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Death Knight
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- Balance DPS
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- Feral DPS
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Paladin
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Priest
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Rogue
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Shaman
- Shaman Leveling
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Warlock
- Warlock Leveling
- Affliction Warlock
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- Demonology DPS
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- Destruction DPS
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Warrior
- Warrior Leveling
- Arms Warrior
- Arms DPS
- Fury Warrior
- Fury DPS
- Protection Warrior
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Druid Class Guide
The Gotwarcraft Druid Class Guide
for Cataclysm

Contents

Druid Class Guide

Other Druid Guides

 

This guide is simply intended to provide a general overview of the Druid class.

For a more in-depth and highly detailed resource on everything Druid related, from leveling to PvP to Raiding to earning gold, check out the Killer Guides' Druid guide.

 

The Druid

The Druid class is intended to be protector of the wilds, defender of the great balance, and preserver of life, but unless you’re playing on an RP server, I somewhat doubt that you truly plan on doing anything aside from laying some major smack down on everything from mobs, when leveling, to other players in the arena, to bosses in raids.

Let not the (relatively) low population of Druid’s sway you from your interest. Druid’s are one of the most fun, inventive, and overall powerful (overpowered?) classes in the game, and for good reason considering how the class is designed.

Creating a Druid is akin to saying you want to have your cake and eat it too, only with icing on top, and perhaps a couple bowls of ice-cream on the side. But all joking aside, Druids have the ability to tank, DPS either from a range or in melee, and play the role of main or backup healer, all packaged into one little (or not so much if you happen to be Tauren) package.

Before 4.0 - About the only downside would be relative boredom and slaving away mashing the Wrath key (a fairly weak ranged nuke at low levels) from 1-10 before proceeding to then mash the maul key (your main bear form attack) for another 10 or 20 more.

Post 4.0 - Druids now get cat form at level 8 and can start their career of ripping and clawing the opposition. Bear form comes at level 15 and you're now a pretty good tank, in addition to being a healer and ranged and melee DPS.

Druids possess many advantages and almost nonexistent disadvantages once you’ve reached high levels, but before that... things can get really hairy at times, excuse the pun. 

However not all things are difficult, if you can manage to get a leveling buddy things will come much easier, given that you could play the role of healer at least for a short period of time while they bring the damage.  Additionally, almost immediately upon gaining cat form you’ll notice a marked increase in both damage and overall mana efficiency.  Kill a few mobs, drop out of cat form to put up some heals on yourself, return to killing, etc.

Race

Before Cataclysm the choice of race for a Druid was a difficult one: Tauren or Night Elf?

This difference is largely visual as opposed to bringing any actual advantage to either, although I will say that Tauren do push ahead of night elves with 5% more health as opposed to night elves useless stealth (we get this with cat form already.) Unfortunately, the Tauren have amazingly ugly cat form looks to make up for the increased health.

Cataclysm will allow the Worgen and Trolls to become Druids.

  • Worgen:
    • Can periodically move quickly (does this stack with Druid travel forms?)
    • Increased crit chance
    • Reduced duration of curses and diseases (Are you listening, 'locks and DKs?)
    • Increased skinning speed and skill

  • Trolls
    • Berserking increases attack and casting speed.
    • Regeneration doesn't matter with your heals.
    • Damage increased Vs beasts, all 5 million of them, which is nice while leveling.
    • Increased crit chance with bows and thrown weapons, which you'll never use.
    • Reduced duration of movement impariing effects, useful for most, but your shapeshift is a far superior "break free" ability.

Tradeskills

As far as Druids go one of the most popular tradeskills happens to be Herbalism, generally to be combined with Alchemy for viable cash making on the auction house or simply to provide guildies with the potion/elixers/flasks required to run dungeons/raids. Cataclysm potions/flasks/etc will likely be quite lucrative for some time. Pick a ton of herbs and go for it.

Potions can augment your many abilities with constant health regeneration, greater tanking capabilities, and become quite the life saver at times.

