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The Druid -Last
Updated 4-18-2004
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Available to: Tauren, Night
Elf Best For: Night
Elf Primary Attribute: None Secondary Attributes: Strength, Stamina, Intelligence, Spirit
Tertiary Attributes: Agility
Damage Bonus From: Strength
Skills Require... Mana
Allowable Armor: Cloth,
Leather Starting Weapons Proficiently: Maces, Staffs The Druid is a
fighter, a mage, with a dash of the rogue thrown in. Another class
that is the jack of all trades, that combine to form a character
that that has many facets |
The Druid's primary strength lies in his
ability to morph into various animals, each a class of its own. By
converting himself into a bear, a Druid becomes an effective
warrior, by converting himself into a cat, he gains the skills of
a rogue. Thus, playing a Druid ensures that you're never bored.
Compared to the Shaman, the Druid is a slightly better caster and
a slightly worse fighter. He starts with less Weapon Proficiency,
and can never wield a Buckler. The Druid's main advantage is his
ability to Shapeshift, which makes him a better fighter than
Shaman in Bear Form and a better Rogue in Cat Form. Such
advantages come with a dire weakness, Shapeshifting is costly in
Battle, and thus a Druid must first decide which class he wants to
be, where's the Shaman can change his strategy at will.
Spell Mechanics: The spell system of
the Druid works in a very similar fashion to that of the mage.
Instead of allocating skill points to spells at each level, the
Druid purchases his spells from Druid Trainers. This ensures that
a player is not penalized for casting a wide range of spells over
specializing in a certain type. Indeed, it would be extremely
foolish to do the latter. Each school of magic for the Druid is
designed for one special purpose.
Spell Types The Shaman has several
schools of magic, with effects far ranged and varied. However,
their spells basically boil down to the following types:
Sorcery Spells: Take time to cast, but
have no cool down. They can be used as much as casting time
allows. However, if the caster is struck while casting the spell,
the casting time increases and the spell may be disrupted
altogether. Thus casting sorceries while under attack is
questionable. Those that take more than 2.5s to cast are not
recommended during melee combat. Eg. Starfire
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note
that. Eg: moonfire
While the Druid begins weak in the offensive
department, his direct damage spells exceed that of the Shaman and
matches those of the Warlock at higher levels. Thus, a Druid is
Capable of seriously damaging their foe with magic
alone.
Nature Magic
Nature Magic is
the Druid's primary school of magic, focus primarily on healing
oneself, boosting others, and other defensive abilities. While the
school does feature some offensive spells, they're only useful for
pulling or finishing off the enemy. .
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Wrath:
-Sorcery Duration: 5 min Target: Self
The first Direct Damage Spell for the Druid,
and the only such spell in the School of Nature, Wrath does so
little damage that it simply cannot be used as a staple attack.
Players will find the spell useful for pulling the enemy, are
finishing off fleering troops... but for all intent and purposes,
it is the weakest Direct Damage spell in the game.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
0 |
20 |
1.5s |
30 yrd |
12-15 |
0.68 |
| 2 |
6 |
2 |
30 |
1.7s |
30 yrd |
21-25 |
0.77 |
| 3 |
12 |
10 |
50 |
2.0s |
30 yrd |
39-45 |
0.84 |
| 4 |
18 |
25 |
65 |
2.0s |
30 yrd |
56-64 |
0.92 |
| 5 |
24 |
50 |
85 |
2.0s |
30 yrd |
79-91 |
1.00 |
| 6 |
30 |
80 |
105 |
2.0s |
30 yrd |
106-120 |
1.08 |
| 7 |
36 |
1 50 |
125 |
2.0s |
30 yrd |
135-153 |
1.15 |
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Nature's Touch
-Sorcery Cooldown: None Target: Self or Ally
The Druids equivalent of the Priest's Lesser
Heal. While the spell isn't quite as mana efficient, it still
serves its purpose nicely. A druid is quite capable of healing
most of his own life in one casting, and completely healing
friendly casters. However, his spell does become limited when it
comes to healing warrior classes, and he's mana will fail him is
exceedingly long battles.
