Shifting Perspectives: New Druid Leveling - 1 through 5
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, finally starts his series on leveling a new Druid, covering the strategies of your first 5 levels.
In this week's column, we're going to begin to have some fun with our brand new level 1 Druid!
Check out our Level 1 Tauren Druid off to the right... isn't he a handsome devil? And modest, too!
Your first five levels set the tone for how your Druid will feel.
It's all about casting spells for ranged combat.
You're going to want to spend as much time burning them down on the run as you can, and minimize the time you spend whacking them in the face with your stick.
In many ways, the lessons you can learn here about casting strategies will form the foundation of your play style, at least until you finally get that workhorse of Druid leveling at 20; the Cat form.
Let's start the fun right at level one, with a brief overview of your starting abilities.
Level One
The class abilities the Druid starts with at level 1 are Wrath and Healing Touch. You'll find icons for them already on your button bar.
Wrath is a ranged spell that deals nature-based damage to targets up to 30 yards away.
Healing Touch is a healing spell that you can cast either on yourself, or on another friendly character up to 40 yards away.
Both Wrath and Healing Touch take 1.5 seconds to cast.
If you are trying to cast and you're taking damage, your spell will be 'interrupted', prolonging the casting time. So word to the wise, once the bad guys are in your face, it will take you much longer to get each spell off than the base 1.5 seconds. And that time spent casting is time not spent dealing damage or healing yourself.
For your first few levels, the strategy I recommend is, in effect, to select your target and blast away with Wrath.
Wait, wait, let's not get the noose out to lynch me just yet. There is a bit more to it than that.
First, select any enemy by right-clicking on them.
Note: Right-clicking with your mouse on a target activates auto-attack; when your enemy reaches melee range, you will automatically begin attacking with your equipped weapon. Left-clicking will select a target for you, but will not activate auto-attack. An important distinction when you are casting Entangling Roots on a target later, and do not want to risk breaking your roots by causing melee damage accidentally.
With a target selected, take a look at the Wrath icon on your button bar.
By default, the graphic icon has a number displayed on it. That number is the hot key you can press on the keyboard to activate the ability, or of course you can click on the icon directly with the mouse.
The number on the icon serves not only as a hot key, but also as a range indicator. The displayed number changes color depending on your range to the selected target. If the target is within your range, the number will be white. if you are out of range, then the number will change color to red. You can use this to help you judge the exact distance to your target for ranged damage spells.
Now that you know how to estimate your range to the target, you're ready to begin your first fight.
You've already got a target selected, with auto-attack on. Your Druid should be standing there, brandishing his or her weapon in a threatening manner at the bad guy.
Now, simply back up until the number on your Wrath icon changes from white to red. Move a smidgen back in until it just turns white, and you are at your extreme casting range of 30 yards.
Begin casting Wrath, and watch as you go through the 1.5 second casting time animation. As soon as your casting time is up, the Wrath ball of energy heads down-range towards your target.
Take note, on this first cast, that the ball of energy seems to travel very slowly towards the target. That's not an optical illusion; the ball of energy really is taking it's own sweet time getting there.
Don't waste that time!
Even though you've fired off a great big ball of energy at your target, he remains blissfully unaware of the fate that awaits him. While your ball of energy is still moving towards the unsuspecting target, get your next Wrath spell started casting.
If you begin your casting from extreme range, you can easily fire off two or three Wrath spells before your target gets to melee range and starts chewing on your ankle.
Fire your Wrath spells off as fast as you can, and when the target finally gets into melee range, finish him off with a few good, solid whacks with your staff.
Okay, the bad guy is dead, but my blue bar went down to nothing. What gives?
Well, casting those Wrath spells isn't free. They cost mana, deducted from your mana pool. And that blue bar under your portrait displays your remaining mana.
Each time you cast Wrath (Rank 1), it costs you 20 mana a shot.
With the low mana levels you have to work with at levels 1 and 2, you will find that casting Wrath or any other combination of spells repeatedly will quickly drain your mana down to nothing.
As you attack your enemies with repeated castings of Wrath, you are also experiencing your first encounter with what is known as the '5 second rule'.
What the 5 second rule means is that, as long as you are casting, and for five seconds after you are finished casting your last spell, you will not regenerate any mana on your own.
Note: For Druids, the exception to 0% mana regeneration during the 5 second rule is the talent Intensity, that allows 10% - 30% mana regeneration to continue during casting. Intensity is available starting at level 20 after spending a minimum of 10 points in the Restoration talent tree.
