Shifting Perspectives: Leveling 51-60
Every week, Shifting Perspectives examines issues affecting Druids and those who group with them. This week, we haul ourselves to Outland and are shocked to discover that +spellpower sometimes comes on leather.
The above video is the result of an idle question I was asked recently by a friend: "So how much damage would you guys do in caster form meleeing?" I started to answer and then realized I had no idea. The notion of actually hitting something with a weapon is utterly foreign to the class. We have claws and a can of celestial pain for that nonsense if provoked, but still, the question was pretty interesting, particularly because after seeing Prinnygod's comment from last week I started to wonder about all the different ways you could level as a Druid if you deliberately avoided Cat and Moonkin. Sure, you'd be a gibbering wreck at the level cap, but that's beside the point. Blizzard once had a talent called Weapon Balance in the Balance tree that improved our melee damage with weapons by 10% -- they were expecting us to hit things. I wondered how that would have worked out if Druid talent trees had never been overhauled.
So I took my main to the mobs outside the Argent Tournament and smacked stuff while running a stopwatch. What you'll see here is a level 79 Frostbrood Whelp with 12,600 health which took me 34.4 seconds to kill, with two global cooldowns devoted to casting a Rejuvenation and then a Lifebloom. I'm currently on a Feral (Bear) spec and thus wearing gear that does help one's melee damage, mind you, but that still works out to a godawful 366.28 DPS. The moral of our little story can be found at the end of the video. Master of Arms is going to be a real trip.
Oh well. Fortunately for us, we don't have to level like that, but regrettably I have no new trainable abilities to discuss this week. We'll look at the new 51-point talents you'll be getting, but apart from that, levels 51 through 60 are more of the same old thing. However, they will go faster than previous levels (or at least seem to do so), as both Balance and Feral have some important damage and utility talents under their belts now.
LEVEL 52
- Cower, rank 2: standard upgrade. Again, you're probably not going to find much use for this.
- Demoralizing Roar, rank 5: standard upgrade.
- Moonfire, rank 9: standard upgrade.
- Rejuvenation, rank 9: standard upgrade.
- Rip, rank 5: standard upgrade.
- Rake, rank 4: standard upgrade.
- Regrowth, rank 8: standard upgrade.
- Shred, rank 5: standard upgrade.
- Soothe Animal, rank 3: standard upgrade.
- Swipe (Bear), rank 5: standard upgrade.
- Thorns, rank 6: standard upgrade.
- Wrath, rank 8: standard upgrade.
- Ferocious Bite, rank 4: standard upgrade.
- Healing Touch, rank 10: standard upgrade.
- Pounce, rank 3: standard upgrade.
- Claw, rank 5: standard upgrade, but Claw is absolutely worthless as a damage skill if you're Feral and have Mangle. The two abilities have the same energy cost, but Mangle does substantially more damage while also increasing the damage from bleeds and Shred. Point being, there's no reason to have Claw on your bars at this point.
- Entangling Roots, rank 6: standard upgrade.
- Hibernate, rank 3: standard upgrade.
- Maul, rank 7: standard upgrade.
- Moonfire, rank 10: standard upgrade.
- Nature's Grasp, rank 6: standard upgrade.
- Ravage, rank 4: standard upgrade.
- Rejuvenation, rank 10: standard upgrade.
- Starfire, rank 6: standard upgrade.
Both Balance and Feral players will notice rather quickly that there's a lot of Druid leather among the quest rewards and instance drops, which is a lovely change from the relative 1-58 gear drought for Balance particularly. You'll also note that the same or similar gear rewards are often present across a variety of quests, which is a fantastic opportunity to build a halfway-decent offset -- and you're going to want to do precisely that. Why? After leveling two characters recently through Outland, it's apparent that, while the flood of new Death Knights has ebbed somewhat, they're still a significant portion of the leveling population. Ferals in particular are going to face a lot of competition for melee DPS and tank slots in groups. Now that it's relatively easy to build a healing offset -- and so incredibly easy to find a healing slot in 5-mans -- I'd advise all Druid players to try their hand at healing Outland 5-mans.
LEVEL 60
Get ready for an extraordinarily expensive level, but at least you'll save money on one thing...
- Cower, rank 4: standard upgrade.
- Ferocious Bite, rank 5: standard upgrade.
- Gift of the Wild, rank 2: standard upgrade. The new rank comes with a new (and slightly more expensive) reagent cost, Wild Thornroot, so don't forget to pick some up after you train this.
- Healing Touch, rank 11: standard upgrade.
- Hurricane, rank 3: standard upgrade.
- Mark of the Wild, rank 7: standard upgrade.
- Prowl, rank 3: standard upgrade.
- Rebirth, rank 5: standard upgrade. As with previous ranks, this one requires a new (and slightly more expensive) reagent, the Ironwood Seed, so you've got another reason to hit a reagent vendor.
- Regrowth, rank 9: standard upgrade.
- Rejuvenation, rank 11: standard upgrade.
- Revive, rank 5: standard upgrade.
- Rip, rank 6: standard upgrade.
