Druid - Up to Date Info.
Available Races: Night Elf, Tauren

The Druid:

Druids are essentually 3 classes in one. Healer, Warrior & Rogue. The druid is also known as the Jack of all Trades, master of none. Druids accomplish this all in one feat with shapeshifting. In their normal form they are the 2nd best healers in the game. Have formidable dots and nukes and the best buff in the game. In bear form they are a warrior with less varity & a bit less armor. In cat form they are a rogue with less varity, and a bit less damage. Being able to switch classes on the fly makes druids quite adaptable and versitile. This also can make a druid quite difficult to play as the class takes some advanced play styling to do well. They also lack a defined role in a group. This can be a good and bad thing. Its good because a druid can fit into any group. If the group already has 2 healer's he can just be a back-up tank with bearform or a dps melee with rogue form. Or if the tank or healer goes down, the druid can switch to that role and save the group. Or this no defined role can be a bad thing. Some people may not want to group with a druid as why take a druid when you could get a preist, warrior, or rogue? But most people should realize the power and versatility of a druid means they get 3 classes for the price of one.

Druid is also my favorite, and the class I will be playing in Retail.

 

 

Class Travel: Travel Form

 

 

The Druid obtrains Travel Form at level 30, 10 levels before hes allowed a mount, and 100 gold cheaper. While its not quite as fast as a mount, its still a very cool ability and can be done on the fly.

However, while in this form you are concidered a beast, thus you can be affected by beast specific spells. Travel form does not work indoors.

The above picture is what Night Elf & Tauren Travel form looks like.

Class Popularity

Here are some statistics for how popular the druid was in the 9 day Stress Test. The full of this information can be found here

9% of characters on Alliance were Druid
7% of characters on Horde were Druid

Armor & Defense

Cloth
Leather
Bear
@ 10
Dire Bear
@40

The Druid can only wear a maxium of leather armor, which is better then cloth of course but not real effective at protecting you. However, the Druid can assume Bear & Dire Bear forms at 10 and 40. These forms greatly increase armor, attack power, and hitpoints. Especially Dire Bear. In these forms the druid can tank about as well as a full fledged Warrior, but hes no where near as versitile in this form as a Warrior.

Weapons

Starting Weapon Skills
Unarmed
Staves
Daggers - Night Elf
Mace - Tauren
Learnable Weapon Skills
Fist Weapon
Daggers - Tauren
Mace - Night Elf
2H Mace
Spears

Shapeshift Forms

Bear Form
Above: Night Elf Druid's Bear Form

Obtainable at level 10, this is the first form a druid gets. Its also one of the most essentual. In this form, the druid assumes the role of a Warrior. Gaining increased hit points, armor, and attack power the druid makes a formidable tank in this form. As an acting warrior, you gain rage from combat and spend the rage on special abilites and attacks. The most essentual is the taunt ability. This is what will allow you to play the "tank" if needed. You wont use it in solo game but its your best friend in party play. There are many other abilities you can use your rage on as well. Check the Bear Form section of the page.

Aquatic Form
Above: Night Elf Druid's Aquatic Form

Aquatic form grants the druid increased swimming speed and water breathing. Though its very useful for underwater adventures, out of water where you will spend most of your time, its more of a comic releif. You can actually attack while in aquatic form, though you do very little damage. Its not every day you run through town and see a huge sea lion flopping around at the bank. Aquatic from is available upon reaching level 16

Cat Form
Above: Night Elf Druid's Cat Form

Cat form is available at level 20 ands its the form you'll be using for added DPS in groups and solo. For it allows the druid to become a rogue. Like the warrior form, the rogue form is as powerful as a real rogue but far less versitile. You of course can stealth and "prowl" around, then "pounce" for a backstab. You work off of energy just like a real rouge, as you use your combat moves your energy level goes down, and you have to wait a few seconds with just normal auto-attack going to gain energy back. You perform opening moves, and chain together combos of these moves each successful hit gives you a combo point. The maxium ammount of combo points you can get is 5. These combo points are spent on "finishing moves" which do damage or have an effect based on how many combo points you built up before executing a finishing move. The higher your combo points when you perform a finishing move, the more devastating the attack/effect will be. Check below under Cat Form Abilities for more information on what combat moves a druid gets in this form.

Travel Form
Above: Night Elf & Tauren Druid's Travel Form

 

The Druid obtrains Travel Form at level 30, 10 levels before hes allowed a mount, and 100 gold cheaper. While its not quite as fast as a mount, its still a very cool ability and can be done on the fly. However, while in this form you are concidered a beast, thus you can be affected by beast specific spells. Also not useable indoors.

Dire Bear Form

Looks the same as Bear Form.

Dire Bear form is one you definatly have to work for. Its a level 40 ability, and is an upgrade to Bear Form. Basically the ammount of HP, Armor & Attack power is increased greatly. Check in Abilities & Spells section for more detailed information.

Pictures of Tauren forms comming soon...though they look nearly the same as Night Elf forms, just instead of glowing eyes and long ears they have more muscular bodies and horns. Tauren cat form looks similar to a lion with horns.

Druid Abilities & Spells

Here are some things to note when looking through the Druid's abilities. Any attack/spell that's labeled as an Instant, is just that, Instant, and is not affected or does not affect any other combat/casting timers. What this means is, you don't have to stop and cast the spell. You could cast it while running, or meleeing. It also means, you will keep doing your steady, auto hits based on the delay of your weapon, and instants, don't count for an attack round. So essentially, you could lands 2 hits at once...your normal timed auto-attack, and the instant. If the cast time is labeled as Next Melee, then it wont perform the action until your next attack round comes. That is based on your weapons delay. It is not an additional attack, but takes the place of your normal auto attack for that round.

Also, as you will see, there is a # of Ranks next to each ability. For example, Moonfire has 10 ranks. This means there are 10 upgrades that follow from the level you get the ability to level 60. You can see what level you get Rank 1 of an ability by looking at the level under the picture for each ability. I did it this way so you could just skim through what a druid can do, without having to filter through just basic upgrades. There are other sites out there that have this information. This page is intended to help you choose a race and a class, and fill you in on the capabilities of a druid.

Interrupting a spell in World of Warcraft just means prolonging the time it takes to cast it by X seconds. Where as stun, will completely stop and abort a spell from being cast and needs to be cast again.

Of course all spells below cost mana. Unless otherwise noted, some may use Rage or Energy depending on what form you are in. The mana cost & strength for each gets higher with each rank of the spell. Again I chose not to display mana cost details due to simplifying reasons of quickly browsing a druid's abilities. Though I did Italic the portion of the spell that grows stronger with each rank. Some spells may list something like 2-3 sec cast time in Italic. This means the spell starts at 2 seconds to cast at rank 1, then grow to 3 with higher ranks.

Spells that can be cast Instantly have their cast time of "Instant" underlined to stress the power of the spell. Instant spells are by far more powerful the spells that take time to cast, so I felt it must be noted when browsing through.

Some abilities are upgradable with talents. There will be something that looks like this: Upgradable: +15% Damage to show what the ability will max out at if upgraded with talents. You will not be able to get all of the upgrades. You earn one talent point a level starting at 10-60. So thats 51 points you can put towards talents, or only about 1.5 talent trees. Use talent calculator websites to determine what you want, talents listed here are for browsing use.

Direct Damage & DoT Spells
Note - Italiced words in the description & cast time show what is improved with each rank.

Wrath (8 Ranks)

Level 1

Category: Direct Damage
Type:
Balance
Cast Time:
2 (1.5) sec
Range: 30 (36) yard
Upgradable: +20% Range
Upgradable: -0.5 sec cast time
Upgradable: Criticals do double Dmg
Upgradable: Criticals make next Healing Touch or Regrowth cast 1 sec faster.

Description: Nature's Wrath slams against the target causing Nature Damage

Moonfire (10 Ranks)

Level 4

Category: Fast DoT
Type:
Balance
Cast Time:
Instant
Duration: 9-12 sec
Range: 30 (36) yard
Upgradable: +20% Range
Upgradable: +25% Damage
Upgradable: -10% Mana Cost
Upgradable: Criticals do double Dmg
Upgradable: +15% Critical Strike Chance
Upgradable: Criticals make next Healing Touch or Regrowth cast 1 sec faster.

Description: Burns the enemy for Arcane Damage, then bakes them for additional Arcane Damage over 9-12 sec

Entangling Roots (6 Ranks)

Level 8

Category: Root + DoT
Type:
Balance
Cast Time:
1.5 sec
Duration: 12-27 sec
Range: 30 (36) yard
Upgradable: +20% Range
Upgradable: Can not be interupted while casting entangling roots
Description: Roots the target in place and causes nature damage over the duration of spell. Only useable outdoors.

Starfire (6 Ranks)

Level 20

Category: Strong Direct Damage
Type:
Balance
Cast Time:
3.5 sec
Range: 30 (36) yard
Upgradable: +20% Range
Upgradable: +10% Damage
Upgradable: -10% Mana Cost
Upgradable: Criticals do double Dmg
Upgradable: +15% Chance to stun for 3 sec
Upgradable: Criticals make next Healing Touch or Regrowth cast 1 sec faster.

Description: Burns target for Arcane Damage (+ chance to stun)

Hurricane (1 Rank Talent)

Level 40

Category: AoE DoT + Slow
Type:
Balance
Cast Time:
Instant
Duration: 10 sec
Cool Down: 1 min
Description: Creates a violent storm in the area surrounding the caster, causing 54 to 55 Nature damage to all nearby enemies every 1 sec for a total of 550 Nature damage.As well as reducing the attack speed of all nearby enemies by 20%.

 
Healing Spells
Note - Italiced words in the cast time & description show what is improved/changed with each rank.

Healing Touch (10 Ranks)

Level 1

Category: Heal
Type:
Restoration
Cast Time:
2 - 3.5 sec
Range: 40 yard
Upgradable: -20% Threat
Upgradable: -15% Mana Cost
Upgradable: +5% to total hp healed

Upgradable: +60% Chance to avoid interruption
Description: Heals friendly target.

Rejuvenation (10 Ranks)

Level 4

Category: Fast HP Regen
Type:
Restoration
Cast Time:
Instant
Duriation: 12 sec
Range: 40 yard
Upgradable: -20% Threat
Upgradable: +20% to total hp healed
Description: Quickly regenerates a good ammount of health over 12 seconds.

Regrowth (9 Ranks)

Level 12

Category: Heal + Regen
Type:
Restoration
Cast Time:
2 sec
Duriation: 21 sec
Range: 40 yard
Upgradable: -20% Threat
Upgradable: +50% Critical Chance
Upgradable: +5% to total hp healed
Upgradable: +60% Chance to avoid interruption
Description: Heals target then quickly regenerates a large ammount of health over 21 seconds.

