Who in WoW (Buy now for € 17.31) Playing a druid, you choose one of the most diverse classes the game offers you. But in WoW Classic: Who leads a druid into battle against the Raidbosses Azeroths, will do that primarily as a healer, as so often in the hybrid classes of the MMOs. The Wool Milk Owl laying eggs among the WoW heroes is also a patenter tank and can also cause good damage! We introduce you to the most common builds for your Classic Dudu.
That's why Druid play!
As already mentioned, the Druid is an all-rounder, but is also called by ignorant WoW fans as "not-right-experts". The druid does not have to hide behind the other heroes! As a bear, he gives off a good off-tank, as a cat, the druid sneaks like a rogue through the shadows. As a healer, depending on your alignment, you are a strong group healer, but with a talent choice for quick healing you can also specialize in Maintank healing. Aside from that, support skills such as rebirth, encouragement, and curse make the druid a popular group member. Then there's the Equilibrium Druid, the Boomkin, perhaps the most overgrown Specialization in Classic. The rather average damage of the owl, caused by moonfire, anger and starfire, also suffers from a large mana shortage. Therefore, sorry Oomis, we disregard the balance druid on the following pages and focus on the healers and the wild fighters among you.
Druids wear leather armor and due to the variety of ways of playing a patente Dudu constantly under lack of space in the pockets. Who wants to get the best out of his character in all situations, can not help but get at least one set of armor for magic and one for close combat, in addition to a few items especially for refueling. Warning for Stoffis: At least with the magic clothes a druid does not stop even with cloth armor!
Mana, combo points, energy and anger
Attention, service message! Hit rating exists in WoW Classic, for example, as part of Talents, but is not displayed in your Character-Doll. You may need to get help from an addon. Other than on the live servers, Druids in Classic are not just healers on mana, but on other talent builds too, because the mana will make you look different can transform. In addition, healers and casters use mana for their spells. In the cat form, however, you use energy and combo points. Simply stated, your energy will always build up to a maximum of 100 points in cat form (the yellow bar below your health, 20 points per two seconds) and will be invested in skills. These skills in turn generate combo points that appear on the unit portrait of your opponent. Combo points you put into finishers, which turn out to be stronger, the more combo points you use.
Rage uses the bear, so the tank specialization of the druid. The rage points (up to a maximum of 100 points) are not automatically generated over time, but whenever you are hit by enemy punches and mage spells. With skills like Tantrum you can boost the generation of the points for a short time. You use the rage primarily to cause enough damage to the enemies and debunk them with demoralizing roar. So you hold the threat so that the PvE enemies do not scramble unchecked through your entire group.
Peoples and professions
Haha! The question of the best peoples for the druid is done by itself, because on the side of the alliance only night elves can become a tree cuddler, while in the Horde only Tauren play the nature lover. Both have an advantage: As a druid you learn at level 10 about a quest the teleport to Moonglade, which counts as quasi as own peace on Kalimdor. When choosing a career, it's classically: Druids are either skinning or leather, because they then easily produce many useful items themselves. An alternative is the engineering that offers bombs, helmets and trinkets.
It is the basic rule of Classic WoW: Who does not hit the opponent in the endgame, has nothing to do in the raid. Given that the Druid with his active skills (the abilities that cause yellow damage numbers) can not hit the enemy in so many situations, we give you a brief overview of the annoying topic hit rating and weapon skills below.
Do you feel called to the melee druid, then you must bring your weapon skills to 300 for each weapon type you use. Druids are allowed to go into battle with staffs, one-handed and two-handed maces, daggers, and fist weapons. With a fully leveled weapon skill, you'll reduce your chances of missing your opponent, increasing the chances of critical hits, and reducing the opponent's chance to block, parry and evade. In addition, NPCs at level 60 have a Basic Defensive Skill of 300; If you have Skull Enemies, Raidbows, the value is even 315. To overcome the basic failure rate of your active skills, your character in melee has a five percent hit on level 60 enemies and a nine percent hit on level 63 -Kontrahenten. But beware! These values apply to the fight BEHIND the opponent, because a mob attacked from behind can not block or parry. In particular, as a tanking bear, your important ability to continue crushing can still be missed with a nine percent chance to hit, but you're lowering the chance to a healthy level without neglecting your defensive attributes. As a cat, you should not even try to collect enough hit rating to prevent your car attacks (white damage numbers aka White Damage) from failing – you are sacrificing too many of the other equally important attributes.