Normally, when a Druid is in casting form (your normal two-legged base form, whether Tauren or Night Elf), you regenerate a certain amount of your mana every two seconds, based on your Spirit stat. That two second mark is sometimes called a 'tick', since that is the effect you see on your mana bar; every two seconds you spend outside the 5 second rule, you see your mana jump up a 'tick'. As soon as your first cast spell goes off and mana is spent, your mana regeneration is 'interrupted', and you are at the mercy of the 5 second rule.
For more advanced players, the formula for Druid mana regenerated each 2 second 'tick' is [Spirit/4.5+15].
The important thing to remember about mana regen at this stage of the game is simply that you cannot blast away all day. You need to pace yourself, and get into a rhythm where you can do the maximum amount of damage up front with your ranged spells, and then finish the bad guy off with melee attacks while letting your expended mana replenish itself.
Later on in the game, you'll be able to use potions to regain mana immediately while casting, such as the Minor Mana Potion. For now, while out of combat in-between battles, you can regain your mana more quickly by drinking consumable beverages such as Refreshing Spring Water. I highly recommend you carry a stack everywhere, and use them often to minimize the time spent between battles.
So to recap; as long as you are casting any spells, offensive or defensive, and for five seconds after you stop, you do not naturally regenerate mana. This leads to the conclusion that, to stay in continuous combat, you need to be out of combat towards the end of each fight to let your mana start to regenerate.
So the combat sequence for your first level;
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Select a target with right-click.
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Move to extreme casting range, and begin blasting away with Wrath.
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Continue casting Wrath as quickly as possible, trying to get three Wraths off on your target before he reaches melee range.
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Cease casting and finish your opponent off in melee combat, letting your mana begin to regen.
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Select a new target, move to position, and wait for full mana before beginning the sequence again.
Things to watch; as you cease casting and engage in melee combat, watch as, after 5 seconds, your mana begins to regenerate in 'ticks' during the last part of the fight. If you time it right, by the time you have finished the target off, you should be back at reasonable mana levels and be ready to immediately start your next fight without using water or sitting around.
Level Two - Three
Complete a few quests, kill a few beasts, and just as you're getting warmed up, you'll reach level 2. Go and find your class trainer, where you will learn your next class ability, Mark of the Wild.
At level 2, Mark of the Wild gives you or any friendly target you cast it on +25 Armor for 30 minutes. This is your first 'Druid buff'. You should make it a habit to always have Mark of the Wild cast on yourself, and whenever you group with anyone cast it on them as well. Very friendly Druids cast MotW on folks all the time, because at each higher rank it gains more power, and it is highly beneficial to all classes.
Your Mark of the Wild gives you a bit more armor, but your combat routine remains unchanged. Continue your questing, getting used to maneuvering to extreme casting range, blasting with Wrath and getting used to your mana regeneration rates.
Level Four - Five
Once you reach level 4, things will get a tad more interesting. We're still solidly in baby steps here, but remember - it's all about getting used to the basic techniques that will remain useful throughout your career as a casting Druid.
With level 4, you now have two new spells at your command; the instant cast, ranged damage, Damage over Time (DoT) spell Moonfire, and the instant cast, Healing over Time (HoT) spell Rejuvenation.
Let's start by talking about your new combat spell.
Moonfire has the same range as Wrath, 30 yards, and it costs 25 mana per casting. It is an 'instant cast' spell, able to be cast as rapidly as the global cooldown of actions allows. It has two components; it does a certain amount of damage 'up front', plus additional damage that will trickle out 'over time'.
With Moonfire added to your repertoire, you may feel the temptation to pull with Moonfire as your first action, following up with Wrath until the enemy gets into melee range. I have seen folks do this fairly often, and the reasoning, as I understand it, generally seems to be that this lets you get the greatest use out of the damage over time (DoT) component of the spell.
In my opinion, the problem with using Moonfire first is your Wrath spell takes 1.5 seconds to cast. If you use Moonfire first, then you are sitting there for 1.5 seconds letting the bad guy get right up in your face before your first Wrath goes off. Plus, Wrath takes it's sweet time getting down range. The time that great big ball of energy is in the air is best spent getting your second Wrath started casting.
There is nothing slow about Moonfire; when you activate it, the bad guy knows right now. And starts running towards you in his eagerness to get to know you better.
After you are in melee range, any damage your opponent does to you will prolong your casting times on Wrath. You'll tend to get so frustrated at spell interrupts that you'll be spending more time than you should poking him in the face with your stick. And, generally, this is time spent not having any fun.
