***Insert witty ASCII here***
World of Warcraft Druid FAQ
By: Icon of Sin
*Version 0.95 <12/8/05>
This FAQ is ready to be posted after weeks of planning.
*Version 1.00 <12/14/05>
Fixed a few typos, and I got a few E-Mails from a few good people
with info about how to find the 2 pendants for the Druid's
Aquatic form, and I revised one of the Feral Talents (Improved
Shred) from a couple of tips I received via E-Mail today.
*Version 1.10 <12/24/05>
Merry Christmas, and Happy Holidays to all. Another update after
getting more tips via E-mails the last few days, I updated some
of the skills, and fixed some more errors. Special thanks to
Wander Koldewijn (WiSK), Andrew Saliba (Lethalagent14), and Eric
Doherty for their help.
*Version 1.11 <2/26/06>
Yeah Yeah, I know this update is very late, but I've been very
busy with school work, and also playing with a few alts, but at
least I care enough to fix a few things thanks to patch 1.9 which
came more than a month ago, and extra info was added from E-Mails.
Special thanks go to Clarza Da Monkee, Travis M. Jordan, Andrew
Gustavson, and Timothy Raja (Aka Pyromaniacpichu(Gamefaqs)) for
making this late update possible, and anybody else I forgot to
mention. *Hugs and Kisses to all*
*Version 1.12 <3/4/06>
I decided to add what changes the Druid will get when patch 1.10
*Version 1.14 <3/14/06>
Fixed a few things, you know the usual stuff. Thanks to Xnay,
MARGARET KELLY, and darth_static(Daniel) for their info.
*Version 1.20 <5/3/06>
Decided to add a small level guide, fixed a few things, and added
some info including what changes the Druid will get from the
upcoming patch 1.11
*Version 1.25 <6/01/06>
A professions section was added, and fixed a couple of
*Version 1.50 <12/31/06>
Definitely a late update, but I finally have time to update the
FAQ, patch 2.0 is the main reason why I needed to update the
Druid FAQ so if I get something wrong don't cut my head off,
either way Happy New Year to everyone. =)
Table of contents
II. What is a Druid?
III. Druid Skills
V. Druid Quests
VI. Small 1-60 Level Guide
Welcome to my Druid FAQ, in this FAQ I shall explain how the
Druid works to the best of my abilities, the Druid is an awesome
character, and I enjoyed choosing it as my first class in this
game. If you see any mistakes, or something I forgot to add to
this Druid FAQ, then let me know by sending me a E-Mail and
proper credit will be given, but make sure it says 'World of
Warcraft' or something similar on the title of the E-Mail,
otherwise It'll treat it like spam and delete it.
II. What is a Druid?
A Druid is a special hybrid class available that can behave like
Warriors, Rogues, and Priests because of the many Druid skills
you'll get in the game, what makes a Druid a fun class to use is
because of the animal transformations you can get, you can
transform into a bear, or a cool cat form, there are also a
Travel form, and a Sea Travel form for speed bonuses even before
level 40 when you usually have to buy a mount if you have enough
Gold as mounts can be very expensive. Remember that only Night
Elves, and Taurens can become Druids, below I shall explain the
two races that can become Druids, and their racial straits:
Shadowmeld: You can enter Stealth mode for as long as you hold
still, not bad for a racial skill, you can use it to hide from
monsters if you're low on health, but don't think you can use it
to hide from high level enemies. If they get suspicious they'll
search the spot where you are hiding, and they'll attack you
right away, but other than that this skill has its advantages,
just remember to keep in mind of the 10 second cooldown after
Quickness: This is a passive skill that increases your chance to
dodge by 1% which is better than nothing.
Wisp Spirit: When you die (In which you will many times) you
become a Wisp Spirit meaning your running speed will be increased
by 50% until you get to your corpse, or a wondering kind hearted
Priest/Paladin/Druid revives you on the spot. Most definitely a
cool passive skill, specially since other races have a 25% speed
bonus when they are normal spirits.
Natural Resistance: You start with a 10% bonus to your Natural
War Stomp: With this skill you can stun at least 5 enemies within
8 yards for 2 seconds, great skill against spell casters since
they'll be interrupted when they are casting a spell that has a
casting delay, but use this skill when you need to because of the
2 minute cooldown.
Endurance: This is a passive skill that gives your Tauren a 5%
bonus in health, more health is always good.
Cultivation: This is another passive skill that gives you a 15
bonus points in your Herbalism profession which is kind of
pointless if you're not interested in having Herbalism as a
Nature Resistance: Same passive skill that the Night Elves have,
it also gives you a 10% bonus to your Nature Resistance.
It makes no difference which of the 2 races you should use for
the Druid class, just choose the one that you'll be comfortable
with, and enjoy the game. Like I said before, the Druid is a
Hybrid Class that behaves like Warriors when a Druid morphs into
a Bear form, Rogues when a Druid morphs into a Cat form, and
Priest when a Druid uses its healing spells (No transformation is
required) because of the Druid skills available. Remember that
the following is an opinionated info from experience after
discussing this from other Druids, and players of different
classes, so don't shoot me with hate mail because you really
disagreed with me, and now some of the disadvantages of the
Hybrid abilities of the Druid:
Warriors Vs Druid (In Bear form)
When a Druid transforms into a Bear they get a nice bonus in
defense, and attack power, so this form is great for soloing, and
helping your fragile spell casters, but the main problem is the
Druid can only equip Staffs, and Daggers. With some training from
Weapon Masters they can also use One, and Two Handed Maces. The
Warrior can actually use much stronger weapons Like Two Handed
Swords, plus the Druid in Bear form doesn't have too many Bear
skills that would suit him very well as a true tank, and in order
to use items, or other spells like healing the Druid has to
transform back into it original humanoid form, you can't heal
yourself or use items while you're in any of the animal forms.
The Bear form is still a Tank without a shadow of a doubt, but
only the Warrior has enough skills to actually tank better than
the Bear form, and if you actually want to choose the Druid class
to be the best tank in the game then you're better off choosing a
Rogues Vs Druid (In Cat form)
When a Druid transforms into a Cat form they get a nice bonus in
agility, and some attack power, this form is very useful since
while in Cat form you can actually attack faster than the Bear
form, but do keep in mind the Cat form doesn't get a bonus in
defense so don't treat it as a tank, you can also get a Cat skill
called "Prowl" that puts your in stealth mode just like the
Rogue, and with a few other stealth Cat skills you can actually
sneak attack any unsuspected enemy that gets in your way with
ease. So what's the problem with this form? First you can not
coat your weapons with poison like the Rogue can, second there
aren't too many Cat skills that can make the Cat form into the
ultimate sneaking device. If you're interested in become the
greatest agent that only strikes from the Shadows then you're
better off by choosing a Rogue instead.