Cure Poison

Level 14

Category: Cure
Type:
Restoration
Cast Time:
Instant
Range: 30 yard
Obtainable Via Quest
Description: Attempts to cure 1 poison effect on target

Rebirth (3 Ranks)

Level 20

Category: Rez
Type:
Restoration
Cast Time:
3 sec
Reagent: Yes
Useable In Combat: Yes
Range: 30 yard
Cool Down: 30 min
Description: Returns the spirit to the body, restoring a dead target to life with a set ammount of health and mana, deterimined by rank

Remove Curse

Level 24

Category: Cure
Type:
Restoration
Cast Time:
Instant
Range: 30 yard
Description: Removes 1 curse effect on target

Abolish Poison

Level 26

Category: Cure/Buff
Type:
Restoration
Cast Time:
Instant
Duration: 8 sec
Range: 30 yard
Description: Attempts to cure 1 poison effect on the target, and 1 more poison effect every 2 seconds for 8 sec.

Tranquility (4 Ranks)

Level 30

Category: Group Fast Regen
Type:
Restoration
Cast Time:
Channeled
Duration: 10 sec
Cool Down: 10 min
Upgradable: -20% Threat
Upgradable: +5% to total hp healed
Upgradable: +80% avoid interruption
Description: Regenerates all nearby group members for 94-294 every 2 seconds for 10 sec. Druid must channel to maintain the spell.

 
Buffs, Debuffs & Other
Note - Italiced words in the cast time & description show what is improved/changed with each rank.

Mark of the Wild (7 Ranks)

Level 1

Category: Buff (Arm/Stat/Res)
Type:
Restoration
Cast Time:
Instant
Duriation: 30 min
Upgradable: +35% to effects of buff
Description: Adds to friendly targets Armor (+35%) , Stats (+35%), & Resistance (+35%)

Thorns (6 Ranks)

Level 6

Category: Damage Shield
Type:
Balance
Cast Time:
Instant
Duriation: 10 min
Upgradable: +25% Chance to do double damage
Description: Thorns sprout from target's skin causing nature damage to anyone that hits him.

Nature's Grasp (1 Rank Talent)
Upgradable Ranks at trainer.

Level 10

Category: Proc Shield (Root)
Cast Time:
Instant
Duration: 45 sec
Cool Down: 1 min
Upgradable: 100% trigger chance
Description: While active, any time an enemy strikes the caster they have a 35% (100%) chance to become afflicted by Entangling Roots. Only useable outdoors. 1 charge.

Faerie Fire (4 Ranks)

Level 18

Category: Debuff (Armor)
Type:
Balance
Cast Time:
Instant
Duriation: 40 sec
Range: 30 (36) yard
Upgradable: +20% Range
Description: Lowers the targets armor & target can not stealth or turn invisible for the duration of debuff

Hibernate (3 Ranks)

Level 18

Category: Mez
Targets:
Beast & Dragonkin
Type:
Balance
Cast Time:
1.5 sec
Duriation: 20-40 sec
Range: 30 yard
Description: Forces the enemy target to sleep for up to 20-40 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin

Soothe Animal (3 Ranks)

Level 22

Category: Lull (-Agro Radius)
Targets:
Beast
Type:
Balance
Cast Time:
Instant
Duriation: 15 sec
Range: 40 yard
Description: Soothes the target beast, reducing the range at which it will attack you by 10 yards. Each rank increases the max level of beast it will work on.

Omen of Clarity (1 Rank Talent)

Level 25

Category: Self Buff (Mana Free)
Cast time:
Instant
Type: Balance
Duration: 5 min
Duration of Proc: 10 seconds
Description: Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes.

Nature's Swiftness (1 Rank Talent)

Level 30

Category: Self Buff (Instant)
Type:
Rejuvination
Cast Time:
Instant
Duration: 8 sec
Cool Down: 3 min
Description: When activated, your next Nature spell becomes an instant cast spell

Innervate (1 Rank Talent)

Level 40

Category: Buff (Mana Regen)
Cast Time:
Instant
Duration: 20 sec
Cool Down: 6 min
Description: Increases target's mana regeneratin by 400% and allows 100% of the target's Mana regeneration to continue while casting. Lasts 20 seconds

Teleport: Moonglade
Level 10

Category: Teleport
Cast time:
10 sec
Type: Balance
Description: Allows the druid to teleport to the druid city of Moonglade. Both Tauren and NightElf use this town. Trainers are available there.

   
Shapeshifting Forms
Note - Shapeshifting will break any bonds/roots that hold the druid

Bear Form (Obtained Via Quest)

Level 10

Category: Tank Form
Type:
Shapeshifting
Cast Time:
Instant
Attack Speed: 3
Duration: Until Switch
Cool Down: 1.5 sec
Upgradable: -25% Mana Cost
Upgradable: +12% bonus strength
Upgradable: +5 Rage when you crit
Upgradable: +10% to armor from items
Upgradable: +5% Critical Strike Chance
Upgradable: +10 Rage when shifting into form
Description: Shapeshifts into a bear, Increasing attack power by 30 [scales with lvl], armor contribution from items by 65% (75%), hit points by 25 [scales with lvl], (an additional 12% strength) and hit points gained per point of stamina by 2. Also allows the use of various bear abilities. Also grants immunity to polymorh effects.

Aquatic Form (Obtained Via Quest)

Level 16

Category: Swimming Form
Type:
Shapeshifting
Cast Time:
Instant
Duration: Until Switch
Cool Down: 1.5 sec
Upgradable: -25% Mana Cost
Description: Shapeshifts into a sea lion, increasing swim speed by 50% and allowing the druid to breath under water. Also grants immunity to polymorh effects. Basically allows you to swim at run speed.

Cat Form

Level 20

Category: Rogue Form
Type:
Shapeshifting
Cast Time:
Instant
Attack Speed: 1
Duration: Until Switch
Cool Down: 1.5 sec
Upgradable: -25% Mana Cost
Upgradable: +12% bonus strength
Upgradable: +20% attack power bonus
Upgradable: +5% Critical Strike Chance
Upgradable: +20 Energy when shifting into form
Upgradable: +30% movement speed outdoors
Description: Shapeshifts into a cat, Increasing attack power by 40 [scales with level] (and an additional 12% strength, a 30% bonus to movement speed outdoors) and allows use of various cat abilities. Also grants immunity to polymorh effects.

Travel Form

Level 30

Category: Run Speed Form
Type:
Shapeshifting
Cast Time:
Instant
Duration: Manual Switch
Cool Down: 1.5 sec
Upgradable: -25% Mana Cost
Description: Shapeshifts into a cheetah, Increasing run speed by 40% Also grants immunity to polymorh effects. Only useable outdoors.

Dire Bear Form

Level 40

Category: Improved Tank Form
Type:
Shapeshifting
Cast Time:
Instant
Duration: Until Switch
Cool Down: 1.5 sec
Upgradable: -25% Mana Cost
Upgradable: +12% bonus strength
Upgradable: +5 Rage when you crit
Upgradable: +10% to armor from items
Upgradable: +5% Critical Strike Chance
Upgradable: +10 Rage when shifting into form
Description: Shapeshift into a dire bear, increasing attack power by 120 [scales with level], armor contribution from items by 125% (135%), hit points by 525 [scales with level] , (an additional 12% strength) and hit points gained per point of stamina by 2. Also allows the use of various bear
abilities. Also grants immunity to polymorh effects.

 
Bear & Dire Bear Abilities

Maul (7 Ranks)

Level 10

Category: Bonus Damage
Cast Time:
Next Melee
Rage Cost: 15 (10)
Upgradable: -5 rage cost
Upgradable: See bearform upgrades for more
Description: The druid Mauls his enemy for his next attack, doing extra damage.

Growl (6 Ranks)

Level 10

Category: Taunt
Cast Time:
Instant
Rage Cost: 5
Cool Down: 10 seconds
Description: The druid growls at his target, taunting it to ignore others and attack only him. The strength of the taunt increases per rank. This ability is not effected by the universal cooldown of 1.5 seconds after using an ability.

Demoralizing Roar (5 Ranks)

Level 10

Category: AoE Debuff (Atk Power)
Duration:
30 sec
Cast Time:
Instant
Rage Cost: 10
Upgradable: +25% to atk power debuff
Description: The druid roars at his opponents demoralizing them, thereby reducing their attack power (+25) for 30 seconds.

Enrage

Level 12

Category: + Rage / Self Debuff
Duration:
10 (6) sec
Cast Time:
Instant
Rage Cost: None
Cool Down: 1 min
Upgradable: Reduce armor penalty & time required to generate rage
Description: Generates 20 rage over 10 (6) sec, but significantly reduces armor. The druid is considered in combat for the duration.

Bash (3 Ranks)

Level 14

Category: Stun
Duration:
2-4 sec (3-5 sec)
Cast Time:
Instant
Rage Cost: 10
Cool Down: 1 min
Upgradable: +1 to stun duration
Upgradable: See bearform upgrades for more
Description: The druid instantly Bashes his enemy stunning him for 2-4 sec (3-5 sec)

Swipe (5 Ranks)

Level 16

Category: AoE Dmg
Cast Time:
Instant
Rage Cost: 20 (15)
Cool Down: 4 sec
Upgradable: -5 rage cost
Upgradable: See bearform upgrades for more
Description: The druid instantly swipes the nearest 3 enemies causing damage to them

Bear Faerie Fire (1 Rank Talent)
Upgradable Ranks at trainer.

Level 20
Category: Debuff (Armor)
Cast time:
Instant cast
Duration: 40 sec
Range: 30 yard
Rage Cost: 5 Rage
Description: Decrease the armor of the target for 40 sec. While affected, the target cannot stealth or turn invisible.

Challenging Roar

Level 28

Category: AoE Taunt
Duration:
6 sec
Cast Time:
Instant
Rage Cost: 15
Cool Down: 10 min
Description: The druid offers a challenging roar, taunting all nearby enemies for 6 sec

Feral Charge (1 Rank Talent)

Level 30

Category: Opener (Root)
Cast Time:
Instant cast
Rage Cost: 5
Range: 8-25 yard
Cool Down: 15 sec
Upgradable: See bearform upgrades for more
Description: Charge an enemy, stopping movment and interrupting any spell being cast for 4 sec.

Cat Abilities
5 combo points max

Prowl (3 Ranks)

Level 20

Category: Invisisbility
Duration:
Until Canceled
Cast Time:
Instant
Cool Down: 10 sec
Upgradable: +Stealth, detected less
Upgradable: See catform upgrades for more
Description: The druid instantly goes stealth, moving at 60-70% of normal speed. While steathed mobs & enemy players do not see the druid.

Claw (5 Ranks)

Level 20

Category: Bonus Damage
Cast Time:
Instant
Energy Cost: 45 (40)
Combo: 1 point (2 points if crit)
Upgradable: -5 energy cost
Upgradable: +1 combo point if crit
Upgradable: See catform upgrades for more
Description: The druid instantly claws his enemy doing extra damage, receiving 1 combo point.

Rip (6 Ranks)

Level 20

Category: Strong DoT
Duration: 12 sec
Cast Time:
Instant
Energy Cost: 30
Combo: Finishing Move
Upgradable: See catform upgrades for more
Description: The druid instantly rips at his enemy damage over time that increases with every combo point saved up before executing this finishing move. DoT lasts 12 seconds.

