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Read Me: Druid 202 Follow

#1 Apr 23 2009 at 2:52 PM Rating: Excellent
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So you decided to roll a druid. Good choice. We are one of if not the most versatile class in all of WoW.

You can with a simple change of talents be a tank, melee DPS, ranged DPS or a healer. Can I do it all at once you ask. Sadly no. While some overlap can be done, especially with regards to melee, you must pick a role or two if you buy dual spec.

But Mr. DruidSock how do I pick a role and what are all of these forms I can turn into?

Well I am glad you asked. This here is a little guide for new druids or people curious about druids in general. Based on highRfrequenC's old druid guide and updated for Wrath. I will try and cover all aspects of druid life. From leveling to gearing up for raids and even professions and talents.

A Table of Contents will follow shortly but first I would like to welcome you into the world of druid. I think you'll like it you want people to fear animals on their face, getting shot with lasers or waving tree arms to heal people.

If I forget anything or make a some mistakes please Reply to the thread and let me know. This thread should have the answers to most any basic questions and some more advanced ones as well. Always check this sticky first but if the answers aren't hear either post in this thread or make a new post and someone will likely help you out.

Table of Contents

    I. Frequently Asked Questions
  • What is a Druid?
  • What was the Druid 101 and why 202?
  • What to expect if you roll a Druid
  • Do weapon procs work in Druid forms?
  • How do I turn into that form?
  • What are some good Druid macros?


    II. Introduction
  • Creating your druid
  • Your first trip to the Moonglade
  • The Bear Form quest
  • Weapons training
  • Basic Leveling Help
  • A Druid's bags are always full
  • Talents and Specializing
  • Who is Alamo?


    III. Cat form is for fight
  • Cat basics.
  • What are cat stats?
  • What caps and stacking, orders change by level? Huh? Please explain.
  • Attack Table Fun Time
  • Rotation
  • Leveling Advice
  • Spending talent points as you level
  • Savage Roar, Primal Gore and You
  • Wait we don't have a rotation any more?
  • Specing and glyphing at 80
  • Gearing at end game
  • Profession for kitties or I kan haz job


    IV. Bear druid is for tank
  • Bear basics
  • Tanking or getting hit in the face for loot
  • Bear Stats
  • Bear Gear
  • Bear Talents
  • Rotations
  • Avoidance, Mitigation and Health how they affect you and stress your healers
  • Glyphs, specs and bears o my.
  • Bears have to work


    Appendix I. Generic Feral Information
  • Melee attack table
  • FAP conversion rate
  • Stat Conversions for ferals



    V. Tree druid is for heal
  • Life as the forest
  • Tree Stats
  • How to keep people alive
  • I don't get HoTs please explain
  • Gear, but Trees are naked right?
  • Balancing healing for different situations
  • Trees are Talented people
  • Mana Management 102
  • Gearing at end game
  • Trees need money? Are you serious?


    VI. Moonkin for moon stuff
  • What the heck is a Moonkin and does it really fire lasers?
  • Can I level this way?
  • How should I gear as a Moonkin?
  • Can you help me make sense of the stats for this chicken?
  • What am I doing when I group with people?
  • Talents and spec options
  • No, you can't be an astronaut get a job.



    VII. PvP
  • What does a druid do in PvP?
  • How should I gear for PvP?
  • Battlegrounds what are those?
  • What is the Arena system?
  • Who makes a good partner for me in the Arena?



    VIII. Credits
  • highRfrequenC
  • Galenmoon, ArexLovesPie, FirarRareBeast, Quor, Theophany, Horsemouth
  • Other people who may help but haven't yet.


==========================================================================

    Frequently Asked Questions


  • What was the Druid 101 and why 202?

  • Well Druid 101 was the old BC or chocolate version of WoW sticky. The poster who made and maintained it, highRfrequenC, while an excellent druid has stopped frequenting the forums. This was fine until Wrath of the Lich King dropped. Then much of the information became very out of date as the druid class underwent massive overhauls. Both with patch 3.0.8 and 3.1. Many things changed enough to warrant a new sticky.

    So while we love highRfrequenC for making the old sticky, the community needed a new one. The version 202 was picked out of a hat by monkeys. Can't argue with that, I mean they are monkeys.


  • What to expect if you roll a Druid

  • The Druid is a hybrid class. We are all about versatility and can do a little bit of everything. We can heal ourselves and others, we can survive a beating from heavy hitters (called tanking), and we can unleash loads of damage with our spells or with our claws (called magic DPSing or melee DPSing, respectively).

    The difference between druids and other hybrid classes is that we specialize in only one of these roles at a time. Notice that does not mean we are limited to only one at a time, and successful Druids use all of their skills and spells according to the situation, regardless of their specialization.

    If you decide to create a Druid you will find it's a play-style that rotates often to take advantage of every enemy weakness. For example, if your enemy is a hard hitter but doesn't have any ranged attacks, you can open a fight by rooting them in place and casting spell damage from a safe distance. When the Roots break away and they come into melee range you can shift into bear form and finish them off from behind your high armor rating. In the next fight you might go up against a caster, sneaking in close with cat form and tearing through their weak armor. The fast attack speed of cat form is effective at interrupting the enemy's casting.


  • Do weapon procs work in Druid forms?

  • Yes, they do. Weapon DPS and weapon +damage enchants have no effect, however. This wasn't always the case but thankfully now it is. Their are still no druid specs that actually use a weapon. The 2 caster specs, Balance and Restoration, well they cast spells. The bear and cat branches of the Feral tree use their teeth and nails.

    Your weapon is a stat stick. You will rarely use it and should have no need to beyond skilling up your weapon skill for achievements.

  • How do I turn into that form?

  • You learn the spell silly.

    More precisely for Bear form you need to do a quest at level 10. This is done in your first trip to Moonglade. Is explained in more detail in the next section.

    Travel form is learned at level 16, Cat form is learned at level 20, Dire Bear at level 40, Flight Form at 68. Swift Flight is trainable at level 71 provided you buy Epic Flight training. The Tree and Moonkin form are the Resto and Balance tree forms and are learned via talents.

  • What are some good Druid macros?

  • Click the link.


      II. Introduction


  • Creating your druid

  • Well since you are a Druid you must be a Tauren or Night Elf. Pick one based on any reason such as where your friends play or which model you prefer. The racials are not extremely awesome either way.

    Tauren have more health (+5% base health), an AoE stun, an Herbalism bonus (+15%) and nature resistance.

    Night Elves have a wisp form when they die that moves faster, more dodge (-2% chance to be hit by melee and ranged attacks) , Shadowmeld , a higher chance of remaining in stealth and nature resistance.

    Overall you are better off picking one that you don't mind staring at for hours at a time or the faction your friends play on if that is an option.

  • Your first trip to the Moonglade

  • The first Druid class quest comes from your trainer at level ten along with the spell Teleport: Moonglade. Mathrengyl in Darnassus or Turak in Thunderbluff will send you to the sanctuary of the druids for your first lesson in shapeshifting.

    The Moonglade is inaccessible to non druid players until level fifty or so, and even then requires some work gaining acceptance with the Timbermaw Furbolgs before anyone can travel their tunnel unharmed. You will find flight paths to the cities of Darnassus and Thunderbluff and both Night Elves and Tauren live peacefully here.


  • The Bear Form quest

  • When you first arrive in the Moonglade you will be next to a small building on top of a hill. Enter and proceed to the second floor where you will find Dendrite Starblaze ready to guide you to learning your first feral shapeshift, bear form.

    Dendrite will first send you out into the Moonglade to find the Great Bear Spirit just a short walk to the northwest. After talking with the spirit cast Teleport: Moonglade again to get quickly back to Dendrite, who will in turn send you back to your class trainer in the city. You can find flight masters in the southwest part of Nighthaven or you can use your hearthstone to get home.

    As a test of your worth as a druid, your trainer will send you to defeat Lunaclaw, found in The Barrens for Tauren and in Darkshore for Night Elf druids. Once you find the Moonkin Stone, summon and defeat Lunaclaw, speak to his spirit, and return home again to learn how to shapeshift to bear form.

    You can now tank. Also when you attack people they can say, 'Why is animals on my face!!!'


  • Weapons training

  • While you are doing all this running around the world you should drop in to visit your weapon trainers. You will start off with a couple skills already known but Druids are able to learn the use of fist weapons, staves, daggers, maces, two handed maces and polearms.

    You must visit the trainer and spend ten silver to train each skill before you can equip weapons of that skill type. Each weapon skill has a maximum point value that is equal to five times your level, and you can gain points by swinging any weapon of that type.

    You also have a hidden feral weapon skill to represent your claws in Cat and Bear forms. This hidden skill is automatically maxed out for your level and other weapon skills do not matter in those two forms.

    Horde will want to visit Ansekhwa in Thunderbluff and Sayoc in Orgrimmar.

    Alliance should see Buliwyf Stonehand in IronForge and Bixi Wobblebonk right next to him.

    It is generally a good idea to train in all the weapons to increase the availability of upgrades.


  • Basic Leveling Help

  • Most people will tell you to level feral as it is faster. They are right. The killing resource is separate from your healing method. You kill heal and move on. Plus bear form can take a beating and live, it is the tank form after all. Plus for the 2 caster specs the gear in Azeroth is crappy to say the least.

    Leveling as Balance or Resto the whole way would be painful. Balance becomes a stronger option after you hit Outland at level 58 as the gear will start to appear to support the build. Resto can work well if you always have a partner. As they take the hits and you heal. With the new LFG tool resto and battle ground experience gains resto and to some degree balance can be leveled the whole way a lot easier than before such tools existed.

    Honestly, I would still recommend Feral as it is faster but do what YOU enjoy as that will make anything seem fast. Regardless, in each spec's section there will be a it of info on what sort of gear to grab while leveling.


  • A Druid's bags are always full

  • This is true and I have mostly 20 slots bags. I carry around my cat gear in case I need to DPS and healing gear for the same reason. Also throw in some reagents, quest items, buff stuff, health/mana pots, food and POW bags are fullish most of the time.

    A good druid usually has the extra gear for 1 or 2 other roles so they can help out in a pinch. You have options so people expect you to use them.


  • Talents and Specializing

  • Now we are getting to the fun part. Picking your role and starting to specialize. You have to do it. Spending points in all the trees may seem like a good idea but it isn't. Most specs use their tree and one other. The bulk of the points tend to be put in one tree. The only exception is for PvP builds and even then it is more for BGs as opposed to Arena.

    If you like get up in people's faces then go Feral. It is the melee tree. You can choose to specialize in tanking or DPS. You can also do a little bit of both fairly effectively. The little bit off both is good for an Off Tank (OT) build. The differences are minor but they do exist in the tree. Wasn't the case prior to the release of the Wrath of the Lich King patch but now it is part off life. The benefit is we are no longer pigeon holed into an OT role at end game. All the talents focus on melee combat and enhancing the cat and bear forms.

    If you want to shoot lasers and blow stuff up from a distance than the Balance tree is for you. You get the Moonkin form. The down side is your bear and cat forms are considerably weaker than a Feral but who cares you have powerful nukes to reign death from a distance. The talents revolve around increasing the power of your spells, their utility and reducing the cost.

    Maybe you don't like melee or DPS at all. Don't worry. You can heal as a tree. You gain access to strong direct heals, extensive healing over time spells (HoT), some group heals and ability to remove detrimental conditions from your allies. Highly valued for their ability to heal through anything Trees are always in demand. The talent tree is based around increasing the power of your heals and making them cheaper to prevent going Out of Mana (OoM) at a bad time.


  • Who is Alamo?

  • Alamo is a horde druid that made the awesomest post about being a druid EVER. Click here to be awed by his wisdom.

    Edited, Jan 6th 2010 6:35pm by DruidSock
    ____________________________
    Cat durid is 4 fite
    Bare durid is 4 tank
    Moonkin 4 moon stuff
    Tree durid is 4 heel!
    #2 Apr 23 2009 at 2:52 PM Rating: Excellent
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    63 posts
      III. Cat form is for fight



  • Cat Basics

  • As said above cat form is for melee DPS. It can attack from stealth or just mangle faces after a certain power level is reached. The cat is very similar to a rogue. They both use energy as a resource and generate Combo Points (CPs) to use powerful finishing moves to destroy everything in their way.

    The cat form is trained at level 20. It will greatly enhance your leveling speed if you are feral. The change will surprise you after 10 levels of bear grinding. Still feral druid is comparatively slow leveling until level 40 or 50. Then when you get Mangle and stop using Claw life becomes happy and mobs will die fast.

    Plus Mangle provides the Mangle debuff. This makes your foes take more damage from bleed effects. You as a cat have a good deal of these. That is called synergy.


  • What are cat stats?

  • Well if you study the talent tree you will notice that we have a good deal of things dealing with AP and crit. The AP comes from gear, strength and agility. The Agility and Strength both convert to AP at a decent rate that scales well with buffs. Strength will give more AP but is rarely on gear and Agility is better. Why you ask. Because it also gives crit. Criting increases CP generation which allows for better use of finishers which tends to be quite powerful. So we like agility. Strength is good but not really required or preferred to be honest.

    Stamina is good. It gives health. But it is not something you should go out of your way to stack in general as a DPSer. Intellect and Spirit are for casters we don't want those stats on cat gear.

    Haste is a very mediocre stat. It can't reduce the GCD below 1 second and we start with a 1s GCD. So that leaves it with reducing regular melee attack speed. When fulling rolling a rotation those hits aren't the focus of our DPS. The item points used for haste can be better used else where.

    Crit is good. So is expertise. Armor penetration is also nice. Hit is never a bad thing. Honestly while leveling stick to raw stats. Easier and that is what you will find anyway. Plus the stat preferences changes by level and new abilities. Also they vary based on how much you can stack and some even have caps.


  • What caps and stacking, orders change by level? Huh? Please explain.

  • Hit rating allows you to hit mobs more often. While leveling it will be rare until Outland and will still be uncommon then. In Northrend it will be more plentiful. While leveling don't worry about hit it is more of an end game stat. Don't avoid it either as a little hit never hurts. At level 80 you will need roughly 263 hit rating to avoid misses on raid bosses.

    Expertise reduces the chance for mobs to dodge and parry. Everything can dodge and parry, even deer. The dodge portion gets removed at 6.5% reduction or around 26 expertise which is about 214 expertise rating at level 80, less if you have spec'd into Primal Precision. The parry chance is way higher for mobs so that is not geared for ever. Plus you can attack from behind and then mobs can't parry anyway.

    A melee attack table will be provided later in the guide to help show how Hit, Crit and Expertise relate, especially since the table isn't obvious.

    Regarding haste, all it does is reduce your white attack speed. Doesn't reduce your GCD. White attacks are a very small source of a cat's damage. Don't go for haste. It will likely be on your gear but when comparing to 2 pieces take haste out of the equation.

    By the time you hit 80 and get some high end raid gear ArP can become the strongest stat for increasing DPS is a raid setting. Especially at higher gear levels. Below is a rough guideline for when to switch from Agility to ArP.

    The rating required to hit 100% ArP is 1415. This is the cap at which mob armor is reduced to 0% damage reduction. If you can get above 850 ArP, assuming a fully buffed/debuffed 25 man raid, you should start gemming for all ArP as it will in general result in higher DPS. If you mostly run 10 mans then you will want even more ArP before even thinking about switching, like around 1100. This is do to ArP interacting with AP, crit, haste and various raid debuffs such as Sunder Armor, Windfury, having Mangle **** and others. Crit for example should be pushing 50% when buffed to consider the switch as otherwise the affects on CP generation will ending hurting more than the increase damage from ArP grants.

    But wait DruidSock I have a Grim Toll / Mjolnir Runestone / other ArP trinket so wouldn't that waste some of the proc? Yes, my young druid it would and does. That is why you ultimately want to have enough ArP to use better trinkets. As at a high gear levels the proc on the trinket loses its luster. The raw ArP on gear/gems is what you are looking for not capping with a proc. Especially since by the time ArP gemming makes sense you would break the cap with a proc anyway.

    The interactions of ArP and gear are amazing. With really good gear it becomes a great stat. At lower levels of ArP and gear in general Agility will be better. When in doubt ask as ArP gearing and gemming can be a very confusing subject.