While Boomkins can neglect weapon skill levels, they need to gain a magic hit rating of 16 percent so their enemies will not resist spells or miss the target completely. Especially for you Caster the magic hit rating is important, because you already have mana problems anyway. Every empty spell is all the more annoying. The problem: You do not get any bonuses on the spell hit rating via talents, so you have to collect all the points of the attribute on the equipment. This is only really possible when the Raid instances Ahn'Qiraj and Naxxramas open the gates. Good news for the healers among you: you are not attacking with your weapons, so you do not need a complete weapon skill. And you do not cast spells on enemies, so you do not need a spell hit rating.
The best enchantments
The hammer of grace
The Mace drops with luck from Un'rel in the Blackrock depths and offers fat salvation bonuses that complement with the Bright Brick of King Gordok in Düsterbruch-North.
Rod of the ogre mogul
The staff with handsome bonuses on attributes and damage spells can be captured by Mizzle the Wry in Dire Mire North. Balance druids are attacking!
Handy mutiny checker
Curios: One of the weapons for cats and bears is the two-handed mace from Pack Reaver 9-60 in Gnomeregan – for the benefit effect. Tanks are also looking for the tribute of the Gordok (Düsterbruch-Nord) Sturdy malletsAt this point we focus on the key enchantments.
Enchantments (Wild Fight)
- Head and leg position: Low Arcanum of Greed (+8 Agility (DpS)), Arcanum of Protection (+ 1% Dodge (Tank))
- Shoulder: Chromatic Mantle of the Dawn (+5 resistance to all species)
- Cape: Low mobility (+3)
- Chest: Great scores (+4 on all scores), Significant Health (+100 Health)
- Bracers: Superior Strength (+9 (DpS)), Superior Stamina (+9 (tank))
- gloves: Great Agility (+7)
- Boots: Great Agility (+7)
The enchantments do a lot with the release of BWL, ZG, AQ and Naxx, keep an eye out for agility upgrades, especially for the weapons. Tanks also flirt with buffs for their Health Cushion and Dodge chance.
Enchantments (Healer / Boomkin)
- Head and leg position: Low Arcanum of Contemplation (+150 mana), Arcanum of Focus (+8 on healing and damaging spells)
- Shoulder: Chromatic Mantle of the Dawn (+5 resistance to all species)
- Cape: Great resistance (+5 resistance to all types)
- Chest: Great scores (+4 on all scores), Major Mana (+100 mana)
- Bracers: Superior Willpower (+9 (healer)), Great Intelligence (+7 (DpS))
- gloves: Riding skill (low movement bonus when riding)
- Boots: Weak pace (small increase in movement speed)
- Weapon: Healing Power (+55 Healing), Spellforce (+30 Spell Damage (DPs)), Superior Mana Oil (+25 Healing, 12 Mp5), Lesser Mana Oil (+8 Mp5)
Especially healers get great enchantments for + healing via BWL, ZG and AQ. For Boomkins, it looks bleak apart from ZG / Naxx shoulder enchantments.
WoW Classic: The Restoration Druid in Raids
Before we address the topic of healing as a druid, we may need to adjust your expectations in advance. Druids are mostly supporters and due to their HoT mechanics from HpS emissions they can not really keep up with the spam of the priests and paladins. There are many abilities in her magic kit that no raid would want to do without. See yourself more as a supporter than a purebred healer. With time of the wild, picking up, poisoning, cursing, and fairy bonfires, you'll have some great spells that will save the raid's ultimate in some situations, such as Lucifron's Manafresser debuff. The druid is the only one to have a combat revival, rebirth. Paradox: You can not rez if you're out of a fight. Another problem is that in Classic, only one healing-over-time spell per type can be active on a target. If too many healing Druids are taken into a raid, all their talents on HoTs interpret, then the danger is great that they override each other their HoTs and work inefficiently. In this case, it makes sense to divide the healers among the groups or camps so that you do not waste mana – each healing druid is then assigned the heroes he should keep an eye on.