Cat Faerie Fire (1 Rank Talent)
Upgradable Ranks at trainer.

Level 20
Category: Debuff (Armor)
Cast time:
Instant cast
Duration: 40 sec
Range: 30 yard
Energy Cost: 15
Description: Decrease the armor of the target for 40 sec. While affected, the target cannot stealth or turn invisible.

Shred (5 Ranks)

Level 22

Category: Back Stab
Position: Behind Mob
Cast Time:
Instant
Energy Cost: 60 (50)
Combo: 1 point (2 points if crit)
Upgradable: +1 combo point if crit
Upgradable: -10 energy cost
Upgradable: See catform upgrades for more
Description: The druid instantly Shreds his target, causing 225% damage plus 54-180 additional damage. Must be behind the target.

Feline Fury (4 Ranks)

Level 24

Category: Damage Add
Duration:
4 sec
Cast Time:
Instant
Energy Cost: 45
Description: The druid instantly increases the damage done by his attacks by 10-40 depending on rank, for 4 seconds.

Rake (4 Ranks)

Level 24

Category: Bonus Dmg + DoT
Duration: 9 sec
Cast Time:
Instant
Energy Cost: 40 (35)
Combo: 1 point (2 points if crit)
Upgradable: -5 energy cost
Upgradable: +1 combo point if crit
Upgradable: See catform upgrades for more
Description: The druid instantly rakes the target for bonus damage and additional damage over 9 sec.

Dash (2 Ranks)

Level 26

Category: Run Speed
Duration:
15 sec
Cast Time:
Instant
Energy Cost: 0
Cool Down : 5 min
Description: The druid instantly bursts into a dash running at 50-60% his normal run speed for 15 seconds.

Cower (3 Ranks)

Level 28

Category: De-taunt
Cast Time:
Instant
Energy Cost: 25
Description: The druid instantly cowers, causing no damage but lowering his threat a small to large amount, making the enemy less likely to attack him.

Ravage (4 Ranks)

Level 32

Category: Back Stab
Position: Stealthed Behind Mob
Cast Time:
Instant
Energy Cost: 60
Combo: 1 point (2 points if crit)
Upgradable: +1 combo point if crit
Upgradable: +10% critical strike chance
Upgradable: See catform upgrades for more
Description: The druid instantly Ravages the target, causing 350% damage plus 147-343 to the target. Must be stealthed and behind the target.

Track Humanoid

Level 32

Category: Track
Duration:
Until Canceled
Cast Time:
Instant
Description: Shows the location of all nearby humanoids on the minimap

Pounce (3 Ranks)

Level 36

Category: Back Stab/Dot/Stun
Position: Stealthed Behind Mob
Duration: 18 sec
Cast Time:
Instant
Energy Cost: 50
Range: 9 yards
Combo: 1 point (2 points, 3 if crit)
Upgradable: +1 combo points, or 2 with crit
Upgradable: See catform upgrades for more

Description: The druid instantly pounces on his target, stunning the target for 2 sec and causing 90-150 damage over 18 sec. Must be stealthed and behind the target.


Druid Talents
Balance
Restoration
Feral Combat

Improved Wrath (5 Ranks)
Reduces the cast time of Wrath by

Level 10

Rank 1: 0.1 sec
Rank 2: 0.2 sec
Rank 3: 0.3 sec
Rank 4: 0.4 sec
Rank 5: 0.5 sec

Improved Mark of the Wild (5 Ranks)
Increases the buff by

Level 10

Rank 1: 7%
Rank 2: 14%
Rank 3: 21%
Rank 4: 28%
Rank 5: 35%

Ferocity (5 Ranks)
Reduces
the cost of Maul, Swipe, Claw, and Rake abilities by

Level 10

Rank 1: 1 Rage/Energy
Rank 2: 2 Rage/Energy
Rank 3: 3 Rage/Energy
Rank 4: 4 Rage/Energy
Rank 5: 5 Rage/Energy

Nature's Grasp (1 Rank)
Gives New Buff Spell

Level 10

Cast Time: Instant
Duration: 45 sec
Cool Down: 15 sec
Description: While active, any time an enemy strikes the caster they have a 35% chance to become afflicted by Entangling Roots (Rank of roots used upgradeable at trainer). Only useable outdoors. 1 charge.

Furor (5 Ranks)
Gives chance to gain 10 Rage when you shapeshift into Bear form.

Level 10

Rank 1: 20%
Rank 2: 40%
Rank 3: 60%
Rank 4: 80%
Rank 5: 100%

Improved Demoralizing Roar (5 Ranks)
Increases the Attack Power reduction of Demoralizing Roar by

Level 10

Rank 1: 5%
Rank 2: 10%
Rank 3: 15%
Rank 4: 20%
Rank 5: 25%

Improved Nature's Grasp (4 Ranks)
Increases the chance for Nature's Grasp to entangle an enemy by

Level 10

Rank 1: 15%
Rank 2: 30%
Rank 3: 45%
Rank 4: 65%

Nature's Focus (5 Ranks)
Gives chance to avoid interruption caused by damage while casting the Healing Touch or Regrowth.

Level 15

Rank 1: 20%
Rank 2: 30%
Rank 3: 40%
Rank 4: 50%
Rank 5: 60%

Improved Bash (2 Ranks)
Increases the stun duration of Bash by

Level 15

Rank 1: 0.5 sec
Rank 2: 1 sec

Improved Entangling Roots (3 Ranks)
Gives chance to avoid interruption caused by damage while casting Entangling Roots.

Level 15

Rank 1: 40%
Rank 2: 70%
Rank 3: 100%

Improved Healing Touch (5 Ranks)
Reduces the Mana cost of your Healing Touch spell by

Level 15

Rank 1: 3%
Rank 2: 6%
Rank 3: 9%
Rank 4: 12%
Rank 5: 15%

Sharpen Claws (5 Ranks)
Increases critical strike chance while in Bear or Cat form by

Level 15

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Improved Moonfire (5 Ranks)
Increases the damage and critical strike chance of your Moonfire spell by

Level 15

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Improved Enrage (2 Ranks)
Slightly reduces the Armor penalty and reduces the time required to generate Rage by

Level 15

Rank 1: 2 sec
Rank 2: 4 sec

Improved Prowl (5 Ranks)
Reduces chance to be detected with each rank

Level 20

Rank 1: +stealth
Rank 2: ++stealth
Rank 3: +++stealth
Rank 4: ++++stealth
Rank 5: +++++stealth

Natures Reach (2 Ranks)
Increases the range of Wrath, Entangling Roots, Faerie Fire (caster form only), Moonfire, and Starfire spells by

Level 15

Rank 1: 10%
Rank 2: 20%

Combat Endurence (5 Ranks)
In-combat health regeneration is increased by

Level 20

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Feral Charge (1 Rank)
Gives New Attack Ability

Level 20

Rage Cost: 5
Cast Time: Instant cast
Cool Down: 15 sec
Range: 8-25 yard
Description: Charge an enemy, stopping its movement and interrupting any spell being cast for 4 sec. Requires Bear Form, Dire Bear Form

Swiftshifting (3 Ranks)
Lowers cooldown on your non-shapeshifting spells after shapeshifting to caster form.

Level 15

Rank 1: 0.5
Rank 2: 1 sec
Rank 3: 1.5 sec

Gift of Nature (1 Rank)
Increases healing power of Healing Touch, Rejuvenation, Regrowth, and Tranquility spells by 5%

Level 20

 

Blood Frenzy (5 Ranks)
Your critical strikes from Cat Form abilities that add combo points have a chance to add an additional combo point.

Level 20

Rank 1: 20% chance
Rank 2: 40%
Rank 3: 60%
Rank 4: 80%
Rank 5: 100%

Improved Starfire (5 Ranks)
Gives Starfire spell a chance to stun the target for 3 sec

Level 20

Rank 1: 3%
Rank 2: 6%
Rank 3: 9%
Rank 4: 12%
Rank 5: 15%

Intensity (5 Ranks)
Gives chance to gain 20 Energy when shapeshifting into Cat form.

Level 20

Rank 1: 20%
Rank 2: 40%
Rank 3: 60%
Rank 4: 80%
Rank 5: 100%

Primal Fury (5 Ranks)
Gives chance to gain an additional 5 Rage anytime you get a critical strike while in Bear form.

Level 20

Rank 1: 20% chance
Rank 2: 40%
Rank 3: 60%
Rank 4: 80%
Rank 5: 100%

Omen of Clarity (1 Rank)
Gives New Buff

Level 20

Cast time: Instant cast
Description: Imbue the Druid's weapon with natural energy. Each hit has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana cost of your next damage or healing spell by 100%. The Omen of Clarity enchantment lasts 5 minutes. The Clearcasting state lasts 10 seconds.

Reflection (5 Ranks)
Allows a percent of your mana regen while casting.

Level 25

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Improved Shred (2 Ranks)
Reduces the Energy cost of Shred by

Level 25

Rank 1: 5 energy
Rank 2: 10 energy

Improved Thorns (5 Ranks)
Gives Thorns a chance to do 100% bonus dmg.

Level 25

Rank 1: 5% chance
Rank 2: 10% chance
Rank 3: 15% chance
Rank 4: 20% chance
Rank 5: 25% chance

Improved Rejuvination (5 Ranks)
Makes rejuvination heal more by

Level 25

Rank 1: 3%
Rank 2: 6%
Rank 3: 9%
Rank 4: 12%
Rank 5: 15%

Predatory Strikes (5 Ranks)
Increases Attack Power bonus from Cat Form by

Level 25

Rank 1: 4%
Rank 2: 8%
Rank 3: 12%
Rank 4: 16%
Rank 5: 20%

Moonglow (5 Ranks)
Reduces
the Mana cost of Moonfire and Starfire by

Level 25

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Nature's Swiftness (1 Rank)
Gives New Buff spell

Level 30

Category: Self Buff (Instant)
Cast Time:
Instant
Duration: 8 sec
Cool Down: 3 min
Description: When activated, your next Nature spell becomes an instant cast spell.

Cat Faerie Fire (1 Rank)
Gives Faerie Fire Spell while in cat form

Level 25

Cast time: Instant cast
Energy Cost: 15 Energy
Range: 30 yard
Description: Decrease the armor of the target 40 sec. While affected, the target cannot stealth or turn invisible. Requires Cat Form

Moonfury (5 Ranks)
Increases
the damage done by Starfire and Moonfire by

Level 30

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Subtley (5 Ranks)
Reduces threat generated by healing spells by

Level 30

Rank 1: 4%
Rank 2: 8%
Rank 3: 12%
Rank 4: 16%
Rank 5: 20%

Bear Faerie Fire (1 Rank)
Gives Faerie Fire Spell while in bear form

Level 25

Cast time: Instant cast
Rage Cost: 5 Rage
Duration: 40 sec
Range: 30 yard
Description: Decrease the armor of the target for 40 sec. While affected, the target cannot stealth or turn invisible. Requires Bear Form, Dire Bear Form

Nature's Grace (1 Rank)

Level 30

Critical strikes with Wrath, Starfire, and Moonfire grace you with a blessing of nature, reducing the casting time of your next Regrowth or Healing Touch spell by 1 sec.