    All of these stats really only matter at level 80 when you start raiding. The ratings to stat value also changes as you level. So don't worry about it until then. Also the stats are usually found on higher level pieces of gear anyway.

  • Rotation

  • Cats damage is based on generating CPs then blowing the CPs on various finishers. The initial opener is Claw . Claw is used as the basic CP generator while soloing until Mangle . Other moves are Rake, Shred, Pounce and Ravage.

    The moves Pounce (level 36) and Ravage (level 32) are Openers. As they can only be used from stealth . Prowl is learned at level 20 from the same trainer as cat form. Prowling around is a great way to get past mobs you don't want to fight or to sneak up on mobs you want to kill. Ravage doing more damage but Pounce coming with a stun so you can get in some free attacks.

    The CPs you generate should show on the portrait of the mob you are fighting . If you change mobs you will lose the CPs you have built up so make sure to use them first. At first all you have to use them on is Rip .

    After a few levels you learn Shred (level 22), then Rake (level 24). These will also generate CPs. Shred hits like a truck but has to be used from behind so it isn't as useful while leveling. It is more of an instance DPS move. Rake should be used first when you get it to get that bleed up ASAP. Make sure to let the bleed run its course before refreshing it though to maximize DPS. Shred can work great after a Pounce opener when that becomes an option.

    Eventually, you will learn Ferocious Bite (FB) (level 32) and Maim (level 62). FB is great way to kill a mob that is low on health when the Rip bleed wont run its course. Maim is good for stunning runners, giving you a way to escape, just some free attacks or maybe to run through the mob and Shred a bit.

    The last finisher Savage Roar will be saved for later as it changes the way the class plays.


  • Leveling Advice

  • Leveling is all about questing. Questing is about killing and finding stuff. This tends to involve a lot of travel. Luckily, you can get your mount at level 30 now, before that we had Travel Form. We still do have it and can be very useful to run away fast from mobs that could otherwise turn you into cat food.

    Another excellent level ing tip is to talent wisely. Your priority should be to grab Feral Swiftness . This will start you down the path towards Mangle. While cats don't learn Swipe till level 71 the movement speed increase is pure awesomeness.

    Why is going fast so great? Because quests are spread out. You want to gather as many from an area as possible and do them in giant circuits to reduce time spent backtracking.

    Also don't waste money on gear and enchants. For the most part at least. I think I bought a weapon that lasted me a good 10 levels but I was lucky. You will gear based on quest rewards and the occasional random drop. You want gear with Agility, Stamina and Strength. While Stam isn't great for a cat at end game it keeps you alive while questing.

    Also you have healing spells. USE THEM. This is why Feral levels faster. Pop off a Healing Touch or a Regrowth and a quick Rejuvenation and go back cat or mount up. The cat energy system has nothing to do with mana. Additionally, mana regens while in cat form. Eventually you will get Improved Leader of the Pack . Then you will never have to stop ever again. It gives you mana and health back when you crit. Pure genius.

    We also get some other useful spells. Revive (level 12) to resurrect dead allies. Dash (level 26) to run faster in cat form. Rebirth (level 20) as our in combat resurrect spell, that only druids get. Feral Charge if talented into the spell, is more of a bear thing but looks really cool in cat form and doesn't break stealth. Cower (level 28) to reduce aggro when running dungeons. Track Humanoids (level 32) which can greatly help finding pesky quest mobs but can't be used if tracking for a gathering profession at the same time. Feline Grace (level 40) a passive fall damage reduction. Other healing, nuking and utility spells, described in the Tree and Balance sections. Also we get Nature's Grasp (level 10) a great ability to root enemy mobs while trying to flee or gain distance to heal. Barkskin (level 44) to reduce incoming damage is very nice as well. Faerie Fire (FFF - level 18) is a great debuff to put on enemies and a useful pulling tool for solo questing.

    Your best bet is to hit the trainer every even numbered level as he will usually have something for you. Just train in Darnassus, Thunder Bluff or Moonglade.

    Also remember as a feral you have been making bear stronger as well. Don't be afraid to go bear for nasty mobs or large pulls you didn't mean to pull.

  • Spending talent points as you level

  • Well I listed 2 different points in the leveling process above. They are very leveling centric. The points in improving the Pounce stun will help with tough mobs. Other points reduce the costs of your basic skills and make you stronger overall. But what we are doing is driving down to Mangle .

    Mangle is an everlasting **** to quote Mazra. When you get it at level 50 remove Claw from your bar and put Mangle there. You should never claw again unless you spec out of Feral. The debuff lasting 12 seconds makes all your Bleeds do more damage. This also means your rotation changes.

    Now you open either with Pounce or Ravage if from stealth or Mangle. If you do open with a stealth opener Mangle next. Then Rake and go about business as normal replacing Mangle with Claw to generate CPs. Make sure to keep up the Mangle debuff and Rake DoT. Again DON'T OVERWRITE YOUR RAKE DoT. It hurts DPS.

    Also if you run a dungeon you want to be attacking from behind and Shredding. Still open with Mangle then Rake. Then Shred until you Rip. Keep up the Mangle debuff, Rake and Rip. Don't over write Rake or Rip if you can help it. Don't be afraid to just auto attack and pool energy. But don't waste energy either. Wasting energy is sitting at 100 energy and not attacking. Add CPs beyond the 5 maximum before you waste energy. A debuff tracker like Badkitty can help greatly.

    Once you get Mangle I would recommend driving down to get Omen of Clarity in the Resto tree. This will make your tree look like this.

    Now you will be level 61 to get more Feral goodness you will have to back track in the tree. After grabbing King of the Jungle you will typically grab some bear talents to increase versatility. Thick Hide and Shredding Attacks are great, for bear form and instance DPS respectively. Then grab Rend and Tear, Primal Gore and Berserk.

    You can always respec if you make a mistake. Also some talents are better for leveling as a cat than being a cat at 80 like Brutal Impact and Thick Hide. This is fine and works in a similar fashion for most other classes.

  • Savage Roar, Primal Gore and You

  • Primal Gore is a very nice talent for DPS. It essentially lets your Rip bleed ticks crit. This is a great source of DPS for one point. This helps contribute to the effectiveness of Agility as the crit it adds is now that much more useful.

    Once you hit level 75 you also gain Savage Roar (SR). Remember everything we learned about our rotation? Forget it now. It has just become useless. The SR finisher, yes you need at least 1 CP on a target to use it, changes the way you play cat DPS. Both solo and instance.

    Your whole world has now been shattered. Once you sort through the wreckage and adjust you will become insanely powerful so don't worry about it too much.

  • Wait we don't have a rotation any more?

  • Nope, we don't. We now have a complex system of managing a set of priorities. Keeping SR, Rip, FFF, the Mangle debuff and Rake up all at the same time is now your goal. You still shouldn't over write your Rake and Rip debuffs as well just to make it harder.

    The first step now is to FFF, then Mangle to get a CP then immediately pop SR. Next get Rake going. Now you either Shred or Mangle to generate CPs all while keeping up the assorted buffs and debuffs while not standing in the fire or other assorted raid damage.

    The general priority system is as follows:
    • Is Faerie Fire up, if not FFF
    • Is Rake up, if not Rake
    • Is Mangle up, if not Mangle
    • Is Savage Roar up, if not Savage Roar
    • Is Savage Roar and Rip on the same timer, if so do a low CP Roar to de-synchronize the timers.
    • Is Rip up, if not get to 5CP and Rip (always Rip with 5CP if possible)
    • Otherwise Shred or Mangle


    The abilities Tiger's Fury (TF) and Berserk can greatly aid in this. TF will give you 60 energy when you use it, which is great. It should be used when ever you are below 35 energy. Berserk usage is almost counter intuitive. You would think use it in a low energy situation. That is wrong. You gain more DPS when you blow it with a high energy level as it roughly has the effect of doubling your current energy. Also you can't TF when under the affect of Berserk.

    Confused? I thought so. It takes practice to get the system down. Even more to get good at it. Once you get really good at it you can start weaving in FB when in a situation with surplus CPs and long timers left on your buffs/debuffs.

    I will once again recommend a debuff tracker like Badkitty . It has a clean interface that tracks the debuffs on your current target and tells you when OoC procs to boot.

    While running amok solo I would recommend, pulling with FFF. Then Mangle, SR, Rake. Then Mangle spam. When the mob is about to die, if you are still killing stuff, blow SR. Makes it easier to keep the buff up. Now you have SR up. Find your next mob. FFF to pull. IF you have the energy to do both and SR wont fall off, Rake then Mangle, otherwise Mangle than Rake. This is because it takes a second for Rake to tick so you can get a larger benefit from from Rake damage and the Mangle debuff. Then just use SR to keep it up as needed. Blowing TF when at or below 35 energy. With ILotP giving you back energy on crits you can go for long stretches without having to heal in caster form.

    If you are done questing and about to fly away I would recommend get as many CPs as you can and seeing how big of an FB crit you can get. Big crit numbers are ****. Inefficient for a prolonged grind session though.

    Out in the field I will always recommend saving Berserk for an 'O ****' moment. Especially if you play on a PvP server. As Berserk breaks fear and can be useful for an emergency burst of damage.

  • Specing and glyphing at 80

  • Also know as making the priority system easier to manage.

    Well we have all ready gone over specs while you are leveling. Glyphs not so much. We did learn the specs change as you level and glyphs are the same way. The Rake glyph is awesome for leveling in Azeroth and Outland but in Northrend barely any mobs try and flee.

    The Savage Roar glyph is an obvious pick. The other glyphs for maximizing DPS tend to be the Shred and Rip glyphs. They both increase Rip uptime allowing for easier to manage DPS cycles. Plus with longer Rip uptime the ability to weave in FB becomes easier.

    So you want to do heroics and raid?

    Well then you need a proper DPS spec. Time to get rid of all those leveling talents. They served you well but have outlived there usefulness. Try and change to this spec or this one.

    What no Imp Mangle? Yes, you should be Shredding. Mangle is done only for the debuff and if you have an Arms warrior putting the debuff up then not at all. Shred does more damage. Granted the cheaper cost would be nice for soloing but you will still be a killing machine in the field without it so don't worry if you go that way. The other time when Imp Mangle can shine is during fights when positioning behind the boss isn't possible.

    The second one has no points to buff Swipe so trash AoE DPS may drop a bit but it is all about killing bosses so who cares about trash. FB will hit harder with this spec and Mangle will be cheaper making it easier to keep the debuff up and solo time Mangle spam be more efficient.

    But what about gear?

    Well just get leather with high Agi, ArP and crit. They are your best friends. Hit and expertise are nice as well but not as important for cats as most other DPS specs. You tend to get enough expertise and hit on your gear. At most use an Agility/Hit gem in a yellow slot to activate your meta. This lets you gem more for ArP, Strength or Agility. Still enchant for Agility, Strength or AP though. Don't worry about socket bonuses unless they are really good.

    The whole issue of ArP is very mathy. Same with the difference between Agility and Strength gemming. In all honesty there is no way I can say which will work better for any cat unless I have your exact gear set. It changes based on gear level and what the rest of your gear is doing. Check RAWR it is a fantastic tool to help optimize gear. Just make sure to adjust the gemming templates. If you get a overwhelmed just make a thread in the druid forums and someone will help you out.

    Also for meta gem use the +21 Agility and +3% crit damage one . Use a single Nightmare Tear to meet meta requirements then typically go all Agility or ArP. Sometimes at higher gear levels using a Deft or Deadly Ametrine can make sense to get a strong socket bonus.

  • Profession for kitties or I kan haz job

  • Well if this is your first toon then I will always recommend 2 gathering professions, Herbalism, Mining or Skinning. This will greatly increase your gold flow. You can also herb in flight form so that is a thing to remember.

    Otherwise the various professions all provide different benefits to the class.

    That being said LW is also good for cats. As you can make some decent gear for yourself and hopefully they will add LW only patterns soon. Also LW can be a great with Skinning while you level to make some semi decent gear for yourself. It isn't very reliable as often you get better by the time you can use the gear. But the craft gear at 80 can really boost you into the raiding and heroic scene.

    Skinning provides with increased crit, Mining gives health, Herbalism gives a mini self heal. The crafting profs give items with Alchemy being the least suited for cat DPS. The trinkets and what not are way more caster based. The JC trinkets are sweet as are the JC only gems. Same goes for BS and all the extra sockets they get.

    To be perfectly honest as of right now the best 2 professions are JC and BS. They give you the greatest and most flexible benefit to gearing your toon for maximum efficiency. Especially when combined. The extra sockets plus stronger gems is a powerful combination.


      IV. Bear druid is for tank



  • Bear Basics

  • The bear form is for staring at the bosses crotch and by that I mean tanking. You can take a large amount punishment. Bear tank is monster of flesh and claws. Using the rage mechanic bears become stronger when they get attacked. Where as the cat takes on mobs one at a time the bear rounds them up and Swipes them to death.

    Bear form is learned at level 10 via a quest. The more powerful Dire Bear form is trained at level 40. If you haven't read the cat section do so now. Grinding as a bear is not very efficient until Outland at the earliest, I know for sure that it can be effective in Northrend but I believe the gear exists for it to work in Outland as well, so you will be in cat form for a good deal of time as tanks typically only tank in dungeons.

  • Tanking or getting hit in the face for loot

  • Tanking is an art. You are required to keep all of the mobs focused on you, stay alive and avoid standing in the fire. The bear form gives a good deal of the tools needed to accomplish this feat. Except of course SITUATIONAL AWARENESS. I can not stress that enough. You are in charge of the pull even if some one is telling you want the strategy is. You are setting the pace. You are making sure everyone else stays alive so they can: keep you healed up, free of nasty debuffs and DPS the mobs.

    The mobs like to do things to make this hard as does the DPS. DPS loves to pull aggro. You have to prevent that from happening. You also have to keep an eye out for stray mobs so you can Growl (level 10) them on to you. Challenging Roar (level 28) works as a mass AoE taunt but doesn't affect aggro tables like Growl does.

    What's an aggro table? Well glad you asked as you need to know these things to tank. The aggro table is a list of the amount threat everyone has on a mob. Every mob has an aggro table. You have to be 1# on all of them. All the time.

    Whoa, slow down what is threat and how do I get it? You get it by attacking. You have a threat modifier baked into bear form, many DPS have such a thing as well. The difference is theirs reduces threat while the bear one increases it by a good deal. Certain abilities also have a threat component built into them. The bear attacks are listed below:

    Maul (level 10): This is your bread and butter threat move. It has the draw back of working on your next white hit (regular melee attacks) turning it yellow (special melee attacks). Meaning that it wont generate rage. Can quickly drain your rage bar. Still Maul is awesome and bears should never leave home without it.

    Swipe (level 16): Swipe is how we AoE. It works in a 360 circle and has decent range. It is spammable and doesn't require you to be in range of your target. Be careful it will break any near by Crowd Control (CC).

    Mangle (talented at level 50): Mangle is well greatness. It hits like a truck and makes bleeds and Maul cause more damage. It should be kept on CD unless you are AoEing trash down. Even then a Mangle never hurts.

    Lacerate (level 66): Wonderful stacking high threat DoT with an upfront damage component. Getting it up to a 5 stack is a priority on single target DPS. The bleed does more damage when you have Mangle up, synergy is fun.

    Feral Faerie Fire (level 18): This is the second highest threat move behind Maul. Should be kept on CD. Does wonders for holding aggro over healers on mobs that refuse to come near you. Also makes the rest of your attacks do more damage.

    Thorns (level 6): Just provides a bit of passive damage to mobs that hit you. Just keep it on you.

    Other cool bear toys are Feral Charge (talented at level 30), Demoralizing Roar (level 10), Frenzied Regeneration (level 36), Barkskin (level 44) and Survival Instincts (talented at level 20). We also have bear shield or Savage Defense (level 40), which scales off of AP and procs on crits. All of these abilities have uses for either controlling pulls, survival or mitigation. These concepts and how they relate to you are discussed a bit later on so hold tight.