However if you’re looking to purely make some money, as opposed to crafting items in the long-run, Herbalism works very well, especially with the release of Wrath of the Lich King & Cataclysm. Combine this with another gathering skill such as Mining or, more often, Skinning. It makes for a mean money maker combo and you’ll likely never be left wanting for more gold except for perhaps for that expensive top level purple gear on the AH.

Even though you have your own heals the first aid skill can come in handy from time to time, especially at lower levels. Never underestimate the benefits of a free heal. It's pretty much a free skill to level with all the cloth drops and it does have the occasional use.

Generally speaking, the crafting skills are very expensive to level. If you have lots of gold already then go for it, otherwise wait until you do.

If you want to make your own gear? Take Leatherworking and Skinning.

Tradeskills for the End Game

Currently the Engineering and Leatherworking professions give the best DPS gain, but make sure you have access to lots of gold first. You'll need it. Each profession has certain self-only abilities/items/spells which give benefits that classes without those professions won't see. The skills here are ranking in order of value to casters, Cats and Bears might have slightly different priorities.

  • Engineering: Synapse Springs gives 480 Int, which works out to about 12 seconds out of every 60, for roughly 96 Int on average. Since Int is Spellpower this has it's uses. Flexweave Underlay (a parachute) and Grounded Plasma Shield (Cata. only, this is a damage absorbtion shiled) are further cool engie perks.
  • Leatherworking: 130 Int/Agi/Str or Stam to bracers. Tanks & PvPers might like Charscale Leg Reinforcements while melee DPS might go for Dragonbone Leg Reinforcements
  • Jewelcrafting is the next best. 3 [Brilliant Chimera's Eye] in place of 3 [Brilliant Inferno Ruby] gives 81 net Int gain, similar gems are available (in Cataclysm) for the other stats.
  • Blacksmithing provides an extra socket each in your wrists and gloves, each of which can take a Brilliant Inferno Ruby (or appropriate other gem, which gives a net of 80 Intellect.
  • Alchemy: Mixology will give you 80 Intellect.
  • Enchanting: 40 Int to each ring gives 80 Intellect.
  • Inscription: 130 Int/25 haste to shoulders in place of the Therazane enchant gives 80 Intellect. There are similar inscriptions for tanks and DPS.
  • Tailoring: Lightweave Embroidery gives 580 spellpower for 15 seconds, which works out to a DPS equivalent of around 60 Int, once all procs and stuff are accounted for.
  • Herbalism now gives a haste cooldown via Lifeblood. At 480 haste for 20s every 2 minutes, it averages out to 80 haste. Haste is useful for every build.
  • Skinning gives 80 crit rating, useful for tanks and DPS, but probably less useful than primary stats, given how things scale in Cataclysm.
  • Mining provides minor survivability benefits, 60 Stam, which is useful for Druid tanks and for PvP, but the skill provides no DPS gain.

 

 

Druid Abilities Guide

Druid Abilities

Druidic abilities cover a lot of ground, this is exactly where the druid class differentiates itself from all others: multiple tree’s of abilities designed to be utilized by the various forms, and sometimes outside of all shape shifting possibilities.

Much like a Warrior, Druid’s will find their capabilities both enhanced and hindered based upon which form they’re currently using (much like the various Warrior or Death Knight stances,) making proper preparation the key to effectively combating various opponent types, whether player or monster.

Overall the experienced Druid gains the instinctive insight of when, where, and how to use his vast arsenal of abilities, making them nigh invulnerable to any combination of attackers and deadly despite any apparent disadvantages.

This huge variety of capabilities also makes the class rather difficult to pley well.

Caster Form – Humanoid

The standard caster, or humanoid, form for druids is the form you’ll be using for everything from ranged caster style damage and nuking to playing the healer and supporting everyone else in your party.

Caster form is obviously the only one available to you from 1-7, often coming into a general lack of use until first instancing/doing either battlegrounds or raiding at 80, either way I’d consider it underpowered unless heavily augmented by gear for healing or damage.

Still useful at all times, due to not being classified as a beast like all other forms. The beast forms make them vulnerable to Scare Beast and various other attacks against beasts. Humanoid form also allows you to look pretty as opposed to looking like a wild animal. Unless you're Tauren.