Improved Tranquility (2 Ranks)
Gives chance to avoid interruption while casting Tranquility

Level 30

Rank 1: 40%
Rank 2: 80%

Thick Hide (5 Ranks)
Increases Armor rating from items while in Bear Form by

Level 30

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Weapon Balance (5 Ranks)
Increases the melee weapon damage

Level 30

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Improved Regrowth (5 Ranks)
Increases critical chance by

Level 35

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%
Rank 4: 40%
Rank 5: 50%

Feline Swiftness (1 Rank)

Level 30

Increases your movement speed by 30% while in Cat form. Only active outdoors.

Vengeance (5 Ranks)
Increases the critical strike damage of Starfire, Moonfire, and Wrath spells by

Level 35

Rank 1: 20%
Rank 2: 40%
Rank 3: 60%
Rank 4: 80%
Rank 5: 100%

Innervate (1 Rank)
Gives New Buff spell

Level 40

Category: Buff (Mana Regen)
Cast Time:
Instant
Duration: 20 sec
Cool Down: 6 min
Description: Increases target's mana regeneration by 400% and allows 100% of the target's Mana regeneration to continue while casting. Lasts 20 seconds

Strength of the Wild (4 Ranks)
Increases your Strength while in Bear or Cat form by

Level 35

Rank 1: 3%
Rank 2: 6%
Rank 3: 9%
Rank 4: 12%

Hurricane (1 Rank)
Gives New AoE+Slow Nuke Spell

Level 40

Cast Time: Instant cast
Duration: 10 sec
Cool Down: 1 min
Description: Creates a violent storm in the area surrounding the caster, causing Nature damage to all nearby enemies every 1 sec. More ranks available at trainer. .As well as reducing the attack speed of all nearby enemies by 20%.

 

Improved Ravage (2 Ranks)
Increases the critical strike chance of Ravage by

Level 35

Rank 1: 5%
Rank 2: 10%

 

 

Primal Instinct (1 Rank)

Level 40

Reduces the Mana cost of your shapeshifting abilities by 25%.

   

Improved Pounce (2 Ranks)
Gives Pounce a chance to add an additional combo point to the target.

Level 40

Rank 1: 50% chance
Rank 2: 100%

Below is an extensive analysis of each and every talent we have. I even mention combos that are possible with the talent/skill. I only leveled a druid to 35, so my opionions may not accurately reflect high level play. These are just my opinions based on logic, my 35 levels as a druid, math, and experiences in other games. Here are some quick links to jump to the tree you are interested in:

Balance
Restoration
Feral

Balance Tree Analysis

Improved Wrath 5 Ranks (-0.5 sec cast time)
------Point of talent: To allow you to chain cast wrath quickly.
------Usefulness: Low
------Combo: When comboed with Nature's Reach you may be able to get an extra spell off by the time the mob reaches you with extended range AND lower cast time.
------Type: PVP/PVE

Nature's Grasp 1 Rank (35% chance Root proc shield)
Note: Upgradable at trainer to higher ranks of root
------Point of talent: to root a mob to get it off you without having to use entangling roots since it can be interrupted. This can be used on the fly while running so mobs can even get rooted just chasing you.
------Usefulness: Medium - since its cooldown time was changed from 15 seconds to 1 min, it lost some value.
------Combo: You could get this over improved entangling roots if you wanted to ration your points
------Type: Highly useful in PvP but has great uses in PVE as well

Improved Nature's Grasp 4 Ranks (Add to proc chance)
------Point of talent: to reduce how long you have to get beat on before the talent procs.
------Usefulness: Low-Medium (low if you grab entangling roots too)
------Combo: None
------Points: The only reason to take this 4/4 is if you don't want improved wrath at all. Because 75% chance or so is good enough. You may also stay away from improved entangling roots with this, though now this ability has a 1 min cool-down so its up to you.

Improved Entangling Roots 3 Ranks (Avoid Interruption While Casting Roots)
------Point of talent: To augment your entangling roots so if someone is beating on you it doesn't take a long time to cast.
------Usefulness: Medium (low if you grab natures grasp too)
------Combo: You could instant cast Entangling roots with nature's swiftness if you getting beat on, or just use nature's grasp. Depends how much you like to root though. I personally dont like this talent because Entangling roots only takes 1.5 seconds to cast, so even if you do get hit while casting it, it wont set you back much.

Improved Moonfire 5 Ranks (Adds to moonfire crit chance)
------Point of talent: To up your crit chance for higher damage output, up your standard moonfire damage, and so higher tier talents that depend on a crit are more worth it.
------Usefulness: Medium-High (depends how deep into balance you go, if you get improved crit damage as well it makes the usefulness higher)
------Combo: Grab this along with vengeance to really up your dps. Also along with moonfury you can up your average damage so your average crits will be higher as well as higher sustained dps. And again with Moonglow to lower the mana costs so you can nuke and have enough left for heals. Also great with Nature's grace as the better your crit chance the more often it's effect triggers.

Nature's Reach 2 Ranks (increases range with offensive spells)
------Point of talent: to up your range so you can get off more spells before the mob gets to you, or have a larger reach in the chaos of a pvp battlefield.
------Usefulness: Low-High (Depends on if you pvp a lot, and if you are heavy balance or not)
------Combo: Combined with improved wrath, you might be able to get an extra wrath off before the mob gets to you. Or even get off any extra spell while the mob is on its way in. IE Opening with starfire, then moonfire, then wrath, then faerie fire.
------Combo2: Use in conjunction with entangling roots to help you with CC and stopping runners.
------Type: Highly useful in pvp, and decently useful in pve, less useful for feral druids.

Swiftshifting 3 Ranks (lowers non-casting cool down time period after shifting out of a form)
------Point of talent: to allow you to drop a feral form and start healing right away. Be it yourself or another party member. Time is of the essence when dealing with life/death. Also allows to shift out and root right away, or refresh dot.
------Usefulness: Low-Medium (depends on how often you shift, if you are a feral druid, its pretty useful, if you are a balance druid who spends most of his time in caster form anyway, its not real useful) Also with inherit internet lag & human reaction time, you might not even notice a difference having this talent.
------Combo: When combined with nature's swiftness you can pop out of a form, and have a big heal landed almost instantly
------Type: Great for both pvp and pve soloing & grouping, if you spend time in feral forms.

Improved Starfire 5 Ranks (adds chance to stun)
------Point of talent: to give the druid a form of a stun in caster form, and just as a general extra treat that can be taken advantage of when it actually works.
------Usefulness: Low (15% chance is to low to be a reliable stun, or to count on it for any strategy. Its a nice extra if the stun lands, can use that 3 seconds to nuke again or heal yourself or root and move away, anything.
------Combo: Since Starfire is usually your opening spell as a balance druid while soloing, a 3 second stun at first pull gives you a great advantage and you can have the mob much closer to dead by the time it gets to you. But like i said 15% just isn't enough.
------Type: More useful in pvp then pve, in pvp we need a stun bad but 15% is low and costy mana wise.

Omen of Clarity 1 Rank (gives a weapon proc chance for next spell to be free)
------Point of talent: to encourage druid caster form melee if you are going balance to forsake the use of feral forms for dps. Using a 2h mace for example will still provide great dps while giving you the chance to proc this ability
------Usefulness: Low - High (Depends if you go deep in balance or not. If you mainly use feral forms for melee damage, Its not of much use to you. And the times when you are stuck in caster form on boss mobs for healing, sometimes you dont want to be meleeing, as melee agro + heal agro can be rough. Also you only get 10 seconds to use a spell and get it for free.
------Combo: Can be comboed with anything really but a more interesting one is using this and natures swiftness at the same time for a mana free instant healing touch.
------Combo2: Take this with Subtlety to help reduce your agro if your going to be meleeing and doing a ton of healing.
------Type: More useful in PVE then PvP, you wont find yourself meleeing that much as a balance druid in PvP.

Improved Thorns 5 Ranks (gives chance for thorns to do double damage)
------Point of spell: to increase the tanking member's dps and basically give thorns a chance to "crit"
------Usefulness: Very low to medium (might be nice to augment your tank and improved overall dps by a few points but in general is quite weak. The only time this talent might help quite a bit is against rogues while in bear form, Soaking up their hits while thorns gets hundreds of chances to damage and chances to do double dmg because of a rogue's fast attack speed. Especially if he's using double daggers)
------Combo: Combined with bear form to soak up more hits it can be used to help your bear forms DPS.
------Type: good for both pvp or pve, useful for pvp against rogues, and useful on the tank in pve as many times the tank will have 5-10 mobs on them. Helps them keep agro.

Moonglow 5 Ranks (Lowers mana cost of moonfire and starfire)
------Point of talent: To make it so you don't burn through your mana so quick leaving you with more left to heal or shift.
------Usefulness: Medium-High (depending on how you did your balance spec. Moonfire is a 12 sec dot so you need to refresh it every 12 seconds, starfire is pretty mana intensive so any break off of that cost is great.)
------Combo: great with Improved moonfire, moonfury, and vengeance
------Type: Equally useful in pvp and pve. Maybe a little more nice in pvp as you will often run around moonfiring everyone in sight.

Moonfury 5 Ranks (increase damage with moonspells)
------Point of talent: To raise your average dps quite bit, and reward you for going so deep into balance forsaking some other forms of dps. You're now more committed to caster form.
------Usefulness: Very High (the extra dps is always nice and it will on average also raise your crit damage as well. Its one of the few talents that actually directly effects damage.
------Combo: Very great with improved moonfire and vengeance, your dps will make a big leap. Also good with moonglow for higher dps, at a cheaper cost.
------Type: great in both pvp and pve hands down.

Nature's Grace 1 Rank (crit strikes with dmg spells make your next big healing spell cast 1 sec faster)
------Point of talent: to raise the value of improved moonfire and add to the critical effect chain druid talents have. Augments a druids healing abilities since he is almost always healing as well as nuking.
------Usefulness: Medium (you're going to crit often with the right gear and talents, and that 1 second saved can mean life or death when it comes to heals. Healing touch's cast time is a little long so this makes it less painful.
------Combo: Seeing as how you will crit often this far into the tree, you will be able to use this reliably to cut down on healing touch's long cast time and possibly save someone's life. You could even get this instead of nature's swiftness, it helps augment the same area but isn't nearly as powerful. However its much more frequent then nature's swiftness.
------Type: probably used more in pve then pvp as things get a little hectic on the battlefield.

Weapon Balance 5 Ranks (increase the damage you do with melee weapons)
------Point of talent: To augment your caster melee abilities since you have most likely forsaken using forms for melee if you are this far into the tree.
------Usefulness: High (since this isn't eq, you don't need to sit to regen mana, you can be meleeing. There is no point to not meleeing, and with this your melee dps will go up by 10% if you max the talent. That's quite a nice jump, and nice amount of dps when you consider how much meleeing you will do and melee dps is free.
------Combo: get a high damage weapon like a 2h mace and really see it hit hard. If you grab this talent you can really forget about feral forms other then for stealthing or tanking sometimes. If you are rich or are in a good guild this talent will help you even more as the higher the dmg on your weapon the more 10% gives.
------Combo2: Get this with omen of clarity since you will be meleeing a lot in caster form if you have omen.
------Type: More useful in pve, as in pvp you dont melee much in caster form.