Priest Vs Druid with healing spells
You don't need to transform into any animal form in order to use
any spells available, you just need Mana that's all. Like the
Priest, the Druid has Healing spells that has a casting delay
that heals plenty of HP, and a one that heals with no casting
delay, but over 12 seconds, plus the Druid has a Resurrection
spell called Rebirth, but unlike the Priest's own Resurrection
spell, the Druid's Rebirth spell can actually be used during
combat, but it has 3 main problems; First the damn thing has a 30
minute cooldown. Why does the druid have a cooldown resurrection
spell while the Priest doesn't?!? Second, you need a regent like
a Maple seed so you can use it, the only thing the Priest needs
is to be out of combat. The third thing is the Druid can get the
Rebirth spell at level 20 while the Priest can get the
Resurrection spell at level 10. The Druid can still heal just
like Priest, but ultimately the Priest is the #1 class that can
heal better, and can actually resurrect fallen party members
better than the Druid.
I got some interesting feedback via Email from this section, so I
decided to add it here;
[Feedback from MARGARET KELLY]
I noticed a small misinformation in your statements under druid v.
warrior. You said that the warrior has an advantage over the bear
because of the fact that bear can only equip up to two handed
maces. While this is indeed the case, I don't know if you realize
that weapon damage as well as weapon dps does not do anything at
all in form. No matter how strong your weapon is in terms of DPS
it will not make bear (or any form for that matter)
stronger. That being said the only thing that counts towards your
animal forms in regards to weapons are the stats that it gives.
And Two handed maces can offer just as many good stat bonuses as
any bladed weapon I'm sure.
Also, you should go a lil bit beyond mentioning that druids have
better defense in bear form. You should mention that dire bear
gets their armor contribution increased by 360% meaning that they
recieve armor points for their base armor multiplies by 4.6. And
it is multiplied by 5.06 W/ thick hide talent. Being that the
typical endgame armor value for leather usually breaks 2500
easily, Dire bear/moonkin gains over 10k with ease, 15k if you
stack heavy armor. That is flat out the highest armor rating that
anyone could ever achieve in the game period. And bears out tank
warriors with ease. They don't do as much damage nor have as many
skills, but they have everything necessary and way more armor.
Bear is better PvE then warrior unless maybe they are specced for
Shielded combat... which few do because it is terrible for PvP.
That being said, In terms of PvP combat warrior is a much better
choice if you live in bear form. All though I beleive Bear still
has it's advantages lol (Shift heal FTW!!)
[Feedback from Xnay]
Hello, I have read you FAQ on GameFAQs. I'm a druid myself on the
PvE server Medivh. I thought I'd bring to your attention a few
things about your FAQ.
First of all, the Druid vs. Warrior part. I thought it would be
good to mention that with good equipment, a druid can have a lot
higher armor than any warrior (times 350% in bear form). The
warrior still stays as a better tank than a druid, but you could
mention that even if the druid wears leather, and with normal
equipment, has lower armor than a Paladin, the druid still has
taunt as an advantage.
About the cat form part, being a feral druid myself, I can out-
DPS average-geared rogues. Having poisonous claws would be nice,
but the druid in cat form still has all the basic abilities of
the rogue. By this I mean that it has everything it needs to dish
out DPS like a rogue does.
Thank you for the feedback, really appreciated.
With that finally out of the way, now it is time to discuss how
the Druid can still be a great character to use =)
III. Druid Skills
Time to discuss the Druid skills with a rating from 1 being
"Total crap" to a 5 being "greatest of all time". In order to get
these skills you have to see a Druid trainer, pay him the
necessary cash, and the skill is yours. You can also update your
old skills when you reach the right level, so check often to
upgrade the skills you want.
1) Healing Touch
This nifty skill is your main healing spell that heals a good
chunk of your health, and of those who need healing. At higher
ranks it heals more while consuming more mana, always have this
skill in your tool bar for easy access. You'll make a lot of
people happy with this skill.
This one of your attack spells you begin the game with, it comes
in use during your first few levels. It doesn't deal with too
much damage in the beginning, but with the right gear, and
putting the right talent points in the Balance tree this skill
can actually do some good amount of damage
This is another healing spell that actually is an instant cast
spell that requires to casting delay, but the amount this spell
heals isn't too much since it heals a small amount every 3
seconds over a 12 seconds period. Try to use this spell before
you start fighting a mob, or when you see somebody just starting
to fight a monster for decent results. Don't rely on this spell
if your health or those of others is getting low, use 'Healing
Touch' instead, but in Instances this skill is a life saver since
it causes low agroo, and it has a good mana/health ratio so it'll
still do a nice job.
4) Mark of the Wild
This is the greatest buff skill in the game, for 30 minutes it
increases your defense by a good amount, in higher ranks it will
begin to increase your attributes, and your element resistances
as well, you should always have this buff active. Period.
This is an instant cast spell meaning there will be no casting
delay, it deals with damage over time, but the damage isn't too
high, and it only last 9 seconds before you have to use it again,
at least you can use it if you see a wondering player that's
being chased by a critter so you can actually get the enemy's
attention to you instead, it worked when I usually try that
tactic, but that method doesn't seem to work too often. I wish
the damage, and the duration could be a little higher. On the
plus side this is a nice spell to use in Battlegrounds as I have
seen other Druids use it mainly to spam moonfire on enemy players.
This is a nice buff you can use to add damage to those who try to
attack you with melee attacks, remember that this buff is useless
against range attackers, and the damage this buff can inflict
isn't too high either.
7) Entangling Roots
With this skill you can actually stop an enemy that runs away
when their health is getting low, just use it, and watch as
several big roots from the earth engulfs the enemy, keep in mind
any additional damage you inflict can actually interrupt this
spell, and free the enemy sooner than expected. Additionally you
can use this spell to help other players escape if they are being
chased by the enemy, or use it to stop a pursing enemy, and get
away without a scratch. Sadly this spell can only be used
outdoors, and sometimes this spell is often unreliable as it
8) Bear Form
You need to complete a Druid quest at level 10 in order to get
this ability, check the quests section for more details. This
spell can transform a Druid into a Bear with increased defense,
attack power, and help you escape from the Mage's polymorph
effects. The Bear form can be use as a good tank to protect
This is a Bear only skill, you can force one enemy to focus his
attention on you for a few seconds, good skill if you see another
player being harassed by another enemy.
10) Demoralizing Roar
This is a Bear only skill, it actually lowers the attack power of
enemies within close range, very useful when more than one mob
get in your way, plus at higher ranks makes this skill even
better. This ability only last 30 seconds before you have to use
This is a Bear only skill, it actually generates at least 20 rage
points in 10 seconds, but your armor rating drops by 75%, the
temporary loss of defense isn't really a big deal, and you can
actually get more rage points more quickly when fighting, too bad
this skill has a 1 minute cooldown specially if you're fighting
one monster after another after using your other Bear skills that
uses your Rage points.