  • Bear Stats

  • First we need to see what bear form does for us. Dire Bear As you can see it gives armor, lots of armor and a healthy stamina boost. These are now 2 of your best friends. The armor boost turns leather into plate roughly. The stamina gives you more health, more health gives your healer more time to heal you before you die. Other talents also boost these 2 stats.

    The next thing to do is pile on the agility and dodge. They help you, well dodge attacks. Agility also gives armor and crit to boot. Crit is good for procing Savage Defense (SD).

    After those stats bears need expertise and hit. Hit is a very low priority and really just a threat stat. Expertise helps with both threat and mitigation. Expertise reduces the chance a mob can dodge and parry your attacks. Parries cause a mob to attack you more often. That is not good but usually not a big deal.

    So you are gearing for: Armor, Stamina, Dodge, Agility, Expertise. They are your main bear stats. The other stuff is more for threat and not staying alive. Plus they typically just come on the gear. Also armor is based entirely on the iLevel of the gear so an upgarde in armor is typically an upgrade overall. There are some exceptions but that is mainly do to extremely well itemized gear competing against items from a higher tier that are poorly itemized, which is actually not too uncommon.


  • Bear Gear

  • Here are to separate gear lists, one for gearing up to raid and one for gearing up in Naxx . They are fairly accurate as the bear has changed rapidly over the last few months. As the state of flux is never ending the lists will never last for long. With the advent to Triumph badges dropping in all heroics both lists are fairly out dated. Kalon has fairly good lists on his blog. As they are based on ranking systems inherent in wowhead's item finder, which auto updates as more gear is found, they are more dynamic so I will link the here. Bear Gear Bear Weapons

    You just gear for the primary 3 stats mostly, the armor just comes on the gear. The only exception is to use tank jewelery. Try and avoid parry and shield stuff. The defense is good for you and the strength will help with damage, I mean threat.

    Comparing the rogue leather we tank in is an art form. Mixing and matching DPS and tank jewelry is also part of the game. Trinkets are best done in a hoard as many as you can and change for the fight kind of fashion. You honestly should be changing up trinkets as you go to maximize their affects for the encounter you are facing. A good example is magic damage bosses. Against them armor trinkets are not as good as a Stam trinket as magic damage bypasses armor.

    The Idol slots has 3 real choices. Two are from Triumph badges, Idol of the Corruptor and Idol of Mutilation. The Corruptor Idol is better for bosses and Mutilation for trash. This is mainly do to Agility providing additional benefits and the dodge difference being very minor. The new Frost emblem badge, Idol of the Crying Moon would replace Corruptor for bosses but do to what procs the Mutilation Idol, lol Maul n Swipe trash spam, it still wins for trash.


  • Bear Talents

  • Bear talents share a great deal of overlap with cat talents but there are several key differences. The main thing being less points in resto and a few key DPS talents get dropped. Also we have to pick up some mitigation and other **** bear talents. These being Natural Reaction, Infected Wounds and Protector of the Pack. The other bear stuff is occasionally grabbed in cat builds as well.

    Natural Reaction gives dodge which is awesome plus it makes it so dodges give rage which well even more awesome. Infected Wounds is a stacking debuff that all tanks should have. It causes mobs to hit you slower and is a good source of mitigation. Protector of the Pack is also pure mitigation as it simply reduces damage taken by a decent amount, boost AP as well but that is not the reason we take the talent.

    Survival of the Fittest is also a key talent but all ferals take it anyway. Thick Hide is needed to really push armor even higher but again cats do occasionally grab it as well. Survival Instincts is also a must for bears as it a great OH SH*T button. Imp Mangle is nice but can make the rotation with FFF harder but for a newer bear gearing in heroics is a very strong choice. Ferocity is also good for the added mitigation but that is really only needed once you get into Ulduar.

    Lots of information I know. Lets show it in a picture form. Click . That is the bear minimum (cwutididthar?) talents needed to tank as a bear. Everything just makes it easier. The core talents allow for wiggle room and slight amount of personality in your bear build.

    For heroics I would recommend grabbing Imp Mangle, Omen of Clarity and ILotP. Then just point the last 2 points anywhere. I like BI but it is a flavor choice at this point. SA can also be a boon for stints as a cat with the cheaper Shred cost. A Naxx build just about looks the same.

    Ulduar builds change a bit. You can still use the same one but at this point FFF and Mangle aren't playing nice. You have the AP to really make FFF hit hard so you want it on CD much like Mangle. Plus stuff hits hard in Ulduar. You want the Demo Shout debuff at all times. So Ferocity becomes increasingly **** while Imp Mangle has lost some of its luster. So you gut points from Imp Mangle and where ever you stuck those 2 spares into Ferocity. The added mitigation from Ferocity will help your healers stay sane and the cleaner rotation will do the same for you.

    So here are the main bear builds. Heroic/Naxx build . Ulduar build. OT build.

    The talents all give either mitigation, avoidance or threat. Also if you wonder about those 3 words that keep coming up we will discuss them shortly. We can talk about survival as well since that is what they all boil down to in the end.


  • Rotations

  • For the longest time FFF was weak. Then with Wrath it caused damage. It became more useful. You could use it to hold aggro on a caster mob, well enough to keep it off a healer at least. Then with the Ulduar patch they buffed FFF to the point where it hit like truck; well threat wise at least. So now it is a standard part of a tanks rotation.

    Mangle is of course the signature bear attack after Maul. But Mangle is a rage generator and causes more threat. Mangle is also on a 6 second CD just like FFF. Improved Mangle can drop the Mangle CD down to 4.5 seconds. This is great for bears that have threat issues and helps DPS as well.

    It also makes the syncing of the 2 abilities very annoying. This is not really an issue it just turns it into a game of keeping both on CD and prioritizing Mangle if they come up at the same time. Making a cleaner rotation is also why, if threat is not an issue, Imp Mangle is the first 3 points to go when trying to free some up. Especially since Imp Mangle is best taken as an all or nothing talent for bears, just to keep the CD synced with the GCD.

    Well after that bit of confusion you still need to know what else to do. Well the answer is try and get a stack of Lacerate up ASAP. As in open with FFF to pull, Mangle then Lacerate. PG makes Lacerate crit and SD procs off crits, more synergy. Also try and keep Demo Roar up on the mobs to reduce incoming damage.

    When there are multiple mobs you should be using Swipe as long as the main target has a 5 stack of Lacerate. When your AP is higher than 6k, Swipe when Lacerate is at a 5 stack. Swipe does more threat than Lacerate at that point so Lacerate only to keep up a stack on the main target or at least a few random mobs for trash just to increase SD procs. Be very careful with Swipe it will break CC as it is a 360 degrees and 8 yards range.

    Maul. Ahh Maul. You should Maul whenever you can. As in you have enough rage to Maul, you Maul. Just do it. It will account for a large portion of your damage as a bear as it is very spammable and off the GCD. It does turn white attacks yellow so they don't generate rage but it hits for excellent threat and damage. RnT makes Maul hit for more damage and therefore threat when a mob is bleeding. Like say from a Lacerate.

    The rest of your **** is covered in the next section. Except for cat DPS as a bear...

    Cat DPS as bear spec is do to you not being needed to tank for some or all of the encounter. So depending on your spec you may have some cat goodies, SA however usually isn't one of them. So you do the cat rotation and everywhere you see the word Shred insert Mangle. Shred is to expensive energy wise to use as a mostly bear spec'd cat. If you have KotJ you will still be doing good DPS, if not then maybe just decent DPS. But you are a bear so can shift in a pinch to tank even though you may be wearing cat gear it is usually close enough to bear gear to be effective in an emergency.


  • Avoidance, Mitigation and Health how they affect you and stress your healers

  • These are the three pillars of not dieing. We will discuss them generally, then see how talents affect them and gear as well. Also we need to determine some sort of priority system for these aspects of tanking as well.

    Avoidance is your ability to well, avoid attacks. This is dodge and miss. Dodge comes from agility, dodge rating and defense rating. Miss comes from defense rating and being a night elf.

    Mitigation is mostly armor and SD. Some other abilities can also increase mitigation and many are fairly common in a raid setting, resistance auras for example. Mitigation is anything that reduces incoming damage.

    Health is very straight forward. It is raw HP. Stamina grants health for the most part. Some other item procs can add raw HP but the effect is temporary.

    You have to power to affect all 3 means of surviving. You can do it in different ways. There is no right way. There is a wrong way. You need to reach a bare minimum level to survive. This is the survival threshold. It changes based on the content you are tanking. The threshold is the point where you can survive with out heals or cooldowns 2 hits from whatever you are tanking. This does mean that avoidance has nothing at all to do with meeting the threshold.

    Avoidance is great for tanks. I mean you dodge and take 0 damage, how cool is that? Very. But it is streaky. You can avoid 30 hits in a row and tank a whole fight without taking damage or you can eat every attack the boss does. YOU HAVE NO REAL CONTROL OVER THIS. Therefore avoidance plays no role in meeting the survival threshold. Avoidance is stacked after this point has been reached.

    Until then you need a combination of health, armor and resistance to survive. Why resistance? Well for some fights deal damage from a single school of magic stacking resistance can be more effective. Usually though you need armor and health. If a boss has a 50k melee strike every 2 seconds you can math out the combination of armor and health needed to survive 2 hits. In that example if you have say a 60% damage reduction from armor you would need a bit over 40k health to live through 2 hits. MATH: 50,000-(50,000 * .6)= 20,000 then 20,000*2=40,000 I think the example is an extreme and the numbers are not realistic but you get the idea.

    Once this point is reached start piling on avoidance and threat stats. Why only then? Because you need to live for long enough in the worst case scenario so that your healers will have the time to get you back up to near full health. This will cause healers to love you. Once you get into stacking avoidance they will love you even more. For bears stacking avoidance usually means switching from straight stam gems to agi/stam and finally agi gems. This also goes for enchants.

    Bears have many skills beyond gear to help achieve these goals. Heck some even give avoidance and threat to boot.

    First are the mitigation talents. Thick Hide is the first one you can get and it is a straight armor modifier. Next up is the make other tanks jealous talent. Survival of the Fittest , this allows bear to become uncrittable via talents alone. Before this talent was changed to provide the full uncrittablity we had to scrape together a patchwork set to achieve that goal. The talent also further boosts armor, and yes it stacks very nicely with TH and bear form. We need these scalars to bring leather to a plate level of armor. Next is Protector of the Pack . This guy gives a flat out damage reduction across the board. Also a nice AP bonus to help out with threat. Primal Precision is also mitigation. It gives expertise which as we discussed earlier reduces mob parry chance. Parry hasting is not as big of an issue any more but every little bit helps. Plus it reduces the need to gear for expertise to hit the 6.5% soft dodge cap, or pass it and start taking parry of the attack table. Expertise is also a very strong threat stat. Primal Gore also counts here as now your Lacerate crits so you will get more SD procs.

    Next we have the health talents. Well it is mainly just Heart of the Wild. Gives bears crazy Stamina scaling. Well just 10% on top on the Dire Bear bonus but still we scale very nicely with Stam. Improved Gift of the Wild is also good as it gives another 2% stat boost including stam, much like the 6% stat boost from SotF. Avoidance talents are IGotW, SotF, Feral Swiftness and Natural Reaction. FS and NR both add straight dodge which is fantastic. NR also gives you rage when you dodge which is good for keeping rage high when you hit a dodge streak.

    Other fun toys are Survival Instincts which is a temporary health boost and Feral Charge for helping to corral stray mobs. Barkskin is also a very nice mitigation cooldown that further reduces incoming damage. Infected Wounds slows mob attack speed giving healers more time to heal. Frenzied Regeneration, while it does drain your rage bar will provide some decent self healing much like ILotP. Pro-tip: Blow FR when SI is up for a bigger effect as FR is based off total health at the time it is used.


  • Glyphs, specs and bears o my.

  • There is a limited selection of glyphs for bears to use. We can deal with minors first. Challenging Roar is an obvious choice. Reduces the CD on something you may actually use as a bear. The Thorns one is great for people who are lazy about self buffing. Aquatic form is nice to go fast if you swim a lot, same for Dash. But aside from the Challenging Roar one, the Glyph of Unburdened Rebirth is the clear #2 as it gives you more bag space.

    For majors get Frenzied Regeneration. The glyph makes the skill also cause incoming heals to do more healing. The Growl one is also nice as Growl uses spell hit instead of melee so the hit cap is significantly higher. The Maul glyph turns Maul into a multi (2) target attack. Great for heroics and most raids or any AoE fest really. The Survival Instincts make SI give you a greater HP boost. The Mangle one is more of a cat thing same for the Berserk glyph.

    Glyphs are not that expensive so feel free to change them around based on what you are doing content wise for a given raid session. You should always keep a few of a 4th glyph on you and a few of the one you normally switch out.

    As for specs well we all ready did that. But I will say make sure your glyphs match your spec. If you are going to be OT and DPSing often then grab the SR glyph at the very least and possibly the Rip one as well. Then fill the 2 and/or 3rd spots with bear oriented ones. Those to will give your Mangle spam based DPS the best benefit.

  • Bears have to work

  • No real changes from the cat professions. Same basic buffs and recommendations.

    The LW gives a nice +90 Stam to wrist enchant and the leg armor patches are cheaper to make but otherwise no big changes. Being a JC/BS will beat JC/LW but only just barely.


      Appendix I. Generic Feral Information


  • Here is an excellent thread written by Friar Rarebeast detailing how much what stat gives you in various feral forms.

  • Melee attack table link. Very nifty stuff. Shows the benefits of attacking from behind and what hit and expertise really do for you. Well it is for rogues but is very well written and applies the same to cats with regards to the attack table. Hit capping is also not as crucial for cats either.

  • Weapon DPS to Feral Attack Power conversion: (DPS-55)*14 = FAP

    • Apendix II. Generic Stat Conversions

    Friar RareBeast wrote:
    The original of this thread is maintained at ElitistJerks here. I will try and maintain this one as well, but the EJ will be the "main" Version.


    All of these are for Level 80 Feral with HotW, SotF & Imp.MotW talents. Numbers in (brackets) are with Blessing of Kings :-


    Strength
    1 Str = 2.37864 AP (2.616504 AP) (Cat)
    1 Str = 2.1624 AP (2.37864 AP) (Bear)
    1 Str = 2.292144 AP (2.5213584 AP) (Bear with PotP)


    Agility

    1 Agi = 1.18932 AP (1.308252 AP) (Cat only)
    1 Agi = 0.0129744% (0.01427184%) Crit
    1 Agi = 0.0225641% (0.0248206%) Dodge
    1 Agi = 2.1624 (2.37864) Armor

    77.075 (70.068) Agi = 1% Crit
    44.318 (40.289) Agi = 1% Dodge


    Stamina
    1 Sta = 10.812 (11.8932) Health (Cat)
    1 Sta = 14.8665 (16.35315) Health (Bear)


    Intellect
    1 Int = 19.4616 (21.40776) Mana
    1 Int = 0.00778464% (0.0085631%) SpellCrit

    125.458 (116.780) Int = 1% SpellCrit

    Intellect also increases the amount of health & mana regen you get from Spirit - not very important for ferals


    Spirit
    Spirit increases your out of combat health regen and your out of 5sec rule mana regen - not very important for ferals


    Crit Rating
    1 CritRating = 0.022% Crit
    45.91 CritRating = 1% Crit


    Dodge Rating
    1 DodgeRating = 0.0220982% Dodge
    45.2525 DodgeRating = 1% Dodge


    Haste Rating
    1 HasteRating = 0.03965% Haste
    25.223 HasteRating = 1% Haste


    Hit Rating
    1 HitRating = 0.030% Hit
    32.79 HitRating = 1% Hit

    Cap vs Level 80 mob = 5% Hit = 163.95 HitRating
    Cap vs Level 81 mob = 5.5% Hit = 180.34 HitRating
    Cap vs Level 82 mob = 6% Hit = 196.74 HitRating
    Cap vs Level 83 mob = 8% Hit = 262.32 HitRating (Raid Bosses)


    Expertise Rating
    1 ExpertiseRating = 0.0305% reduction in dodge & parry chance
    32.79 ExpertiseRating = 1% reduction in dodge & parry chance

    Cap vs Level 80 mob = 5%(Dodge) / ?%(Parry) = 163.95 / ? ExpertiseRating
    Cap vs Level 81 mob = 5.5%(Dodge) / ?%(Parry) = 180.345 / ? ExpertiseRating
    Cap vs Level 82 mob = 6%(Dodge) / ?%(Parry) = 196.74 / ? ExpertiseRating
    Cap vs Level 83 mob = 6.5%(Dodge) / 15%(Parry) = 213.135 / 491.85 ExpertiseRating (Raid Bosses)

    The 10 Expertise we get from Primal Precision is equivalent to 81.975 ExpertiseRating so subtract that from the above figures if you have that talent.