Vengeance 5 ranks (increase the damage spell crits do)
------Point of talent: To add to the line of crit talent chain that is going. To increase your dps by a large amount. To give you the final edge that you are a casting druid who's not a gimp spell damage dealer.
------Usefulness: Very High (you'll be critting a lot by now and an extra 100% damage is quite nice for your dps)
------Combo: Used best of course with things like moonfury, moonglow, improved moonfire, nature's grace, etc. Also by now you should have high int gear, more so then spirit. Intellect adds to your mana pool and gives you higher chance to crit with spells. Since the entire damage line in balance deals mainly with crits, its wise thing to do.
------Type: Again, useful in both

Hurricane 1 Rank (AOE Damage & AoE slow)
Note: Upgradable at trainer to higher ranks
------Point of spell: to give you a new cool, unique ability to mark you as a master of balance. Your reward for gaining the top of the tree and now your only AoE spell. And one of the only spells in the game to reduce attack speed of mobs.
------Usefulness: Mediumish High (the mana cost is a little steep, the aoe damage is mediocre And minus 20% attack speed for 10 seconds doesn't add up to much, but its an AOE and can help in many situations. Especially since crowd control isn't real strong in wow.)
------Combo: Could be used in conjunction with a bear form aoe taunt to gain everything's attention. Then shifting to travel form and running it away to buy the group time to recover some.
------Combo2: Can be used in AoE groups that can pop up in pvp, combining several AoE spells by several people all at once for devastating effects.
------Combo3: Use cat form to sneak up on a large group of hurt/recovering pvp enemies, drop cat form and use hurricane, then travel form and run away. Can even use engineering dynamite to add a 2nd aoe boom for more devastating effects.
------Note: Last i heard omen of clarity does not make this spell free
------Type: Useful in both pve and pvp, but people are more prone to clump together so the aoe hits more people in pvp.

 

Restoration Tree Analysis

Improved Mark of the Wild 5 Ranks (adds to the amount buffed)
------Point of talent: An all around improvement to your druid, armor, stats, resists, groupability etc.
------Usefulness: High-Very High (no matter who you are or what your build is, it should include 5/5 on this talent. It improves mana pool, mana regen, attack power, crit chance, dodge chance, crit spell chance, hit points, damage absorb and resists.
------Combo: Pairing this with faerie fire and demoralizing roar...Buffing yourself up higher while bringing them down lower to create some artificial levels of difference between you and the mob.
------Combo2: Can pair this with strength of the wild to gain more bonus strength form the talent.
------Type: A little more useful in pvp then pve due to resists are needed more in pvp.

Furor 5 Ranks (gives chance to gain 10 rage after shifting into bear form)
------Point of talent: to give you instant rage for instant bear actions upon shifting. Basically lets you shift into bear and taunt a mob to get it off, or shift into bear and use feral charge, or shift and use demoralizing roar. Where otherwise you would of had to shift, melee the mob for a bit then use the ability, or shift, enrage and wait. This allows fast use of bear abilities for when time counts.
------Usefulness: Low-Medium (while the above makes it seem very nice, the times when you will need the rage right away NOW are far and few in between. The exception is maybe that of feral charge in use of pvp. Also there is a helm that does the same thing but provides energy when going into catform as well)
------Combo: Shift into bear form, enrage, feral charge, maul, melee, bash, maul, maul, maul. This basically allows you to use furor in conjunction with other bear abilities to really stack rage regen high and do damage quickly. See improved enrage and bash for more info on this.
------Combo2: Shift into bear form, taunt the mob off the mage, stun it, shift out and root the mob. Have mage back off while warrior or real tank gets control of the mob again.
------Combo3: Shift into bear, enrage, faerie fire, demoralizing roar, bash, maul, shift out and have a majorly debuffed stunned damaged mob for the cost of the shapeshift while in groups.

Nature's Focus 5 Ranks (allows you to cast big healing spells while being beat on quicker without being interrupted as much)
------Point of talent: Increases soloability by quite a bit, you can now shift out of a feral form and heal yourself much quicker. It also allows for healing a dying mage while you have agro too and warrior is scratching his nuts. Very useful for pvp as well. And most importantly, its the gateway for nature's swiftness
------Usefulness: High, your survivability should go up quite a bit having this spell. However if you have no plan to get nature's swiftness, nature's grasp or improved roots can serve about the same purpose as this. You would just cast roots instead of a heal through being hit, back off heal up, refresh dot whatever. Just remember each core purpose of each of these talents and try not to get duplicate purposes.
------Combo: Fight until you are down to about 25%, if you are in bear form, stun the mob, then shift out and heal yourself with healing touch. If you are in cat form, wait for the mob to land an attack, shift out and heal yourself. Making a macro for this can be helpful. You can then finish the mob off in caster form, or go back to bear/cat
------Combo2: Fight until you are very low, leave form with a stun if you can, rejuv yourself, regrowth yourself, refresh dot, and shift back in and enjoy HoT & DoT.
------Note: Try to use up any rage/energy you have before you shift out to heal. Otherwise its wasted.
------Type: Useful in both pvp and pve, may show to be more of a life saver in pvp because people concentrate on healers more.

Improved Healing Touch 5 Ranks (reduces the mana cost of our most powerful heal)
------Purpose of talent: We druid's mana pool isn't to large, any mana reducing talents we can get are a plus, especially for a frequently cast spell like healing touch. With improved healing touch its extremely mana efficient. Though it did suffer a 5% nerf this last push its still worth every point you can muster into it.
------Usefulness Very high: We may not like it, but we get stuck with primary healer sometimes, or end up doing quite a bit of 2ndary healing. Lower mana cost on this means you'll have more mana left to do what you made a druid for, shifting and balance.
------Combo: No real combos for this, it just saves you mana over time so you have more to spend on other stuff, or allows you to let you and your group get through a tough long fight.
------Type: Useful for both pvp and pve, but is more valuable in pve.

Improved Enrage 2 Ranks (lowers the time needed to generate rage, and reduces the armor penalty of this ability.)
------Point of talent: To enable you to use enrage more freely without worrying to much about its penalties.
------Usefulness: Low - Enrage now has a 1 min cooldown so you dont get to use it as much. Though its still useful. Getting this talent allows a few cool combos.
------Combo: I've listed several combos already that use improved enrage, but here's a few more: Combined with improved bash, you can extend your stun duration to 5 seconds and reduce your armor debuff time to 6 seconds. Combine them for a free 20 rage with no downside.
------Combo2: Used with furor you can shift into bear form, and enrage and melee between all of those in 6 seconds you'll probably have around 50 rage. That's a nice stockpile to unleash your fury out in a burst. This also works great for mass taunting several mobs with tab taunting.
------Type: I would say its more useful in pve then pvp, but still great for pvp as starting the fight with more rage is always good.

Combat Endurance 5 Ranks (enables 2-10% of your hp regeneration to regenerate while in combat)
------Point of talent: Another light way of improving the tankability of a druid.
------Usefulness: Low (its usefulness depends on your play style, how high your spirit is, and your selection of other talents. This is one i cant predict atm what it will do exactly. I will have the average regen of a 40ish druid soon but not right now. Basically what you want to do is take a look at your regen when your in your late 30s or later, and see how much it is per tick. Then take 10% of how many hp per tick, and that will show you how much you will regen while in combat. For example say you were regenerating 100 hp a tick, 10% would be 10, so in combat you would regen 10 hp a tick. You then time how long a tick is, I've heard anywhere from 1-4 seconds. Then times that by the average # of ticks you get while in combat to see exactly how much hp you would regen while in combat. I cant tell you exactly how good is is yet as i don't have the info I need.
------Combo: With this talent essentially you could ignore some of your own wounds and tend to the groups more, relying on this talent to regen those lost HP for you. SO essentially it could save you mana from having to heal yourself as much.
------Combo2: When combined with the thick hide talent these 2 should make you a noticeably better tank...alone they aren't to hot but together you see an improvement. Now you just need to decide if That's worth 10 points. Also used with improved demoralizing roar will up your ability to tank as well.
------Type: same in pvp as pve

Gift of Nature 1 Rank (adds to the amount healed by your healing spells)
------Point of talent: A quick easy way to increase your healing power overall by a little bit that adds up over a long run. Its very cheap for what it does and that makes it worth it.
------Usefulness: Medium (it doesn't actually do a whole lot, but its worth sacrificing 1 point to get, so in terms of usefulness per point I would rate it high)
------Combo:This combo'd with improved rejuvenation ups the amount healed by 20% So for example Level 58 rejuvenation heals for 756 over 12 seconds for 335 mana. Or 2.256 efficiency. Add 20% healing power to it and its boosted to 907 healed @ 2.708 efficiency. So that is quite a powerful combo, makes it so its almost stupid not to have rejuvenation on the tank 24/7.
------Type: great for both, probably more for pve though.

Intensity 5 ranks (gives chance to gain 40 energy upon shifting into cat form)
------Point of talent: For instant energy to use to get right back into dps if you have to shift out of cat to heal yourself.
------Usefulness: Low, spending 5 points for a 100% chance to gain 40 energy isn't as nice as it seems. Energy generates on its own very quickly. Also there are no cat abilities save cower that you might want to shift into cat form and use right away. But the times when you would shift to use cower are very few. Its a very mana intensive way to loose agro. Why not just spend the mana shifting into bear so you can take the punishment until you can loose it. Takes about 6-8 seconds to get a full bar of energy.
------Combo: When low on health, use the last of your energy on a rip or rake or something with a dot. Shift out, heal yourself, shift back in and tiger fury/claw your way back into strong dps.
------Type: More useful in pvp then pve as you'll constantly have to shift in and out of cat form to heal yourself. But still, you could just wait a few seconds and get that 40 energy instead of spending 5 points to get it.

Reflection 5 Ranks (allows 2-10% of your mana regeneration to work while casting)
------Point of talent: to help out strong balance users and full time healers. This allows you to be regenerating while your healing and the 5 second rule isn't as harsh to you.
------Usefulness: Low to Medium (for a feral druid its not very useful, but to a balance druid even in soloing he is always suffering from the 5 second rule. I would suggest the same method described in combat endurance to discover if this would be useful to your druid at the time.)
------Combo: When combined with combat endurance you will always be regening at least a little. Figure out how much mana 10% of your mana regen would give you over say 10 mins. Then figure out much more you could do with that mana.
------Type: Depends on your play style but might be more useful in pvp where you find yourself constantly casting with no breaks.

