cast. Best of all, especially if this is your alt, the cost of learning your Flight form from the trainer is only 7 gold 29 silver, and you gain the Expert Riding (225) Skill along with it for free, saving you 800 gold when it comes to training your flying skills.
Finally, at level 70, if you purchase Artisan Riding (300), you will have the option of following a fairly lengthy quest chain that leads you to fight a special boss in Heroic Sethekk Halls, where you can learn Swift Flight form. Swift Flight form, like Flight form, is instant cast, and increases your airborne speed to the same rate as Epic Flying mounts; 280% of traveling speed. You must have Artisan Riding skill (300) to complete this chain, so you will have to pay for the training (5000 gold at the time of this writing) to be able to complete the chain. But Swift Flight form, in some ways, can be considered the culmination of your journey towards level 70. Requiring skill in your class and reasonably decent gear to complete a Heroic Sethekk Halls run, and yes, the money to have acquired Artisan Riding, Swift Flight form is very nice icing to top off a rich and multi-layered cake of a class.
Does this sound like fun? Have I enticed you yet? The ability to shape change into various forms, to assume different roles based on how you want to play the game at the time, special travel forms and all sorts of other goodies sound wonderful... and to many players, perhaps a bit complicated, especially for a first class.
Take heart! When you first create your Druid, you will not have so many options to choose from. This can be both good and bad. When you begin at level 1, you will have no forms at all to choose from, starting as a simple caster of ranged magics. Your earliest leveling, all the way to level 9, will be done as a caster, using Wrath, Moonfire, Entangling Roots, and your trusty staff to defeat your opponents. It is only at level 10 that you will have access to your first form, the Bear form.
Even then, you will not have that first form handed to you. You will need to complete a nice chain of quests unique to the Druid that will lead you to the Moonglade, an area of peace and contemplation for Druids of both Alliance and Horde. It is here that you will eventually learn your Bear form. You will also learn your only Teleport spell, Teleport: Moonglade, that will allow you to return to the moonglade whenever you desire, much as a Mage can Teleport him (or her) self across the land at will.
You will continue to have the Bear as your other combat form for another 9 levels, giving you plenty of time to get used to casting damage spells, healing, and shifting into bear form for in-your-face combat. It can seem quite difficult in these early levels to defeat your enemies swiftly, because the bear form, while very durable, is fairly weak in melee damage output.
It is at level 20 that the true fun for most Druid players begins. At level 20, you will learn directly from the trainer the Cat form, your melee DPS form that allows you stealthing abilities similar to the Rogue class, and greatly increases your damage output in melee.
This staged level of progression, from caster, to bear, and finally to cat, allows you plenty of time to get used to the basics of each form so that you never feel overwhelmed. It can also have the drawback, especially for the experienced player, of feeling too slow while you wait for the chance to begin clawing faces of your very own.
As you begin playing the class, I suggest you keep in mind the future... and the wonders that yet await you. The Druid is a marvelous class, full of choices and opportunities. How much fun you will have, and how effective you may eventually become, is dependent not only on how well you play each aspect of the class, but also in how well you weave them all together into a cohesive whole.
Whether you prefer to be a sleek Cat, a feathered Moonkin, a golden Tree or a big old Bear, I hope you take the time to try on a Druid. It is a dynamic class that has an amazing amount to offer.
Take your first steps as a Druid ->
Filed under: (Druid) Shifting Perspectives, Night Elves, Tauren, Druid, Analysis / Opinion, Features, Leveling, Classes, Alts






Reader Comments (Page 1 of 3)
Angus Dec 11th 2007 12:02PM
and also lack much of the ability of drawing and holding threat on multiple targets that protection-specialized Paladins and Warriors possess.
So not true.
It's rare for me to see warriors able to hold multiple mobs like a druid can. Kill order of skull, x, star. The best bear tanks starfire star, moonfire star and then x just before going bear and starting on skull. After 2-3 lacerates they start swipe into their rotation and those other two mobs never leave or rarely do and then they just growl, lacerate once, and then return to their target.
Warriors have thunderclap. No where near as effective as a DoT spell before swipes start.
Paladins, well, no one is beating them at that game...
Amanda Dec 11th 2007 11:42AM
lol, I've never seen any Druid do that.
They probably can, but I've never seen it.
Angus Dec 11th 2007 12:02PM
Yea, it's amazing when they do it. Starfire is a hell of an opener and will keep a mob on you through a lot of healing threat. Moonfire is also a lot of threat and it keeps stacking as it goes. Add in swipes and you can comfortably keep ahead of the healer's aggro while the main target is seriously getting beat on.
Best tanks do it because when they shift they start with enough rage to use moves right out of the gate. This gives them snap aggro, they go bear and have rage and then are immediately being hit to generate even more rage as they start their cycle of pain.