Cat Form – Level 8 (was level 20, before 4.0)

Cat form is the Druid’s first step on the road to melee DPS capabilities, giving us a massive increase in burst damage, damage over time, and kill speed efficiency as we finally gain the ability to grind for lengthy periods of time without stopping.

Additionally, this form grants you the ability to stealth, very much like a rogue, as well as possessing a sprint like ability and various stealth-opener attacks that allow you to very quickly burn down the opposition.

Cat form is immensely useful in making the druid a fast leveler compared to the slower speeds granted by the other forms.

Bear Form – Level 15 (previously level 10)

Bear form represents a large increase in our survivability, massively boosting armor and health to levels matching that of Warriors and Paladins early on.

Gaining this form becomes possible at level 15 and used to require the completion of a specific Druid class quest line gained from your respective trainer at either Thunder bluff or Darnassus.  This also opens up travel to the moonglade, via teleportation, making it a viable stop for training whenever you level. With 4.0 the quest is completely optional, though you may want to do it for the XP and for the teleport spell.

Prior to 4.0 there was an "upgrade" to Dire Bear form at level 40. With 4.0 pretty much all things scale with your level and Bear Form is no exception, therefore there is no longer a Dire bear form.

Here's a complete walkthrough of the (old) Druid bear form quests, for the Alliance Druid and for the Horde Druid.

Travel Form – Level 16

With the 3.2 patch this form was changed to be learned at level 16, not 30.

Travel form is an ever useful speed increase that, despite what you might think, is never fully replaced by either the level 30 mount or the 60 epic speed mount, this form being key to any PvP strategy due to its massive increase in maneuverability over normal players.

Very prevalent in Warsong Gulch and Eye of the Storm due to the capability to carry the flag while in travel form, much like shamans. However, this remains undispellable unlike the Shaman's Ghost Wolf.

This makes Druids ideal flag carriers in the Battlegrounds.

Aquatic Form – Level 16

Aquatic form used to be gained from a somewhat long quest line, made available starting at level 16. However, many Druids choose to put this off and complete it at a later time, due to the form's relative uselessness at most times and the travel time involved. Currently the quest is optional as the abilitiy is trained like any other ability.

Aquatic Form improves swim speed by 50% and allows for underwater breathing. Pick this up before hitting up areas such as Stranglethorn vale, where underwater quest chains begin to appear.

Flight Form, Swift(Epic) Flight Form – Level 60, 70

Druids are quite lucky to gain a flight form equal to the flying mount. This form also comes at a fairly cheap trainer price and does not require you to train the flying skill itself to use this.

However, to obtain the upgrade form, Swift Flight Form, you’ll need to train your riding skill up to 300 and complete a quest chain, requiring you to spend practically the same as any other player for your epic mount.

The upside is that flight forms can be activated while falling, and any other time, instantly, as long as you’re not in combat, making it somewhat more viable than mounting up.

With the 3.2 patch Flight Form can be learned at level 60.

Moonkin Form – 10 Points in Balance

Moonkin form is gained by placing your 10th point into the balance tree, gaining the ability to shift into Moonkin much like you would any other form, such as bear or cat form.  However Moonkin also has greatly differing abilities: rather than add whole new spells, it instead greatly augments armor and damage casting capabilities.

Essentially Moonkin could be considered the mage or warlock form, granting us enough Spell Haste (5% to both us and the entire party) and damage to become a reasonable threat from a distance, whether it be grinding, raiding, or PvP.

Although the uses of Moonkin form for leveling are debatable, it’s become a staple raiding class, commonly there being at least one or two per raid.

Tree of Life Form – 30 Points in Restoration

Tree of life form is gained by putting 30 points into the Restoration tree, granting you an admittedly silly looking, yet extremely effective, healing form which lasts for 30 seconds (since 4.0.)  It increases armor by 120%, the effectiveness of all healing spells by 15%, and enhances some other spells.

It's a good form to change into for emergency healing and has a 3 minute cooldown.