While Nature's Touch is slightly more efficient that the Shaman's
Healing Wave, the Druid lacks the versatility of the Shaman with
the lack of a quick casting heal at higher levels. Thus, a Druid
is more likely to stay away from combat.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
0 |
30 |
1.5s |
40 yrd |
34-45 |
1.32 |
| 2 |
8 |
3 50 |
70 |
2.0s |
40 yrd |
87-105 |
1.37 |
| 3 |
14 |
10 |
130 |
2.5s |
40 yrd |
176-210 |
1.48 |
| 4 |
20 |
30 |
225 |
3.0s |
40 yrd |
334-393 |
1.61 |
| 5 |
26 |
60 |
360 |
3.5s |
40 yrd |
580-678 |
1.75 |
| 6 |
32 |
1 70 |
480 |
3.5s |
40 yrd |
820-952 |
1.85 |
| 7 |
38 |
1 70 |
605 |
3.5s |
40 yrd |
1091-1259 |
1.94 |
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Mark of
the Wild -Instant
Cooldown: 0s Target:
Self or Ally Duration:
30min
Mark of the Wild is the Drruid's counterpart
to the Mage's Frost Armor and the Warlock's Shadow Armor. While it
begins the game as the weakest of the three buffs, this spell
becomes increasingly powerful at higher levels. It's starts off
with a minor boost to armor, then progresses to give a boost to
all of a player's attributes, then culminates in adding spell
resistance! What more can you ask? This spell should always be in
effect.
| Rank |
Required Level |
Cost |
Mana |
Armor Bonus |
Attribute Bonus |
Extra Resistance |
| 1 |
1 |
10 |
20 |
30 yrd |
15 |
0 |
0 |
| 2 |
10 |
7 50 |
45 |
30 yrd |
20 |
2 |
0 |
| 3 |
20 |
7 50 |
85 |
30 yrd |
30 |
4 |
0 |
| 4 |
30 |
80 |
150 |
30 yrd |
40 |
6 |
5% |
| 5 |
40 |
2 |
215 |
30 yrd |
50 |
8 |
10% |
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Rejuvenation
-Instant Cooldown: 1.0s Target: Self or Ally Duration: 30min
The Target regenerates lost hit points over a
period of time. This spell basically negates damage dealt by
creatures of lower level than the player. Always use this spell as
you engage in battle, you'll often come out with more hp! This
spell is far more mana efficient that Healing Touch, and should
thus be used out of battle as well.
| Rank |
Required Level |
Cost |
Mana |
Range |
HP Healed |
Hp Healed/Mana |
| 1 |
4 |
80 |
20 |
40 yrd |
3hp/s for 12s |
1.80 |
| 2 |
10 |
7 50 |
35 |
40 yrd |
5hp/s for 12s |
1.71 |
| 3 |
16 |
18 |
55 |
40 yrd |
8.3hp/s for 12s |
1.81 |
| 4 |
22 |
40 |
85 |
40 yrd |
13.7hp/s for 12s |
1.93 |
| 5 |
28 |
70 |
115 |
40 yrd |
19.7hp/s for 12s |
2.06 |
| 6 |
34 |
1 20 |
145 |
40 yrd |
26hp/s for 12s |
2.03 |
| 7 |
40 |
2 |
145 |
40 yrd |
33.7hp/s for 12s |
2.24 |
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Thorns -Instant
Target: Self or Ally
Duration: 10min
A weaker version of the Shaman's Lightning
Shield that can be cast on allies as well as oneself. Enemies who
attacked the enchanted player takes X damage, where X depends on
the rank of the spell.
It costs little mana, and should always be in effect. While it
won't drastically change the outcome of a battle, it certain does
deal enough damage to be equivalent to several free attacks.
| Rank |
Required Level |
Cost |
Cooldown |
Mana |
Range |
Damage/Attack |
| 1 |
6 |
2 |
1.0s |
35 |
40 yrd |
3 |
| 2 |
14 |
13 |
1.0s |
60 |
40 yrd |
6 |
| 3 |
24 |
50 |
1.0s |
90 |
40 yrd |
10 |
| 4 |
34 |
1 20 |
1.0s |
114 |
40 yrd |
14 |
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Entangling Roots
-Sorcery Target: Enemy
Traps the Target enemy in place while dealing
damage to him over time. While the damage dealt is incognizant,
Entangling Roots serves as the Druid's Crowd Control. Cast this,
followed by a barrage of deadly range attacks that you couldn't
get off otherwise, like Starfire. This spell can only be cast
outdoors, which is a severe restriction.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Duration |
Damage |
Damage/Mana |
| 1 |
8 |
3 50 |
1.5s |
30yd |
50 |
12.0s |
1.7hp/s |
0.40 |
| 2 |
18 |
25 |
60 |
1.5s |
30yd |
15.0s |
3.3hp/s |
0.83 |
| 3 |
28 |
25 |
70 |
1.5s |
30yd |
18.0s |
5.0hp/s |
1.29 |
| 4 |
36 |
1 70 |
70 |
1.5s |
30yd |
21.0s |
6.7hp/s |
1.75 |
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Regrowth -Sorcery
Cooldown: 0s Target:
Self or Ally
Regrowth is a mix of Healing Touch and
Rejuvenation. It provides instant healing, followed by healing vs
time. It has a relatively fast casting time, and is much better
suited for combat than a direct healing. Use this in battle when
your ally is half damaged, that way, the regeneration effectively
negates the damage your ally will take!