Pzychotix Dec 12th 2007 4:19AM
500 front loaded threat isn't a hell of an opener.
Assuming regular 5-mans (since you'd be using a hunter for misdirection in raids), an even better choice would be to not waste the rage from a previous battle and just use it here. Of course, not everyone shares my like for being efficient.
Angus Dec 12th 2007 9:49AM
That assumes a lot on the part of being able to sustain that rage or even have it. My wife often manages to be nearly empty on rage unless it is a long fight since she's using it as efficiently as possible to generate threat. Keeping rage when your party has to drink after every pull is pretty much worthless. And a 500 threat opener on the off target sure beats no threat on them and trying to get it with swipe or tab lacerating. You won't outdo stupid DPS doing this, since they will be pyroblasting while you spin up your starfire instead of waiting, but if you do it right the secondary and tertiary mob should be stuck on you like glue while your DPS goes to town on the primary target.
Great job on being condescending without actually having a clue there, Pzychotix.
Pzychotix Dec 12th 2007 2:20PM
Sure. I can tell you why she's so limited on rage on every fight. I'm betting she's spamming maul every chance she gets. I'm also betting that even as the last mob of a pull dies, she's still trying to waste all the rage she can, instead of trying to build up rage for the next pull. It's very unlikely that a DPS is going to pull aggro in the last 5-10 seconds of a pull, and that's when you should be building rage for the next pull. But of course, your wife's rage is empty.
If your group has to drink up during every pull, well then I feel sorry for you. Find better people to group with, or find people who realize that a mage table gives up to 50 stacks of mana biscuits, more than enough to spam whenever they get to exit combat. If you don't have a mage table... well then realize that waters are also very very cheap compared to the current economy, what with dailies giving many times over what would cover the cost.
And no. A 500 frontloaded threat doesn't beat having over 50 rage with which you can go to town with on multi-mobs. I'll take a maul + mangle (both of which have massive threat bonuses tied to them) over a SF minus all your rage any day.
Surpriseb Dec 11th 2007 11:37AM
"Druids in Moonkin form have a wealth of ranged damage spells and abilities available to them, including a nice mix of damage-over-time spells, direct damage spells, a root (Entangling Roots) and a pair of crowd controlling abilities (Whirlwind, Hibernate)."
I'm assuming you mean Cyclone? Do you even play a druid?
Balasan Dec 11th 2007 11:44AM
I play a 70 feral druid, and I don't remember cyclone well either. I called it 'hurricane' once to the amusement of my guildies.
Ferals don't really use it (apart from arenas maybe) so I forgive him forgetting it :)
Beep Dec 11th 2007 1:11PM
I think I know what the b in Surpriseb stands for...
Balasan Dec 11th 2007 11:40AM
Good read, although as a 70 druid I already know my job as a capabilities as a druid.
You seem to be giving a wrong impression (or I'm seeing it differently than you do) by saying that to kill a mob we start with spell nukes and then shift to kitty. It really doesn't work that way, as you either stick spell nuking (done in the early levels) or stick playing like a rogue and stay in kitty and do it the melee way.
It *is* important however that players playing druids know that they have other forms and abilities usable in different forms and changing it when the need for it occurs. For example you're in a raid as a kitty druid (I did that once!), you must always remember (and sometimes your guild expects it of you as well) that you can combat rez someone who died, or if the offtank dies, you can shift to bear form and take over the job (albeit with the wrong gear tho), or in 5 mans and you're boomkin or kitty, and the healer dies don't be a noob and rez the healer or heal the tank yourself.
Even solo, we have a noticeable advantage over rogues themselves in farming/grinding if we're feral, as we can shapeshift out and heal ourselves instead of depending on bandages.
As I said previously, druids bring versatility to raids (and to your gameplay as well). Embrace it.
Angus Dec 11th 2007 12:02PM
Heh.
I've seen my wife playing kitty do some amazing things.
She's pounding on a mob, sees the priest low on mana and tells him she's on it. Shift to caster, Innervate priest, lifebloomX3 stack the tank to give the priest a break, drop a moonfire on boss, go bear and start generating rage, pull boss off tank and then frenzy regen while he is smacking her to keep healer's break going and then the warrior pulls the boss back. She drops to kitty, cowers, a lot, and then she's back to DPS.
Druids can change entire fights, they allow other classes to have a cushion few classes can offer.
Pzychotix Dec 12th 2007 4:05AM
I agree up to the part of the innervate. That's about it.
Stacking lifebloom while in zero healing gear is horrible. Would've been better off spamming healing touch.
Then taking aggro off the tank? Even more bad. While in DPS gear, your tank stats are horrid, not to mention that now you're toeing the aggro line when the tank gets the aggro back. Thinking that cower will save you when you shift back to cat form is bad. Cower reduces only 800-ish threat (due to the threat reduction bug), enough for maybe one yellow attack. Not a great place to be at.