Improved Rejuvenation 5 ranks (adds to total hp healed by your rejuv spell)
------Point of Spell: To make rejuvenation more mana efficient. and really get a great use out of it since its instant cast.
------Usefulness: Medium-High, depending on how often you find yourself using rejuvenation This makes it much more mana efficient. and it heals a good bit more, especially at higher levels. Augmenting a weaker instant ability to be a strong instant ability is always good.
------Combos: When combined with gift of nature as mentioned above you can really make rejuvenation 1 of your favorite spells. Tossing it around as if were nothing in groups because its so mana efficient and does its work so fast its quite handy, especially soloing...instant rejuv before you go into forms, and after you shift out to heal. Always remember rejuvenations major benefit...running away and casting it healing yourself at the same time. This will augment it even more. You'll be harder to kill.
------Type: Great for both, but i would say more useful in pvp where you have to run and chase a lot.

Nature's Swiftness 1 Rank (Allows next "Nature" spell to be insta cast- 3min cool down)
------Spells Effected:
------------Healing Touch
------------Regrowth
------------Wrath
------------Hibernate
------------Entangling Roots
------Point of talent: To give druid the emergency heal they needed badly. Also gives druids a tool to help them in their forms. They can be a backup healer and use feral forms with this little talent. Allows them to do damage in a feral form, drop it, and insta heal someone in need. Also increases the overall power and resourcefulness of the druid.
------Usefulness: VERY HIGH, No matter your template, nature's swiftness will add a lot of power to your character. Not only does it increase your usefulness and power in groups, but solo & pvping.
------Combo: God there's a ton of combos for this but I'll just list a few of the less obvious ones. Use nature's swiftness, then target an incomming add and instant root it before it reaches group so it cant beat on your group.
------Combo2: You are chasing someone who's almost dead in pvp. While chasing them you can use nature's swiftness to cast an instant root on them while still running. Combined with nature's reach talent and you have a long reaching insta cast root so no 1 gets away.
------Combo3: You are being chased and are almost dead, and don't have enough mana to shift to travel form or cat form to get away. Insta-cast healing touch on yourself, then hit natures grasp, stop let them hit you, let them get rooted, and make your escape.
------Combo4: Combined with omen of clarity you can get instant cast mana free spells.
------Type: Extremely useful in both pvp and pve but for different reasons. in pve instant heals are a godsend. They are in pvp too but instant ranged root is very nice too.
------Extra Info: When you go to use nature's quickness, it gives you a buff icon, but the cool down doesn't start until you cast your next nature spell. The buff of nature's swiftness does not run out currently.

Subtlety 5 Ranks (lowers the amount of threat generated by your healing spells)
------Point of talent: Allows the druid to be primary healer much easier. If the druid gets agro from healing, he can switch to bear form if he's dying fast but that costs mana. This helps keep thing going smooth.
------Usefulness: Medium - for the average fight, you dont need it but its very nice to have on boss fights, warriors have a hard time holding agro when there is an extensive ammount of healing going on.
------Combo: No real combos here, just comboing it with better healing spells is great. Doing your main healer thing without getting bothered by mobs. Nature's grasp may seem like a viable alternative but its not. The root would break so fast from being melee'd and nuked while its on you that it wouldn't do you any good.
------Type: Pure PvE talent. Though it may help some in pvp when it comes time to pets. Not sure though

Improved Tranquility 2 Ranks (Gives 40-80% chance to get get interrupted every time you get hit casting Tranquility)
------Point of talent: To allow the druid to use tranquility more freely. This spell is a nice group heal but generates a ton of mana. This allows the spell to be used while fighting, instead of just a downtime ability.
------Usefulness: Low to Medium, it depends on your play style and your guild, etc. For raids where there tends to be a lot of AoE spells or being attacked from every direction this could be very helpful.
------Combo: When combined with subtlety, you'll have a more more user friendly spell. Tranquility causes a great deal of agro, this talent helps when you do get agro...subtlety helps to reduce how often you get that agro or how many mobs come running over to bash your face.
------Type: Useful in both pvp and pve maybe even more so in pvp because generally your entire group is hurt and is being hit with aoe spells.

Improved Regrowth 5 Ranks (Gives you an additional 10-50% chance to crit with regrowth)
------Point of talent: To make the high mana cost of regrowth worth it. It will be critting often so the high cost is offset by the sheer power of how much it will heal.
------Usefulness: Medium-High, Though just for general healing you'll probably find yourself using healing touch more often. Regrowth is to costly and powerful to use lightly. It will mainly be used at high level where your tank can have 7khp and that 7k hp can go down pretty fast. Keep in mind that this just adds to your crit chance. if you got rank 5, with decent intellect gear you could be hitting 60% chance to crit.
------Combo: At high level encounters when the tank is dropping fast and your having a hard time keeping up, cast rejuv, then regrowth, then patch heal with healing touch to help keep his hp from falling so fast.
------Combo2: I haven't checked into how viable this is yet but technically a druid could stack 3 HoT effects on 1 target. Regrowth, Rejuv, then Tranquility.
------Combo3: Because of your high crit rate with this spell, you can use it for soloing without having to get nature's focus. Its already a short 2 second cast time, so its not to bad to cast while getting beat on. And since it crits so often you can throw it on yourself, stack a rejuv with it, and go into cat form for dps and have to keep your hp nearly full.
------Type: Great for both pvp and pve, but i would lean to more useful in pve epic encounters then anywhere else.

Innervate 1 Rank (Gives target 400% mana regeneration and full mana regeneration while casting for 20 sec. 6 Min cool down)
------Point of spell: To give the druid an extra group-friendly tool and to help out in prolonged fights where mana regen doesn't get a chance to kick in
------Usefulness: High (Since it can be cast on others you'll probably want to put it on a priest for epic fights. Great even for druids who like nuking or shifting. Basically increases your mana pool.
------Combo: Putting this in yourself as a restoration druid will help in that with gift of nature and improved rejuv, you'll be casting rejuv all the time killing your mana regen time. Same thing for balance druids, casting moonfire a lot.
------Type: Great for pvp and pve. You have to sit down and drink often in pvp, this helps with that problem

 

Feral Combat Tree Analysis

Ferocity 5 Ranks (decreases the cost of maul, swipe, claw, and rake)
------Point of talent: To provide the druid with cheaper costs on the frequently used abilities in feral forms. This translates into higher dps because you'll be able to do more special attacks in a shorter amount of time. Also allows longer string of combos.
------Usefulness: Medium, if you are going to be in any form for only a short period of time this talent wont boost you much. But if your going to spend quite a while in bear or cat forms, the saved cost adds up quickly. For cat form, in a group, you will mainly only use ravage/shred with the occasional claw/rake. So you dont get much use from it there. You will in bearfrom though...waiting for rage to build sucks, so having a talent that lessens your rage use helps a lot.
------Combo: The cheaper cost allows you to throw in an extra maul or rake for an example before executing other combos.
------Type: PvE & PvP, just depends on your role at the time. Less useful maybe in PvP as you'll have to drop forms to provide support and heal yourself often.

Improved Demoralizing Roar 5 Ranks (improves the attack debuff of demoralizing roar)
------Point of talent: To allow you to tank better as the opponents attack rating is lower so their DPS on you drops. Increases Survivability
------Usefulness: Low-Medium, At higher levels it adds an extra 33 or so to the top demoralizing roar for a minus 163 from opponents attack rating. Which is quite a bit considering a level 60 druid in cat form with predatory strikes gains 144 atk power from cat form. That's damn nice but it doesn't get used as much because there is usually a warrior in the group who's doing this already.
------Note: Its an AOE so its value increases when fighting multiple opponents in bear form.
------Combo: Combined with Faerie fire, you can really hinder an opponent. Basically artificially inflating your level, because they will attack and take damage like they were several levels lower.
------Combo2: Other classes get similar abilities like the warlock. Combined with theirs, it should really make a big difference.
------Combo3: Combined with furor, you can shift to bear form and demoralize right away to lessen the damage you take quicker.
------Type: Great for pve and pvp, but tends to be more useful in pvp due to the fact that you probably wont have a warrior there to do it for you. Can help turn the tide in your favor against other melee classes.

Improved Bash 2 Ranks (Increases the duration of the stun effect of bash by 1 second)
------Point of talent: To buy you a little extra time to finish a casting mob off before it gets a heal cast. Also provides more time to do stun related combos.
------Usefulness: Low-High, Depends on your build if you for example have improved enrage, its usefulness goes up. Or if you are high in feral, buys you more time to shift out and heal yourself before the stun wears off.
------Combo: At high levels bash's stun effect lasts 4 seconds, so this would bump it up to 5 seconds. Improved enrage decreases the time you are debuffed to 6 seconds. This would give you only 1 second of debuff time where the mob might hit you. With both you can enrage, then stun the mob, auto-attack it to gain even more rage, and by the time stun wears off so will your armor debuff from enrage.
------Combo2: Combined with swiftshifting or nature's swiftness, you can easily stun the mob, shift out, heal yourself, and refresh moonfire, then drop back into bear form, or even cat form.
------Combo3: When an opponent is about to cast, use feral charge, then once it wears off use bash. Buying you a total of 9 seconds of time to kill your opponent before they can cast again. Can even throw in a War Stomp if you are tauren to buy you an additonal 2 seconds of stun time
------Combo4: Stun opponent, shift out, root opponent, and back off to provide support or heal.
------Combo5: Feral charge a runner, stopping it for 4 second with its short stun, then bash, to provide a total of 9 seconds to finish it off before it gets any farther. Can even throw in a War Stomp if you are tauren to buy you an additonal 2 seconds of stun time

Sharpened Claws 5 Ranks (increase your critical strike chance while in bear or cat form)
------Point of talent: To increase your dps, and the effectiveness of bloodfrenzy and primal fury.
------Usefulness: Low-High, Depending on your build this talent gains value. If you have blood frenzy or primal fury, those are dependant on crits. Higher chance to crit of course makes these to talents trigger more often. If you don't have these talents, or are only in a form for a short period of time, the usefulness of this ability is quite low. With decent agi gear and this talent you can increase your chance to crit to around 15%
------Combo: Combined with blood frenzy or primal Fury, you can really increase your dps. For primal fury, you'll gain rage from crits which translates into dps. With blood frenzy you will gain combo points faster which translates to an earlier finishing move execution for more dps.
------Combo2: Combined with decent agi gear/buffs and Improved ravage you can gain 25% chance to crit with ravage.
------Type: Useful in both pve and pvp, but more so in pve, as i said earlier, you might have to shift out of forms frequently in pvp situations.

Improved Prowl 5 Ranks (Reduces your chance of being detected)
------Point of talent: To make sneaking up on an enemy while in cat form much easier.
------Usefulness: Low-Medium, Low if you dont use stealth much, medium if you use it, and even high if you are horde and have to go against humans with stealth detection.
------Combo: Combined with night elf trait: shadowmeld, you should be very difficult to detect.
------Type: More useful in pvp then pve, its nice in pve for soloing but not very useful in groups.