 


Druid Leveling Guide

Leveling

Note: For a more in-depth look at leveling a Druid, including builds, specs, and tips, check out our Druid Leveling Guide. For an actual path to get from 1 to 85 fast see our guide recommendation, below.

Leveling a druid varies for every player, unlike many classes. How enjoyable you find the experience is almost entirely based upon personal capabilities at controlling the numerous, and sometimes tricky, abilities and combos that make up a druid.

However, when looking for leveling speed, Feral will most definitely come out on top, Balance in second, although gaining slightly post-40, and finally Restoration - a distant third, given that it only benefits healing aside from the first talent (furor.) However, if you're a team plaer and are doing most of your leveling in teams (ie: dungeons, battlegrounds) then Resto is quite viable as a leveling build.

Feral Druids

Feral druids are focused on becoming Rogue and Fury Warrior like in that they burst through mobs in a whirlwind of flashing claws or death anbd destruction, stopping only to throw on a few HoT’s (Heal over time) before shifting back into cat form and moving onto the next group.

Downtime is almost nonexistent the more you progress past 20, firmly becoming nonexistant past 40+, as you gain some of the massively damaging attacks that define feral druid and cat form DPS.  Bear form will remain largely unused for leveling aside from making getaways or possibly tanking instances.

Alternatively, should you have a few leveling partners, tanking can be quite an enjoyable experience as well. Bear form easily gives you the capability to hold threat while whoever you’re teaming with beats the offending mobs down.

The great thing about Feral is that in a single build you gain tanking and solo DPS viability, allowing you to easily make the transition from solo-killer to a group player.

See our Druid Leveling Guide for builds and specs on leveling a Feral Druid and see our Feral page for more general info on that spec. If you need to get leveled fast then see below.

 

Balance Druids

Leveling as Balance is the second option when setting yourself along the path to 80 (or whatever your goal happens to be.)  I personally selected balance as my build of choice when leveling my first druid to 70. I found it more fun to play a unique hybrid caster as opposed to another rogue clone with heals.

Balance has some immediate problems when compared to Feral, notably damage to mana efficiency and, by connection, the ability to kill effectively for any great period of time.  However, Balance makes up for this by being quite capable of root and spell kiting bosses that are otherwise un-defeatable.

Stacking up as much damage gear, and good gear in general, is key to being viable as Balance. Without this you’ll be immeasurably weakened when compared to all other build types, even restoration, so I wouldn’t suggest this as your first character.

Balance is also good support for a group of players leveling together, giving you the ability to deal out the damage and remain in reserve for heals when needed.

See our Druid Leveling Guide for builds and specs on leveling a Balance Druid. If you need to get leveled fast then see below.

 

Restoration Druids

Restoration leveling is an exercise in patience and exasperation, you gain virtually no improved solo capabilities while improving your already powerful healing capabilities to pointless levels, as far as soloing is concerned. Only consider this build if you plan on dedicated teaming.

The upside would be that you provide massive aid to any team you happen to join and, if instancing regularly is your thing, it actually comes in quite handy and sets you apart from any other Druids you might encounter.

Just remember, this is the hard road and if you have the cash you could always stay Feral or Balance and respec for instance runs as needed.

If you have 1o gold and are level 30+ you can pick up the dual build ability from your trainer and have one build for Feral and another for Resto.

See our Druid Leveling Guide for builds and specs on leveling a Resto Druid and see our Restoration page for more general info on that spec. If you need to get leveled fast then see below.

 

Gear, Stats, and Numbers

Gearing woes will plague you throughout your career as a Druid. A constant requirement will be that of possessing nigh three complete suits of armor if you wish to truly utilize all your possible roles, sometimes even four.

As far as Feral is concerned... Strength, Agility, and lastly Intellect will be your defacto order of priority, generally balancing your mana to be a certain percentage of your life at any time as more mana = more heals = more life on demand.

Basic Stat Priorities

This will change when the hotfixes, bug fixes, tweaks, nerfs, and buffs settle dow a few weeks after Cataclysm. For now this is a good place to start.

Cat Form
Melee DPS, Leveling

  1. Agility
  2. Agility
  3. Agility (Stam if leveling)
  4. Mastery
  5. Everything else
  6. Resilience if PvP
  7. Reforge everything into Mastery
  8. Int - only if casting often enough to be worth it.
  9. Spirit - no value
  10. Strength - Ok, but Agi is better.

Bear form
Tanking

  1. Stamina
  2. Agility
  3. Dodge
  4. Resilience if PvP
  5. Reforge everything into dodge.
  6. Int - only if casting often enough to be worth it.
  7. Spirit - no value
  8. Strength - Ok, but Agi is better.

Human/Boomkin/Tree
Healing/Ranged DPS

  1. Int
  2. Int
  3. Haste
  4. Mastery
  5. Hit - the "Balance of Power" talent (Balance) gives you hit rating equal to the spirit on your gear. If you take this talent then spirit on gear is useful, otherwise skip Spirit.
  6. Agility, Str - no value
  7. Stam for PvP
  8. Resilience for PvP

Note - at low levels we recommend that you stack Stamina until survival is no longer an issue (which will be different amounts for different people.) If you're doing low level PvP (or any PvP) you'll want a lot more than otherwise.

In a PvE environment, if you're DPS and have a good tank, then you don't need much Stam.

Stat Conversions at Level 85

Numbers are rounded off.

  • Dodge - 176.7 rating per 1%
  • Hit - 120.1
  • Spell Hit - 102.45
  • Crit - 179.3
  • Resilience(Player Damage Taken) - 276.12299 per 1% reduction
  • Haste - 128
  • Expertise - 30
  • Mastery - 179.3

 

Cat form notes:

  • At low gear levels (below t7) Agility > Strength > Crit > Haste > Hit/Expertise > Arp > AP
  • Hit and Expertise rating at not very important at these levels unless you find your misses to be disrupting your atttack rotations. So: If you feel you're missing too much get Hit, otherwise skip it for now.

 

Druid PvP Guide

PvP

Are Druids viable in PvP? I think enough of us have had our butts kicked by Druids to know that that is a silly question. Druids are very viable in PvP, any PvP.

As always, move points around to reflect your team and your abilities/preferences.

For all the dirty tricks, including how to kill (or help your partner(s) kill) anything treat yourself to a PvP Pwnage guide. It will show you everything you need to know to rule even more at pVp. Click here and get yours now.


Druid Raiding Guide

Raiding

 

Cat form DPS prority list: If you're new to raiding don't worry about doing it all right the first time. Practice makes perfect and Druids need lots of practice. Fortunately, they're powerful enough to be desirable, which means you should have the chance to get all the practice you need. Start with points 1 thru 5 and work up from there.

  1. Keep up Savage Roar - SR buffs everything. It doesn't matter how many Combo Points (CP) you use for SR, just keep it up.
  2. Keep up Mangle - M buffs youir bleeds and Shred
  3. Keep up Rake
  4. Use Shred for CP regeneration (remember, that points 2 and 3 are more important) - note: never Shred without applying Mangle and at least one bleed.
  5. When at 5 CP and Rip is not up, use Rip
  6. When below 30 Energy, use Tiger's Fury (TF)
  7. Use Clearcast Proccs (from Omen of Clarity) for Shred
  8. When at 5 CP and Rip and SR are running with 8 seconds (might be longer, depending on your gear) or longer each, use Ferocious Bite (FB)
  9. When Rip and SR will drop at nearly the same time (with less than 3 seconds difference), try to recognize it early. Then use SR with a small amount of CP to desynchronize both timers.
  10. Use Berserk only at high energy, (but not higher than 85) not directly after TF, and as often as possible. If you will get Hysteria, or some boss mechanics will enhance your damage, save it for these situations.

Now, if you can afford to level your tradeskills... Several tradeskills have useful self-only buffs.