This healing spell is both a Rejuvenation, and a Healing Touch at
the same time, while this spell doesn't heal as much as the
Healing Touch, as soon as it heals your HP you'll then get healed
by an additional amount for 21 seconds. Pretty useful at times,
but remember to use Healing Touch instead if your health is
getting low. Another use for this spell is whenever you're in a
PvP server since it's quicker than Healing Touch by 1 second, and
every second counts whenever you're fighting other players.
This is a Bear only skill, you can add additional damage the next
time you attack a bad guy, more damage is always good.
This is a Bear only skill, with this ability you can stun one
enemy for 2 seconds, and then 4 seconds at higher ranks, very
useful against spell casters since they'll get their spells
interrupted if they try to cast a spell with a casting delay, but
use this skill when you really need to because of the 1 minute
15) Cure Poison
You need to complete a special Druid only quest before you can
get this skill, check the quests section for more details.
Anyway, this skill comes in handy as no one likes to be poisoned,
and the mana cost is very low, plus its an instant cast spell
that requires no casting delay like the majority of the Druid
This is a Bear only skill, you can strike at least 3 enemies at
once but I've seen the damage isn't great since it's fixed, but
it holds agro well from multiple mobs, and if you invest your
talent points on the 'Primal Fury' Talent you'll be able to get
more Rage points whenever you inflict you enemies with criticals.
Useful when tanking and protecting your spell casters.
17) Aquatic form
In order to get this form you need to complete a Druid only
quest, Check the quests section for more details. The Aquatic
Form gives you a speed bonus while underwater, you can breath
while underwater, and you look like a cool looking angry sea lion.
18) Fairie Fire
This spell reduces the armor rating of the enemy so you can add
extra damage, and the best thing about this skill is you can use
it to stop an enemy from going invisible, either way the loss of
armor it gives is still good enough to use it frequently. Very
useful in Battlegrounds so that sneaky Rogue doesn't stealth for
a short time.
This spell is a nice crowd control, it puts Beasts, and Dragonkin
type enemies in sleep mode if you want to get away, or two
beasties are getting very close to you, and you want to disable
at least one of them. Just remember this spell doesn't work on
demons, humanoids, and elementals, plus any damage you inflict on
a sleeping enemy will wake it up. Only one enemy can be put to
sleep at a time for 20 seconds.
20) Cat form
This spell can transform the Druid into a Cat form, unlike the
Bear form, you don't need a special quest in order to get this
skill, just pay the Druid trainer at level 20, and the Cat form
is yours. In Cat form your agility increases, and so does your
attack power, but not as much like you do in Bear form,
additionally you can escape the effects to the Mage's Polymorph
spell. The Cat form can be use for stealthy purposes, and one on
one confrontations. The Cat form doesn't get a defense bonus, so
don't use it as a tank.
This is a Cat only skill, it adds additional damage the next time
the Druid attacks in Cat form, plus it adds 1 combo point for
other Cat only skills that require combo points. More damage is
always good, and the extra combo point always comes in handy.
This is a Cat only skill, you can enter in stealth mode just like
the Rogue, you can use it to sneak past enemies you don't want to
fight, and this skill is needed to use other Cat skills that
require you to be in stealth mode before you can use them.
Remember that the Prowl skill can only be use when you're not in
This is the Druid resurrection spell, just remember to bring the
necessary regents in order to use it, and do keep in mind that in
different ranks you'll need different regents so don't stock on
a ton of Maple seeds when you get this spell the first time, but
with a 30 minute cooldown you'll have to use this skill
sparingly, and pray your party members don't die before the
cooldown is over. If there's a Priest, or Shaman, or a Paladin
with you know that the Rebirth spell really comes in handy as
those 3 have much better resurrection spells than the Druid. At
least this skill can work even in the heat of battle, so no need
to wait until the battle is over if a Priest croaked, and is in
need of a revival
This is a Cat only skill, Rip requires combo points before you
use it, this skill adds damage over time for over 12 seconds, the
damage is better if you use it when you have more than one combo
point on you. This skill is definitely useful on enemies that
tend to run away, just use your 'Claw' ability to get those combo
points, and then use Rip when the mob has its health halfway
through, and then keep on hurting the enemy, and it'll die before
long. Keep in mind some enemies are immune to this skill, Rogue
Elemental Flames is one of the several enemies where this skill
is useless against them.
This offensive skill does a great amount of damage, get it when
This is a Cat only skill, you don't need to be in stealth mode in
order just move behind the target before you use it, and you'll
be set. Shred does a good amount to damage, and it awards one
combo point as well. Use it whenever you can. Very good skill in
PvP as you can move behind the player for extra damage
27) Soothe Animal:
All this skill does is to lower the range in will the beast
usually attacks you by 10 yards, too bad this skill only works on
beasts of level 40, and lower, but at rank 3 it'll work on
enemies with a very high level, but still only beasts.
This is a Cat only skill, this attacks one enemy with a fixed
amount of damage, and an addition damage over 9 seconds, not a
great skill, but at least it awards one combo point. Keep in mind
this skill doesn't work on enemies that can't bleed.
29) Remove Curse
This skill removes one curse from you, or a party member. Great
skill as nobody likes to be cursed.
30) Tiger's Fury
This is a Cat only skill, use it whenever you want a boost on
your attack power for 6 seconds. More damage is always good, I
just wish the duration could be a little longer.
31) Abolish Poison
This actually attempts to cure poison from you, and additional
poison attacks for the next 8 seconds, pretty good if you're
facing enemies that attack you with a few poison attacks that
This is a Cat only skill, you get a bonus speed whenever you use
it for 15 seconds, just remember of the 5 minute cooldown before
you use it, and this skill doesn't turn off the stealth mode from
the Prowl skill. Pretty nice skill if you need to make a run for
it after you screwed up on something, and need to get away.
33) Channeling Roar
This is a Bear only skill, basically this skill can force all
nearby enemies to focus all attacks on you. This is a life saver
for spell casters who get harassed by mobs, but do remember this
ability has a 10 minute cooldown.
This is a Cat only skill, you can use it to lower your threat
level to a small amount in the first rank, higher ranks will
increase the odds to lowering the threat level. Not bad if you
want to skip a battle if you were doing something else, but don't
expect this skill to work all the time.
This is a 'heal all' for the whole party, since this is a
channeling spell you have to make sure there aren't any nearby
monsters before you use it, otherwise this spell will be
interrupted as you must hold perfectly still while you're
channeling. This spell has a 5 minute cooldown, and it heals
decently well. This spells works a lot better if you cast Barskin
36) Travel Form
This spell transforms the Druid into a different Cat form, but
it's only useful in increasing your travel speed by 40% in
outdoors, pretty awesome to get something that'll give you a
speed bonus before getting your mount, but remember this spell
doesn't work if you're indoors.