Feral Charge 1 Rank (gives the druid a new ability in bear form - 15 sec cool down)
------Point of talent: To give druids a much needed way to stop casters from casting/healing themselves. Also gives the druid a quick charge at an opponent to nail them before they can cast or root you.
------Usefulness: High, if blizzard keeps it so it can be used in combat then this talent is invaluable. If it gets nerfed to only useable as an opener its value goes down greatly. Even then its nice for charging that mage who's about to nuke you.
------Combo: As said above in the improved bash talent, combo'd with bash/improved bash it makes for a great way to stop casting for a long period. Can even throw in a War Stomp if you are tauren to buy you an additonal 2 seconds of stun time
------Combo2: Combined with Furor or enrage, you can shift into bear form, and charge right away.
------Combo3: You can essentially use this to "sprint" away from your opponent by charging another, then running.
------Type: Much more useful in pvp.

Bloodfrenzy 5 Ranks (gives chance to gain an extra combo point from a crit in cat form)
------Point of talent: To allow you to gain combo points quicker to execute rip sooner in the battle so it has time to do its full damage.
------Usefulness: Medium-High, Depending on other cat talents you take, the value of bloodfrenzy goes up. What I mean by this is: If you take improved shred & improved pounce or improved ravage, or even just improved pounce alone you can gain combo points easily from these. I'll explain more in the combo sections for these. Also any high damage ability like ravage gains a lot from a crit.
------Combo: Combined with improved ravage and your base chance to crit, you gain gain a 25% chance to crit. Giving you a decent chance to gain 2 combo points from it, and also a crit with ravage will be very high in damage.
------Combo2: Combined with Improved pounce, you could gain 3 combo points if you crit with pounce.
------Combo3: See Improved Shred/Improved Pounce
------Type: Great in pve and pvp. They're pretty much equal. With cat form you have more control over what's going on pvp wise so you'll still spend a lot of time in cat form to get real use out of it.

Primal Fury 5 Ranks (gives chance to gain 5 rage from a crit in bear form)
------Point of talent: to give you a little something extra for crits. The extra rage translates into improved dps or improved tanking.
------Usefulness: Low-Medium, for most druids this talent is pretty useless, as 5 rage from a crit isn't much at all. You're better off going for the bash/enrage combo. But for some bear fanatics, its worth getting. If you plan on being main tank quite a bit or using bear form for very extended periods of time this talent can help you out. Though rage can be quite difficult to get sometimes. May want to get this talent if you are struggling for rage and use bearform often
------Combo: Its all subject to your chance to crit, gaining an extra 5 rage might allow you to get off a maul or swipe sooner. But other then that I can't think of anything.
------Type: Its hard to say if its better in pve or pvp. In pve unless your doing a little group of friends who needs a tank, you wont be in bear form unless soloing sometimes. Even then you might be using cat form unless your full out in bear. In pvp you'll have to switch out of bear form often to heal and provide support. Though pvp is prime area for using bear form as its needed vs melee attackers.

Improved Shred 2 Ranks (Reduces the energy cost of shred)
*****THIS IS ONE OF THE MOST UNDER-RATED TALENTS****
------Point of talent: To allow you to use this unstealthed backstab more frequently in groups when you aren't the 1 tanking. Also allows the execution of a nice combo.
------Usefulness: Low-High, depending on how deep into feral you go, and if you take improved ravage, its value can change. Usefulness in groups is medium, usefulness solo if you do the pounce/shred combo is high. IMO you should not take this AND improved ravage if you only plan to solo. Because its useless solo unless you combine it with pounce. So if you plan on using ravage/improved ravage instead of the shred/pounce combo, don't take it, unless you want it for groups, and you will use it very often in groups. Sorry hard to explain.
------Combo: Combined with pounce which has a 2 sec stun, you can pounce, then while the target is stunned, you can shred. This combo will stack pounce's dot and shred's dot, as well as gaining the extra damage from shred. If both crit, you'll gain 4 combo points from this. If you have Improved pounce, if both crit, you can gain 5 combo points from this. If neither crit with improved pounce you'll gain 3 combo points. Even if you get unlucky, 3 combo points is a nice way to start off the fight. You may be able to do this combo without improved shred, but it would be cutting it close, relying on energy regen. As without pounce + shred = 110 energy and your capped at 100.
------Combo2: Do combo1 for 2 dots stacked, then use rake for a 3rd dot stacked.
------Combo3: Do combo2, then rip for 4 dots.
------Combo4: Do combo3, then shift out and moonfire for 5 dots stacked.
------Note: All 5 will indeed stack.
------Combo5: Use Tiger's fury, wait until 1 second is left on tigures fury then use shred. This is only a good option when starting a fight, or soloing. As the energy is better spend on multipal shreds. Also this combo becomes useless once you gain ravage. You can use it before ravage then.
------Combo6: Throw cat faerie fire into those combos anywhere for even more improved damage.
------Combo7: There are more if you use your brain.

Predatory Strikes 5 Ranks (adds to the attack bonus you get from cat form)
------Point of talent: To offer cat specialized druids improved damage
------Usefulness: The usefulness of this can be debated that you could instead focus on more str gear and gain what predatory strikes gives you. Cat form starts out giving 40 attack power, you then gain 2 attack power per level after that. By 60 cat form adds 120 attack power. Predatory strikes bumps that up 24 points - or equivalent to 12 levels of cat form attack gain. For a total of 144 attack power bonus from cat form. This can be improved higher with strength of the wild. However I tested in stress test that 1 point of str = 2 attack power. Not sure if this still is in effect at higher levels. So essentially you could gain the same 24 points of attack power this talent gives you from 12 points of strength. I need to do more testing to confirm the usefulness of this talent. But hell, if your focusing on cat form, why not do both, focus on str gear and get this for even higher attack power.
------Combo: Combined with str gear, and strength of the wild you could boost your attack power very high. For example, if a lvl 60 druid had this, strength of the wild and decent str gear he could reach 180+ attack power assuming he has 150 str or higher....if my calc's of 1 str = 2 attack power are correct.
------Note: Since cat form attacks fast, and some of its abilities do bonus dmg depending on how hard you hit for, attack power can really boost your dps more so then in bear form.
------Type: Great for pvp and pve.

Faerie Fire (Cat) 1 Rank (Allows the use of faerie fire in cat form)
Note: The rank of faerie fire used can be trained higher at your trainer
------Point of talent: To allow a druid the use of one of his unique spells without having to be in caster form. This allows you to still use your stealthed backstabs and still use faerie fire, instead of casting it, shifting to cat and fighting. Or it saves lots of mana and quicker dps by not having to shift out of cat form, cast it, and shift back in.
------Usefulness: Low-Medium, improves your dps by lowering the targets armor by a decent amount (505 at lvl 54+) Which actually isnt very much on mobs. Its pretty damn good against players though.
------Combo: Use this as early as possible in a fight, it can be combo'd with anything. For example: Use pounce/shred combo, then build 15 energy which should only take 1 tick, then faerie fire, then proceed with the more advanced combos listed above.
------Combo2: In groups where you are backup healer, use cat form for dps in between heals to regen your mana, using cat faerie fire while doing this gives you a free faerie fire, that every melee in the group benefits from. In caster form at high level it only costs 115 mana, but hell free is free.
------Combo3: In pvp, run around faerie firing everyone you see. With energy regen and it costing 15 energy per pop, you could easily faerie fire 12+ people which is the equivalent of 1380 mana if you did it in caster form.

Faerie Fire (Bear) 1 Rank (Allows the use of faerie fire in bear form)
Note: The rank of faerie fire used can be trained higher at your class trainer
------Point of talent: Gives the druid 2 debuff's to use in bear form. It only costs 5 rage in bear form. Increases you and your parties dps. See Cat form, for other points
------Usefulness: Medium-High, Not as useful as cat faerie fire due to bear doesn't concentrate on dps as much as cat does, and bear doesn't get auto-regened rage. But being able to stack demoralizing roar and faerie fire together is a nice touch.
------Combo: Combine faerie fire and demoralizing roar for a solid combo of debuff
------Combo2: Combined with furor/enrage/ & feral charge, you can shift to bear, faerie fire, and charge.
------Combo3: Use with taunt for extra threat generation
------Note: Get this off asap as it will help with your dps and everyone else's hitting the opponent.
------Type: Great for both pvp and pve.

Thick Hide 5 Ranks (increases the bonus armor from items you get from using bear form)
------Point of talent: Warriors get this too, so they gave an exact copy to druids. Gives the druid extra armor for specializing in bear form to do his job "better"
------Usefulness: Low, The usefulness of this talent is still under the microscope. But Ill list what i figure with it. Rank 5/5 with this talent gives an extra 10% of all your armor ITEMS added up. So if you take the items from a lvl 60 druid listed on thottbot at: http://www.thottbot.com/index.cgi?profile=Artoc.Beta_Server his items total up to give him 1294 armor. 10% of that is 129 armor. So if I am right, 5/5 thick hide would only give him an extra 129 armor. Which is 20 armor less then lvl 30 mark of the wild gives you.
------Combo: Combine this with combat endurance if you want a noticeable increase in your tankability
------Type: Might help a little soloing with bear from in PvE. But if you notice anything it will probably be in pvp.

Feline Swiftness 1 Rank (Increases your outdoor movement speed while in cat form by 30%)
------Point of talent: A nice treat for cat specialized druids. Increased speed works while prowling as well. Allows traveling in a combat ready form & provides great escape ability while in cat form. Though its usefulness took a hit last patch when it was made outdoor only, its still an awesome ability.
------Usefulness: High, Stealthing at near run speed is self explanatory. This ability is especially useful in pvp.
------Combo1: Stealthed with track humanoids running you can easily tell where every player and npc humanoid is in your nearby area. You can cover ground quickly, and avoid large groups of hostile opposing faction players, and find lone players, sneak up on them and take them down. Just like a real cat hunting, taking down stragglers.
------Combo2: Run around in cat form with your increased speed faerie firing people in pvp, and use it to escape. Use it for hit and run tactics.
------Combo3: Use this on runners, shift into cat, and chase them down and shred their backs as they run.
------Note: Can not be used for kiting with your dots on it, as there are anti-kiting measures in place.
------Type: Godly in pvp, and still awesome for pve soloing and group scouting (except when indoors)

Strength of the Wild 5 Ranks (Gives you a bonus to your strength while using cat or bear forms, the bonus is a percent of your normal strength)
------Point of talent: Increased Attack/DPS for both bear and cat. Really setting you apart as a feral druid.
------Usefulness: Medium-High, The higher your strength, the more bonus you get. So technically tauren gain more from this talent but not by much. A 60 druid who focuses on strength items could easily reach over 150 str with mark of the wild helping. Which if you have 4/4 (12%) on this talent should translate into 36 attack power. Quite powerful indeed.
------Combo: This combo is a forced combo if you want this talent, as predatory strikes is required to get this one. Kind of a bad thing if your looking to get it for bear form only. But combined with predatory strikes as mentioned above with 150 str I calculate that you could gain 180+ attack power with cat form using this talent.
------Combo2: Grab improved mark of the wild with this to get more str from your buff and help you in general to gain more bonus from this talent.
------Type: Great in pvp and pve.

