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Druid Builds, Updated for Mists of Pandaria, 5.4

Hi cats, bears, treants and moonkins, DruidBuilds.com is a site that lists different talent builds for druids of World of Warcraft. Many of these druid builds come from forums, wowwiki or even myself. I hope you find the following builds useful.

 

Finding the right druid build that has been tested and work can save you a lot of gold and save you a lot of time figuring out a druid build that works for you.

 

Hi cats, bears, treants and moonkins. With the release of the expansion Mists of Pandaria the talent system was completely changed for Druids. There are no longer different trees for you to put points into, instead there is now 6 tiers of talents. Each talent tier has 3 talents and you can pick one talent from each unlocked tier. When leveling a talent tier unlocks every 15 levels.

 

Talent changes are not the only change made in this new expansion. The level cap has increased to 90, there are new areas, raids and 5 mans available, the glyph system has changed some, there is a new pet fighting system and much much more.

 

For previous builds before Mists of Pandaria was released please see:

Druid Builds For Cataclysm

Patch News:

Patch 5.4 was released with the following changes:

General

  • Bear Form now increases Stamina contribution from cloth and leather items by 40% (up from 20%).
  • Cyclone no longer has a 20-second cooldown for Feral Druids.
  • Faerie Fire now has a duration of 20 seconds while in PvP combat (down from 40 seconds).
  • Innervate now restores mana based on the Druid’s Spirit.
  • Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
  • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
  • A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
  • The amount of healing stored on a Wild Mushroom is now reduced by Battle Fatigue.
  • Wild Mushroom and Wild Mushroom: Bloom now have a shared 3-second cooldown.
  • Wrath now deals 10% more damage, but has its mana cost increased by 50%.

  • Balance

  • Eclipse now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
  • Moonkin Form now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
  • Shooting Stars now has a reduced chance to activate for each additional target affected by the same spell (Moonfire and Sunfire are tracked separately).
  • Starfall now deals 10% more damage.
  • Starfire now deals 10% more damage, but has its mana cost increased by 50%.
  • Starsurge has its mana cost increased by 50%.
  •  

    Feral

  • Predatory Swiftness no longer has a chance to make Cyclone instant, free, and castable in all forms.
  •  

    Restoration

  • Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.
  • Living Seed effects can now stack, up to 50% of the casting Druid's maximum health, and will no longer be consumed if the target is already at full health.
  • Swiftmend area-of-effect healing effect is now called Efflorescence.
  • Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

  • Talents

  • Astral Communion now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).
  • Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.
  • Balance: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage bonus of the Druid's next Eclipse by 25%.
  • Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 30%.
  • Guardian: Increases the amount healed by Healing Touch by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.
  • Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
  • Force of Nature
  • Feral: Treant summoned by the Feral version of this talent now deals less melee damage, but will cast Rake and Entangling Roots on their target instead of Bash.
  • Guardian: Guardian Druids now gain Vengeance when their Treant takes damage.
  • Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.
  • Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.
  • Nature's Swiftness is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 30.
  • New talent: Ysera's Gift. Ysera's Gift replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.
  • Nature’s Vigil when activated now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
  • Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
  • Balance: Wrath, Starfire, and Starsurge casts have a 8% chance to cause Astral Communion to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.
  • Guardian: Increases Rage generation from Mangle(Bear) by 30% instead of an additional 3 Rage, and this talent now also applies to the Rage generated by Mangle(Bear) when it triggers Primal Fury.
  • Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.

  • Glyphs


    Major Glyphs
  • Glyph of Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.
  • Glyph of Ferocious Bite now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).
    Glyph of Frenzied Regeneration now increases Frenzied Regeneration's cost to 50 Rage (down from increasing Rage cost to 60).
  • Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.
  • Glyph of Lifebloom's effect is now baseline and has been replaced with Glyph of Efflorescence.
  • Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.
  • Glyph of Master Shapeshifter now reduces the mana cost of all shapeshifts by 100% (up from 90%).
  • Glyph of Nature’s Grasp now reduces the cooldown of Nature’s Grasp by 45 seconds (up from 30 seconds).
  • Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).
  • Glyph of Skull Bash now increases the duration of Skull Bash's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
  • Glyph of the Moonbeast's effect is now baseline and has been replaced with Glyph of Guided Stars.
  • Glyph of Guided Stars causes Starfall to only hit targets affected by the Druid's Moonfire or Sunfire.

  • New Minor Glyphs
  • Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.
  • Glyph of the Sprouting Mushroom: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.
  • Unlike most classes druids have the ability to fill all rolls in the game (tank, melee dps, spell dps and healer). Paladins and Monks can fill 3 rolls but only druids can fill all 4 rolls. This doesn't mean you want a raid of all druids (even though that maybe fun) but it does mean you will have flexibility in what you can offer a raid or can change roles depending on what you want to focus on.

    Balance Builds (updated for updated for Mists of Pandaria)

    Ah the ever lovable Boomkin. This area is for druids that want to do spell damage.

     

    Balance Druid Raid Build - This is the standard build for DPS Balance druids on raids. Note if you do not take the Glyph of the Moonbeast you can use the following macro to weave in healing touch:

     

     

    balance druid build

     

    Single Target Balance Druid Rotation:

    Healing Touch - Cast on self or another raid member so that your next Moonfire and Sunfire will be 50% more powerful.