37) Ferocious Bite
This is a Cat only skill, this pretty much damages the enemy
quite good if you have enough combo points. But this skill
doesn't seem to work too well at the moment since because of a
glitch it isn't converting energy into damage like it says, I
hope Blizzard fixes this bug soon.
Rating: N/A until bug is fixed
This is a Cat only skill, this ability is mostly the same as
Shred, but more damaging. Unfortunately you need to be in Stealth
mode in order to use since like both skills you need to be behind
the enemy in order to use it, but unlike Shred you can only use
Ravage as an opening strike which is fine since Shred can be used
in combat mode whenever you're behind the target. Ravage can
award one combo point.
39) Track Humanoids
This is a Cat only skill, and it does what it says, it tracks all
humanoids, and you'll see the red dots on your mini-map
representing the nearby humanoids, but remember that only one
type of tracking can be used at a time meaning that if you are
using a tracking from the Herbalism profession then it'll be shut
off automatically if you switched to Track Humanoids. Not really
a special skill, since there aren't too many humanoids throughout
the game, and I'm pretty sure you'll be using a different
tracking from your Mining, or Herbalism one instead. In PvP
servers this is a nice tool to use in order to track players
since they also count as humanoids as well.
40) Frenzied Regeneration
This is a Bear only skill, it pretty much converts 10 rage points
into health, the healing from this ability isn't that great,
but in certain circumstances this can come in handy if you can
accumulate enough Rage points to use, this skill has a 3 minute
cooldown, so keep that in mind. This skill works wonder when you
cast Enrage first
This is a Cat only skill, you can use it only in stealth mode,
and you must be behind the enemy, the fixed damage isn't that
great, but you can stun the enemy for a few seconds which is
good specially if you see an enemy caster fighting a player, you
can use pounce to interrupt their spell casting, too. This skill
awards 1 combo point.
42) Dire Bear Form
This spell can transform the druid into a much better bear than
the normal one, this Dire Bear form is quite powerful indeed.
43) Feline Grace
This is a Cat only passive skill in which reduces the damage from
falling. Less damage from falling is always good.
This spell must be channeled to get it to it's full benefits, in
a target area you can use the Hurricane to cause Nature Damage,
and slowing the attack speed by 20%, useful when enemies are
grouped together, and friendly players don't get damaged when you
use this skill(That's how I see it unless I made a small
miscalculation), so it comes in handy when other players are
getting surrounded by monsters.
This spell used to be in the Restoration tree, but thanks to
patch 1.11 it is now a trainable skill at level 40 despite where
you have been spending your talent points, anyway, Innervate will
increase your mana restoration by a whooping 400%, and an additional
100% when you cast spells, in other words cast this baby on a Priest
that has his/her mana very low, and watch that mana getting full at
mad rates. This spell will make other spell casters your friend
forever, but be very careful not to cast this on a Warrior, or
Rogue, otherwise it'll be a waste as neither of those two
character classes use mana for their skills specially since this
spell has a 6 minute cooldown. Always hug your Druid when they cast
Innervate to refill your mana pool.
This spell makes the Druid take less damage from attacks, and
spells will not be interrupted, but all non-instant spells take
an extra second before it can be cast, and your attack speed is
lowered for 15 seconds. You can also use this skill so you don't
get interrupted when you are channeling Hurricane or Tranquility.
47) Gift of the Wild
This spell is just like the normal Mark of the Wild, but this one
affects all party members, and the effects will last for 1 hour.
For the 2 ranks available you'll need different reagents before
you use it like Wild Berries during the first rank, and Wild
Thornroots during the second rank. Unlike other skills this one
requires you to find special books in order to learn this skill,
for both ranks you need to team up with others, and kill bosses
in high level instances like Onyxia's lair, Stratholme,
Scholomance, and others
Thanks to patch 2.0 this is the main reason why I had to update
the FAQ after so long.
When you reach Level 10 you'll get a talent point, and so on
until level 60. You can spent your wonderful talent points on the
3 available Talent tress that can increase the effectiveness of
the Druid, the majority of the skills you can get from the 3
Talent tress are passive, but some are spells you cannot get from
the Druid Trainer, you can only master 1 talent tree, you can't
get enough talent points to master all 3 of them, so choose
carefully and see which Talent tree you'll feel more comfortable
with. Each talent tree has 7 tiers, in order to get the skill you
want you have to spend a set of talent points on a previous Tier
in order to get the skill you want, you have to move from one
tier to the other. The 3 available trees are discussed in 3
categories: Balance, Feral Combat, and Restoration. You can see
the Talent Trees with the press of the "N" button on your
keyboard for easy access.
This tree deal pretty much with your offensive Balance skills by
improving them, good tree if you enjoy using your damaging
---First Tier: 0 Talent points required---
1) Starlight Wrath (5 Ranks)
This Talent decreases the casting delay of both the Wrath spell, and
Starfire by .1 second with each rank. This talent can actually be very
powerful if you decide to take advantage of the Balance tree, and
getting the right gear to easily crit for big damage, so reducing the
casting delay for both spells is actually a good thing indeed.
2) Nature's Grasp (1 Rank)
This spell is a self only buff, and when you use it you have a
35% chance the enemy that attacks you head on will be inflicted
with Entangled Roots, pretty nice if you want to get away from an
enemy, but this ability can only be used outdoors, and it has a 1
3) Improved Nature's Grasp (4 Ranks)
This passive skill can upgrade the Nature's Grasp percentage
from 35% up to 100% as soon as you put 4 Talent points, so
therefore the Nature's Grasp can actually work 100% of the time
instead of 35%. This passive Talent skill should be max to
fully take advantage of the Nature's Grasp skill.
---Second Tier: 5 Talent points required---
1) Control of Nature (3 Ranks)
This passive skill gives you a chance to avoid interruption
whenever you cast both the Entangling Roots skill, and Cyclone is
up to you if you want to put your talent points here. If you get
tired of the interruption whenever you cast Entangling Roots or
Cyclone because of the enemy attacks, then put your talent points
right here....and before I get E-mails about "Cyclone", yes it is
a skill that may be available when the expansion arrives, Cyclone
is another Crowd Control ability.
2) Improved Moonfire (2 Ranks)
This will increase the critical chances, and the damage of the
Moonfire skill, not bad since this makes an ok spell even better,
this is also a prereq for Vengeance, a Tier 4 Talent skill so
might as well put your talent points here if you plan to
master the Balance Talent tree.