    Defense Rating
    1 DefenseRating = 0.008% dodge and 0.008% chance to be missed and 0.008% reduced chance to be crit (Crit reduction not needed for PvE if you have SotF )
    122.96 Defense Rating = 1% chance to dodge and 1% chance to be missed and 1% reduced chance to be crit (Crit reduction not needed for PvE if you have SotF )

    1 DefRating = 0.64 DodgeRating (counting misses as dodges)



    ArmorPenetration Rating
    1 ArPenRating = 0.0812% ArmorPenetration
    12.316 ArPenRating = 1% Armor Penetration


    Resilience
    94.27125 Resilience = -1% chance to be crit, -2.2% crit damage, -1% all damage & -2.2% mana drain reduction

    1414.06872 Resilience = 33% reduction from crit damage = the cap for this part of resilience's effect


    Regualar (white) Armor
    Includes non-bonus armor from all slots except rings, trinkets, neck & weapon. All armor from rings, trinkets, neck & weapon as well as armor patchs & any bonus (green) armor on items & armor from Agi receive no bonus from SotF, Thick Hide or the metagem

    1 Armor = 6.251 Armor (Bear)
    1 Armor = 6.8761 Armor (Bear with Thick Hide)
    1 Armor = 7.013622 Armor (Bear with Thick Hide & Armor Metagem)

    Damage Reduction from Armor % = Armor * 100 / (Armor + (467.5 * AttackerLevel - 22167.5))

    DR% for Lvl83 Boss mobs = Armor * 100 / (Armor + 16635)

    Armor cap (75% DR) for Lvl83 Boss mobs = 49905 Armor


    Edited, Jan 6th 2010 6:08pm by DruidSock
    ____________________________
    Cat durid is 4 fite
    Bare durid is 4 tank
    Moonkin 4 moon stuff
    Tree durid is 4 heel!
    #3 Apr 23 2009 at 2:52 PM Rating: Excellent
    *
    63 posts
      V. Tree druid is for heal


  • Life as the forest

  • Damage dealing and tanking are fun and all but you want to heal. Be the one keeping everyone else alive when they step in the fire or get hit by the big scary mobs.

    Restoration is the druid's healing tree. The tree part is very apt as you do eventually gain the ability to shift into Tree form which greatly increases your healing powers and does make you look like a giant tree. You can still cast nukes but they are not really nukes more like small bombs. The spell power on your gear helps boost them enough to survive in the field. Plus if mobs attack you can simply heal through it with ease.

    The tree requires similar stats to a Moonkin but different priorities. What are they you ask. Let's find out.


  • Tree Stats

  • Trees love spirit, it is the traditional tree stat. It increase mana regeneration and healing power. Several talents in the tree help with boosting spirit to be as potent for restos. However recent changes to mana regeneration and Innervate have made it less desirable than it has been in the past. Spirit is still good but it no longer the holy grail of stats for a tree druid.

    Intelligence is also rather important as it help increase the size of your mana pool and gives some crit as well. Heals can crit by the way. Spell power is the sap that makes your spells heal for so much.

    For many levels these will be the stats you get on gear. Then when you go Outland things start to open up. Now you can acquire haste, crit and more significant amount of mp5. All of them are good for you. Mp5 is a better than spirit for mana regen but spirit also increase SP so is generally preferred unless you are having mana issues. The crit rating will help increase the chance of your direct heals criting, always a good thing but never a prority. Haste lets you cast more spells faster it also can lower the GCD from 1.5s to 1s. Haste is an excellent throughput stat until the soft cap is reached.

    Hit is not a tree stat. But I would recommend saving some hit pieces on hand for questing. Read up on the Moonkin leveling section for some ideas and pointers on how to nuke mobs down with a limited ****


  • How to keep people alive

  • Healing is a cross between prophesying the future and playing whack-a-mole. You have a good amount of direct heals and HoTs to heal your allies plus some cooldowns to blow when things get rocky.

    We can start with the basic HoTs, these are Rejuvenation (level 4), Regrowth (level 12), Wild Growth (talented level 60) and Lifebloom (level 64). The druid class has more HoTs than any other healing class. Two of them are instant cast and one is HoT after a direct heal.

    Rolling HoTs is great way to keep people topped off and help prevent slow but steady damage. Lifebloom used to be the king but recent changes have made it too mana intensive to roll on everyone. Plus the bloom gives a nice direct heal and returns mana. Rejuv is cheaper and still decent healing. Regrowth is a great spell as it can and will often crit and also puts a HoT on the target. If only it was an instant... Wild Growth is a fantastic group HoT, great for when everyone is taking damage but the tank still needs to be the focus.

    Rolling HoTs doesn't always work both because sometimes people need more healing and it can be mana intensive as well. Going Out of Mana (OoM) is never a good thing. This bring us to the rest of the direct heals. We all ready know about Regrowth but that is not the end of the story. We also have Healing Touch (level 1) and Nourish (level 80). Healing Touch (HT) is not really used that much. Well it is but in conjunction with another ability we haven't discussed. Nourish is a wonderful spell that is fast and cheap. Nourish gets more effective with HoTs rolling on a target and can be made even better with glyphs.

    Other nifty tricks hidden in your leaves are Cure Poison (quested level 14), Remove Curse (level 24), Abolish Poison (level 26), Tranquility (level 30), Nature's Swiftness (talented level 30) and Swiftmend (talented level 40). Plus we all ready know about Revive, B-rez, Barkskin and MotW from prior sections.

    Now you are confused, overwhelmed by this mass **** of healing ability.

    Don't be it is quite simple. You have a vast amount of heals but don't need to use many of them. You can usually just HoT up people that take splash damage and roll HoTs on a tank with some direct heals to keep them alive.

    The style of healing is influenced by the choice of glyphs. Otherwise it is basically hots with some direct heals. Usually Nourish or Regrowth with the emphasis between the two based on glyph selection. The tree and glyphs can support a wonky HT based healing style that basically turns you into a treeadin (Tree Paladin). It gives you an extremely fast heal but takes a lot of talents points away from other useful abilities, leaving your other spells weaker. In most circumstances it isn't worth it use this spec.

    The nifty trick with HT is to use it injunction with Nature's Swiftness. Pop NS then HT equals a really big heal instantly. You should honestly macro this as it is a very good panic button. The other panic button is Swiftmend, when glyphed this spell becomes even more efficient.


  • I don't get HoTs please explain

  • HoTs are very simple and efficient spells yet the mechanics are not as direct as well direct heals. A direct heal can be instantly measure to see how much effective versus over-healing was done. HoT are very easily healed over. You could have a few HoTs on some DPS that took damage and another healer can easily cast a heal on that person turning all of the HoT's healing into overheal. The bloom aspect of Lifebloom can easily have this issue as well.

    This doesn't mean don't throw HoTs. They provide a very steady level of healing. They are great for steady consistent damage. On both the tanks and everyone else.

    Also 2 of the main direct heals benefit in some way from HoTs. Nourish gains power when HoTs are on the target, even more so when glyphed . Same thing with glyphed Regrowth . As you can see Nourish, a fantastic raid heal spell do to its low cast time, greatly benefits from HoTs. Regrowth and HoTs can make for strong tank healing.

    HoTs are a very strong source of healing and are what trees are know for. They are the basis of your healing **** Knowing how many HoTs to throw around, how many if any LBs to stack and the glory of Wild Growth are all parts of what make tree druids highly valued healers.


  • Gear, but Trees are naked right?

  • Yes, but we still wear leather. The gear used by trees tends to be heavy on Spirit and Spell Power. Other good stats to watch for are haste and crit. Intelligence is also quite nice as a large mana pool means longer sustained healing and a better benefit from replenishment effects, more on that in a bit. Mp5 will also be on some gear. The comparative value of Mp5 to Spirit is a fine line. While technically Mp5 gives more mana regen, Spirit provides the additional Spell Power thanks to our Tree form. Which stat is better for you will depend on whether or not you are having mana problems and the size of your mana pool.

    When trying to boost longevity go for Mp5 then Intellect then Spirit. If trying to increase throughput go Spellpower, haste until the soft cap followed by Spirit, crit rating and Intellect. There is no wrong way to gear as long as you keep everyone alive and not running out of mana.

    Which stats are better for boosting HpS will depend both on your build and the spells you use the most. Raw Spellpower favors HoT and haste for direct heals. However the difference isn't very large. In fact many druids prioritize haste until the softcap. As far as crit and Spirit go if the spells used most often can crit then crit wins oherwise Spirit takes the cake.

    SP increase efficiency and throughput of heals. Efficiency and throughput? WTF is that? Well I'm glad you asked. Efficiency is the measure of how much bang you get for your mana. Generally is calculated by taking the average heal done and dividing by mana cost to get HpM. That is your efficiency metric. Throughput is about pumping out heals as fast as possible without any care for sustained healing, ie going OoM is not an issue. Throughput is determined by taking average heal and dividing by cast time or in the case of HoTs the duration of the heal + cast time, this give HpS. That is the general overview we can talk a bit more about this and how the other stats effect it after we cover some other basics.


  • Balancing healing for different situations

  • As a tree you can heal both the tank or the raid. Either way throwing HoTs on the tank(s) to help smooth out periodic damage is always helpful.

    Tank healing involves just rolling HoTs, timing the blooms of LB and casting direct heals, typically Nourish and Regrowth. A typical strategy is to keep up Rejuvination, Regrowth, and Lifebloom on the MT, while casting Nourish anytime you aren’t refreshing a HoT. The NS+HS macro will still be use to combat spike damage as will Swiftmend. Timing the LB bloom heal can be used to great effect as well, plus letting it bloom will make you not oom, lawl I made a funny. Seriously though, LB can be allowed to bloom for a big heal and the **** mana return or rolled constantly for increased HpS.

    Pro tip: Try and cast Lb with OoC procs for FREE MANA.

    Raid healing is where trees really shine. Raid healing is all about keeping people topped off and HoTs do that job wonderfully. Rolling HoTS on numerous people, numerous instant cast spells, hitting WG to AoE heal and the quickness of Nourish make for efficient and fast raid healing. The bulk of your tree spells being instant cast doesn't hurt either. LB can be used strategically with great effectiveness if you know where is going to land in a few seconds in advance. Pretty sweet, I know. Don't hesitate to cast it if you have extra time and see bad things coming on the horizon. It is very costly to stack but the bloom refunds a good chunk of mana as long as you let it bloom the mana issue doesn't get that nasty. Rejuvenation starts to get real **** when some of the tier bonuses get involved. I'm talkin instant heals, crits and other insanity.

    In In 25 man raids the highest HpS rotation is Rejuvenation x 5 then Wild Growth, and repeat; with Swiftmend used for the emergency top off. Most 25s will run with 2 druids, who can effectively cover the entire raid with HoTs. In general deviating from a RJ x 5 + WG rotation will cause your HPS to drop, but may be necessary to save a raid member. This is an important consideration in 25-mans; if you react too often to damage spikes your HoTs will fall off, and other raid members may enter the danger zone, compounding your problems. Think of a druid’s job as giving the other healers extra time to react to changing circumstances, by cushioning the damage with your HoTs. This can go for the tanks as well, druids may be asked to stack HoTs on the tank in addition to handling the general raid healing.

    If you are lacking a set bonus for Rejuvenation, you may very well find Regrowth more beneficial to maximizing your HPS then RJ. However mana problems may come from using Regrowth as your main heal, so caution is advised when using a RG heavy rotation. Wild Growth, Rejuvination, and Swiftmend are usually the glyphs of choice in 25s; though Rapid Rejuvenation may be substituted occasionally depending on the encounter. As you may have guessed, you’d substitute the Regrowth glyph for the Rejuvenation one if you choose to use RG over RJ.

    In 10-mans you will often find yourself using more of your healing spells. In general other healers have spells more suited to handling damage spikes; however in a 10-man, unlike in most 25s, you may have to address these damage spikes yourself. Especially if you are only running with 2 healers, and/or find yourself OT healing. You can still get a lot of output from a RJ x 5 + WG rotation, however you may rarely find yourself using it.

    When addressing damage spikes Swiftmend is still the preferred option. However Regrowth and Nourish will likely be used more in 10 mans. Which one is better is circumstantial. Regrowth won’t cause your raid-wide output to drop as much as Nourish, if the HoT portion of the spell is reasonably well utilized. Also the RG HoT is Swiftmendable and has a lengthy duration, which is great if the target’s health drops again in the future. However Nourish will have the better single-target HpS, meaning more healing on the target right now. It also has a shorter cast time. A reasonable strategy would be to use Nourish in more critical circumstances and Regrowth when the individual isn’t in danger of dying. You may also find yourself using Tranquility more often in 10s, as healing half the raid for a large amount is just pure win.

    Quite a large number of different glyphs are used in 10 man raid healing. Swiftmend, Wild Growth, and Rejuvenation are still strong choices. Nourish is recommended if you find yourself OT healing or running with 2 healers a lot. Rapid Rejuvination shines much brighter in 10 mans then in 25s, and is fast becoming one of the most popular choices. The Regrowth glyph is also good for the reasons listed in the 25 man section.

    In 5 man encounters, your healing strategy can change a little bit. Rejuvenation isn’t really the great healing spell it is when raiding, because the number of targets is limited (it’s called 5 man for a reason ya?) and keeping the tank alive can make you feel like more of a MT-only healer at times. Regrowth and Nourish will often make up a lot more of the effective healing. Also Tranquility is golden here. In general, HoTs to cushion, direct heals for damage spikes.

    As stated in the bear section glyphs are cheap, don't hesitate to carry around a handful to adjust to the situation. Especially when changing from a 25 man to a 10 to a 5 man role. Glyphs make the spells you cast the most better and the spells you cast can differ based on what you are doing.

    Regardless of your healing assignment there is one more very important detail. You should be decursing and abolishing poison. Don't question it just do it as quite often it is more important than actually healing.


  • Trees are Talented people

  • Raiding healing is a druid's strong suit. Trees can tank heal but they shine at raid healing. A strong base spec skips all the HT talents and focuses on HoTs. Being mobile while healing is one of the reasons why druids excel at raid healing.

    The remaining talents are more of a personal choice. Let's discuss them now and learn a bit about how druids heal at the same time.

    Naturalist is probably the worst choice unless you glyph HT and do a lot of tank healing, even then it's still kind of meh.

    Improved Tranquility is awesome in 5-mans, useful in 10-mans, and almost worthless in 25-mans. If you find yourself healing a lot of 5s and 10s it can be worth the 2 points, if not then it’s best to skip it. Mainly due to people being more spread out and the likely hood of 4 group members being near is lower.

    Empowered Touch can be a good use of talent points if you find yourself using Nourish often mainly as tank healing in 10 mans, etc. Not a ‘must have’ but certainly high on the list.

    Living Seed has great synergy with Empowered Touch,when tank healing. The stronger hits from Nourish will leave bigger seeds. Good return on investment, the bloom will often account for 3-6% of your heals in 10-mans. If you get all nutty with Regrowth spam the talent can also be fairly ****.

    Improved Barkskin is in general more for folks that PvP. Not a traditional healing talent, but it is still found in many end-game builds due to its damage mitigation. However, if you aren’t doing hard modes you probably won’t be taking this.

    Gift of the Earthmother is a great talent, you’ll likely want 5 talent points here to start. However, as you build haste up on your gear it becomes less effective. Once you go over the soft cap on your HoTs and Nourish you can consider taking points out of it, and putting them elsewhere. At that point it can be scaled back to 4/5 or 3/5 depending on the amount of haste on your gear and spell rotation.

