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 2 of 3)
Allison Robert Sep 9th 2009 1:20PM
I thought it was a pretty fair point, and some of the other comments here have convinced me it'd be a good idea to set aside some time to discuss instance leveling for Restoration in Outland and Northrend. It's certainly possible on larger servers, and will be more so with the introduction of cross-server LFG, so we'll take a look at that soon.
xaospro Sep 9th 2009 3:41AM
Its sucks that you wouldnt even recommend players visit Winterspring, or especially Silthius. Both areas are full of quests, super fun and AQ has some great gear too.
Just because they dont have higher ilevel gear than Outland, doesnt mean that players shouldnt visit them.
Not every1 is in a rush to skip all the cool quests and zones, JUST to get better gear and get to 80 the fastest.
I hope more players start appreciating how amazing this game is when you DONT rush. :(
All in all, good article.
Bolebeau Sep 9th 2009 2:38AM
Allison, I absolutely love your guide. It's making me want to level a druid, which might not be a good idea since:
- I've got three druids Alliance side, two level 80's and one level 70;
- I've got one druid on the Horde side, though she's only level 60.
- I'll probably roll one come Cataclysm, because OMGWORGEN.
Anyway, the real purpose of this entry is to correct one little thing in this edition, namely: "Moreover, you can't be knocked out of flight form while damaged."
Sadly, this isn't entirely true. I was always under the impression that I was invincible while in (swift) flight form, till I went AFK one day in Sholazar Basin, only to come back to find my corpse lying on the ground. The cause? Thunderstorm. Unless it's been changed recently, the Elemental Shaman talent Thunderstorm WILL knock you out of your Flight form and send you to your death.
Hiwa Sep 9th 2009 2:48AM
The absolute funniest thing to do while resto specced: slap around the zombies in CoS before they get eaten by the tank's consecrate. You haven't lived til you've seen a tree whacking away with its branches.
Wither Sep 9th 2009 8:25AM
Not that long ago, I was playing AV as Horde and a few players decided to kill Belinda. There was only a handful of us, but importantly three resto druids (including me) and some clothie DPS.
Well rather than wait for more players who probably wouldn't arrive, one tree decided "let's get things started" and started merrily bashing away with his branches on Belinda. Mitigating the damage with the dots was really easy with his HoTs alone. Of course in tree-form he barely did any damage, but the heals kept aggro up fine and the support DPS slowly burnt her down.
Since I've seen a resto-druid tank Belinda with only five players, I always sigh when a group of ten or more starting complaining that they need more players or that they need a tank.
That game was one of my fondest AV moments. Afterwards, a small forest of tree form druids kept together and proceeded to cap everything. We had no DPS, but were immortal.
Agerath Sep 9th 2009 3:50AM
That second video doesn't illustrate ONE proper rawrbomb!
You're not meant to hit the ground before you charge; the whole point is that by charging in mid-air, you negate the pain of falling 60 feet as a big fuzzy lump.
High latency, as with the video creator, doesn't tend to play into your hands, though...
Feruta Sep 14th 2009 10:55AM
Again like the thunderstorm shaman ability I have learned (the hard and painfull way) that even druids can kill other druids while in air. A moonkin can fly up to any other druid in flight form and Typhoon them out of bird form and subsiquently to their deaths. If you're on a pvp realm and getting ganked by another druid try and find a parachute cloak of some sort so you can live to exact your revenge.
Babar the Elephant Sep 9th 2009 4:31AM
Thank you Allison :-) Nice article, I loved the flight form tips!
The funny thing is that I rolled a druid just at the same time you began writing these articles. So we've been following each other until now. I'm just 56 at this moment and waiting to continue with the leveling (EU-server, Wednesday maintenance, 8-Hour cooldown).
The main reason for I started a new character were that my main warlock wanted to take a long holiday in the Grizzly Hills, so I borrowed a little cottage. He just loves it!
Ok, seriously, I really-really like those new cat and bear forms! And the flight form! And the pvp! And the trees: the Giant Redwood! The Larch! The Fir! The mighty Scotch Pine!.....
nils.egil.mikkelsen Sep 9th 2009 5:01AM
How about some nice Feral/Balance builds to go with this awesome leveling series ?? :-)
Adam Sep 9th 2009 5:18AM
I did the Master of Arms achievement, and got a major amount of Borean Leather, Nerubian Chitin and Arctic fur all in one place - the Argent Vanguard. Before you phase out the undead spiders attacking the place by doing the quests, you can quite happily let the friendly elites take the aggro while you whale away on the mobs with the weapon of choice. A lot of people do phase it out or it would be camped horribly.