The worst cases I have seen are people that never use Wrath at all in the early levels. They start by casting Moonfire, and they keep casting it as fast as they can, until their mana is drained. It's called Moonfire Spamming, and it's bloody embarrassing to watch.
To recap Moonfire; it's an instant cast spell that does some damage immediately, and trickles the rest out over time. Its casting can't be interrupted by taking damage, and it costs a little more to cast than Wrath.
Before we break down our new combat sequence, let's also talk about our new healing spell, Rejuvenation.
Rejuvenation is also instant cast; it cannot be interrupted by damage. Being a Healing over Time spell, the benefit it provides is trickled out slowly over the duration of the spell. So, a very handy spell to use when getting beat on, but not so useful to cast when you are only moments away from death.
Let's integrate Moonfire and Rejuvenation into our combat sequence.
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Select your target.
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Move to extreme casting range and unleash Wrath.
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Keep casting Wrath until your target is right in your face. (Two to three times)
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Now, with your enemy right in your face, cast your Moonfire once to apply instant damage and get your DoT ticking away, and IF your target is higher level than you, cast your Rejuvenation to begin a trickle of healing rolling on in.
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As you have been selecting your targets with right-click, you should automatically begin attacking when the bad guy enters melee range. Maintain melee combat.
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If your Moonfire DoT expires and the enemy is still going strong, recast it. You should have no need to recast Rejuvenation.
With your enemy weakened by Wrath, the combined damage of your Moonfire DoT and your melee damage will make short work of most opponents around your level range.
In fact, you'll probably find that this whole thing seems like overkill, and your targets just fall like rain before you.
That's good, that is exactly the way things should be right now. You're getting used to the basics, and you should be able to manage your encounters so you never have additional bad guys running up on you in the middle of a fight.
Now is the best time to get used to the basics of Wrath, Moonfire and Rejuvenation, because with level 8, the nature of your game will change for the better; level 8 will bring your outdoor crowd control ability, Entangling Roots.
And on that note, I'll see you again next week, where we will delve into the joy that is Entangling Roots, and cover levels 6 through 10.
Until then, have a great week!
Learn the ins and outs of levels 6-10 ->
Filed under: Night Elves, Alts, Classes, Guides, Leveling, Features, Tips, Analysis / Opinion, Druid, Tauren, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
Danger Dave Feb 28th 2008 2:04PM
it takes more time to read this article then it does to lvl from 1 to 5... lol
dotorion Dec 25th 2007 11:57AM
"Your first five levels set the tone for how your Druid will feel."
Actually, I thought generally 1-20 sucked for a druid, because I didn't get to shapeshift between playstyles and felt rather weak at times. Though 1-10 gives you a taste of balance combat, 10-20 allows you to get the feel of bear, and so on.
All I can add for the fresh druids out there: don't give up !
Druid is a very fun class to play, though it may not feel like that at first.
niko Dec 25th 2007 11:59AM
A for Effort on this one.
One thing I like about this article's approach is the way it's able to bring a more holistic approach to the class, all while only talking about the first five levels (I mean, how many people cover lvls 1-5, srsly?)... hell, i think i even learned a couple things, and I've been playing for a long time now! ;)
This can only make better players out there. God save us from the Moonfire Spammers out there.
Aigarius Dec 25th 2007 12:07PM
That's a nice article to point a total newbie to. Thanks, I think I will have my girlfriend roll a druid :)
MrShmowza Dec 25th 2007 12:48PM
Don't forget the critical druid class guide, Alamo Teechs U 2 Play DURID! available at www.wowwiki.com/Alamo
rofflemow Dec 25th 2007 1:42PM
this ,uh, article is helpful but like a dude below me the first levels of the druid suck. You feel weak and don't get to shapeshift.
Shawn Dec 25th 2007 2:58PM
I think it takes more time to read this guide then it actually does to get to level 5. Are there really people reading WoW Insider who need an article like this?
Thander Dec 25th 2007 3:24PM
A common goal of every class column is to get more people playing the class. These small leveling guides help people to see how the class plays and what they're all about. If the person ever decides to roll a druid, they will remember the guide and use it as they level or use it to plan how they will play their druid.
Electrocuted Dec 30th 2007 11:11AM
I read it WHILE leveling my druid to 5.