| Rank |
Required Level |
Cost |
Mana |
Range |
Casting Time |
HP Healed |
Hp Healed/Mana |
| 1 |
12 |
10 |
105 |
2.0s |
40 yrd |
74-98 + 84hp over 21s |
1.70 |
| 2 |
18 |
25 |
160 |
2.0s |
40 yrd |
127-159 + 140hp over 21s |
1.77 |
| 3 |
24 |
50 |
230 |
2.0s |
40 yrd |
198-244 + 217hp over 21s |
1.90 |
| 4 |
30 |
80 |
310 |
2.0s |
40 yrd |
278-340 + 315hp over 21s |
2.01 |
| 5 |
36 |
1 50 |
385 |
2.0s |
40 yrd |
367-445 + 406hp over 21s |
2.11 |
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Cure Poison
-Instant Casting Time: Instant Target: Self or Ally
Cures the target of one Poison Effect. Cast it
whenever your poisoned, even in battle. It's instant! This spell
is identical to that of the Shaman, except the Druid gets it 2
levels earlier at reduced cost.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
| 1 |
14 |
13 |
40 |
1.5s |
30yd |
| 2 |
32 |
1 |
100 |
1.5s |
30yd |
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Cure Poison
-Instant Casting Time: Instant Target: Self or Ally
Reduces the armor of the target by X suck that
they take extra damage from Physical Attacks. Excellent spell for
use against bosses when parties with Warrior Classes. Use this as
you engage physical combat. Faerie Fired creatures are
automatically visible, so use it against Mages and Rogues..
always!
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Armor Reduction |
Duration |
| 1 |
14 |
13 |
40 |
1.5s |
30yd |
50 |
40s |
| 2 |
30 |
80 |
75 |
1.5s |
30yd |
75 |
40s |
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Sooth Animal
-Sorcery Cooldown: 0s Target: Enemy Animal Duration: 15s
Reduces the Aggravation range of the target
animal so that it won't attack unless the Druid ventures very
close. Good for sneaking past monsters when you just want to get
out of somewhere, or so that you can pull one monster at a time.
The duration's very limited, so don't expect to cast this on more
than 2 animals and still leave time for what you're planning to
do. Higher ranked versions of the spell affects higher levelled
animals.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Aggro Range Reduction |
Affects Monster Levels |
| 1 |
22 |
40 |
50 |
2.0s |
40yd |
10yd |
1-39 |
| 1 |
38 |
1 70 |
70 |
2.0s |
40yd |
10yd |
1-395 |
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Tranquility
-Channelling Casting Time: Instant Target: Self or Ally
Same as Warcraft 3 Spell of the same name.
Tranquility heals all surrounding units at incredible speed, but
the Druid must channel the spell throughout the process. Few
monsters can deal as much damage as this spell heals. It should
only be used when in a part of 4 or more players. Get a Priest to
cast Holy Shield on you.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Healing Rate |
Duration |
HP Healed/Mana |
| 1 |
30 |
80 |
480 |
10min |
46hp/s |
10s |
0.96 |
| 2 |
40 |
2 |
670 |
10min |
69hp/s |
10s |
1.03 |
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School of Arcane Magic
Arcane Magic help compliment the Druid's
nature spells with a few lethal offensive attacks. Where's Nature
Magic featured only one direct damage spell that was inferior to
those of every other class, Arcane Magic is where the Druid turns
to when he really wants to deal damage.
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Moonfire -Instant
Target: Enemy
Moonfire deals a small amount of instant
damage, followed by more damage over a brief period of time. Don't
be full by the rather lackluster effect of the spell, this is the
Offensive Instant Spell with the shortest cooldown in the game!
While you get the best bang for your mana if you spaced each
casting of the spell so that the damage over time can run through,
you can really spam Moonfire like no tomorrow in emergencies...