3) Focused Startlight (2 Ranks)
This passive skill increase the critical chance of both your Wrath, and
Startfire spells and this is a prereq for Vengeance which is a Tier 3
---Third Tier: 10 Talent points required---
1) Brambles (3 Ranks)
This passive skills increases the damage from your Thorns, and
Entangling Roots skill, not bad since both spells are nice to begin
2) Insect Swarm (1 Rank)
This is an offence skill, and it'll lower the accuracy of the
enemy by a small fraction while damaging the bad guy.
3) Nature's Reach (2 Ranks)
With this Talent the range of your offensive balance spells will
increase. More range is always good.
---Fourth Tier: 15 Talent Points required---
1) Vengeance (5 Ranks)
This passive skill needs you to put 5 talent points in the
"Focused Startlight" Talent from Tier 2 before you can use it,
anyway, this skill increases the critical damage bonus from your
Moonfire, Wrath, and Starfire skills. Definitely worth it.
2) Improved Starfire (5 Ranks)
This has a 3% chance to stun the enemy for 3 seconds for
each rank. Stunning is always good. You must absolutely max this
---Fifth Tier: 20 Talent Points required---
1) Lunar Guidance (3 Ranks)
This passive talent will increase your spell damage, and healing
by a percentage of your Intellect. If you have been this down in
the Balance tree you should definitely get this.
2) Nature's Grace (1 Rank)
This passive skill gives you a chance of getting a .5 second
reduction to your next spell if you score a critical damage on
the enemy with a offensive spell. Getting a half of a second
reduction is always a nice bonus indeed, and this talent is a
prereq for Moonfury, so might as well put a talent point here if
you're this far in the Balance tree.
2) Moonglow (3 Ranks)
The mana cost of your Moonfire, Starfire, Wrath, Healing Touch,
Rejuvenation and Regrowth will decrease which is a good thing
---Sixth Tier: 25 talent Points required---
1) Moonfury (5 Ranks)
Increases the damage from your Wrath, Moonfire, and your Starfire
skills, more damage is always good, max this puppy.
2) Balance of Power (2 Ranks)
This will give you're a chance to hit with spells, and give
you're a chance to avoid spells which can come handy
---Seventh Tier: 30 Talents Points required---
1) Dreamstate (3 Ranks)
This will give you mana back by counting the percentage of your
Intellect every 5 seconds, and this will work even when you're
casting as well. At last no more "OOMkin" jokes.
2) Moonkin Form (1 Rank)
This is a Shapeshifting form that transforms the Druid into a
Moonkin creature, you can get a good increase of your armor
rating, you can also use it to escape from the Mage's Polymorph
effects, plus you'll emit an aura that'll allow party members to
get their chances to score a critical from their spells by 3%,
unfortunately you can only cast Balance spells in this form, and
no, Healing spells are impossible to cast in this form meaning
you'll have to morph back into your humanoid form in order to use
your healing spells, but you can use regular items while in
Moonkin form. It's a shame you don't get any special Moonkin
skills to go with this form, its still a fun transformation to
use specially if you use the /dance emote to see your Moonkin
dancing The Macarena. With the added defense this can be a good
Tank to use although I'll leave that job to the Bear instead
unless you want to obliterate the enemies with Balance spells.
3) Improved Fairy Fire (3 Ranks)
This will give your normal Fairy Fire skill the chance you, and
your party will be able to hit the affected enemy with normal
melee, and range attacks by a percentage which is kind of nice.
---Eighth Tier: 35 Talent points required---
1) Wrath of Cenarius (5 Ranks)
This will give your Wrath, and Startfire skills additional damage
from your gear that has bonus spell damage. This actually is a
good combination if you have Lunar Guidance.
---Ninth Tier: 40 Talent Points required---
1) Force of Nature (1 Rank)
Summon 3 Treants to attack the enemy for 30 seconds, I really
don't see the beauty in this, sure you get 3 helpers against the
enemy, but in PvP these treants are easily slaughtered which
sucks considering the 3 minute cooldown. I'll make some more
experimenting before making a final judgment.
***Feral Combat Tree***
This Talent tree focuses on how well your animal forms can be
greater than ever.
---First Tier: 0 Talent Points required---
1) Ferocity (5 ranks)
This passive skill can be seen in either two ways; either you max
it or not. Basically all it does is reduce your Maul, Swipe,
Claw, and Rake abilities by 1 Rage/Energy with each rank, if
you're going to add 1 Talent point then for God's sake max the
damn thing. It'll be a waste if you're going to just add 2 points
here, and go to another talent skill to add your Talent points
afterwards. Max this talent or don't put any Talent points here,
anyway, the 5 point reduction does actually come in handy,
specially both Maul, and Claw skills.
2) Feral Aggression (5 Ranks)
This passive skill increases the effects of both Demoralizing
Roar, and Ferocious Bite. Those 2 animal skills are already great
to begin with, and this Talent skill makes them even better.
---Second Tier: 5 Talent Points required---
1) Feral Instinct (3 Ranks)
This passive skill increases the threat level for the Bear, and
Dire Bear forms while it decreases the chances of enemies
detecting you while you're prowling in Cat form. Very useful
indeed so the Bear can protect any party members, and the Cat
form can go unnoticed more than ever.
2) Brutal Impact (2 Ranks)
This passive skill increases the effects of the stun from both
Pounce, and Bash abilities which is nice for the Cat form's
Pounce skill, but not so great for the Bear's Bash skill since it
has a 1 minute cooldown. It's up to you how you view this, I just
didn't think this talent wasn't worth the talent points I gave it
before I had to unlearn it, but in PvP servers the improved Bash
duration is now equivalent to the length of the casting of the
Healing Touch spell. Very useful when you can Bash and fully heal
3) Thick Hide (5 Ranks)
This increases your defense by 2% for each rank, more defense is
---Third Tier: 10 Talent Points required---
1) Feral Swiftness (2 Ranks)
This wonderful passive skill increases your movement outdoors
while you're in cat form, and your Dodge percentage will increase
while you're in any of your damaging animal forms. The speed
bonus for the cat form is great until you get the Travel form at
level 30. Remember you don't get the speed bonus while you're
2) Feral Charge (1 Rank)
This is a Bear only skill, you can charge the enemy, and you can
interrupt any spell casting for 4 seconds. Nice, but keep in mind
this skill can't be used if you get too close to the enemy, make
sure you're between 8-25 yards before use. Insanely useful at PvP.
3) Sharpened Claws (3 Ranks)
This passive skill will increase the critical strike chance of
your Bear, Dire Bear, and Cat forms. Max it, this is also a
Prereq to "Primal Fury" which is a Talent skill in the next Tier.