Source: WoW Head
The talent distribution
The beginner build for the group game and partly also for raids is the Rapid Healing Build (15/0/36), with which you can supply especially tanks decently. This talent selection is primarily for beginners because it gives you access to the two "panic" skits Rapid Healing and Nature's Speed. Rapid healing consumes the effects of rejuvenation or regrowth on the target and instantly heals the hero for an amount equivalent to twelve seconds of rejuvenation or eighteen seconds of regrowth.
Speed of Nature, on the other hand, turns your next spell into an instant spell. While profiting from high salvation bonuses from the talents and Healing Touch can bring in great critical hits on your target, however, healing touch with the talents has a long casting time. Other healers are sometimes faster than you and your healing fizzles in nirvana.
Source: WoW Head
Because of this, as soon as tanks and healers have access to good equipment, druids switch to a build that heals them faster and focuses primarily on nature's talent grace (21/0/30). With this choice of talent you strengthen your regrowth, because the casting time can be noticeably shortened. But you change from the camp of the Raid healers to the camp, because their regrowth is primarily used. Thus, you "fish" for procs of nature's grace, to cast a quick healing touch in between as well.
The way of playing
Healers use more priority lists than rotations on Classic servers. After a tank picks a boss, be it in dungeons or raids, and builds some threat, under no circumstances should you forget to put the fairy fire on the target of your damage spreader, unless another druid has. By arming you buff the damage of your melee.
Single target healing
As a tank healer you rely on the Rapid Healing build or on a modified version of the talents around Nature's grace, which still includes the mana-saving talent Moonlight (24/0/27). Your job is relatively simple. In principle, you are spamming healing touch and always renewing the HoT effects of regrowth and rejuvenation.
- Healing touch
- Regrowth (when HoT effect expires)
- Rejuvenation (when HoT effect expires)
The healing-over-time effects not only provide your target with Healing Touch during the long cast time, but can also be consumed in an emergency with Rapid Healing to give your tank a little breathing after a hard hit. Use Rapid Healing accordingly not on cooldown, but rather reactive.
With a talent choice around the grace of nature you are not only primarily a group healer, but you can also help the tank healers with a now interspersed Heilenden touch under the arms. As a group healer you mainly use a spell:
This not only provides the goals of your spells with a small boost of health, but also gives them an effect that heals for a long time for small sums of money. In a battle in which the members of your raid continually take damage, you generously rejuvenate, the healing spell in your repertoire that costs relatively little mana but does not heal much. Watch out! In the rarest cases you use as a diligent hotter the highest rank of regrowth and rejuvenation. What Downranking is and why healers use it, we explain in detail in the following section.
Source: WoW Head
When the veterans of Classic Healers get glaring glances, it's mostly downsizing their spells, which is no longer possible on live servers today. Downranking is essential for healers to save mana and avoid overhealing. The term means that you do not heal with the highest ranks of your spells. A lower rank of regrowth causes less healing and healing over time, but also costs you less mana. This is less important for the tank healers among you than for the group healers. Why? Mostly there are organized rotations among the healers for the Main and the Offtank anyway.
An example from the Chromaggus fight in Blackwing Lair: The tank healers lined up against the wall, from where they have the tank in view. The healer in the first place pumps one healing spell after the other, until the mana is empty. Then he walks to the end of the healer line and does nothing, waiting for the 5-second rule to be used, which is subject to mana regeneration – meaning that you can not use spells for five seconds for regeneration to start. Meanwhile, the second healer in the row heals the tank, then the third one, and so it goes in turn, until the first turn again. However, even as a tank healer with curative rotations, you always want to keep an eye on whether or not a lower grade of Healing Touch is sufficient.