    Nature’s Grace in the Balance tree can be useful depending on how often you use Nourish it can be either a nice HPS boost, or nearly worthless. It is a common talent, especially if you are interested in getting Celestial Focus.

    Celestial Focus is usually worth it if you are short of the haste soft-cap. But it is quite deep into the Balance Tree, and will likely be dropped once you get some better gear with haste on it.

    Revitalize is a nifty talent. The above mentioned raid healing build puts 3 points here. This is mainly because as a pure raid healer 95% or more of your healing will likely be due to Rejuv and WG. The mana restoration numbers due to Revitalize can’t compare to Replenishment, but Revitalize also restores energy, runic power, and rage. This makes it a very attractive talent if you are keeping Rejuv rolling on every raid member.

    Tranquil Spirit again another talent which is very useful if you find yourself using Nourish a lot. More useful for 10 mans and heroics. If Nourish is a large percentage of your heals, and you are running out of mana, maxing out the talent points here can help a bit.

    Glyph wise, Wild Growth is the closest thing to a ‘must have’ glyph, and even then it’s not useful in all situations, especially any case where the raid needs to spread out to avoid chain-damage. Rejuvenation and Swiftmend two more good choices if you are a pure raid healer. Innervate is nice if you need mana, and Nourish can be helpful if you get called on to tank heal from time to time. Of course most glyphs are cheap so you can just carry them around and change them up on the fly, if you want to of course.

    Tank heaing is a different animal all together. You still use HoTs but are also blasting away with your spells with cast times. This changes the base talent spec around.

    Typically Tranquil Spirit will be filled up or you will stab down Balance for Celestial Focus for the haste. It is really not a druid's strongest spec but is easily doable.

    A far as glyphs are concerned Nourish is the ‘must have’ for MT healing. Regrowth and Rejuvenationcan increase your healing output, and Swiftmend is a solid choice. If you are having mana problems consider swapping in Innervate and Lifebloom as well.


  • Mana Management 102

  • Mana regeneration is very important. No mana equals dead people. That is not the desired outcome for a healer. So trees need some measure of incoming mana while they heal. This comes from a few sources, Replenishment effects, Intensity and Mp5. You will have Intensity in your spec so that is some regen right there. The gear you wear will also either have Spirit to boost Intensity or Mp5 on it. Replenishment is just about guaranteed in a 25 man raid but 10 mans and 5 mans it is not a sure thing.

    As far as which stat will give you the most mana, Mp5 is generally considered better then Intellect, which is slightly better than Spirit, inside of the 5-second rule. Outside of 5 seconds the mana regen from Spirit is much more attractive. However in most PvE healing situations you’ll be casting nearly every GCD and will spend little time outside of 5-seconds; unless you out-gear the content.

    But Druidsock, isn't Spirit an awesome druid stat?

    The short answer: yes and no.

    The long answer: before the changes to Innervate, spirit was a great mana-regen stat. But once the spell was changed to work off your mana pool instead of your mana regeneration rate outside of 5-seconds, intellect suddenly became a more attractive option.

    These days (patch 3.2ish) the amount of mana-regen you get from spirit isn’t equal to what you’d see if you stacked Mp5 and/or Intellect. The big benefit of Spirit comes once you get these 2 talents in the Restoration Tree: Living Spirit and Improved Tree of Life. These talents give Spirit a throughput component. It isn’t that large, but it adds up. For every 100 spirit you have you’ll get about 17-18 spellpower in addition to the mana-regen. Because Spirit increases both your mana regen and the power of your heals; it is a better stat for resto druids then for most other classes. Many resto druids at end-game will weigh intellect and spirit about equally; gearing slightly more spirit if they want to increase their healing power, or slightly more intellect if they want more mana-regen.

    Innervate is the Druid’s click-on-demand mana regeneration talent. The spell is on a 3 minute cooldown, and a typical tree can expect to get about half of their total mana restored if they cast it on themselves. The thing that makes this spell different from other classes mana-regen spells is that the druid can also choose to cast Innervate on other party or raid members. If Innervate is Glyphed the spell will a small amount of mana to you if you cast it on another person, and will increase the amount it restores to you if you cast it on yourself.

    So who should get my Innervate, me or my friend?

    In most circumstances you should use your own innervate. Other classes have their own tools available to help with their mana. They should use those tools and not rely on yours. Think of it this way, that mana-hungry mage might want to use your innervate to increase his DPS, but that DPS will drop way down if he dies after you go OOM. Other druid classes can sometimes be more generous with their Innervate. Kitties can give it away much more freely, boomkins technically can give it away, but may rely on the mana-regen. Bears don’t really need innervate themselves, but will be lucky if they can cast it on another person without a raid boss turning them into something with the consistency of applesauce.

    As a healer you have a critical role in keeping the group alive. If you are comfortable with your mana-pool, or find your group desperately racing an enrage timer, feel free to toss someone else your Innervate; but in most circumstances it’s safer for everyone if you keep it for yourself.


    • Gearing at end game

    Gearing at end-game is complicated. How to gear yourself best is going to come down to what mix of spells you find yourself casting and your role in the group. Norfair of Elitist Jerks summed it up quite nicely:

    “People often come here and ask what is best in slot for resto druids. For druids this isn't always very clear since every player has different preferences.”

    With that disclaimer, here are two BiS lists from the same thread:

    Pre-Ulduar - link no work
    Pre-ToC, ie Ulduar gear

    As mentioned these lists may or may not be what is actually best for you. In general the lists tend to weigh mana-regeneration slightly above throughput, and assume you are getting a large percentage of your overall healing from your HoTs (usually somewhere from 70-90%). They do, however, list several items based on which stat you may be looking to find. What will be best for your tree depends on your mix of talents, and which spells you cast. Using a Sim or spreadsheet program is highly recommended to get the most out of your healing.

    But I don’t have time to figure out a complicated spreadsheet Druidsock! Can you at least point me in the right direction?

    Yes most certainly!

    As mentioned earlier druid healing is about balancing efficiency and throughput. In other words: you need enough mana to last the fight, and do enough healing to keep everyone alive during that time. Most of the caster leather out there, and much of the cloth as well, will be reasonably well itemized for resto druids; though it’s usually best to pass on items with hit rating. Once you’ve healed some you should be able to get a feel for where you are lacking:

    If you find yourself needing more mana: Mp5 > Intellect > Spirit, for solely increasing your mana pool.

    If you are finding your healing isn’t strong enough to keep people alive you should ask yourself: which spells am I using most?

    If you are mainly using direct healing (more common for tank healing and 5-man content) then haste (up to the soft cap). Then focus on Spellpower while favoring crit over Spirit.

    If most of your healing is coming from HoT spells (more typical for 25 man raid healing) then focus on Spellpower and haste up to the soft cap. Then Spirit is prefered to crit unless you are using 4t9 in which case crit over Spirit.

    Gemming is pretty straight forward. In most cases you’ll gem for spell power, unless you need the socket bonus or to want to meet the requirements for a meta gem. In that case Spell power/Intellect is preferred for yellow sockets and Spell power/Spirit for blue sockets. The exception is prior to the haste soft cap using Spellpower/haste gems in red and yellow sockets can be preferred. The Insightful Earthsiege diamond also offers a large amount of mana regen (+21 intellect + chance to restore mana on spell cast). It is the preferred meta unless you are very comfortable with your mana situation. If that is the case the Ember Skyflare Diamond (+25 spellpower, +2% intellect) can be a good choice.

    Here is a link explaining the haste soft cap and other useful stat conversions. Enjoy.

    Now a quick summary of glyphs: (I lied about the quick part)

    Glyph of Lifebloom - Used mostly in a tank-healing build to help with the mana burden, not very useful otherwise.

    Glyph of Swiftmend - A great glyph for raid healing or tank healing. If you are casting every GCD you’ll see a solid boost in your HPS with this glyph, if you aren’t you’ll be saving yourself valuable mana.

    Glyph of Rebirth - Not a glyph that finds its way into most end-game builds. However a macro’d Glyphed-Rebirth with Nature’s Swiftness is a very powerful tool for saving your group if the tank dies, but one that will likely not be used much.

    Glyph of Regrowth - This glyph is still a solid boost to a good healing spell. Regrowth is competitive with Rejuvenation for raid healing if you lack one of the RJ set bonuses. If you find yourself using Regrowth frequently, it will be worth the slot. Also prior to getting Nourish at level 80, this will give you a better ‘big heal,’ especially if you’ve also chosen the Glyph of Healing Touch.

    Glyph of Healing Touch - This glyph sees the most use while leveling, as it turns Healing Touch into something akin to the Paladin’s Flash of Light. However once you get Nourish at level 80 most people will drop this glyph. There are builds around that utilize it, mostly because a Glyphed and Talented Healing Touch is the fastest heal available to you. However most will argue you have to give up too much from your build to make it worthwhile, except in special circumstances.

    Glyph of Rejuvenation - One of the more common glyphs for both tank and raid healing; it automatically gives a good boost to a frequently used druid healing spell right when you need it most.

    Glyph of Innervate - Short on mana? This glyph is one of the best ways to increase your mana pool if you are going OOM before the end of fights.

    Glyph of Nourish - If you ever have to do any direct healing, such as MT or OT, this glyph is great, and needed to reach your maximum single target HPS. It’s not as useful if you are strictly raid-heals.

    Glyph of Wild Growth - This is a good choice for any raid healer. WG will likely be used every time it comes off of cool down, and healing more people = good! However it is useless in fights where the raid has to spread out, so take it with caution.

    Glyph of Rapid Rejuvenation - This glyph is new as of patch 3.3. It’s proving very useful in increasing healing in 5-mans and 10-mans. Here the more rapid healing doesn’t adversely affect the number of people you can keep the HoT on. However it is often passed over for 25-mans, and it’s use is more situational. It should be noted the glyph doesn't cause Rejuvenation to heal for more, just heal the same amount faster.


  • Trees need money? Are you serious?

  • Generic info, Alchemy trinkets, Tailoring, Engineering. JC still overpowered



      VI. Moonkin for moon stuff


  • What the heck is a Moonkin and does it really fire lasers?

  • So, you decided that you're not all about claws and sticks. You'd rather be feathers and lasers, well that was a good choice.

    Moonkins are the caster DPS side of the druid talent trees. You can fire lasers, its very true. A few of your spells actually resemble lasers shooting from the sky in all their anger. Moonkin's form is taken from the avatar of owlkins you'll find very early on in Azeroth in quite a few places.

    Some of the biggest stats you'll strive for are things like spell power, critical strike rating, haste rating, intellect and spirit. They will become more of an issue as you begin to reach the higher echelon of the levels but at a lower level they're also still important. I'll discuss this further later in the guide.

    Now the name Moonkin is derived from a 40 point talent you receive out of the balance tree and once you receive that, much like cat and bear form you will spend a vast majority of your time in that form. You'll eventually catch on with names like... Boomkin, Laser Turkey or Battle Chicken. There are quite a few different names out there for Moonkins but those are at very least the most common.

    Since you've decided that you would like to be a Moonkin, or balance druid. I'll get to work on the very first thing you'll want to do. Level.

  • Can I level this way?

  • The answer at large is yes. Many have done it 1-80 actually. Is it a little bit more time consuming, yes. Will you still enjoy it, probably.

    Before we begin about leveling I need to inform you of the stats you'll be looking for on your gear as you level and a quick rotation for killing mobs. At this point in time you'll realize that if you level balance you're going to be drinking a lot because of your limited mana pool.

    Until you hit 40, start with Entangling Roots (level 8), this holds a mob in place and therefor cannot hit you. This is good. You can choose to Moonfire (level 4) the mob as well. This will place another DoT (damage over time) on the target. From here you can either cast Wrath (level 1) or Starfire (level 20). If you are rooting, moonfiring and then wrathing you'll go oom faster than you would casting roots, moonfiring and starfiring. I suggest using the second choice for the sake of your mana pool.

    Also I suggest having Mark of the Wild (level 1) and Thorns (level 6) up at all times. As Mark progresses in levels it will add more armor, stats and resistances to spells. Thorns will help when mobs attack you as they will receive damage back on every melee hit.

    Spell power ultimately is what you will want, because more spell power will increase the damage of your spells, but at this low of a level and until about 58 when you reach Outland you'll find that spell power gear is pretty null and void in old world. So other things will become of value to you. Such as intellect and stamina while leveling. This is why many people will tell you to wait to level as Balance until then but again if you enjoy it then leveling Balance the whole way is fine.

    Intellect will add more mana to your overall mana pool. This means more casting without going out of mana. Also intellect will increase your critical strike rating, which when a spell crits it will do more damage.

    Stamina, you may ask why. But since you're a little squishy before you get moonkin form you'll find the extra stamina to be nice if a loose mob gets a hold of you.

    Crit Rating is nice to get if you can afford to pick it up, but while leveling don't worry about it. Once you reach moonkin form you'll get 5% crit strike bonus from the talent so as you level its not the most important thing.

    Haste Rating, much like crit strike you can pick up items with this stat if you can afford it. Most of the haste gear you won't begin to see until level 68 when you take your first steps into Northrend with your druid.

    From this point on I'll be discussing the talents you'll want as you level to 40.

    The first step when you reach level 10 and begin to talent is to pick up Starlight Wrath . This is a tier one balance talent that allocates you to put in 5 points to it. This will reduce the cast time of your Wrath spell by .1 seconds for every talent point put into it. It will cap at 5 points and will cut down your wrath cast time by .5 seconds total. These spells are your bread and butter damaging spells so bufing them is a good idea.

    Your next step is to start moving towards Moonkin Form . The bulk of the talents help boost your primary nukes, Starfire and Wrath. The build at Moonkin tends to look like this build . This will give you the most bang for your buck when it comes to spells and it gives you a few new goodies.

    The talents also help increase mana efficiency, over damage and some new toys. The main new spell being Insect Swarm (talented level 20), while you can learn it at level 20 it is considered wise to grab Lunar Guidance first. You've gained another spell in your **** and it is a pure DoT that does damage every two seconds for 8 seconds, while also applying a very nice debuff to the affected mob that tanks will love you for having. With the Nature's Splendor talent it will last for two more seconds.

    Once you get the coveted Moonkin Form. You're ability to solo increased by about 370%... CwatIdidThar!?!?! Ok, so it increases your armor by 370% so you'll notice survivability in Moonkin form go up by huge amounts. Also you now have a passive 5% crit for all spells cast while in Moonkin form, this also affects anyone that is your part or raid within 45 yards. But quite possibly the best change Blizzard ever bestowed upon Moonkins. Every spell critical you have will now return 2% of your max mana back.

    Now before I pick up on leveling again you're play style might change a little bit here. You can still go with the old root and kill method or you can now take on a few more mobs at a time and put up Moonfire and Insect swarm on everything and then focus one target down. This is purely up to you. Try out the new method and then decide is typically the best advice.

    From here on out until 60 you'll want to fill in these talents as you see fit. Use this build .

    Some may ask why 3/3 Brambles ? Its an increase of damage when mobs attack you. So if you look at it this way you'll understand. It acts as a DoT effect that tics as fast as a melee will swing at you. Its damage back at a mob. In PvP thorns has been known to kill rogues because of the speed of their attacks. This is why you take up thorns. Also it makes your pet trees do more damage.

    You also now get a nifty new spell called Typhoon . It is on a 20 second cooldown and when cast it throws a wave in a frontal cone in front of you doing damage to everything it hits, knocking back and dazing every target for 3 seconds. If you get into a situation where you may have gotten one too many mobs this is a good "Oh sh*t!" Button allowing you time to shift into cheetah form and run like ****. When running dungeons though be careful in using it as it has been know to really **** off tanks when you move there mobs.

    Now that you've reached about as far into the balance tree that is necessary for damage and leveling these next talents until 80 you can do in any order. This is the suggested build.

    Now it is time to go into the resto tree to pickup the goodies there all druids get. First you should pick up Imp Mark of the Wild along with some more mana regen from talents like Dreamstate and Omen of Clarity. Also with 5/5 Furor you're going to get a 10% increase in your intellect based mana pool.