cast it between every attack, it's instant! The Druid becomes a
lethal melee combatant.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
| 1 |
4 |
80 |
20 |
1.0s |
30 yrd |
6-8 + 12hp over 9s |
0.95 |
| 2 |
10 |
7 50 |
45 |
1.0s |
30 yrd |
12-16 + 28hp over 9s |
0.93 |
| 3 |
16 |
40 |
80 |
1.0s |
30 yrd |
26-32 + 56hp over 9s |
1.06 |
| 4 |
22 |
40 |
115 |
1.0s |
30 yrd |
42-52 + 88hp over 9s |
1.17 |
| 5 |
28 |
70 |
155 |
1.0s |
30 yrd |
63-75 + 128hp over 9s |
1.27 |
| 6 |
34 |
1 20 |
155 |
1.0s |
30 yrd |
83-99 + 168hp over 9s |
1.27 |
| 7 |
40 |
2 |
240 |
1.0s |
30 yrd |
102-124 + 220hp over 9s |
1.39 |
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Starfire -Sorcery
Target: Enemy
Starfire serves the exact opposite purpose to
Moonfire, it is slow to cast, clumsy to wield, but does much
better damage than wrath. This spell is best used when supported
by fighters, or when the enemy is entangled.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
20 |
30 |
115 |
3.5s |
30 yrd |
98-120 |
0.95 |
| 2 |
26 |
60 |
155 |
3.5s |
30 yrd |
144-174 |
1.03 |
| 3 |
32 |
1 |
195 |
3.5s |
30 yrd |
195-235 |
1.10 |
| 4 |
38 |
1 70 |
235 |
3.5s |
30 yrd |
253-303 |
1.19 |
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Remove Curse:
-Instant Casting Time: Instant Range: 30 yards Cooldown: None
Dispels annoying curses that can be cast on
the player or his allies. The Druid receives this spell 4 levels
after the mage at an increased cost.
| Rank |
Required Level |
Cost |
Mana |
Dispels |
| 1 |
22 |
40 |
60 |
1 curse |
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Shapeshifting
The Druid's most
distinctive feature is that he is able to morph into various forms
that suit his purpose. In these forms, the Druid gains a new set
of special abilities that are specific to the form, and no longer
has access to his normal Druid spells. Form abilities are
purchases from Trainers just like normal spells.
While several of the Druid forms mimics a particular class, and
shares many abilities in common with such a class, Shapeshift does
have one major disadvantage. In animal forms, the Druid may not
use any items, including the ability to eat and drink.. thus,
they're far less versatile than the class they mimic. Damage is
calculated based on the Druid's form, and does not take weapons
into account.
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Bear
Form: -Instant Level
Required: 10 Mimics Class:
Warrior Cost: 7 50
Cooldown: 10s
Bear Form bestows the Druid with extra armor
and hit points, so that he mimics a fighter. The Mana Bar for the
Druid is replaced by a Rage Bar, and the Druid becomes a fighter
in almost every way. Currently, this form hasn't been too useful,
as fighters lose health and need to regenerate... and bears can't
eat. Become a bear only if you're allied with a healer who needs a
meat shield. |
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Aquatic
Form: -Instant Level
Required: 16 Mimics Class:
None Cost: 18
Cooldown: 10s
Aquatic Form isn't designed for combat,
instead, it provides a fast way for the Druid to navigate
underwater missions. In aquatic form, the Druid swims
50% faster and gains Water Breathing.
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Cat
Form: -Instant Level
Required: 20 Mimics Class:
Rogue Cost: 18
Cooldown: 10s Mana
Cost: 79
The cat form replaces the Druid's mana bar
with an energy bar. In addition, the druid gained increased attack
speed and has access to various Rogue Skills. Use this form when
you're in party primarily composed of meat shields... allowing you
to deal the damage without fear of being hurt Or when you're
trapped, whereby you can activate Stealth as a cat and carefully
sneak away. |
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Travel
Form: -Instant Level
Required: 30 Mimics Class:
None Cost: 80
Cooldown: 10s Mana
Cost: 100
The Druid transforms himself into a Cheetah,
which increases
his movement speed by 150%. A great way to travel between cities.
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Character Development: The Druid
won't be able to specialize in any particular attributes, since he
has no primary attributes to speak of. When arming himself, a
Druid may wish to invest in Two Handed Axes at higher levels in
order to increase their own damage output..
The Druid has a quick way of healing himself, and thus do not need
any restorative trade skills. Useful skills include:
Leatherworking: Create Leather Armor
for yourself.
Skinning: Gather Leather for
Leatherworking.
Herbalism: Gather Herbs.
Enchant: Enchant your armor.
Avoid getting skills that are made redundant
by your spells, or make equipment that you do not wish to use. Eg:
First Aid, Tailoring, Smithing. Alchemy should also be avoided,
since the Druid can't use any potions on Animal form.
Typical Combat: Below are typical
sequences for fighting in solo:
Against Melee
- Starfire/Wrath to Pull
- Entangle - Moonfire/Starfire - Rejuvenation - Engage
in Melee
Against Missile
- Rejuvenation
- Moonfire - Charge In - moonfire/Strike Combo
Against Caster
- Moonfire
- Charge - Moonfire - Charge - Spam Moonfire
When in a Party, choose Bear Form is there are plenty of healers
around, or cat form is there are plenty of warriors. Usually
though, Stick to Human Form and boost your party with Rejuvenation
and Regrowth.
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