Tigersoul Dec 25th 2007 3:53PM
Excellent article! "Moonfire spamming" is definitely unnecessary at 1-5 - but I have found it to be useful to finish off that annoying lock that won't die in AV later... :p
Smurk Dec 26th 2007 2:51PM
Moonfire spam may not be the most mana-efficient way to burn someone down in PVP, but it really annoys people. Which is possibly more important.
Jyotai Dec 25th 2007 8:14PM
The only thing I have to say is that, with the new 2.3 patch speed leveling, I think the two new druids I made recently were both level 5 by the time I finishing initially logging them in. :p
level 1-5 goes so fast if you don't record it and play it back in slow motion you won't even know what hit you, or rather, what you hit.
vlad Dec 25th 2007 11:38PM
hrm. you do know the change was only from 20-60?
anyway, i guess its nice to cover this stuff a bit but really 1-5 takes like 10-15 minutes. when i was level 40 i rolled a premade and was clueless. now im 66 and rolled another premade on this new test realm and do really well.
point? well, i have to say ive learned more about how to play a druid from 62-66 then from 1-61. i love it.
jlsonline Dec 25th 2007 11:46PM
While it is true that 1-5 does go pretty quickly, I think people overestimate the 2.3 leveling "speed increase." 15% is, for one thing, only between 20-60 ... And it's still 85% as much grinding as before. The real bonus from 2.3 was the quest xp IMO. At 60, you still are only 20% of your total xp to 70, or something like that. In other words, you're "racing" to be 1/5th of a 70.
Druids absolutely suck to play until cat form. The bear (which you don't even get until 10) is a slow-hitting, boring shape. Add to that the insanity of trying to level with anything but feral and druids just take well too long to get fun.
Fortunately, at 20 things do pick up a lot. On my first druid, I never really felt competitive until 29s in WSG ... when I suddenly felt kinda important.
Don't get me wrong, druids at high levels seriously rock. But leveling them is only slightly more fun than a paladin IMO.
Derek Dec 26th 2007 2:39AM
Jyotai, the accelerated leveling is only in affect from level 20 - 60, 1 - 19 is the same. However, getting to level 5 can still be done really fast, even at old speeds.
benson Dec 26th 2007 3:28AM
What the hell???
Why are people leaving comments saying that this is an excellent article? Do these people even play WoW?
I have been reading WoWInsider since it was launched. It is a great repository of news and information about the game - news and information that players actually need to know. All the while, I though Matthew Rossi's articles were the worst of the bunch (they guy has a dedicated Shaman column but he doesn't even have a level 70 Shaman).
Then this came along.
Who'd want to know how to level a druid from 1 to 5???
That's bull crap!
Log in, create a druid, and in 20 minutes, you'd have a level 5 druid. Why read this dragging article?
I guess the quality control guy's on vacation this Christmas...
ben Dec 26th 2007 9:58AM
To those commenting about how 'pointless' it is to cover levels 1-5, I've two things to say.
1) Yes, it is very easy to level 1-5. It takes next to no time, and you can do it without any idea what you're doing. You don't even have to think about it. To me, that's the point of the article - it invites you stop and think about what you're doing, and that encourages the good habit of always considering how to use your class abilities in effective ways.
2) In much of the Western world, we've just celebrated Christmas by giving each other gifts. Probably there are a lot of new players out there (some of whom might even have been reading WowInsider in anticipation of their hobby-to-be) who just received WoW and are about to dive in, so now is a pretty good time for an article like this.
Ken Lydell Dec 26th 2007 1:19PM
Alas, forum trolls like Benson haunt WoW Insider. I expect that he will find other opportunities to piss in the well.
grant Dec 26th 2007 2:31PM
Patricelli, great article. Dont let comments like Benson discourage you from writing more.
Ive been playing for a while too and just like @2 I learned something in the article. People like Benson probably haven't even RTFM and just jumped in to play the game.
Hello? Title of the article is "New Druid Leveling - 1 through 5". Don't read it if you aren't interested and go troll somewhere else. Waitaminute did you even read the article or did you just jump down to the comments section?
I think good play comes from a good base of knowledge of your class and that's exactly what this article is for. Keep up the good work.
bennet Dec 26th 2007 3:38PM
I have several friends who are getting girlfriends/wives to try out WoW over the holiday break. Most of them haven't ever played a video game, let alone an MMO, and this is precisely the kind of thing I'd point them at after they'd gained a level or two and had moved past the bewilderment phase and were starting to have questions.
I'm sure everyone finds articles on WoWInsider that aren't of particular interest to them. But last time I checked, it wasn't that hard to stop reading and move quietly on.