Downranking is especially important if you want to train the whole raid. If you want to give a rogue a regrowth that has just lost 500 life, then rank 6 of regrowth makes sense, but certainly not rank 9, and because you're more concerned with the Grace of Nature build due to the improved critical strike chance of Regrowth after the procs of grace of nature "fishes", the use of the highest rank of spell is, to say the least, nonsense.
Now it is not always clear which rank of a spell is the best. This varies depending on how much + healing your character's equipment has. The more your healings are improved by your clothes, the further you can downgrade your spells. Mp5 also plays a role, because you regenerate mana with this value, even if its spell works. You could then draw a higher rank from the Spellbook, because you have more mana available. It's all based on your experiences you have to collect. Be prepared to accommodate at least three ranks of your most used healing spells in your wand bar.
The Druid healer has a spell that heals heroes nearby, which he has to channel, has a five-minute cooldown and also costs a lot of mana: serenity. You rarely use this spell when you are really in need and when your group's supporters are actually around you. But actually we mean something with serenity: Stay relaxed. Have fun with the game. As a flexible backer, you are sometimes more valuable than a healer when it comes to removing curses and poisons, giving a stimulus to a maintank healer (because that's mostly reserved for priests), or bringing a fallen hero back to life in the midst of combat retrieve.
WoW Classic: The Wilder Fight Druid – Tank Edition
So you want to be a bear, a tank through and through? Then you have to put up with the fact that most heroes look at you sympathetically, because they will prefer a protective warrior, especially in raids in the learning phase. That's not because Baumkuschler would be frowned upon, as a tank you even have two skills, Growl and Challenging Roar, which attract the attention of surrounding NPC enemies on you – and thus you are in front of a protective Paladin clear advantage. However, the warrior has all sorts of abilities to actively mitigate (mitigate) the damage he is getting. The druid does not have that kind of thing. So he just has to put his greasy bearskin in the path of the enemies, throw his demoralizing roar and hope that the healers are on the ball.
Source: WoW Head
The talent distribution
You can not argue about the main talents of the Bear tank in Classic and they also leave little room for flexibility if you are looking for a bit more flexibility for cat adventures. The classic bear spec is the 11/33/7 build for the dedicated tank. It's primarily about increasing the effectiveness of your main attack ability. Since you do not have a very large selection of your Tank spells anyway, it's important to use this amount of skill in this talent selection. One of the reasons for a bear tank in the Raid is the Heroic Leader talent, which passively increases the critical strike chance for nearby and ranged attacks of nearby heroes in your area by three percent. So not only are you more vulnerable to more damage you do. The other tanks will benefit as well.
You'll get a slightly stripped-down version of the build (in the truest sense of the word) if you score two points less in Thick Hide and Improved Tantrum, and instead invest in Improved Shredding and Bloodthirsty. This buffs you a bit of your cat skills, which is especially attractive if you do not refuel in the raid, but your bearskin is only in selected fights asked.
The way of playing
You mainly use three skills during a fight. For this purpose, however, others may come, to which we will devote ourselves shortly. Crushing is your main attack and should be used whenever it is available; the same applies to fairy-fires (animal form). You can always put in a swipe if you have a lot of anger anyway.
- Crushing (on cooldown)
- Faerie Fire (Animal Creature) (On Cooldown)
- Swipe (if you want to reduce anger)
There are a few ways in which you can make your healers the job easier or with whom you draw attention in dicey situations. What is the demoralizing cry to the warrior is the bear's demoralizing roar. You'll lower the melee attack power of nearby enemies for 30 seconds, so you'll be less harsh. So use this ability!
As mentioned earlier, Growls and Challenging Roars are your Taunts that you can use when damage spinners are turning wild and threatening to lose their Aggro. Most of the threat you should still build on crushes and fairy fire (animal form). By the way: You should achieve at least nine percent hit rating over your armor pieces, as mentioned earlier, otherwise there is a chance that your Taunts will miss in hectic situations and maraud the evil mobs through the ranks of healers. Even if a tank change is pending, it would be pretty stupid, you would miss with the Taunts.
