A druid is a shapeshifter whose abilities change based on what form he is in. The strength of a druid is flexibility. A druid can be a death-dealing spellcaster, an offensive and defensive melee hybrid, or a mobile healer. This flexibility is not without compromise. To maximize its effectiveness, each role requires focused talent point allocation and equipment, so a druid generally chooses one of these to specialize in at any given time. However, the druid willing to devote the time and bag space to several sets of gear will be capable of switching roles from encounter to encounter.

LEVELING

1-10 | 11-20 | 21-57 | 58-69 | 70

PROFESSIONS

Herbalism / Mining / Skinning

These gathering professions are recommended if your druid is your first character as items gathered through these can be sold at the Auction House to fund your adventures. Pair Herbalism with Alchemy; Mining with Blacksmithing, Jewelcrafting, or Engineering; or Skinning with Leatherworking to avoid being a buyer of said gathering profession items as you train a crafting skill.

Alchemy

Aside from being able to make your own potions and elixirs, being an alchemist provides three main benefits. First is the Alchemist's Stone trinket craftable at 350 skill that gives +15 to every stat and increases the effect that potions have on the wearer (great for caster druids). There are now also versions that grant attack power, bonus spell damage, bonus healing, or defense rating instead of the +15 stats.

Second are the Mad Alchemist's Potions craftable at 325 skill that are usable only by alchemists with 315+ skill. These use cheap vials, a relatively inexpensive herb, and in addition to being an inexpensive Super Rejuvenation Potion (1650-2750 health and 1650-2750 mana) also grant a random one-hour elixir buff for each use, such as Major Defense or Fel Strength.

Third, alchemists can transmute their own meta gems (Earthstorm or Skyfire Diamonds) or Primals from one element into another once per 20 hours for their own use or additional income. The downside to Alchemy is that none of the best benefits are available until quite late into a character's development.

Blacksmithing

Perhaps the only profession a druid can rule out. Blacksmithing creates armor a druid cannot equip and weapons whose main stat (DPS) is not factored while in shapeshifted forms. Skip it.

Enchanting

Enchanters can enchant their rings (+4 to all stats is a nice one for druids) but not others' rings. They can also disenchant uncommon or rarer items into enchanting materials usually worth more than the un-disenchanted item's worth to a vendor. Enchants on items other than rings can be placed on your items by someone else who is an enchanter, so Enchanting can become quite expensive for not much benefit if you already know several Enchanters.

Engineering

Druid engineers get access to the Deathblow X11 goggles at 350 skill which are great both for Bear and Cat Form. Engineering also has a Mote Extractor available to harvest motes of elements from clouds for a tidy profit, and the very nice +45 stamina trinkets the Goblin Rocket Launcher and the Gnomish Poultryizer.

Jewelcrafting

High level gear will sometimes have gem sockets which can be customized with stat enhancing jewels. This provides much of a jewelcrafter's demand, though there are also a few jewelcrafter-only trinkets that could be useful such as Dawnstone Crab (32 defense rating), Nightseye Panther (54 attack power, increased stealth), or Living Ruby Serpent (33 stamina, 23 intellect). Some gems are bound to the crafter who cut them, so jewelcrafters get a slight stat bonus from socketing those as well.

Leatherworking

Many of the useful crafted leather items a druid can use are Bind-on-Equip (BoE) and can be obtained from another leatherworker. Drums of Battle (80 haste rating for party members) are one of the few benefits to being a leatherworker, but are very useful. Crafted armor kits also sell very well, providing a source of income.

Tailoring

Caster druids may choose to pick up tailoring for some nice crafted armor. The Primal Mooncloth and Whitemend sets can be useful for Restoration druids though the latter is BoE, the Spellstrike set might be useful for Balance druids though it is BoE and so doesn't require you be a tailor to obtain it.

SPECS

Balance

Along with having one of the best dances in the game, a Moonkin boosts party members' spell critical chance by 5% and has available two mana regenerating talents (Intensity in Restoration and Dreamstate in Balance) to avoid running out of mana (OOM). While bringing the pain with Wrath, Starfire, and Moonfire, a Moonkin can also aid allies by "debuffing" a target with Insect Swarm (decreased enemy chance to hit) and Improved Faerie Fire (decreased enemy chance to avoid physical attacks). Bonus spell damage (particularly Nature and Arcane), Intellect, and Spirit should keep a Moonkin BOOMing more than OOMing.

Pros

  • Increased spell crit. chance for party members
  • Two mana regenerating talents available
  • Can use potions in Moonkin form, unlike other shapeshifts
  • Can off-heal with large mana pool, strong mana regeneration

Cons

  • Weaker crowd controls than other ranged DPS classes
  • Only one AOE (Hurricane) on a 1 minute cooldown
  • Can only cast balance spells and decurse while in Moonkin Form
  • Vulnerability to humanoid crowd control while in Moonkin Form
Feral

Feral druids focus on Agility, Strength, and Stamina, using Cat Form to deal damage and Bear Form to take it. Gear can be of a hybrid nature for shifting between the two forms mid-fight or two specialized sets one swaps when out of combat between fights. Those with Improved Leader of the Pack can "passively heal" a good amount of damage for physical damage dealers while increase their critical hit chance by 5%, increasing group damage and easing the load on your healer(s). In groups, cats generally Mangle once per 12 seconds, Shred to 4-5 combo points, then Rip to maximize damage dealt. If the enemy will die within about 5 seconds anyway, it is sometimes preferable to use Ferocious Bite. Bears use Mangle every 6 seconds, Lacerate while waiting for Mangle, and Maul whenever they have enough rage to sustain all three to keep enemies paying attention to them and not their teammates. Bears are strong single target tanks but have the fewest ways to deal with multiple enemies (Swipe and cross your fingers).

Pros

  • Near-rogue damage as cat
  • Unmatched levels of armor as bear
  • Immunity to polymorph and sap
  • Decreased reliance on mana, lower drink expenses
  • Offensive and defensive melee ability within one talent tree

Cons

  • Cannot eat or drink while in forms
  • Vulnerability to Scare Beast, sleep
  • Limited crowd control
  • Limited multi-mob tanking abilities
  • Limited cast interruption abilities
Restoration

Lifebloom is the Restoration druid's friend. With strong Bonus healing, Spirit, and Intellect, a triple-stack of Lifebloom on a tank can heal through quite a bit of damage every second. Supplemented with Rejuvenation and Regrowth, a druid healer can deal with a surprising amount of incoming damage. A great advantage to Lifebloom and Rejuvenation in particular is that they are instant cast and as such can be tossed onto oneself or allies while moving. A minor annoyance is that Restoration druids are the only type of healer without an out of combat resurrection spell (Rebirth can be used out of combat, but only once every 20 minutes), so it is advisable to bring a priest, paladin, or shaman as a group member should anything go wrong.

Pros

  • Strongest heals over time
  • Tree of Life Aura makes heals stronger, cheaper
  • Instant cast heals can be cast while moving
  • Mind-controlled Tree of Life cannot harm party members
  • Immunity to humanoid and beast crowd control as Tree of Life
  • Can use potions in Tree of Life form unlike other shapeshifts

Cons

  • Weakest, slowest casting burst heals
  • No out of combat repeatable resurrection
  • Movement speed slowed in Tree of Life form
  • Cannot access Balance spells in Tree of Life form
  • Vulnerability to banish in Tree of Life form
  • Lack of aggro dump (e.g. Fade)

Classes & Talent

Professions

Instances