You can tag the mobs with a moonfire to speed things up if you want. At the end you will have a pile of LW mats and you can very easily level the weapon skills to 400 - the key to doing it a bit faster is to get the fastest weapon you can, it doesn't really matter how much damage you do with it.
Nice bit of XP pre-80 too - the more damage you do, the more XP you get per mob :)
VSUReaper Sep 9th 2009 6:38AM
Didnt know that RAWRBomb was the actual name of that combo - I have been doing that on my warrior for ages. Jump from the LM down on some poor unsuspecting clothie that stopped to top off, bloodrage and then intercept before hitting the ground.
They never see it coming! :)
Zarzuur Sep 9th 2009 7:11AM
Hitting with staves, using wands, only having two or three spells ... all the low-level stuff will flood back in Cata!
Drahliana Sep 9th 2009 8:26AM
Regards your meleeing a mob to death in caster form.... if you think that's bad, try doing it with a priest!
Moral of the story... if you want your Weapons skill attunement do as much of it as you can at the lower levels... because it's a real pain to do at 80 if you're not a weapons oriented class.
One other notation.... Wands don't count for the acheivement.
Hiwa Sep 9th 2009 8:34AM
Last night, after reading this article, I was inspired to go to Storm Peaks and play around with flight form. I flew to the area where player do the Jormunger worms daily and practiced falling on unsuspecting horde players while in tree form. It was a bit tricky managing the global cooldowns--you have to be high enough to drop ff, switch to tree, and throw a hot before you land, but not so high that you're just a dead tree landing on the ground.
Treefalling--amusement for bored 80s. :D
Meta Sep 9th 2009 9:03AM
People shouldn't underestimate leveling as Resto from 58 to 70. I pretty much didn't leave instances for all of Outlands, because I'd already done the quests twice and they bored me, but I healed 5 mans until my fingers fell off. The XP is good and you can usually find three DKs and a tank (try to avoid PUGing a DK tank in Outlands; too many don't know how to play their class yet) and it was great practice to teach me how to heal groups. Dual spec is perfect if you've got a high level main who can bankroll you.
kabutits Sep 9th 2009 10:24AM
I agree completely with this.
My own druid hit 58 just as Wrath came out, and being resto specced, she recieved no end of group invites. Most of them 3-DK plus a newbie DK tank, but it gives you a wonderful chance to learn how to heal the good and the bad.
Plus, when I did find a good tank, I'd get a spot on their friends list and got asked to heal more Outland instances, and beyond in Northrend...All about making connections, haha.
I pretty much attribute all my skill in healing to those two, three weeks healing my way through Outland.
Shrove Sep 9th 2009 9:14AM
Starfall: for when you absolutely, positively, HAVE to aggro EVERYTHING in the room.
Mitawa Sep 9th 2009 9:15AM
About that Master of Arms achievement... It's really not a pain for druids...or anyone else for that matter to get.
Just have enough bag space to strip all your gear off, and come with all the weapons you want to max. What you're going to do is go to Dire Maul North. Stealth, kill, or use your level 80 reduced aggro radius to simply walk through the instance until you get to the last chamber with the king.
Strip off all your armor (being in combat causes durability loss even if you're not getting hit) and DON'T kill the king. Walk around him to the back of the room where you'll find a fine selection of ogre ghosts. They only have one hit point, but that doesn't matter because they can't take damage and can't damage you. They will, however, increase your weapon skill.
You can even AFK for long periods of time while you wait because you'll be in combat and therefore can't log out. You -will- come back to a wall of yellow logout error spam and your weapon at 0 durability, but you just jump to clear your afk and switch weapons and have at.
Leveling weapon skill is easy!
Rai Sep 9th 2009 9:59AM
You've probably mentioned it in an earlier leveling column or somewhere, but Glyph of Rebirth is such a money saver in the long run.
omgpwnies Sep 9th 2009 11:19AM
You had it almost right with being near the Argent Tournament for leveling up skills. Here's a super secret way of leveling weapon skills (don't tell anyone!): you go up to where people are jousting and hit the high-level, elite jousters with your mace/staff/bear (sic!) hands and lul polearm! You go from 1-350 almost immediately. Points then get a little harder, but still, easier than killing whelps - no risk of death!
I've also had a lot of peeps thank me for helping them kill the jousters. Which was weird, but nice :)
Good luck!