If you need rage then you can use tantrums, but this ability comes at a price. While you will generate rage points, your armor value will decrease. You should use the ability before the pull, so you have a little rage available.
With Frenzied Regeneration, you convert your rage into the same amount of life. That does not sound like much, but it can save you the fluffy Poppes in difficult moments when the mana of the healer is in short supply.
Tree bark ensures that you take 20 percent less physical damage. Sounds great. But it is not, because you have to switch out of the bear form to use the spell. Like tantrum, you're using tree bark before your tank mission instead of during your tank.
WoW Classic: The Wilder Fight Druid – DpS Edition
As a cat you can of course cause damage in a dungeon or raid, but keep in mind that you will not rock the DpS meters with it. In order to do this, you have to do without any skills in raids that miss your target's bleeding effect. This has to do with the fact that there are only 16 debuff slots per opponent in Classic. And unfortunately, unfortunately, there are all sorts of debuffs of other classes that are more important because they reduce resistance, for example, or increase the damage the bosses take from certain magical schools. The only exception for you is the fairy fire or fairy fire (animal form) – the two skills have the same effect, by the way – but the latter you can work without having to leave your animal form. Druids are specifically allowed to apply Faerie Fire to the target, causing all melee fighters more damage. But you do not have to use skills such as clawing or shredding.
Source: WoW Head
The talent distribution
The default build for a cat druid is 14/32/5. There are two talent points available to you in which talent you want to put them – one point in the third animal of Wilder fight and another, which you invested in one of the three trees according to your preferences. The cat's standard skill is not only to get as much damage out of your Skill and Shredder skills as possible, but also to generate as many energy points as possible through so-called powershifting. The Ingrimm talent, for example, instantly gives you 40 energy points to use in shapeshifting (even a total of 60 with the Wolfskin helmet through tribal leather processing), and the Balance-Talon's quick-conversion also gives you manasparing powershifts. Another sweetie: Omen of Clarity lets you distribute free shredding to the enemy.
The way of playing
With a small macro that you place on any key, you can simply switch out of the cat's form and get back in immediately. This works without a break because breaking the Cat Form Aura does not trigger a global cooldown. Just use the following macro, which of course can also be used with other characters:
#Showtooltip cat build
/ cancelaura cat form
/ cast cat shape
As mentioned before, when playing as a cat, you are concerned with the management of your resources and you have to pay close attention to when your energy is "reintiting" and when it might be worth your while to switch from the cat form. This can of course be a moment of use for the raid, for example because you quickly pick up a curse or give a stimulus to another character. But it will also happen that you simply change form to get the free energy points. On top of that, if you use the already explained wolfskin helmet, then you can in principle shred as much as you want and thus cause nasty damage. Remember that you should always be behind your goal!
Fight against individual goals
Before we start the battle rotation, there's one more clue: Do not change the target of your attacks if you've already built combo points. You can always change the shape, that's no problem, because the combo points stay the same. But if you change the target, the combo points on your last target are lost. Before a change of target, therefore, quickly smash the Wild Bite attack to use up the points before turning to the other opponent.
- Faerie Fire (Animal Creature) (Keeping Upright)
- Shredding (your main attack and combo point generator)
- Wild Bite (your finishing move)
- Tigerfuror (to start the fight, otherwise if you have too much energy)
- Claw (just before a powershift if you do not have enough energy for shredding)
This is primarily a list of priorities. Shredding and Savage Bite are the main source of your damage against individual targets. Powershifting is the key to high damage from your paws. There is no guidance, you have to estimate yourself, when the right point has come to shifts, and should also keep an eye on whether Omen of clarity is geprocct.
Splash damage ?!
From a certain amount of enemies, from four or five, and provided that they are close together, you use hurricane. The ability causes very decent damage in AoE situations. In addition, hurricane reduces the attack speed of the opponents, so be sure to drag the skill into your action bar and let it thunder!
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