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The Druid -Last Updated 4-18-2004

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. .

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

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

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%

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

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

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

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

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

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

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

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

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.

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.

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

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

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

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.
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.

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.
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.

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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