  • Inscription - the Shoulder Enchant adds 64 AP over anything else in game. Also has a few Bind on Pickup (BoP) off hand items that can be useful.
  • Blacksmithing - Two more sockets for gems - that's a lot of gold for two sockets.
  • Enchanting- Ring Enchants - Two rings = 64 AP
  • Jewelcrafting - Some nice BoP gems
  • Leatherworking - A nice wrist enchant adds 64 AP
  • Mining - 50 Stamina
  • Skinning- 32 crit rating
  • Cooking - lets you cook up a number of foods with significant buffs to various stats.

Feral Enchants:

The Enchants should be easy to find on the Auction House.

Gems:

Moonkin Raiding

 

  • Major Glyphs - Moonfire, Insect Swarm, Starfall.
  • Minor Glyphs - Included, but none are raid significant.

Moonkin Stat Prioroty:

  1. Hit rating to the 263 cap (237 with Draenei in group) - Talents will provide most or all of this, so short of level 83 bosses you don't need to gear for it.
  2. Haste Rating to the soft cap (401 with the Wrath of Air Totem running, 585 without.)
  3. Spell Power
  4. Haste rating (to the hard cap)
  5. Crit rating
  6. Intellect
  7. Spirit

Gems:

Moonkin Enchants:

Macros

A few, generally useful, macros

  • This one puts you into your cat form and prowls
    # show Prowl
    /cast [nostance:3] Cat Form; [stance:3, nostealth] Prowl

  • This one will use Rake on your opponent, but it you're stealthed it will use Pounce instead.
    /cast [nostealth] Rake; [stealth] Pounce

  • One click snare breaker. This should return you to your original form. Occasionally useful for leveling or PvE, very useful for PvP.
    #showtooltip
    #show
    /cast [stance:1] !Dire Bear Form; [stance:4] !Travel form; [stance:3] !Cat Form; [stance:5]

  • One button switch to the correct travel form for land, sea, or air.
    /stopmacro [stance:5, flyable]
    /stopmacro [stance:2, swimming]
    /stopmacro [stance:4, noflyable]
    /stopmacro [stance:4, combat]
    /cancelform
    /cast [flyable, nocombat, noswimming] Flight Form
    /cast [noswimming] Travel Form
    /cast [swimming] Aquatic Form

 

Gear Lists

Level 80

Helm:

Gaze of the Somber Keeper
Crown of Unbridled Magic
Helm of the Majestic Stag
Fallen Sentry’s Hood
Helm of Anomalus
Tattered Glacial-Woven Hood

Neck:

Symbol of Redemption
Amulet of Dazzling Light
Love’s Prisoner
Zuramats Necklace
Necromancer’s Amulet

Back:

Ancient Dragon Spirit Cape
Shroud of Moorabi

Asimov’s Drape
Disguise of the Kumiho
Wispcloak
Cloak of the Fallen Cardinal

Shoulders:

Mantle of Revered Mortality
Silent Spectator Shoulderpads

Mantle of the Extensive Mind
Grim Lasher Shoulderguards
Mantle of Deceit
Mantle of Inconsolable Fear

Chest:

Chestguard of Broken Branches
Robes of the Cheating Heart
Lunar Eclipse Chestguard
Raiments of the Titans
Drakewing Raiments
Moonshroud Robe
Royal Moonshroud Robe
Embrace of Madness
Egg Sac Robes
Insect Vestments
Spellweave Robe
Mord'rethar Robes

Wrist:

Cuffs of the Trussed Hall
Cuffs of Winged Levitation
Handlers Arm Strap
Bindings of the Depths
Plague-Infected Bracers
Moonshadow Armguards
Bindings of Yearning
Putrescent Bands
Wound-Binder's Wristguards
Wristguards of Subterranean Moss
Ancestral Sinew Wristguards
Ghostly Wristwraps
Royal Moonshroud Bracers

Hands:

Gloves of Token Respect
Handwraps of Surrendered Hope
Gloves of Glistening Runes
Overlook Handguards
Sterile Flesh-Handling Gloves
Grotto Mist Gloves
Gloves of Dismal Fortune
Moonshroud Gloves
Spellweave Gloves
Essence of Desire
Handwraps of Resonance
Muddied Crimson Gloves
Suspiciously Soft Gloves
Marwyn’s Macabre Fingertips
Gloves of Distorted Time