Druids that use their abilities to better the group are great. Druids that use their abilities to take over another person's role is deluded.
Trudie Dec 11th 2007 11:41AM
I see a couple problems with this article.
Whirlwind is a warrior ability... I believe you meant Cyclone.
It's "innervate" not "innervation."
Also, I wouldn't say a warrior can multi-mob tank better than a druid can. Paladins are really the only class who can "AOE tank." I'd put warriors and druids on the same level as far as multimob tanking. Actually, I *might* say druids have a tad easier time due to swipe, but I certainly wouldn't say druids have the hardest time multi-mob tanking, as you insinuated in this article.
Now for my two cents... for anyone thinking of leveling a druid, please be advised that even if you want to be a healer, it's unnecessary to level as restoration spec. Some people say leveling feral is the easiest. I leveled balance with no problems, and I'd actually say leveling balance would be the best choice if you want to heal low level instances. You maintain a decent amount of soloability, and you can heal instances with no problems. My advice for people who want to be restoration specced at level 70 -- stay balance until level 64, and respec resto when you train lifebloom.
Celso Dec 11th 2007 11:51AM
One of the biggest gripes I've always had with a druid is that in their forms you don't get to see the gear you've collected. For most people yes, WoW is one big game of dress up, collect new epics so you can show off the sparkles on your shoulders or weapon. For a druid the only time you get to show that off is when you're walking around a city as every form completely hides everything. A bonus for PvE but a big letdown for PvE. I love the class and made it to 70 but haven't played in months would always roll a base class or one of the other hybrids instead, and since the leveling is so fast you can do that too.
IF they actually had the gear upgrades change the bear/tree/moonkin appearance somehow (and how is the new WoLK hairstyle and customizations going to matter to a druid), then a druid would be an awesome class probably going from one of my current least favorite to my second favorite after warlock, it could even get me over having to play a night elf or a tauren.
Also, a druid like other hybrids is not for the indecisive player. Sure they can do 3 things but you'll never get good at anything unless you focus on one specific talent tree and gear set.
Ken Lydell Dec 11th 2007 11:56AM
A very nice introduction to the druid class. The more I play a druid, the more I like it. Well worth suffering through the awful first 20 levels.
Corbinn Dec 11th 2007 11:59AM
Good article, and I agree with all of your points.
What you will need to do is get as big a bag as you can afford at every step to help with different gear in different situations.
I carry a healing set, bear set and cat set for any given situation, and you will learn to love Outfitter or Itemrack addons to help automatically switch gear.
And Druidbar addon....it keeps track of your mana when in bear/cat forms.
It is a fun class, and gives you different flavors of gameplay without rolling 4 different toons.
J0ust Dec 11th 2007 12:00PM
Warrior here, my two cents on the multi mob tanking thing. Druids have Swipe, but Warriors have Cleave. Spamming (Improved) Thunderclap and Cleave and the occasional Whirlwind and Demo Shout are sufficient to keep 3 mobs glued to me in heroics and raids, as long as the group is following killorder. I'd reccomend this to any warrior tank attempting Heroic Shattered Halls - spec for Improved Thunderclap, it really does help on our (very limited) AoE threat.
What I have noticed though, is that Druids' tanking abilities tend to build threat faster compared to a warrior's (I'm no slouch but our druid OT is typically ahead of me on threat). So I do envy you guys that.
Good article btw, I have just rolled a druid so it's timely to have an overview like this. Looking forward to reading more.
stevens.ce Dec 11th 2007 1:20PM
I've had two druids now that I've gotten tired of before getting to 20...guess I should have stuck it out from the sound of this. Always wanted to roll one, as our guild's resident feral druid is an absolute terror in instances - ditto #9's comment on generating threat - the only person I ever have to compete with as a protection warrior for threat generation is our feral druid, who's usually right there. Thanks for the article - maybe I'll find a way to suffer through to 20 this time.
Clapus Dec 12th 2007 10:31AM
Two snaps and a Z. Cyclone=Hurricane south of the equator.
Quit nitpicking and write your own or sit back and enjoy. If you have never read BBB then you will be in for a treat.
Impatiently waiting for more.
Moofingcow Dec 11th 2007 12:03PM
I rolled a druid right after the patch, and I have to say I dont know the full capability of it yet, and each day im learning something new, and I know that it really boils down to the person playing the druid no matter what form they are in, that they can either keep up with, rank higher, and yes even give their class the honor of being crappy. But let me say this druids are by far one of the easiest classes to over come a situation with a little tweaking here and there. So by all means if you are thinking of rolling a druid roll one you wont be let down.
LoL and sure you may not get to see your gear cause your always shape shifted but if your worried about how you look in gear even as a social standing, I heard barbie is coming out with a MMO that deals with dresses and cat walks, maybe you should look into that if your worried about looks instead of being the best at your job.