- Starfire, rank 7: standard upgrade.
- Tiger's Fury, rank 4: standard upgrade.
- Tranquility, rank 4: standard upgrade.

F*#& YEAH FLIGHT FORM: Newly-improved to 150% speed and an absolute godsend for leveling purposes, Flight Form (and later Swift Flight Form) is your bestest buddy. While it's only usable out of combat, it's nonetheless insta-cast and fabulous for leveling efficiency, transportation, and -- forgive me -- healing on the "fly." Moreover, you can't be knocked out of flight form while damaged (with the exception of the bombs tossed out during Netherwing air races, which you won't have to worry about for 10 levels anyway), which is a huge bonus over normal flying mounts. You even get Expert Riding trained for free while picking up Flight Form. What's not to love (except for the long ears if you're a Tauren)?
Some of the tricks you can use:
- Getting enough altitude while damaged, shifting out to cast Rejuvenation and Lifebloom, and popping back into form before you hit the ground. Continue on your merry way while the HoT's tick. Herbalists can also use Lifeblood without having to leave form, incidentally.
- Hit X (or whatever hotkey you use for sitting) while on the ground in order to perch.
- Herbalists and Skinners can pick herbs and skin without ever leaving form, making the Druid a superlative farmer for both professions.
- The famous Rawrbomb if you're feral. Due to so many feral builds these days not incorporating 5/5 Furor, you may need to Enrage as you plummet in order to get the rage you'll need for Feral Charge:
- Macro /mountspecial and use it while you're sitting.
- The insta-cast nature of the ability makes it a fantastic escape tool even in world PvP; pop Dash or Travel Form to outdistance an opponent, get the hell out of combat, and take to the air as fast as you can. Heal up and stealth back. This also works for mobs; as long as you can get airborne, you'll (usually) be safe.
- You'll find more tricks here on the Wowwiki page on flight form.
BALANCE 51-POINT TALENT -- STARFALL: One of the loveliest spell graphics in the game, Starfall is a powerful fire-and-forget damage ability that you'll be making good use of at 80 with some experience under your belt, but at 60 I feel more obligated to warn you about its potential drawbacks while you're learning how to use it. While soloing and leveling it's -- regrettably -- an extraordinarily easy way to get yourself killed. The stars hit all around you within a 30-yard range, which is slightly less than the range of your other damage abilities assuming you have Nature's Reach (which extends the range of your Balance spells to 36 yards). As a general rule of thumb, if you can hit something with a Wrath, be prepared for Starfall to aggro it. In a densely-populated mob area or 5-man, it's not unusual to pop Starfall for the purpose of damaging one group and accidentally aggro the next. Because the spell also chains to any mob that's within 5 yards of a mob that gets hit, you can also snag patrols. You may want to head to a low-level area in order to experiment with when and where to pop Starfall for maximum effect. Once you get the hang of it, Starfall's nothing but gravy, and very pretty, high-damage gravy at that. For AoE situations, Starfall + Hurricane = mobs go boom.
FERAL 51-POINT TALENT -- BERSERK: I'm still holding out hope that Blizzard will give this a somewhat different animation. I'd really wanted something along the lines of Bestial Wrath, because an enormous, angry bear/cat would easily be the best Feral animation of all time. That little green circle -- what is that? Anyway, Berserk is invaluable as the Druid's only Fear break apart from resorting to a PvP trinket, and both Bears and Cats will get great use from it in PvE and PvP. For Bears, Berserk is the only source of multi-target burst threat you're going to get, so you're going to want to pop it on any large pulls and tab-target to spread the love around (don't forget that you can keep queuing Maul while using Mangle). You'll also want to pop it on fights like King Dred, Auriaya, Argent Confessor Paletress, and/or Faction Champions to avoid or escape Fear. Cats will want to pop Berserk for Fears as well, but they'll also get a lot out of it in conjunction with Swipe on trash pulls for absolutely unbelievable AoE damage. For single-target DPS, use it with Heroism/Bloodlust on raid bosses to pump out the most damage possible.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty, and insight concerning the Druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a Bear, Cat, Moonkin, Tree, or -- for some unaccountable reason -- stuck in caster form, we've got the skinny on Druid changes in patch 3.2, questions and answers on new Bear and Cat forms, and thoughts on why (or why not) you should be playing the class.Filed under: Druid, Analysis / Opinion, Features, Leveling, Guides, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
Kondin Sep 8th 2009 9:22PM
Beserk can't be used with tiger's fury. I see people mentioned the combo a lot, but it's one or the other.
Allison Robert Sep 8th 2009 9:28PM
Fixed! The Skill Mastery I wrote ages ago noted this, not even sure why I added it.
Agerath Sep 8th 2009 9:58PM
Not true. You can pop tiger's fury just before you hit berserk, thereby having both the effects of tiger's fury and berserk up at the same time.
Kadamon Sep 8th 2009 11:25PM
Still untrue. Once you hit Berserk, you lose the extra damage from Tiger's Fury
The point of popping Tiger's Fury before popping Berserk is for the energy you get back from it. You open up, get low energy and pop Tiger's Fury to get back to max and then use Berserk to let loose.