Improved Ravage 2 Ranks (Increase your critical strike chance with ravage by 5-10%)
------Point of talent: To give the druid a chance to do nice chunk of damage with his most powerful attack, Ravage. Also helps with gaining an extra combo point if you took blood frenzy.
------Usefulness: Medium, Could even say high, since combined with shared claws & base crit with decent agi items you get a 25ish % chance to crit with an ability that REALLY benefits from a crit. At 35 i was critting with ravage for 450-550 dmg...which is about the same dmg as a lvl 58 starfire.
------Combo: As said above, combine this with sharpened claws for a 25% chance to crit using this ability. You could get it even higher with a little more agi gear.
------Combo2: Use tigers fury, wait 1 tick of energy regen, then ravage for a nice bonus to dmg.
------Combo3: Since a part of ravage's damage is based off how hard you hit...With strength of the wild and predatory strikes, your damage with ravage grows much stronger, especially if you crit cause That's based off how much dmg you do too. Which is why using tigers fury before it helps.
------Combo4: Use shred shortly after executing this ability in a group once tank has agro.
------Type: Great for both pvp and pve...though it should help a little more in pvp where you are going to be backstabbing casters, they have low hp so a crit against them is strong.

Primal Instinct 1 Rank (Lowers the mana cost of shifting)
------Point of talent: To allow the feral specialized druid to use his feral forms more often, not worrying as much about the mana cost to do so. Allows him to use it more freely in groups even if he's doing some healing.
------Usefulness: Medium-High, Depends how often you shift a fight. If you plan on shifting often the mana saved adds up quickly. At high level shifting costs around 700ish mana so this would bring it down around 500ish. Saving you 200 mana per shift. The real beauty of it is you need to spend less time in your feral form to regen the mana cost back.
------Combo: You could combine this with reflection to save even more mana...But i wouldn't really count it as a reason to get reflection.
------Combo2: Pretty much allows lots of combos as shifting isn't as mana intensive.
------Combo3: Say you are healing up a storm and grab agro from healing to much, you could shift into cat for reduced cost and use cower to lower your agro, then stay in cat form, stack a few dots, and shift out and go back to healing.
------Type: Great for pvp and pve...both require lots of shifting, though pvp is more so

Improved Pounce 2 Ranks (Gives a 50-100% chance to gain an extra combo point when using pounce)
------Point of talent: To help build your combo points up faster after backstabbing with pounce. This allows you to get Rip off sooner so it does its full duration of damage.
------Usefulness: Low-Medium - Many like ravage better.
------Combo: See improved shred
------Combo2: Combined with blood frenzy you could start the fight with 3 combo points. Throw in a quick claw or 2 because of ferocity and you should have 4-5 points to execute a rip.
------Combo3: Use tiger's fury before pouncing if you don't get improved shred to do that combo.
------Combo4: Use Rake & rip to stack 3 dots after using pounce.
------Combo4: Pounce, Faerie Fire, Rake/Claw
------Type: Great for pvp and pve.



Which Race to Choose...

Druid has very limited options for racial choice. Basically If you want to be horde, you have to pick Tauren, or if you want Alliance you have to pick Night Elf. If it dosnt matter to you which faction, choose based off of how you would play a druid. Each one has its advantages and disadvantages and each is a viable choice, you can not gimp yourself by choosing the wrong race. The races were balanced well. One of the most important factors in choosing a race is choosing one you like the look and feel of. Get a few choices in mind then look at the charts below to help you finalize that decision.

Racial Traits
Night Elf
Tauren
Shadowmeld
Active
Activate while immobile and out of combat to enter stealth mode also provides bonus to stealth/prowl - lasts until canceled - no cooldown
War Stomp
Active
 Activate to stun opponents within 5 yards - lasts 2 sec - 2 min cooldown
Quickness
Passive
Dodge chance increased by 2%.
Endurance
Passive
Max Health increased by 5%
Wisp Spirit
Passive
  Become a wisp when dead with movement speed increase of 50% (25% faster then normal ghost)
Cultivation
Passive
15 skill bonus to Herbalism
Nature Resistance
Passive
+10 Nature Resistance
Nature Resistance
Passive
+10 Nature Resistance

 

Druid Stats
Green - Best
Race
HP
MP
STR
AGI
STA
INT
SPR
Power
Armor
Dodge%
Crit%
Night Elf 48 80 17 26 20 21 21 14 56 7.78 5.67
Tauren 69 68 26 17 23 17 22 32 38 4.02 4.47

Racial Rankings
Stat
Winner
Hit Points
Tauren
Melee Damage Per Second (in all shapeshift forms)
Tauren
Armor Rating, Dodge & Critical Hit Chance
Night Elf
Mana, Spell Critical Hit Chance, Learning Speed
Night Elf
Health Regen, Mana Regen
Tauren

Racial Population
Night Elf
Tauren
36%
28%
These stats were collected durring the WoW Stress Test 1 via this website

Things to Consider...

Agility stats are level dependant.

What this means is say you were level 26 with 45 agi, 6.1% chance to crit and 5.8% chance to dodge with 700 armor. If you leveled to level 30 and did not get any upgrades to armor/agility then your stats might read somethjing like 45 agi, 5.8% chance to crit 5.4% chance to dodge and 682 armor. In order to keep your crit & dodge chances, and your armor from agi up as high as it was from when you made your char, you must gain agi with levels. For some classes this is easier because they concentrate on agi anyway, or have agi buffs that get better with ranks. While others struggle a bit more. You dont HAVE to keep your agi high, but note that your crit, dodge, and armor from agility will go down as you level if your agility remains the same. I am not sure if other stats work the same way as agility in this aspect. For example maybe your crit spell chance scales as well.

 

Tauren & Nightelf's differing strengths.

Taurens are better suited to feral combat then Night Elves. Their strength gives them a bit more attack power. So tauren is very well suited to cat form believe it or not. They make good bears too, due to their high stanima for high hit points. However they have very low agility so their armor is quite a bit lower then a Night Elf. Tauren do have slightly higher spirit then night elves which gives them a mana and health regeneration edge. Also a Tauren would gain more from the Strength of the Wild talent, as it takes a % of your str to give you a bonus. The higher your str the higher the bonus. Taurens also have an AOE 2 second stun they can call upon at any time, has a cooldown of 2 mins though.

Night elves are most suited for nuking, healing and critting. Their higher intellect gives them a larger mana pool and a better chance to crit. Their low strength makes their attack power much less then a taurens so their DPS in melee forms isnt as high. They do make a decent bear though, their extremly high agility adds a good deal of armor and dodge chance. Night Elves slightly lower spirit makes them not regen their mana quite as fast as a Tauren but not by much at all. Night elf make better assasin type cats. Their higher agility gives them a bigger chance to crit, and their shadowmeld makes them harder to detect while stealthed.

 

Key, Formulas & FAQ
Q: Does cat form have weaker stealth then a real rogue?
A: No, stealth is the same as a real rogues.

Q: Is bear form's taunt weaker then a real warriors?
A: No, its identical, however a warrior can get talents to make theirs better, they also have other abilities to help them keep agro.

Q: Can you switch from 1 form to the next? IE Be in Cat form and switch to bear?
A: No, you must return to caster form to switch to a different form.

Q: Does cat form follow rogue rules? IE str + agi for atk power and bonus to dodge/crit?
A: No, cat form follows the same rules as every other form. It does not even get dual wield, though it may seem like it do the an attack speed timer of 1.

Q: So if its str that determines our attack power in all forms, how does strength translate into attack power?
A: From my limited testing 1 str = 2 atk power

Q: Can you use potions, items or eat food while in a form?
A: No.

Q: Can you be a viable druid without shifting to much?
A: Yeah, but you have to spend a lot of points in balance or restoration talent trees. I personally think if you don't plan on shifting much, may as well play a priest or a shaman.

Q: So cat form adds 40 atk power, thats it? Seems pretty weak.
A: No, the atk power gained from cat form goes up every time you level. From my limited testing 1 level = 2 Atk power. So at level 60 Cat form gives you 120 extra attack power.

Damage Reduction Formula:

Damage Reduction = (.3*(Armor Class-1)/(10*Level+89))

Okay, so lets make some sense of this formula. Lets say I want to figure out the damage reduction of a naked level 1 night elf rogue who has 58 armor.

So lets see, Armor Class - 1 = 57 * .3 = 17.1
10 * Level 1 + 89 = 99
17.1 / 99 = 0.1727
Which means 17.27%

Lets apply this to a bit higher character now.

How about a level 13 Tauren Druid, wearing leather armor, fully buffed & in Bear form. He has 562 armor. So if we do the math the dmg reduction turns out to be about 77%

Strength & Attack Power:

From my limited testing it appears that 1 str = 2 attack power. Except of course for rogues & hunters who use a combination of strength and agility to determine their attack power. I guess you could say for them 1 str = 1 atk power, 1 agi = 1 atk power.

Abbreviation
Meaning
Abbreviation
Meaning
DD
Direct Damage   Mez To mesmerize a target, stops it from fighting
DoT
Damage over Time   CC Crowd Control - process to fight 1-2 monsters at a time
HoT
Heal over Time   Buff A beneficial spell that improves your character
Proc
To trigger a magical effect in a weapon   Debuff Opposite of Buff
AoE
Area of Effect   Snare To slow run speed
PBAoE
Point Blank Area of Effect   Haste Makes your character attack faster with melee
DPS
Damage Per Second   Threat What monsters use to judge who to attack. Whoever has the most has the monsters attention
PVP
Player vs Player   Nuke See Direct Damage
PVE
Player vs Environment   Mob Mobile/Monster/Hostile NPC
DMG
Damage   Agro Aggression - when a mob wants to kill you
HP
Hit Points or Health Points   PC Player Character - human controlled
MP
Mana Points or Magic Points   NPC No Player Character - computer controlled
STR
Strength   Pet An NPC friend that follows your commands
AGI
Agility   DS Damage Shield - A buff that hurts mobs who touch you
STA
Stamina   Bleed Damage over time
INT
Intellect   Rez To resurrect a player (bring them back from dead)
SPR
Spirit   Taunt To get the monsters attention so it attacks you and no 1 else
Regen
To recover   Wake Process of waking anything that is mezzed
Lull
To lower the radius in which the monster will attack   Dispell to remove a magical effect
  • Strength
    • Adds to your Attack Power, Damage-Per-Second, Amount of damage blocked with shield in part by Strength (and other part by your shield)
  • Stamina
    • Increases Hit Points
  • Spirit
    • Increases Health and Mana regeneration in & out of combat. Spirit also increases your chance to 'proc' with weapons.
  • Armor
    • Protection gained from spells and armor. Higher yields more damage absorb.
  • Dodge
    • Chance to dodge a melee attack.
  • Agility
    • Increases chance to Critical Hit. The amount of bonus is higher per point on Rogues. Agility affect Dodge. Rogues get more Dodge per points of Agility then other classes. Agility Adds Directly to Armor.
    Intellect
    • Increases Mana Points as well as chance to Critical Hit with magic spells. Intellect also grants a higher chance to increase melee skills. Does not affect trade skills.
  • Power
    • Melee Attack Power Rating (higher yields more damage)
  • Crit
    • Chance to Critical with melee only. Intellect reflects crit chance for spells