    I didn't mention much on glyphs but for leveling Moonfire and Insect Swarm both increase the output damage of both and it's good for it you need to kite a mob when things get a little crazy.


  • How should I gear as a Moonkin?

  • Congratulations. You're 80 now, so what should we do? I think, we should kill things, but you need the gear! By this time as you've gone through Northrend you've hopefully done a few instances, a large amount of quests and you're rocking some quest blues and greens. I think we should replace those ASAP.

    Now I won't lie here putting together a huge list of stuff is very time consuming so what I'll do here is provide you with a list from wowhead that already has a filter place upon it so you can look through to find the best items for you. Don't call me lazy, it's just more work than I'm willing to put forth :(

    A little addendum, for the idols I don't know how to separate the feral/resto ones from the balance ones so you're going to have to sift through some things a little. You'll notice I didn't link trinkets either because its actually pretty hard to filter for only caster trinkets, spell power filters don't apply since there are crit strike with X proc trinkets available.


    Weapons
    Daggers
    Fist Weapons ~ There is only one, so... Yeah :D
    Maces
    Staves

    Offhands

    Idols

    Cloaks
    Amulets
    Rings

    Leathor Armor
    Cloth Armor

    Now, as for the Leather VS Cloth arguement. DO NOT BE AFRAID TO WEAR CLOTH. The stigma is finally beginning to wane that all boomkins should be wearing all leather. This is completely wrong, you go with what is going to work best for you. Above all, if you plan on raiding you need to understand that there is a balance you need to figure out with whomever deals your loot out that sometimes cloth items are better than the leather equivalent. Talk it over with your gm/officers/whomever when it comes to cloth and leather. You don't want any loot fights starting.


  • Can you help me make sense of the stats for this chicken?

  • Who needs stats when you've got lasers amirite? Ok so we need stats too, but what do you need you ask? Well DruidSock knows and will tell you.

    In general it's a wide known fact that boomkins are addicted to haste. Our main damage spell Starfire has a 2.5 second cast and w/o any haste that spell is ridiculously long. So how do we go about making it smaller. Well lets sit down and chat. I'm going to go a little more in depth now when I talk about the stats. Basic stats are still pretty straight forward and I'll go over them again to refresh your mind. The others however are going to be run over much more in depth.

    Intellect - Adds to your mana pool, gives you crit, and with talents gives you spell power.
    Spirit - Gives you mana regen and is also gives you spell power. This stat became more important as of late with a change to the talent Improved Moonkin Form.
    Stamina - You'll take this as it comes, obviously for raiding you'll need some form of health for the different damages you will take.

    When it comes to base stats like these it really isn't too much of an issue on is X item better because it has Y amount of intellect or spirit over item Z. These stats come as they are on gear and shouldn't be the determining factor when choosing between two pieces. Ultimately more is better but when you begin raiding you'll notice the varying differences between two pieces of gear and other stats such as Crit/Haste/Hit will become more important.

    Hit Rating - This is above all your ultimate goal. You will forego every thing until you reach what is known as the hit cap. Now the hit cap for any spell cast is 17% hit. Now that may seem like a pretty large number but you need to remember. With the talent Balance of Power you recieve 4% hit. That 4% is enough to make you hit capped for every single 5 man and 5 man heroic bosses. Basically any mob level 82 or less you'll be hit capped with Balance of Power. The actual 17% hit cap becomes a lot more important when you begin fighting level 83 raid bosses.

    Lets keep breaking this down. 17% is your cap. 17% - 4% from balance of power = 13% hit rating you'll need to get so far. Now if you take points into Improved Faerie Fire, which I suggest since FF is a 5 minute debuff on any mob thats another 3% hit for you, and everyone else in your party/raid. So 13% - 3% is 10% hit rating needed. The magic number for 10% if you are horde is going to be 264 hit rating, if you are alliance and get the Draenai buff Heroic Presence you'll need 9% hit which is 236 hit rating. So to make this easier to look at. (I'm assuming 2/2 Balance of Power and 3/3 Imp FF)

    264 Hit Rating - If you are Horde, or you are Alliance w/o Heroic Presence.
    236 Hit Rating - If you are Alliance with Heroic Presence.

    The biggest reason for meeting the hit cap is because by now you should realize that your spells can crit upwords of about 10k right now. Imagine missing one of those spells on a boss fight. Major DPS loss there, you don't want this. As you begin to raid you may not be fully hit capped and you'll see that as you miss on some casts your DPS will decrease.

    Crit Strike - This used to be the best thing for a boomkin pre 3.0. It wasn't unheard of to see moonkins with something around 40-50% crit in BC. This has actually changed and critical strike has turned into something like a hit cap. You really only need a certain amount to make it worth your while before you start stacking on different stats. The basic rule you can abide by is this. 20-25% crit strike is a good number to shoot for while in moonkin form. This gives you roughly something around 32-37% crit strike when fully raid buffed in a 25 man (Mind you, it may vary). This is enough to make you not worry about your procing Eclipse. One thing to mention though, with the advent of 3.0 came the reworking of the talent Moonkin Form. Instead of having to hit things with melee damage to return mana, all spell critical strikes done while in moonkin form now return back 2% of your mana pool.

    So crit strike is a so/so stat for you, its nothing to scoff at because its pretty important to your dps but it isn't something you should go crazy over. Also, do not gem for critical strike. The itemization for it is pretty good, the ratio of crit strike to crit percent is absolutely terrible and isn't worth your time.

    Haste - Haste, and to quote Mazra "Mangle Haste is an everlasting ****." Haste is going to become your new best friend. Haste itemization is amazing, the conversion is absolutely awesome and it can really change up how much you DPS. You will gem for haste, you will enchant for haste, you will pawn off your parents for haste, you will begin to develop such an addiction to haste you'll probably die of haste. It's that good really. Most raiding moonkins are sitting between 500-600 haste rating and can do some pretty crazy dps because of it.


  • What am I doing when I group with people?

  • DPS cycles, rotations and other stuff Moonkin can do. Buffing, decursing, abolish poison, rez and Innervate .


  • Talents and spec options

  • A few trees for Moonkin at 80 and what they are used for.


  • No, you can't be an astronaut get a job.

  • Various profession related stuff and how they can benefit Moonkin.


    Edited, Jan 6th 2010 7:06pm by DruidSock
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    Moonkin 4 moon stuff
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    #4 Apr 23 2009 at 2:52 PM Rating: Excellent
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      VII. PvP


  • What does a druid do in PvP?

  • Depends on the comp you are running but usually heal. Can also be damage with Moonkin or Cat. Some hybrid specs play well here. Well better than he raiding scene at least. Restokin (resto/balance split) can work for some comps. As can Resto/Feral Charge. Honestly, it strongly depends on the team you want to use and how the current season is functioning in terms of class balance and typically teams.

    Regardless of what spec you are in the arena you are expected to do the following: Cyclone , Abolish Poison , Remove Curse and heal to extent. This means Ferals will be taking Nurturing Instinct , which is otherwise never really taken.

  • How should I gear for PvP?

  • Gear normally in general except you now need Resilience. Resilience reduces your chance to be crit, damage from crits, mana burn and also DoT damage. While having low resilience works at lower ranks and for BGs but it becomes a staple of higher end arena.

  • Battlegrounds what are those?

  • BGs are instanced PvP skirmishes. They are objective based and you have more teammates than an Arena team. You only gain honored and marks. No arena points. Honor can be used to buy entry level PvP gear that be a great boon for entering into serious arena play. All of the various BG have their own flavor so try them all out, they can be great fun or make you miserable. You will never know until you try it out though.

  • What is the Arena system?

  • Arena is far more organized and serious than BGs. You are on a team with 2, 3 or 5 people fighting the same sized team at once. This is where the serious PvP happens. You have to be level 80 and it is far more skill and gear dependent than BGs. You are given a ranking both team, personal and hidden. These all help determine who you be battling against.

    The rewards for arena rival top end raiding gear and the effort to get them is very similar. Better ratings lead to better gear which will help gain a better rating.

  • Who makes a good partner for me in the Arena?

  • As I said above it really changes based on the season, what spec you are wanting to be and what the masses have been using. This is constantly in flux. Honestly, consulting Alla's PvP forums will be your best bet to help with success in Arena as it does change quite often.


      VIII. Credits


  • highRfrequenC

  • highRfrequenC wrote the Burning Crusade version of the sticky. He has been inactive for some time now so we had no choice but to make a new one. Regardless, we would like to extend our thanks and gratitude to him for making the old sticky which we did borrow from quite liberally.

  • Galenmoon, ArexLovesPie, FriarRareBeast, Quor, Theophany, Horsemouth, someproteinguy

  • Friar and Theo made the Feral Druid Numbers and the Melee Attack Table data, respectively.

    Galen, Arex and Horse did much of the research and writing of the sticky.

    someproteinguy helped flesh out and get data for the resto section.

    Quor helped with proof reading and catching our mistakes.

    Thank you all for your contributions, we appreciate it.

  • Other people who may help but haven't yet.

  • If I missed someone put it in the Bored Druid Thread and we can add you to the list here. Would like to give a shout out to the Mages who gave us the idea to use a sock for the sticky to help keep continuity in case of the writer becoming inactive with this new sticky.

    Edited, Sep 3rd 2009 8:22pm by DruidSock
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    Cat durid is 4 fite
    Bare durid is 4 tank
    Moonkin 4 moon stuff
    Tree durid is 4 heel!
    #5 Apr 23 2009 at 2:53 PM Rating: Excellent
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    Conclusion is reserved
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    Cat durid is 4 fite
    Bare durid is 4 tank
    Moonkin 4 moon stuff
    Tree durid is 4 heel!
    #6 Apr 23 2009 at 2:55 PM Rating: Excellent
    Druidsock eh?
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    #7 Apr 23 2009 at 3:14 PM Rating: Excellent
    Posted by DruidSock in the "Druid 101" sticky -


    Quote:
    Hello,

    A new sticky is in progress. There is a space on the wiki to store info for it until it is ready to be put up.

    http://wow.allakhazam.com/wiki/druid...y_test_page

    highFrequenC will be given credit for parts we borrow and for having made a sticky in the first place.

    Send a PM to Horsemouth, Galenmoon or ArexLovesPie if you desire to help in the process.

    Thanks.


    Yay! :3
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    #8 Apr 23 2009 at 3:15 PM Rating: Excellent
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    Check the Bored druid thread. PM Horse if interested.
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    Tree durid is 4 heel!
    #9 Apr 23 2009 at 6:43 PM Rating: Excellent
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    Quote:
    Druidsock eh?


    I blatantly stole the idea from the mage forms.

    No tell.
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    #10 Apr 24 2009 at 4:14 AM Rating: Good
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    Looks like a great start on something that was over due.
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    #11 Apr 24 2009 at 5:25 AM Rating: Good
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    Looks nice Horse. Will put more in soon. Been really busy at work.
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    #12 Apr 24 2009 at 6:19 AM Rating: Decent
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    It can attack from stealth or just shred faces


    I found that mildly amusing since we have to shred from behind :)
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    #13 Apr 24 2009 at 6:32 AM Rating: Excellent
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    Unless something has changed recently that I haven't caught up on, Haste rating can lower Cat form attack speed and the Cat/Rogue GCD below 1.0. White attacks are a statistically small % of total Cat DPS, so haste isn't great.
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    #14 Apr 24 2009 at 9:13 AM Rating: Good
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    Yes, Haste can increase white attack speed. My kitty is at .92 I think right now. I'll make the adjustment to the Sticky as soon as I get some time to find actual numbers. I'll also run some numbers on my average melee dps % to through up as well.
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    #15 Apr 24 2009 at 12:11 PM Rating: Good
    Pending on how busy it is at work tomorrow I should be able to write a whole bunch more for the moonkin parts.

    But bulk mailings take time and they generally kick me in the nuts when they come in.

    I hate bulk mailings :(
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    #16 Apr 24 2009 at 12:51 PM Rating: Decent
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    My haste is .93 in kitty too, so I'm sure we can "beat" the 1 second GCD.
    #17 Apr 24 2009 at 1:03 PM Rating: Excellent
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    I had never thought to look. ;p

    Well I need the cap for haste then. I all ready know that it provides a small benefit but want to see what benefit it actually can provide. Especially with changes to ArP and in relation to the level of ArP on gear.

    Also people with any sort of cat, tree and boomkin gear lists I would like them. :)

    General Resto stuff is still in need of help as well.

    Please feel free to throw info up on the wiki space.

    Thanks.
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    #18 Apr 24 2009 at 2:14 PM Rating: Decent
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    Yes, I would really like to have some sort of gear list for Cat, and another to look at for building a tanking set!
    #19 Apr 24 2009 at 2:27 PM Rating: Excellent
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    Check the Druid Resources guide the tank one is up.

    I haven't updated it for 3.1 yet but it is still fairly accurate I would imagine.

    Edited, Apr 24th 2009 6:28pm by Horsemouth
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    #20 Apr 28 2009 at 3:24 AM Rating: Excellent
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    To the top with you
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    #21 Apr 30 2009 at 2:42 PM Rating: Excellent
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    Arex here with your moonkin info. Horse can you please format this crap. I'm incredibly terribad at it and odds are will **** something up. Plus you may want to switch some of the info around if you want. I don't really care. Also when you do get around to putting this in the moonkin part. Just edit this post and copy paste to lift out the code and what not. Once its posted and formatted just delete the info out of here.

    What the heck is a Moonkin and does it really fire lasers?

    So, you decided that you're not all about claws and sticks. You'd rather be feathers and lasers, well that was a good choice. Moonkins overall are the caster side of the druid talent trees. You can fire lasers, its very true. A few of your spells actually resemble lasers shooting from the sky in all their anger. Moonkin's form is taken from the avatar of owlkins you'll find very early on in Azeroth in quite a few places. Some of the biggest stats you'll strive for are things like spell power, critical strike rating, haste rating, intellect and spirit. They will become more of an issue as you begin to reach the higher echelon of the levels but at a lower level they're also still important. I'll discuss this further later in the guide.

    Now the name Moonkin is derived from a 40 point talent you recieve out of the balance tree and once you recieve that, much like cat and bear form you will spend a vast majority of your time in that form. You'll eventually catch on with names like... Boomkin, Laser Turkey or Battle Chicken. There are quite a few different names out there for Moonkins but those are at very least the most common.

    Since you've decided that you would like to be a Moonkin, or balance druid. I'll get to work on the very first thing you'll want to do. Level.

    Can I level this way?

    The answer at large is yes. I did it 1-80 actually. Is it a little bit more time consuming, yes. Will you still enjoy it, probably.

    Before we begin about leveling I need to inform you of the stats you'll be looking for on your gear as you level and a quick rotation for killing mobs. At this point in time you'll realize that if you level balance you're going to be drinking a lot because of your limited mana pool.

    Until you hit 40, start with Entangling Roots which you get at level 8. This holds a mob in place and therefor cannot hit you. This is good. You can choose to Moonfire the mob as well. This will place another dot (damage over time) on the target. From here you can either cast Wrath or Starfire when you get the spell at level 20. If you are rooting, moonfiring and then wrathing you'll go oom faster than you would casting roots, moonfiring and starfiring. I suggest using the second choice for the sake of your mana pool.

    Also I suggest having Mark of the Wild and Thorns up at all times. As Mark progresses in levels it will add more armor, stats and resistances to spells. Thorns will help when mobs attack you as they will recieve damage back on every melee hit.

    Spell power ultimately is what you will want, because more spell power will increase the damage of your spells, but at this low of a level and until about 58 when you reach outlands you'll find that spell power gear is pretty null and void in old world. So other things will become of value to you. Such as intellect and stamina while leveling.

    Intellect will add more mana to your overall mana pool. This means more casting without going out of mana. Also intellect will increase your critical strike rating, which when a spell criticals it will do more damage.

    Stamina, you may ask why. But since you're a little squishy before you get moonkin form you'll find the extra stamina to be nice if a loose mob gets a hold of you.

    Crit Rating is nice to get if you can afford to pick it up, but while leveling don't worry about it. Once you reach moonkin form you'll get 5% crit strike bonus from the talent so as you level its not the most important thing.