Mind you, you need to talent Tiger's Fury first.
Agerath Sep 9th 2009 3:45AM
Oh, well, that's rather embarassing!
Raiding to T9.5 content as feral and I'd never noticed that Berserk cancelled the extra damage from TF.
I am such a dork.
Eros Sep 8th 2009 9:30PM
Neat trick with flight form and feral charge (cat). Pop into cat in mid air hit prowl, then cat charge a mob on the ground. You will land softly, in stealth and out of combat.
Zuma Sep 9th 2009 7:32AM
Also, if you're alliance then you come compelete with an escape plan:
Shadowmeld -> Flight Form
The end of dying from careless pulls! Or if you're sad like me then you can go bear and pull every mob in a cave, then fly away just because it's fun :)
Larjmarj Sep 8th 2009 9:49PM
The video brought back memories. If only I'd read something like this column two years ago. I levelled all the way to 68 as a resto/balance hybrid, doing all my fighting in caster form. I'd keep up moonfire and insect swarm, but most of my damage would come from hitting the mob with my big stick. Fortunately, I finally saw the light; I respecced feral and put an end to the madness.
formercustomer Sep 8th 2009 10:04PM
I haven't played WoW since the spring so I can not speak to the currencey of this, but...
when my druid was leveling mining/engineering in outland the following was true;
-when attempting to kill mobs in a feral manner (pounce, shred/mangle, rip, maim, bear form, etc) it took 2-3 times as long to kill mobs while wearing balance gear while balance specced when compared to feral geared/feral specced.
-when attempting to kill mobs in a feral manner took 1.5-twice as long while wearing feral gear while balance specced.
-feral gear and feral specced was by far the most efficeient means for me (mind you I am biased towards the feral playstyle) to grind on mobs.
-the difference in gear/spec on my druid compared to the difference in gear/spec on my shaman/paladin was much sharper when comparing how long it took to kill mobs.
-speccing and gearing resto meant more BG/wintergrasp victories, despite the fact that I found the playstyle utterly (pun intended as I played tauren) boring.
-feral playstyle compared to my tauren warrior, was not engaging enough for me to continue to play WoW.
-pre-BC I leveleved a 60 BM hunter in less time than it took me to level a 41 resto druid... being a former arcraft fan, I felt that increased manufacture time would mean increased killing power, sadly, I was mistaken...
Jerome Sep 8th 2009 10:08PM
By the way, Paragon has claimed World First Anub'arak kill. Noticed it on Guildox, and confirmed by mmo-champion. Better get that sccoop out Wow.com
tdom2001 Sep 8th 2009 10:13PM
To comment on the first paragraph, they HEAVILY intended moonkin to melee. Remember how you could get an insta-cast spell while meleeing? and remember how moonkin form gave you 150% attack power? Failed Battle Mage FTL.
Kevin Sep 8th 2009 10:34PM
Once as a joke I staff-meleed an AFK horde to death at the UK stone while waiting for someone else to summon. There should be an achievement for that...
: Kill an enemy player worth honor using only auto-attacks.
Heroic: Do it with a staff, while resto specced
Eturyu Sep 9th 2009 12:45AM
Also re-flight form: i find the best thing about being a druid is those quests where you have to collect shinies off the ground. Example: The one where u have to get all the scrap wood/metal in hellfire. You dont even have to come out of bird form, or fight the mobs gaurding the shinny. Just hover over it collect, move on to next item. Best fringe benifit ever!
Stuart Sep 9th 2009 6:53AM
You don't even have to land like you do when herbing :)
Otome Sep 9th 2009 12:43AM
Great article as usual Allison. All your talk of flight form has finally convinced me to roll a Druid for the first time.
TonyMcS Sep 9th 2009 1:16AM
Learn to hit things and definitely get your weapon skill maxed. An unfortunate side effect of not maxing your weapon skill is that you won't receive the full benefit of some of the stats on it.
Even my mage has a sword at max skill and can use it when really needed - only a few hundred damage usually, but it can help when you're OOM. My Boomkin also has a mean hit when he needs to and even my beastmaster hunter likes a bit of melee.
As to weapon skill levelling, when I get a new weapon I head for the dragon eggs in Sholozar basin and start autoattacking away for an hour or so.
Jarvish Sep 9th 2009 5:37AM
One or two runs of stocks will also do the trick ;P
- Jarvish
Ricohardt Sep 9th 2009 7:55AM
My mage was the first character I have that got the achievement Master of Arms :D
Deevan Sep 14th 2009 1:06PM
The weapon skill issue does not apply for druids in form or even caster form. That's why there's Feral Attack Power.
Prinnygod Sep 9th 2009 1:38AM
Aww. I'm stoked that I was mentioned in a column but disappointed because it was due to the fact that I forgot this was a leveling column for a few seconds. Oh well, publicity is publicity. Thanks for the shoutout Ms. (Mrs.?) Robert!