Belt:

The Confessor’s Binding
Sash of Blood Removal
Belt of Dark Mending
Belt of Vivacity
Sash of Phantasmal Images
Cord of the White Dawn
Belt of Arctic Life
Fishy Cinch
Sash of Jordan
Ghostflicker Waistband
Binding Of the Tranquil Glade
Braid of Salt and Fire
Belt of the Living Thicket

Legs:

Skirt of the Old Kingdom
Leggings of the Haggard Apprentice
Breeches of the Caller
Earthgiving Legguards
Ring-Lord’s Leggings
Cyanigosa’s Leggings
Giant-Friend Kilt
Kilts of the Forgotten One
Leggings of the Ruins Dweller
Opposed Stasis Leggings
Leggings of the Snowy Bramble
Leggings of Lost Love

Boots:

Boots of Transformation
Footwraps of Teleportation
Earthgving Boots
Boots of Wintry Endurance
Spellslinger’s Slippers
Slippers of the Holy Light
Arcanic Tramplers
Boots of Septic Wounds
Sandals of Crimson Fury
Ice-Steeped Sandals
Prelate's Snowshoes

Rings:

Enchanted Wire Stitching
Titanium Spellshock Ring
Band of Channeled Magic
Etched Loop of the Kirin Tor
Ring of the Darkmender
Signet of Hopeful Light
Spiteful Signet
Oath of Empress Zoe
Band of the Invoker
Band of Enchanted Growth

Spectral Seal of the Prophet
Annhylde’s Ring
Band of Guile
Signet of Purity

Trinkets:

Darkmoon Card: Illusion
Nevermelting Ice Crystal
Soul Preserver

Tome of Arcane Phenomena
Forge Ember
Spark of Life
Talisman of Troll Divinity
Winged Talisman
Ephemeral Snowflake
The Egg of Mortal Essence
Je’Tze’s Bell

Weapons:

Titanstell Guardian
Bone Gloem Scapula
Mariel’s Sorrow
Spectral Kris
War Mace of Unrequited Love
Gavel of the Fleshcrafter
Netherbreath Spellblade
Surgeon's Needle
Hammer of Purified Flame

Off-Hand:

Handbook of Obscure Remedies
Frostbridge Orb
Tome of Salramm
Shriveled Heart
Faces of Doom
Prison Manifest

Two-Handed

Staff of Draconic Combat
Staff of Sinister Claws
Staff of Wayward Principles
Blood Boil Lancet
Unspeakable Secret

Idol:

Idol Of Awakening
Idol of Flaring Growth
Idol of the Black Willow

The level 70 gear list below represents what is likely going to be the maximum amount of Spell Power and mana regeneration gear possible to prepare you for raiding as a Restoration Druid.  Not all of it is required, just recommended to make it as easy as possible on both you and the raid. The list is for people who wish to try the level 70 raids and/or for those who don't yet have Wrath of the Lich King.

Helm:

Neck:

Back:

Shoulders:

Chest:

Wrist:

Hands:

Belt:

Legs:

Boots:

Rings:

Trinkets:

Weapons:

Off-hand:

Two-Handed:

Idol:

 

Druid 1-85 Leveling Guide

Now that you're on the way to becoming a lean, mean, killing machine you should consider a full blown leveling guide for your 1-80 (or 85) blast. Why? It will save you many days of in-game time and will also save a good deal of frustration, even if you already know many or most of the quests. With Cataclysm you'll be able to cruise through the new levels, get to 85 ASAP, and get into all that new end-game conent.

Our recommended leveling guide is Zygor's Guide. Zygor's automates the whole 1-80 (or 85) path (automatically updating as you complete tasks and quests) and is like having an expert helping you every step of the way. Pick your starting point and the guide automatically updates and advances as you complete quests, sets a waypoint arrow automatically, and includes all the important quest info.

Grab your copy of Zygor's Leveling Guide, here



 

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