    Haste Rating, much like crit strike you can pick up items with this stat if you can afford it. Most of the haste gear you won't begin to see until level 68 when you take your first steps into Northrend with your druid.

    From this point on I'll be discussing the talents you'll want as you level to 40. I highly suggest using this build. This will give you the most bang for your buck when it comes to spells and it gives you a few new goodies.

    The first step when you reach level 10 and begin to talent is to pick up Starlight Wrath. This is a tier one balance talent that allocates you to put in 5 points to it. This will reduce the cast time of your Wrath spell by .1 seconds for every talent point put into it. It will cap at 5 points and will cut down your wrath cast time by .5 seconds total.

    Your next step is to put 3 points into Moonglow. This with 3 points is a 9% reduction of the mana cost for the spells it lists. This is very nice to have since it will let you go longer as you level.

    The next two points will go into Nature's Majesty. This is a 4% increase of your critical strike for wrath and starfire.

    The next few points can be done in any order, but I suggest going 3/3 Nature's Grace first. Every spell crit gives you 20% casting speed for three seconds. Then either choose Nature's Splendor or go with 2/2 Improved Moonfire.

    Once these talents are full you'll want to work into the fourth tier of the tree. You'll put 5 points in Vengeance for an increase of 100% on spell criticals with Wrath and Starfire. This is double damage now for crit strikes.

    Next you'll want to go with 3 points in Lunar Guidance. This is a passive buff that at 3 points will convert 12% of your intellect into spell power. As your gear progresses you'll notice this talent affecting your spell power more and more.

    Now pick up one point in Insect Swarm. You've gained another spell in your **** and it is a pure dot that does damage every two seconds for 8 seconds. With the Nature's Splendor talent it will last for two more seconds.

    Put 3 points into Moonfury. This is another passive buff to the damage of your Wrath and Starfire damage. With three points it is 10% more damage per spell. This talent and Vengeance means your critical strikes will now do 220% more damage than before.

    Next is 2 of 3 points into Dreamstate. This is a mana regen talent based off of your intellect and with these two points you'll notice you can grind out mobs for longer periods of time.

    Now you get the coveted Moonkin Form. You're ability to solo increased by about 370%... CwatIdidThar!?!?! Ok so it increases your armor by 370% so you'll notice survivability in moonkin form go up by huge amounts. Also you now have a passive 5% crit for all spells cast while in moonkin form, this also affects anyone that is your part or raid within 45 yards. But quite possibly the best change Blizzard ever bestowed upon moonkins. Every spell critical you have will now return 2% of your max mana back.

    Now before I pick up on leveling again you're play style might change a little bit here. You can still go with the old root and kill method or you can now take on a few more mobs at a time and put up Moonfire and Insect swarm on everything and then focus one target down. This is purely up to you.

    From here on out until 60 you'll want to fill in these talents as you see fit. Use this build.

    Some may ask why 3/3 Brambles? Its an increase of damage when mobs attack you. So if you look at it this way you'll understand. It acts as a dot effect that tics as fast as a melee will swing at you. Its damage back at a mob. In PvP thorns has been known to kill rogues because of the speed of their attacks. This is why you take up thorns.

    You also now get a nifty new spell called Typhoon. It is on a 20 second cooldown and when cast it throws a wave in a frontal cone in front of you doing damage to everything it hits, knocking back and dazing every target for 3 seconds. If you get into a situation where you may have gotten one too many mobs this is a good "Oh ****!" Button allowing you time to shift into cheetah form and run like ****.


    I will finish more of this later!
    ____________________________
    Cat durid is 4 fite
    Bare durid is 4 tank
    Moonkin 4 moon stuff
    Tree durid is 4 heel!
    #22 Apr 30 2009 at 6:11 PM Rating: Good
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    Horsemouth wrote:

    Also people with any sort of boomkin gear lists I would like them. :)

    Currently BiS for moonkins:

    http://graymatterwow.blogspot.com/2005/04/big-gear-list-part-1.html
    http://graymatterwow.blogspot.com/2005/04/big-gear-list-part-2.html

    Best list I could find. Pretty much my choices so far.
    #23 May 01 2009 at 12:16 AM Rating: Good
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    Well done! Smiley: clap
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    #24 May 01 2009 at 4:03 AM Rating: Good
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    omg it's a Mazra! :P

    EDIT: Btw, that's my favorite part of the movie....

    Edited, May 1st 2009 8:04am by Galenmoon
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    #25 May 01 2009 at 1:46 PM Rating: Excellent
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    good stuff, good stuff.
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    #26 May 02 2009 at 3:42 AM Rating: Good
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    Galenmoon wrote:
    omg it's a Mazra! :P


    OMG OMG! Where?! Smiley: grin
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    #27 May 05 2009 at 3:12 PM Rating: Excellent
    It puts the bump on the thread.
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    #28 May 05 2009 at 3:13 PM Rating: Decent
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    Added in more bear stuff.

    Lunch is over so no more for now.

    Hopefully, will finish the bear section tomorrow. Then the whole feral druid part will be done after I add Friar's numbers linkage and some other generic feral stuff at the end.

    -Horsemouth
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    #29 May 05 2009 at 3:27 PM Rating: Excellent
    Quote:
    You also now get a nifty new spell called Typhoon . It is on a 20 second cooldown and when cast it throws a wave in a frontal cone in front of you doing damage to everything it hits, knocking back and dazing every target for 3 seconds. If you get into a situation where you may have gotten one too many mobs this is a good "Oh sh*t!" Button allowing you time to shift into cheetah form and run like ****. When running dungeons though be careful in using it as it has been know to really **** off tanks when you move there mobs.


    Funny... I don't remember writing the bolded part, Horse?

    Hmmmmmmmmmmmmm?!?!?!?!

    Edit: I just hardcore failed at markup coding :(

    Edited, May 5th 2009 6:28pm by ArexLovesPie
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    #30 May 05 2009 at 3:54 PM Rating: Excellent
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    Quote:
    Funny... I don't remember writing the bolded part, Horse?


    Ummm. You were drunk and forgot?

    Either that or underpants gnomes did it.

    No lie.
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    #31 May 05 2009 at 8:33 PM Rating: Good
    Being a fairly new boomkin myself this thread shall prove to be a great asset in my leveling endeavors Smiley: grin. Got my little boomkin to 65 last night only 3 levels till the joys of flight form, and then 2 till epic flight form Smiley: grin.

    Edited, May 6th 2009 12:35am by Gutler
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    #32 May 06 2009 at 9:24 PM Rating: Good
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    Bear section is 90% complete.

    Moonkin and tree will start getting fleshed out in the next few days.

    All ready referred one person to the new sticky, sweeeet.
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    #33 May 07 2009 at 4:09 AM Rating: Excellent
    Now i have a quick question i didnt see answered in the sticky, since im trying to have epic flight form for my druid right when she hits 70 and druids get flight form at 68 do you have to pay the 1k other classes have to when they hit 70 or is it just hit 70 pay 5k and do the quest?
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    #34 May 07 2009 at 4:45 AM Rating: Good
    Normal flight form at 68 comes with normal flying training for free; epic flight form quest will not even become available to you until you buy epic flight training.
    #35 May 07 2009 at 4:51 AM Rating: Good
    Norellicus wrote:
    epic flight form quest will not even become available to you until you buy epic flight training.

    Good thing she has epic flyer money just burning a hole in her pocket Smiley: grin go go argent tournament dailies on 3 80's.
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    Devika 85- Gnome Arcane/Frost Mage
    Lokkera 80- Human Destro/Demo Warlock
    Aysun 33- Worgen Fury Warrior
    #36 May 12 2009 at 10:02 AM Rating: Decent
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    I only have one bit to add on the cat part, a mild warning in reguards to spec that might be mentioned. While "You should be Shredding" is true, especially if you have a manglebot, sometimes you don't get a choice about attacking from the front, and then the energy cost reduction on Mangle makes a huge difference in your DPS. Several notable examples come to mind:

    Thaddius, tank and you are the same polarity
    Auriaya, damage split between all in front (with a good group you can probably go in back, but better safe than sorry)
    Kologarn, backie-whoobie-what?

    These are more absolutes but situationally lots of things can come up with positioning.
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    #37 May 12 2009 at 11:15 AM Rating: Good
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    Quote:
    These are more absolutes but situationally lots of things can come up with positioning.


    I'll add something about not always being able to Shred but it is meant to be more of a generic guide. I don't want to get into specific boss fights. Then I will have to do it for all of them and I'll never finish the **** thing.
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    #38 May 12 2009 at 1:03 PM Rating: Excellent
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    So why isn't this stickied yet?
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    #39 May 12 2009 at 1:15 PM Rating: Excellent
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    Arex again. Figured it was a good time to work on this while im at work :D This little bit here is to finish up the level as a druid. Luckily once you reach 60 it becomes pretty easy and you'll have the knack of what to do. After this bit though is a big space for moving onto the next part. This is gonna be slow going as work is picking up more and more it seems.




    Now that you've reached about as far into the balance tree that is necessary for damage and leveling these next talents until 80 you can do in any order.

    I suggest this build.

    I suggest going into the resto tree first as you'll be able to pick up Improved Mark of the Wild along with some more mana regen from talents like Dreamstate and Omen of Clarity. Also with 5/5 Furor you're going to get a 10% increase in your intellect based mana pool.

    I didn't mention much on glyphs but for leveling Moonfire and Insect swarm both increase the output damage of both and it's good for it you need to kite a mob when things get a little crazy.






    Gearing Your Moonkin

    Congratulations. You're 80 now, so what should we do? I think, we should kill things, but you need the gear! By this time as you've gone through northrend you've hopefully done a few instances a large amount of quests and you're rocking some quest blues and greens. I think we should replace those.

    Now I won't lie here putting together a huge list of stuff is very time consuming so what I'll do here is provide you with a list from wowhead that already has a filter place upon it so you can look through to find the best items for you. Don't call me lazy, it's just more work than I'm willing to put forth :(

    A little addendum, for the idols I don't know how to separate the feral/resto ones from the balance ones so you're going to have to sift through some things a little. You'll notice I didn't link trinkets either because its actually pretty hard to filter for only caster trinkets, spell power filters don't apply since there are crit strike with X proc trinkets available.


    Weapons
    Daggers
    Fist Weapons ~ There is only one, so... Yeah :D
    Maces
    Staves

    Offhands

    Idols

    Cloaks
    Amulets
    Rings

    Leathor Armor
    Cloth Armor

    Now, as for the Leather VS Cloth arguement. DO NOT BE AFRAID TO WEAR CLOTH. The stigma is finally beginning to wane that all boomkins should be wearing all leather. This is completely wrong, you go with what is going to work best for you. Above all, if you plan on raiding you need to understand that there is a balance you need to figure out with whomever deals your loot out that sometimes cloth items are better than the leather equivalent. Talk it over with your gm/officers/whomever when it comes to cloth and leather. You don't want any loot fights starting.

    Can you help me make sense of the stats for this chicken?

    Who needs stats when you've got lasers amirite? Ok so we need stats too, but what do you need you ask? Well DruidSock knows and will tell you.

    In general it's a wide known fact that boomkins are addicted to haste. Our main damage spell Starfire has a 2.5 second cast and w/o any haste that spell is ridiculously long. So how do we go about making it smaller. Well lets sit down and chat. I'm going to go a little more in depth now when I talk about the stats. Basic stats are still pretty straight forward and I'll go over them again to refresh your mind. The others however are going to be run over much more in depth.

    Intellect - Adds to your mana pool, gives you crit, and with talents gives you spell power.
    Spirit - Gives you mana regen and is also gives you spell power. This stat became more important as of late with a change to the talent Improved Moonkin Form.
    Stamina - You'll take this as it comes, obviously for raiding you'll need some form of health for the different damages you will take.

    When it comes to base stats like these it really isn't too much of an issue on is X item better because it has Y amount of intellect or spirit over item Z. These stats come as they are on gear and shouldn't be the determining factor when choosing between two pieces. Ultimately more is better but when you begin raiding you'll notice the varying differences between two pieces of gear and other stats such as Crit Strike/Haste/Hit will become more important.

    Hit Rating - This is above all your ultimate goal. You will forego every thing until you reach what is known as the hit cap. Now the hit cap for any spell cast is 17% hit. Now that may seem like a pretty large number but you need to remember. With the talent Balance of Power you recieve 4% hit. That 4% is enough to make you hit capped for every single 5 man and 5 man heroic bosses. Basically any mob level 82 or less you'll be hit capped with Balance of Power. The actual 17% hit cap becomes a lot more important when you begin fighting level 83 raid bosses.

    Lets keep breaking this down. 17% is your cap. 17% - 4% from balance of power = 13% hit rating you'll need to get so far. Now if you take points into Improved Faerie Fire, which I suggest since FF is a 5 minute debuff on any mob thats another 3% hit for you, and everyone else in your party/raid. So 13% - 3% is 10% hit rating needed. The magic number for 10% if you are horde is going to be 264 hit rating, if you are alliance and get the draenai buff Heroic Presence you'll need 9% hit which is 236 hit rating. So to make this easier to look at. (I'm assuming 2/2 Balance of Power and 3/3 Imp FF)

    264 Hit Rating - If you are Horde, or you are Alliance w/o Heroic Presence.
    236 Hit Rating - If you are Alliance with Heroic Presence.

    The biggest reason for meeting the hit cap is because by now you should realize that your spells can crit upwords of about 10k right now. Imagine missing one of those spells on a boss fight. Major dps loss there, you don't want this. As you begin to raid you may not be fully hit capped and you'll see that as you miss on some casts your dps will decrease.

    Crit Strike - This used to be the best thing for a boomkin pre 3.0. It wasn't unheard of to see moonkins with something around 40-50% crit in BC. This has actually changed and critical strike has turned into something like a hit cap. You really only need a certain amount to make it worth your while before you start stacking on different stats. The basic rule you can abide by is this. 20-25% crit strike is a good number to shoot for while in moonkin form. This gives you roughly something around 32-37% crit strike when fully raid buffed in a 25 man (Mind you, it may vary). This is enough to make you not worry about your procing eclipse. One thing to mention though, with the advent of 3.0 came the reworking of the talent Moonkin Form. Instead of having to hit things with melee damage to return mana, all spell critical strikes done while in moonkin form now return back 2% of your mana pool.

    So crit strike is a so/so stat for you, its nothing to scoff at because its pretty important to your dps but it isn't something you should go crazy over. Also, do not gem for critical strike. The itemization for it is pretty good, the ratio of crit strike to crit percent is absolutely terrible and isn't worth your time.

    Haste - Haste, and to quote Mazra "Mangle Haste is an everlasting ****." Haste is going to become your new best friend. Haste itemization is amazing, the conversion is absolutely awesome and it can really change up how much you dps.

    You will gem for haste, you will enchant for haste, you will pawn off your parents for haste, you will begin to develop such an addiction to haste you'll probably die of haste. It's that good really. Most raiding moonkins are sitting between 500-600 haste rating and can do some pretty crazy dps because of it.




    I'll continue to work on this later.

    Edited, May 23rd 2009 12:34pm by DruidSock
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    #40 May 13 2009 at 12:56 PM Rating: Good
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    I'm gonna make a sticky request for this. I had given a heads up when it was just being started and I thought it would take a week...

    I think it is roughly 80% done. Close enough to be a sticky. Plus then we wont have to look for it when we add the last chunks of stuff.
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    #41 Sep 01 2009 at 1:59 PM Rating: Excellent
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    I hadn't heard back from Galenmoon about where I might plop this information down for review, so I'll stick it here. :)

    I've covered glyphs and talent builds for the most part so far, haven't gotten to the other stuff yet. I tried to put in more of the community consensus on the healing rather then my own opinion, but I can't promise an 'IHMO' didn't sneak in from time to time ;-)

    It's missing a good PvP healing build. I don't PvP heal much, so didn't feel I could approach that subject with enough credibility. Other then that I thought it was relatively complete. Let me know if anyone sees any changes they like made.

    P.S. It looks like some of my links broke on the copy-paste, I'll get on that when I have a chance!

