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Druid | Hunter | Mage | Paladin | Priest | Rogue | Shaman | Warlock | Warrior
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. Physical damage taken is reduced by X%. While protected, damaging attacks will not cause spellcasting delays but non-instant spells take Y sec longer to cast and melee combat is slowed by Z%. Lasts A 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. Shapeshifting
The 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, use items, or even talk to NPCs. 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. Shapeshifting now breaks roots, snares, and freeze effects. All Shapeshift forms now include an immunity to polymorph effects. Shapeshifting into an animal form will remove Polymorph effects. Shapeshifting will counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
Druids in shapeshifted 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 shapeshift back into caster form while Feared.
Druid Form
This 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 Form
While 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.
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