---Fourth Tier: 15 Talent Points required---
1) Shredding Attacks (2 Ranks)
I received a couple of Emails saying some of the benefits of this
talent since there's a Major difference between both Shred, and
Ravage I missed by accident. Both the Shred, and the Ravage
skills are so similar to the Rogue's 'Backstab'(Shred) and
'Ambush'(Ravage) skills, they are meant for different situations
and should be used until the end of the game. Ambush is ONLY for
the beginning of a fight, or perhaps if you pull off a vanish,
since you MUST be stealthed to use this skill and you cannot
stealth while in combat. Backstab can be used anytime during a
fight when you are behind a creep (or player), which gives you a
huge boost in DPS when in a group (or particularly one of the
main attacks while PvP and circle strafing), so therefore Shred
can be as useful as the Ravage skills at times, and putting some
Talent points here to get an energy reduction on the Shred skill
it is actually a good tactic. This talent skill can also reduce
the rage cost of Lacerate which is a Bear skill that will be
available in the expansion
***Thanks to Ben Jett, and Andrew Saliba (Lethalagent14) for the
2) Predatory Strikes (3 Ranks)
Yikes, this Talent increases your attack power to a percentage of
your level for both of your Bear forms and the Cat form, you must
max this talent, plus this is also a prereq for Heart of the Wild
which is a Tier 6 Talent
3) Primal Fury (2 Ranks)
You need to put 3 Talent points on Sharpened Claws before you can
use this talent, anyway, Primal Fury gives your critical chances
of your Cat abilities that give you a combo point to give you an
additional combo point, and your critical chances of your Bear
attacks will give you an additional 5 Rage points. Max it.
---Fifth Tier: 20 Talent Points required---
1) Savage Fury (2 Ranks)
This passive skill increases the damage from your Maul, Claw,
Swipe, Mangle and Rake abilities, this Talent skill is pretty
2) Faerie Fire (1 Rank)
This is the same as the other Faerie Fire skill, but this one is
for your animal forms in case you're not in the mood of switching
bask to humanoid form just to cast Faerie Fire, and then morph
back into your Beast forms. If that's the case, then get this
Talent skill. If you're tanking in Bear mode try to pull enemies
with Faerie Fire.
3) Nurturing Instinct (2 Ranks)
Increases your healing spells by a percentage of your Strength,
really useful when bashing, and healing yourself.
---Sixth Tier: 25 Talent Points required---
1) Heart of the Wild (5 Rank)
This magnificent Talent increases your intellect, and while
you're in Bear, or Dire Bear mode your stamina is increased while
your Cat form gets a bonus in strength.
2) Survival of the Fittest (3 Ranks)
Your attributes will increase a little, and your chance to avoid
critical melee attacks will improve a little. Not bad, but your
talent points are better spent somewhere else.
---Seventh Tier: 30 Talent Points required---
1) Primal Tenancy (3 Ranks)
Your chance to resist fear, and stun attacks will increase, very
useful when PvPing.
2) Leader of the Pack (1 Rank)
This Talent increases your chances of all party members of
getting range, and melee critical chances. This skill is awesome
specially when you are in instances, or raids this skill really
does come in handy. I don't think this Talent can be stock up
with other Druids that also use this Talent skill.
3) Improved Leader of the Pack (3 Ranks)
This will give players with the "Leader of the Pact" buff a
chance to regain a small percentage of their health when they
critically hit a target with a melee or range attack, pretty
---Eighth Tier: 35 Talent points required---
1) Predatory Instincts (5 Ranks)
Your damage from critical attacks will increase, and your chance
to avoid area of effect attacks will also increase. Very handy
---Ninth Tier: 40 Talent points required---
1) Mangle (1 Rank)
This is the reason why feral spec Druids are feared at BGs, this
skill is pretty damn strong, regardless of which animal form the
Mangle skill will leave a debuff on the target that will increase
the damage from your Shred attack, and your bleeding attacks.
This skill will make you into a believer.
This Talent tree will make your restorations skills more useful.
---First Tier: 0 Talent Points required---
1) Improved Mark of the Wild (5 Ranks)
Great Talent for the first Tier, this actually makes the greatest
buff ever created even better.
2) Furor (5 Ranks)
This is another passive Talent skill in whether you give it your
Talent points or you don't, for each rank you can get a 20%
chance of getting either 10 Rage points, or 40 Energy points if
you transform into your respected animal form, so it won't make
any sense to just put 2 or 3 talent points, and go master another
talent instead, either you max it, or you don't put anything into
this Talent skill, anyway, since you have 0 Rage points, and 0
Energy points whenever you transform this talent does come in
handy, specially for both of the Bear forms.
---Second Tier: 5 Talent Points required---
1) Naturalist (5 Ranks)
This talent reduces the casting delay for your Healing Touch for
a total of .5 seconds which is great indeed, additionally the
power of your physical attacks will increase, definitely a nice
2) Nature's Focus (5 Ranks)
This great talent will stop the interruption whenever you're
casting your healing spells most of the time, if you're going to
master this tree, then max this talent.
3) Natural Shapeshifter (3 Ranks)
This passive Talent will decrease the mana cost of your
---Third Tier: 10 Talent Points required---
1) Intensity (3 Ranks)
This allows you to get a small percentage of your mana to
regenerate while your casting, and the Enrage skill will
instantly regenerate 4 rage when cast
3) Subtlety (5 Ranks)
This Talent reduces the threat generated by your healing spells,
tired of enemies focusing on you after you heal other party
members? Then get a 20% protection from the threats your healing
spells make from this Talent. Too bad that percentage isn't high
enough, but this is still important for Druids who are required
to be healers during Raids, so it is vital to max this
talent if you're going to master this tree. Additionally your
healing spells will have a chance of being dispelled which is
nice at BGs.
2) Omen of Clarity (1 Rank)
This passive skill needs you to put 5 talent points on the
'Natural Weapons' Talent from the Tier 2 before you can use it,
anyway, this skill gives the Druid a chance to enter a
Clearcasting state in which reduces the amount of the skill that
requires Rage/Energy/Mana by 100%. Pretty damn awesome skill, but
there's a catch. In order to be in a Clearcasting state you'll
have to melee the enemies in your humanoid form, transforming
into any of your animal forms don't seem to count, either that or
I have been very unlucky. This skill usually comes in handy when
you're in groups rather than soloing.
I receive a tip saying the Clearcasting state might also be
activated in Shapeshifting mode when you attack high level
monsters, once I get enough gold to burn I'll try this out.
Thanks to Niels Coppens(Kiriyama_06) for the tip
*UPDATE* <2/26/06> I was told the Clearcasting does work from
your melee attacks in either beast form.
Thanks to Timothy Raja (Pyromaniacpichu from GameFAQs)
---Fourth Tier: 15 Talent Points required---
1) Tranquil Spirit (5 Ranks)
Your Healing Touch, and your Tranquility spells get a Mana
reduction which is always a good thing.
2) Improved Rejuvenation (3 Ranks)
This depends on whether you like your Rejuvenation Skill or not,
if you want to make it better than ever, then you should max this
---Fifth Tier: 20 Talent Points required---
1) Nature's Swiftness (1 Rank)
This Talent skill requires for you to put 5 Talent points on
'Improved Healing Touch' before you can use Nature's Swiftness,
anyway, this Talent actually makes your next nature spell an
instant cast, definitely great indeed, but be careful with the 3
minute cooldown this Skill has.
2) Gift of Nature (5 Ranks)
This Talent requires for you to put 1 talent point on 'Insect
Swarm' before you can use it, anyway, Gift of Nature can increase
the effects of all healing spells, so this Talent should be
3) Improved Tranquility (2 Ranks)
This talent reduces the threat generated by the Tranquility spell
by a huge amount, max it.
---Sixth Tier: 25 Talent Points required---
1) Empowered Touch (2 Ranks)
Your healing spells will have a nice bonus healing depending on
how much healing bonus you have, since you're deep down on the
Restoration tree you should really max this skill.
2) Improved Regrowth (5 Ranks)
This talent increases the critical chances of the regrowth spell
by 50% when maxed, definitely worth it.
---Seventh Tier: 30 Talent Points required---
1) Living Spirit (3 Ranks)
Increases your total spirit by 15% when your max it, definitely
2) Swiftmend (1 Rank)
This skill will consume your Rejuvenation, and Regrowth spells to
instantly heal a friendly target, way better than you can
possibly imagine. Really needed when raiding. No excuses.
3) Natural Perfection (3 Ranks)
The chances to critically hit with spells will increase while
melee, and range attacks will give your less damage, a nice way
to spend your talent points.
---Eighth Tier: 35 Talent Points required---
1) Empowered Rejuvenation (5 Ranks)
The bonus healing effects of your healing over time spells will
increase. Max it, really, just max it.
---Ninth Tier: 40 Talent Points required---
1) Tree of Life (1 Rank)
This is a shapeshifting form that not also does it give you the
ability to escape the Mage's polymorph effect, but you'll have a
nice bonus to your healing spells, but you may ONLY cast heal
over time spells, and Swiftmend. Sadly you will lose 20% of your
Really a nice form to use when you Raid since the bonus healing
from Rejuvenation, and Regrowth will come in handy, and really
useful when PvPing when you want to heal your team, but be very
careful when using the Tree form at BGs, and I really mean it.
Unless I seeing things, Warlocks can use their Banish spells on
your Tree form, and you'll be disabled for some seconds. I
seriously don't know if this is some type of joke from Blizzard,
but using the Tree form at BGs is pretty much asking any Warlock
players to just Banish you. Just be careful when using the Tree
form at any of the BGs, GET OUT OF YOUR TREE FORM WHEN YOU SEE A
During the beginning of your adventures, you'll be asked to
perform a few Druid only quests in order to receive some special
skills that will come in handy, it won't matter if you're a Night
Elf or a Tauren these quests should be done. While these quests
are optional it'll make your life a lot easier if you complete
1) ===Level 10 Druid Quest===
*This quest will give you the ability to turn into a Bear*
At level 10 any Druid Trainer will instruct you to go a see a
very special Druid Trainer in a major city. For a Night Elf Druid
you're required to go to Darnassus and speak with Mathrengyl
Bearwalker in the Cenarion Enclave section of the city on the
second floor of a tall tree building, and for the Tauren Druid
you must go to Thunder Bluff and speak with Turak Runetotem on
the Elder Rise of Thunder Bluff, as soon as you get to the Elder
Rise section of Thunder Bluff just check the biggest tent there,
and Turak will be waiting inside. If you still can't find either
one for your respected race, just ask one of the wondering city
guards, and ask where you can find a Druid Trainer, and an icon
will appear on your mini-map on your top right screen telling you
where to go.
Anyway, when you speak with either one of them you'll be told to
travel to a Druid place called Moonglade and speak to someone
called Dendrite Starblaze in the Nighthaven town in Moonglade.
Don't worry about which route you'll begin to think of using in
order to go to Moonglade, either Druid Trainer will give you a
nice spell called Teleport to Moonglade which can be used anytime
to teleport to the Moonglade, this nifty spell will always
Teleport you to the Moonglade whenever you want, which is fine
indeed if your Hearthstone still has that 1 hour cooldown, but
that teleportation spell will always teleport to Moonglade, and
As soon as you get to Moonglade you must be prepared if you're
playing in a 'Player vs Player server' for the region is
contested, and players of the opposite faction may outright kill
you if their levels are high enough, hopefully that won't happen
if they are cool with you since most gankers are always asses who
enjoy ripping apart players of lower levels. Anyway, just enter
the big house you see on your right, and speak with Dentrite who
should be on the top of the house. The first part of this quest
is the same for both Night Elves, and Taurens, you are to go and
speak with the Great Spirit Bear who is located along the
mountains north west of Nighthaven. The Spirit Bear is easy to
find, you won't fight him, he'll just tell you something about
the Balance, and Strength of the Bear or something like that,
there aren't any 'yes, or no' situations, just read what he has
to say, and as soon as you do you'll receive an update from your
quest log telling to go back to Dentrite to tell you the next
phase of the quest which is slightly different from both races,
but the end of it will always be the same.
Night Elf Strategy
For Night Elves Dentrite will give you some special dust, and
he'll tell you to go to the Night Elf beach village of Auberdine,
and seek to defeat Lunaclaw a level 12 creature after putting the
special dust on a special stone you have to find. Leaving the
Moonglade is easy enough, just find the Alliance Hippogriff rider
who is usually close to the Horde Wind Rider, and for free you'll
be in Rut'theran village which is outside of Teldrassil the Night
Elves starting area. Now within Rut'theran village take the boat
to Auberdine village which is free of charge. When you get to
Auberdine get what you need from vendors, and repair your items
With everything ready follow the road out of town, and make a
left at the travel routes, and follow the road going to
Bashal'aran, travel a few feet and you'll notice a cave to your
right that's protected by critters called Moonkins, you have to
beat them if they get in your way, and enter the cave. Then
you'll see a special looking stone, use the special dust that
Dentrite gave you, and be prepare to turn around, and buff
yourself if you haven't done so because Lunaclaw will appear out
of nowhere, and attack from the back, he'll enter the cave, and
he'll start attacking you. Fight back, and defeat Lunaclaw,
remember that Lunaclaw is a level 12 monster like I mentioned
before, so you might want to gain 1 or 2 levels before fighting
Lunaclaw if you're still at level 10, or bring a friend with you
for better results. After defeating Lunaclaw speak with the
spirit of Lunaclaw, and he'll tell you something, once again
there aren't any 'yes or no' situations, so you have nothing to
worry about, just read what Lunaclaw has to say, and get back to
Dentrite in Nighthaven.