    ----

    Stuffz:

    Core talents

    Linky

    There’s a lot of room for customization in the Resto Druid Tree depending on if you are raid healing, tank healing, 5-man healing, PvP healing, etc. The link is a basic build covering the core talents, with 16 points left for customization.

    Raid Heals

    Most trees end up finding a job raid healing. We have a good assortment of tools for this, we can cast on the run, and can put up some amazing numbers on meters when given the chance. In general a simple rotation is Rejuvenation x 5 then Wild Growth, and repeat; with Swiftmend used for the emergency top off. Most 25s will run with 2 druids, who can effectively cover the entire raid with HoTs. In general deviating from a RJ x 5 + WG rotation will cause your HPS to drop, but may be necessary to save a raid member. This is an important consideration in 25-mans; if you react too often to damage spikes your HoTs will fall off, and other raid members may enter the danger zone, compounding your problems. In 10-mans you will have extra time in a rotation to weave in other spells, and may be OT healing as well, so it is less of an issue. In general though, other healers have spells more suited to handling damage spikes; but, of course, your raid configuration may vary. Think of a druid’s job as giving the other healers extra time to react to changing circumstances, by cushioning the damage with your HoTs. This can go for the tanks as well, druids will often be asked to stack HoTs on the tank in addition to handling the general raid healing.

    As for a raid healing build here’s a nice starting point:

    Linky

    Glyph wise, Wild Growth is the closest thing to a ‘must have’ glyph, and even then it’s not useful in all situations, especially any case where the raid needs to spread out to avoid chain-damage. Rejuvination and Swiftmend two more good choices if you are a pure raid healer. Innverate is nice if you need mana, and Nourish can be helpful if you get called on to OT heal from time to time.

    Some places for the remaining talents:

    Naturalist = For use with a Glyphed Healing Touch build as it has good synergy with the glyph. Will give you a very fast heal for dealing with spike damage. However most will argue it is not worth the points at level 80.

    Improved Tranquility = Tranquility is awesome in 5-mans, useful in 10-mans, and almost worthless in 25-mans. If you find yourself healing a lot of 5s and 10s it can be worth the 2 points, if not then it’s best to skip it.

    Empowered Touch = Good use of talent points if you find yourself using Nourish to some degree, as OT heals, in 10 mans, etc. Not a ‘must have’ but certainly high on the list.
    Living Seed = If you are in the market for Empowered Touch, grab this too. Good return on investment, will often account for 3-6% of your heals in 10-mans.

    Improved Barkskin = Not a traditional healing talent, but it is still found in many end-game builds due to its damage mitigation. However, if you aren’t doing hard modes you probably won’t be taking this.

    Gift of the Earthmother = This will usually be fully talented (5/5) initially, at least until you are over the haste soft cap on your HoTs. At that point it can be scaled back to 4/5 or 3/5 as you build up haste on your gear.

    Nature’s Grace = Depending on how often you use Nourish this can be either a nice HPS boost, or nearly worthless. One of the more used raid-healing talents, especially if you are interested in getting Celestial Focus.

    Celestial Focus = If you are short of the haste soft-cap this can be worth points to acquire. But it is quite deep into the Balance Tree, and will likely be dropped once you get some Ulduar gear with haste on it.

    Revitalize = The above mentioned raid healing build puts 3 points here. This is mainly because as a pure raid healer 95% + of your healing will likely be due to RJ and WG. The mana restoration numbers due to Revitalize can’t compare to Replenishment, but Revitalize also restores energy, runic power, and rage. This makes it a very attractive talent if you are keeping RJ rolling on every raid member.

    Tranquil Spirit = Again another talent which is very useful if you find yourself using Nourish a lot. More useful for 10 mans and heriocs. If Nourish is a large percentage of your heals, and you are running out of mana, maxing out the talent points here can help a bit.

    Tank Heals

    Yes, druids can MT/OT heal, and do it well. Our theoretical output is only slightly below Holy Paladins and Discipline Priests, however in practice few Druids become tank healers. Why you might ask? Because our Maximum HPS rotation involves keeping 3 different HoTs rolling on the tank, which can lead to dips in our healing output, and all kinds of related problems. This is especially true with druids who are still learning the ropes. Also, we lose our trademark mobility as we have to sit still and cast Nourish. Finally were just awesome raid healers, plain and simple. Holy Pallies and Disc. Priests can do the MT healing job with far less attention put into timers, and have better emergency heals for when things go wrong.
    A typical rotation will involve keeping RJ + RG HoT + LB rolling on the tank while casting Nourish. There are many different ways to use LB. A 3-stack roll has the highest HPS, but is very mana-intensive to keep up for any length of time. Because of this many healers will slow-stack it, or let it fall off to avoid going OOM.
    A pure tank healer will be interested in taking talents that increase the healing power of Nourish. Critical is a reasonable stat for MT healing, and should be taken in place of haste especially once you are soft-capped with Nature’s Grace. A good sample build with 5 points to spare is here:

    Linky

    A far as glyphs are concerned Nourish is the ‘must have’ for MT healing. Regrowth and Rejuvination can increase your healing output, and Swiftmend is a solid choice. If you are having mana problems consider swapping in Innverate and Lifebloom as well.

    Major Glyph overview (credit - http://elitistjerks.com/f73/t37038-restoration_glyphs/ used some links and updated outdated information)

    [Glyph of Lifebloom]- 'Increases the duration of Lifebloom by 1 second.' Used mostly in a tank-healing build to help with the mana burden, not very useful otherwise.

    [Glyph of Swiftmend]- 'Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.' A great glyph for raid healing or tank healing. If you are casting every GCD you’ll see a solid boost in your HPS with this glyph, if you aren’t you’ll be saving yourself valuable mana.

    [Glyph of Rebirth]- ‘Players resurrected by Rebirth are returned to life with 100% health.' Not a glyph that finds its way into most end-game builds. However a macro’d Glyphed-Rebirth with Nature’s Swiftness is a very powerful tool for saving your group if the tank dies, but one that will likely not be used much.

    [Glyph of Regrowth]- 'Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target.' Once Nourish got buffed in 3.1 the use of Regrowth, and its glyph, have faded from most end-game builds. This is because Regrowth can’t match the single target HPS that Nourish can put out. However the glyph is still a solid boost to a reasonable healing spell. If you find yourself using Regrowth frequently, it may be worth the slot. Also prior to getting Nourish at level 80, this will give you a better ‘big heal,’ especially if you’ve also chosen the Glyph of Healing Touch.

    [Glyph of Healing Touch]- 'Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by 25%, and the amount healed by 50%.' This glyph sees the most use while leveling, as it turns Healing Touch into something akin to the Paladin’s Flash of Light. However once you get Nourish at level 80 most people will drop this glyph. There are builds around that utilize it, mostly because a Glyphed and Talented Healing Touch is the fastest heal available to you. However most will argue you have to give up too much from your build to make it worthwhile, except in special circumstances.

    [Glyph of Rejuvenation]- 'While your Rejuvenation targets are below 50% health, you will heal them for an additional 50% health.' One of the more common glyphs for both tank and raid healing; it automatically gives a good boost to a frequently used druid healing spell right when you need it most.

    [Glyph of Innervate]- ‘Innervate now grants the caster 45% of <his/her> base mana pool over 10 sec in addition to the normal effects of Innervate.’ Short on mana? This glyph is one of the best ways to increase your mana pool if you are going OOM before the end of fights.

    [Glyph of Nourish] 'Your Nourish heals an additional 6% for each of your heal over time effects present on the target.' If you ever have to do any direct healing, such as MT or OT, this glyph is great, and needed to reach your maximum single target HPS. It’s not as useful if you are strictly raid-heals.

    [Glyph of Wild Growth]- 'Your Wild Growth now affects 1 additional target.’ This is a good choice for any raid healer. WG will likely be used every time it comes off of cool down, and healing more people = good! However it is useless in fights where the raid has to spread out, so take it with caution.

    Edited, Sep 2nd 2009 9:22am by someproteinguy
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    #42 Sep 02 2009 at 1:45 AM Rating: Excellent
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    Sweetness.

    I'll try add it tomorrow at work.

    Thanks, the resto section has been a bit lacking, this should help.

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    #43 Sep 03 2009 at 4:23 PM Rating: Excellent
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    Added a bunch of the stuff someproteinguy put above.

    Still have to clean up the talents section and finally do the last bits of it.

    Thanks,

    DruidSock
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    #44 Sep 05 2009 at 10:04 AM Rating: Excellent
    Let me know when you're done and I can wikify it as well for you.
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    #45 Sep 09 2009 at 10:33 AM Rating: Excellent
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    Some additional stuffz. I added on to the first paragraph here. Comments and critical review is welcome! :)

    • Mana Management 102

    Mana regeneration is very important. No mana equals dead people. That is not the desired outcome for a healer. So trees need some measure of incoming mana while they heal. This comes from a few sources, Replenishment effects, Intensity and Mp5. You will have Intensity in your spec so that is some regen right there. The gear you wear will also either have Spirit to boost Intensity or Mp5 on it. Replenishment is just about guaranteed in a 25 man raid but 10 mans and 5 mans it is not a sure thing.

    As far as which stat will give you the most mana, Mp5 is generally considered better then Intellect, which is slightly better than Spirit, inside of the 5-second rule. Outside of 5 seconds the mana regen from Spirit is much more attractive. However in most PvE healing situations you’ll be casting nearly every GCD and will spend little time outside of 5-seconds; unless you out-gear the content.

    But Druidsock, isn't Spirit an awesome druid stat?

    The short answer: yes and no.

    The long answer: before the changes to Innervate, spirit was a great mana-regen stat. But once the spell was changed to work off your mana pool instead of your mana regeneration rate outside of 5-seconds, intellect suddenly became a more attractive option.

    These days (patch 3.2ish) the amount of mana-regen you get from spirit isn’t equal to what you’d see if you stacked Mp5 and/or Intellect. The big benefit of Spirit comes once you get these 2 talents in the Restoration Tree: Living Spirit and Improved Tree of Life. These talents give Spirit a throughput component. It isn’t that large, but it adds up. For every 100 spirit you have you’ll get about 17-18 spellpower in addition to the mana-regen. Because Spirit increases both your mana regen and the power of your heals; it is a better stat for resto druids then for most other classes. Many resto druids at end-game will weigh intellect and spirit about equally; gearing slightly more spirit if they want to increase their healing power, or slightly more intellect if they want more mana-regen.

    Innervate is the Druid’s click-on-demand mana regeneration talent. The spell is on a 3 minute cooldown, and a typical tree can expect to get about half of their total mana restored if they cast it on themselves. The thing that makes this spell different from other classes mana-regen spells is that the druid can also choose to cast Innervate on other party or raid members. If Innervate is Glyphed the spell will a small amount of mana to you if you cast it on another person, and will increase the amount it restores to you if you cast it on yourself.

    So who should get my Innervate, me or my friend?

    In most circumstances you should use your own innervate. Other classes have their own tools available to help with their mana. They should use those tools and not rely on yours. Think of it this way, that mana-hungry mage might want to use your innervate to increase his DPS, but that DPS will drop way down if he dies after you go OOM. Other druid classes can sometimes be more generous with their Innervate. Kitties can give it away much more freely, boomkins technically can give it away, but may rely on the mana-regen. Bears don’t really need innervate themselves, but will be lucky if they can cast it on another person without a raid boss turning them into something with the consistency of applesauce.

    As a healer you have a critical role in keeping the group alive. If you are comfortable with your mana-pool, or find your group desperately racing an enrage timer, feel free to toss someone else your Innervate; but in most circumstances it’s safer for everyone if you keep it for yourself.
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    #46 Sep 09 2009 at 10:38 AM Rating: Excellent
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    And here's some end game stuff:

    • Gearing at end game

    Gearing at end-game is complicated. How to gear yourself best is going to come down to what mix of spells you find yourself casting and your role in the group. Norfair of Elitist Jerks summed it up quite nicely:

    “People often come here and ask what is best in slot for resto druids. For druids this isn't always very clear since every player has different preferences.”

    With that disclaimer, here are two BiS lists from the same thread:

    Pre-Ulduar
    Pre-ToC

    As mentioned these lists may or may not be what is actually best for you. In general the lists tend to weigh mana-regeneration slightly above throughput, and assume you are getting a large percentage of your overall healing from your HoTs (usually somewhere from 70-90%). They do, however, list several items based on which stat you may be looking to find. What will be best for your tree depends on your mix of talents, and which spells you cast. Using a Sim or spreadsheet program is highly recommended to get the most out of your healing.

    But I don’t have time to figure out a complicated spreadsheet Druidsock! Can you at least point me in the right direction?

    Yes most certainly!

    As mentioned earlier druid healing is about balancing efficiency and throughput. In other words: you need enough mana to last the fight, and do enough healing to keep everyone alive during that time. Most of the caster leather out there, and much of the cloth as well, will be reasonably well itemized for resto druids; though it’s usually best to pass on items with hit rating. Once you’ve healed some you should be able to get a feel for where you are lacking:

    If you find yourself needing more mana: Mp5 > Intellect > Spirit, for solely increasing your mana pool.

    If you are finding your healing isn’t strong enough to keep people alive you should ask yourself: which spells am I using most?

    If you are mainly using spells that can critical (typical for tank healing):

    Spellpower > Crit > Haste & Spirit

    If most of your healing is coming from HoT spells (typical for raid healing):

    Spellpower > Haste > Spirit & Critical

    This should be mostly true for raid healing, until you reach the soft-cap on haste. After the soft-cap Spirit will likely be comparatively better for increasing your throughput then either haste or critical. As for haste and critical you can either:

    1) continuing to stack haste, and begin moving some of the talent points from Gift of the Earthmother to other places, or
    2) stack critical to boost the healing on your critable spells

    Both are reasonable decisions at that point, and what you choose to do will likely come down to playstyle, and luck with gear drops.

    Gemming is pretty straight forward. In most cases you’ll gem for spell power, unless you need the socket bonus or to want to meet the requirements for a meta gem. In that case Spell power/Intellect is preferred for yellow sockets and Spell power/Spirit for blue sockets. The Ember Skyflare Diamond (+25 spellpower, +2% intellect) is considered a good meta for most PvE situations. The Insightful Earthsiege Diamond is also a great choice, and offers the largest amount of mana regen (+21 intellect + chance to restore mana on spell cast).

    Edited, Sep 9th 2009 2:52pm by someproteinguy
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    #47 Sep 09 2009 at 2:08 PM Rating: Excellent
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    Tree section is mostly done thanks to someproteinguy.

    Still have to get fill out the Moonkin section but Horsemouth is done sticky editing for the day.
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    #50 Dec 22 2009 at 11:16 AM Rating: Decent
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    Thread Needs updated a tad. Travel form is now lvl 16 not ... w/e it says in feral lol been reading for the past hour. Also in feral part mounts are now lvl 20. Several new glyphs poped with 3.3 i enjoy the new one for rejuvenation. I use it with my tree druid. Having a perfect balence of hots is very helpful and this one helps significantly. =P ill prolly read this guide some more and ill add anything else that may need updated to the thread.

    Kiimonziiel -- Quel'Thalas
    #51 Dec 22 2009 at 1:20 PM Rating: Excellent
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    I'm hopeful to get a chance to propose some edits to the tree section over/after the holidays.

    The changes to GotEM, new glyphs, and new set bonuses probably need to be addressed.

    However these changes are more recent, and the full impact hasn't been felt yet. Tools and spreadsheets are still being updated, and we've only seen a sliver of ICC. A lot of the top-end druids are still adjusting their play styles and experimenting. As a consensus starts to emerge (if one does) it will be easier to edit the sticky without providing poor advice.

    Among the questions still out there in my mind:

    Is the rapid RJ glyph going to be more situational, or universally useful? while leveling? in 5s, 10s, 25s?
    Are we going to see increased Regrowth usage, or are the set bonuses and talents going to be enough to keep us locked into RJ?
    Are the majority of encounters in ICC going to be more like ToC or Ulduar/Naxx? Favoring direct heals, HoTs, both?
    Are a large percentage of druids going to be using CF until the haste cap or not?

    These questions and more give me pause when considering an update.
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