    Moonfire - Cast and keep this up on target.

    Sunfire - Cast and keep this up on target.

    Starfall - Cast on when off of cooldown if the spell has expired(1.5 minute cooldown or cooldown is reset by entering Lunar Eclipse or by using Celestial Alignment).

    Wrath - Cast to gain lunar energy to move towards a Lunar Eclipse.

    Starfire - Cast to gain solar energy to move towards a Solar Eclipse.

     

    Multi-Target Balance Druid Rotation:

    Wild Mushroom x 3 - Cast in area where mobs are and then detonate them.

    Starfall - When available.

    Moonfire/Sunfire - DoTs on mobs.

     

    Balance Druid Stat priority:

    Intellect - This effects spell damage

    Spirit or Hit Rating (1 Spirit = 1 hit rating) - You want to hit the 15% hit cap(5100 hit rating).

    Haste (if under haste cap) - 128.05 haste rating gives 1% spell haste, this can add additional ticks to our DoTs.

    Critical Strike Rating - Increased damage and increases length of DoTs.

    Mastery - Increased damage bonus of Eclipse.

     

    Guardian Builds (updated for Patch 5.4)

    This is tanking druid specialty and makes use of bear form to tank with.

     

    Bear Tank Builds:

    Feral Guardian Build For Raid Tanking - Please note that this is not the only viable build, as with most builds there is a lot of flexibility in the only talents you take, I would recommend taking the talents listed below in gray.

    druid tank build


    Single Target Rotation:

    Mangle - Use on cooldown.
    Thrash - Keep this bleed on target, lasts 16 seconds..

    Faerie Fire or Faerie Swarm - Use to keep and maintain Weakened Armor debuff stake of 3 on target. Stack lasts for 30 seconds.

    Lacerate - This is your main attack, it has a 25% change to reset Mangle.
    Maul - Use this to avoid hitting max rage.

    Growl - Is your taunt, use it as needed but it has an eight second cooldown.

     

    AoE rotation:

    Thrash - Place and maintain this bleed on targets.

    Mangle - Use on cooldown.

    Swipe - Use on cooldown.

     

    Use your cooldowns to survive:

    Frenzied Regeneration - This cooldown converts up to 60 rage into health or increases the healing you are receiving by 40% for 6 seconds.
    Savage Defense - This skill increases your dodge chance by 45% for 6 seconds.
    Might of Ursoc - Using this ability talent increases your current and maximum health by 30% for 20 seconds.
    Survival Instincts - This skill reduces all damage taken by 50% for 12 seconds.
    Barkskin - This ability provides a 20% damage reduction for 12 seconds.

     

    Bear Stat Priority:

    Stamina - Don't go over board with stamina, make sure you have enough hit points to survive.

    Hit Rating - til 7.5% cap

    Expertise - til 15% cap

    Crit Rating

    Agility

    Dodge Rating

    Parry Rating

    Mastery Rating

     

     

    Feral Builds (updated for Patch 5.4)

    This is the cat class for druids, this specialty allows you to do DPS similar to that of a rogue. You will be spending much of your time in cat form.

    Feral Cat Raid DPS Build - Please note that this is not the only viable build, as with most builds there is a lot of flexibility in the only talents you take

     

    Feral Cat Druid Build

     

    Kitty cat rotation priority:

    Feral Faerie Fire - Cast and keep this up unless debuff provided by another class.

    Berserk and Tiger's Fury - Use on cooldown.
    Rip - Keep up rip on target, save 5 combo points to reapply Rip if it is about to expire, use Ferocious Bite to extend Rip if target is below 25%.
    Rake - Keep this bleed effect up (lasts 15 seconds and gives one combo point).
    Savage Roar - Keep this up with 5 combo points if possible.

    Shred - Use shred as your main combo point building move unless you cannot get behind the target, if this is the case use Mangle instead (these abilities award one combo point).

     

    Healing Touches - Weave into rotation to take advantage of damage buff it provides if you have tier 6 Dream of Cenarius.

     

    Swipe can be used on cooldown to increase your dps when there are 3 or more mobs. Also use Thrash for the bleed effect.

     

    Kitty Stat Priority:

    Agility

    Mastery Rating

    Hit Rating - til 7.5% cap

    Expertise - til 15% cap

    Crit Rating

    Haste Rating

     

    Restoration Builds (updated for patch 5.4)

    This tree (pardon the pun) is for druids that want to heal. Most druid heal spells are done by using heal over time spells (HoTs). Druids make very good raid healers.

     

    Resto Raid Heaing Build - This is the main resto druid raiding build as of 5.4.

    resto druid build

    Healing As A Resto Druid

    You will mainly be reacting to what is going on around you as a resto druid, there is no rotation per say you just want to use the proper spells at the proper time, use your cooldowns effectively and manage your procs.

     

    One thing you should always try to keep up is the Mastery: Harmony self buff, to do this you will have to cast Swiftmend, Healing Touch, Nourish or Regrowth at least once every 20 seconds.

     

    Main Healing Spells:


    Direct Healing Spells

     

    Resto Druid Stat Priority: