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World Of Warcraft

DRUID SPELLS


Druids have the ability to learn a wide range of spells and abilities that will help them throughout the game. This includes both offensive and defensive spells, as well as powerful healing and buff spells.

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  Balance (needs to be ported to the wiki!)
Balance spells is where the offensive power of a druid caster resides. Those are mainly damaging spells useful both in PvP and PvE battle. Moonfire - Instantly damages the target for a certain amount of arcane damage, as well as burning them for an additional amount over time. Starfire - Deals a large amount of arcane damage upon the target. Wrath - Faster casting time than Starfire, Wrath deals a certain amount of nature damage to a target. Thorns - A damaging buff effect that returns a certain amount of nature damage to meelee attackers. Faerie Fire - Decreases an enemy target's armor by a certain amount for 45 seconds, as well as preventing the atrget from stealthing or going invisible. Entangling Roots - Snares the target in place for a certain amount of time. Does not work indoors, and damage may free the target. Nature's Grasp - (from talent) Gives a % chance that for the attacker to be inflicted by Entangling Roots. Hibernate - Forces a target beast or dragonkin to sleep for a set time. Any attacks break the spell. Omen of Clarity - (from talent) When activated gives the druid a chance on hit to active a 'Clearcasting' state, making the next ability requiring mana, rage or energy to be 'free' Soothe Animal - Lowers the distance at which a beast will notice you and attack. Barkskin - Prevents casting delays on healing and damage spells for 15 seconds, but increases their casting time. Reduces damage by 20% and slows attack rate by 20%. Hurricane - A targetable AoE attack that does nature damage over 10 seconds.
  
  Feral (needs to be ported to the wiki!)
Feral combat is one of the best ways to solo early in the game. Especially good for grinding EXP and Gold. The druid can learn a bear form (which acts much as a warrior would), cat form (which acts as a rogue would), acquatic form which can breathe underwater, and a travel form with increased movement speed. Shifting to these forms frees the druid from immobilizing effects such as snares and ice traps. Bear Form Bear form, and later in the game, Dire bear form, increase your hit points and armor by a significant amount. As well, your attack system is based off of rage, which builds up as attacks are made. In this manner the druid is much like a warrior in this form. Swipe - Swipes at nearby enemies in front of the druids, doing a certain amount of damage. Growl - Taunts the target into attacking the druid. Could for pulling enemies from a healer or other ally. Demoralizing Roar - Decreases nearby enemy's attack power by a certain amount. Maul - Increases the attack damage of the next attack. Reduced cost if attack fails. Enrage - Generates rage for the druid over a certain amount of time. During this time the druid is considered in combat and has decreased armor. Bash - Bashes the target, stunning them for a few seconds. Challenging Roar - Taunts all nearby enemies to attack the druid. Feral Charge - (talent) Charge at the enemy, immobilizing them and preventing spells from being cast for 4 seconds Frenzied Regeneration - Converts 10 rage into 200 health per second for 10 seconds (If less than 10 rage, each point of rage is counted at 20 health). Faerie Fire - (talent) The faerie fire ability useable in caster form now useable in either cat or (dire) bear form. Leader of the Pack - (talent) While in feral form increases nearby ally's chance to gain a critical strike by 3%. Aquatic Form In acquatic form the druid can breath underwater as well as swim faster. very useful form evading land-based enemies and for acquatic quests and battles. Cat Form The druid cat form has many advantages that are normally reserved for rogues, such as dashing and stealthing. The combat system is based off a quickly regenerating energy bar, and many abilities are based off of a combo system. Claw - An attack that deals additional damage over normal. Rip - A finishing move that deals damage over time based on the current combo. Shred - Deals a certain amount of damage plus 150% hit damage to the target. Must be behind the target. Tiger's Fury - Increases damage for a certain amount of time. Rake - Deals damage to the target as well as dealing damage over time. Dash - Increases movement speed greatly for 15 seconds. Cower - Lowers your threat to a target, possibly disuading it from attacking you. Track Humanoid - Shows the location of all nearby humanoids on the minimap. Pounce - Stuns the target for a certain amount of time and deals damage over time. Must be behind the target and stealthed. Feline Grace - Reduces damage from falling. You can use this ability to jump off high cliffs and land safely. Ferocious Bite - A powerful finishing move that deals damage based on the current combo. Ravage - Deals 350% damage plus a n additional amount in damage to the target; must be behind the target and stealthed. Travel Form Transforms the druid into a cheetah, greatly increasing its movement speed. Travel form is not useable underwater or indoors.
  
  Restoration (needs to be ported to the wiki!)
Restoration druids are popular among players on all realms. This is a relatively easy way to play in instances because all you have to do is look at health bars and stay 30 yards behind if you don't wish to get too much aggro on yourself. Spells in this category imrpove your healing capabilities and increase the effect of your most important buffs - Mark of the Wild and Gift of the Wild. Healing Touch - A slower but more effective healing spell. Useful for out of combat. Rejuvenation - A healing spell that heals no initial amount but rather heals over time. Regrowth - Heals for an initial amount and then gradually heals for a slightly lesser amount over time. Tranquility - A channeling spell that heals in an area of effect over 10 seconds. Rebirth - Resurrects a friendly target back to life with most of their health and mana. This spell requires a reagent and has a 30 minute cooldown. Mark of the Wild - Increases the target's armor, resistances and all stats by certain amounts. Gift of the Wild - (Learned from book)Casts current level of Mark Of The Wild on the target's party for 60 minutes. Swift Mend - Consume a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 12 sec. of Rejuvenation or 15 sec. of Regrowth. Insect Swarm - reduces a target's chance to hit by 2% as well as administering Nature damage over time. Nature's Swiftness - (talent) Allows the next Nature spell cast to be insta-cast. Cure Poison - Cures one poison effect from the target. Abolish Poison - Attempts to cure one poison effect on the target and another poison effect every few seconds. Remove Curse - Removes a curse from a friendly target.
  
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