Back in the Moonglade, Dentrite will congratulate you, and tell
you to go to Darnassus and speak with Mathrengyl Bearwalker in
the Cenarion Enclave once more, when you do you'll finally end
this quest, and the Night Elf Druid will receive the Bear
transformation skill. Good job :)
Tauren Druids don't need to Travel to Auberdine in order to fight
Lunaclaw, first of all that's an enemy Alliance town if you're
playing a Horde race like the Taurens, second of all you can
actually travel to Auberdine by foot to the cave where you can
find Lunaclaw, but if you're playing on a 'Player vs Player'
server you'll have to through Ashenvale Forest in order to get to
Auberdine, and that forest is a place full of Alliance gankers
always looking to rip apart low level Horde players =( . Instead
Dentrite will instruct you to go to the edge between the Barrens,
and Mulgore and look for a special stone, both areas are Horde
territories, so you have nothing to worry about Alliance players
bothering you. Anyway, Dentrite will give you a special dust you
can use on the stone to summon Lunaclaw, get out of the Moonglade
by speaking to the Horde Wind Rider who is usually close to the
Alliance Hippogriff Rider, and Travel back to Thunder Bluff free
of charge. Now that you're back home exit Thunder Bluff, and
travel to Bloodhoof village by foot, then travel east of
Bloodhoof village to the only way out of Mulgore by foot.
When you get to the Barrens travel a few feet, and you'll notice
an empty house on the side road to your right, from that point
you can go either left or right. Left will direct you to death
itself from the level 20 monsters, so you should obviously turn
right and follow the road until you get to a dead end where the
special looking stone is, use the special dust Dentrite gave you
on the special rock, and Lunaclaw will appear from behind, and
attack you. Lunaclaw is also a level 12 monster just like when
you fight it if you were a Night Elf Druid, so make use your
Tauren Druid levels up a bit if you're still at level 10, or
bring a friend with you to help you out. Once Lunaclaw is
defeated, its spirit will rise and tell you something, once
that's done go back to the Moonglade, and speak with Dentrite who
will congratulate you on a job well done, afterwards he'll tell
you to go back to Thunder Bluff, and speak with Turak Runetotem
on the Elder Rise so he can give you the Bear transformation
Once you are able to transform into a Bear you'll receive a
letter in your mailbox (Any mailbox from any Inn is fine) from
the Druid Trainer that gave you your Bear skill telling you to
go, and speak with him again at level 14 for another quest.
2) ===Level 14 Druid Quest===
*This quest will give you the 'Cure Poison' skill*
At level 14 you'll be instructed to go, and see Dentrite in
Nighthaven once more, so whip out that Teleportation spell to
Moonglade right away. As soon as you speak to him he'll tell you
about how a specific land is suffering from the effects of a
mysterious poison, and you'll be told to go to a place where
there a source of water, and see what can be done, Dentrite will
give you a vial to gather some of the water that might hold a key
in solving this mystery.
Night Elf Strategy
For Night Elf Druids you have to go a specific cave north east of
Auberdine called the Cliffspring Falls, be very careful when you
get there, the entrance of the cave is guarded by Naga warriors
who are sea like humanoids you most likely remember if you played
Warcraft 3: The Frozen Throne. Anyway, there will be some
fighting when you get to the entrance of the cave, once the
fighting is over check out the water that's falling from the
entrance of the cave, use the vial that Dentrite gave you to fill
it with water, and then you'll have to take that water sample to
Alanndarian Nightsong (Not Dentrite) who can be found back in
Auberdine where the Weaponsmith is located.
Alanndarian will tell you to gather some special ingredients that
will turn that water sample you gather into an antidote that will
cure the sick deers throughout Darkshore, you need to gather 2
specific items, first you need to get 12 Lunar Funguses, you can
find some of them in the cave where you fought Lunaclaw, and
others can be found in the near by caves that are populated by
Moonkins. The other ingredient might be tricky to get, you are
required to find 5 Earthroots, you can find them in the nearby
ruins of Ameth'aran among a few places to look for in Darshore,
or you can go back to Teldrassil, and find Earthroots outside of
Darnassus. So what's the tricky part? You need the Herbalism
profession in order to get the 5 Earthroot, if you do then it's
no sweat, but if you don't you have 2 choices you can do; Ask for
people to see if you can buy Earthroots from them, if that
doesn't work, then go to Ironforge, and check out the Auction
House which is located east of the entrance, and see if there are
Earthroots you can bid for, and no Darnassus doesn't have an
Auction House, I always ask where the Auction house is located in
Darnassus, and I'm always told to go to the one in Ironforge, but
thanks to patch 1.9 you don't need to travel to Ironforge anymore.
Now Darnassus has an Auction House, just ask a guard for the
location of the Auction House, and go and check it out and see if
you can bid for Earthroots so you can finish this insane quest,
if you're lucky, and see the Earthroots available to be bid for
then do so, sometimes you can see a button called "buy out" which
will allow you to buy the Earthroots you need on the spot, if not
you'll have no choice but to bid for them, once you do it'll
take a while to see if your Bid was successful, if it was you'll
see the mail icon on top of your mini-map telling you have a
letter you should check, if the Auction bid was a success the
Earthroots will be in the attachment, check any mailbox from any
Inn. If you were outbid the only thing you'll see in the letter
is your money back, so go back again, and see if you can bid them
once more if you can't buy them out.
Keep in mind you need at least 5 Earthroots, and if you don't see
them available to be bid for, then go start killing Timberling's
south of Dolanaar in Teldrassil as a last resort. It's not a huge
chance that they drop them, but they can drop them every so often.
With the 12 Lunar Funguses, and 5 Earthroots at last in your
hands go and see Alanndarian Nightsong in Auberdine so she may
make a cure to help the poor deers in Darkshore. Alanndarian will
give you the antidote which is good enough for 10 doses, now go
and find the sick deers which are through out Darkshore, and heal
them. Once any of the 10 sick deers are healed go back to
Dentrite in Nighthaven who will congratulate you on this bizarre
quest, and now you'll be instructed to go and speak with your old
buddy Mathrengyl Bearwalker in the Cenarion Enclave so he can
finally give you the Cure Poison spell.
After the hell you'll have to through if you don't have the
Herbalism profession all you get is a skill that nullifies the
effects of poison attacks? Either way the skill is still worth
it, like I mentioned before: This skill really comes in handy as
nobody likes to be poisoned.
At least the Tauren Druids have an easier time in getting the
Earthroots, but I'll discuss that in a moment, anyway, just like
the Night Elf Druid, the Tauren one is required to get a water
sample where it is believe it is corrupted, and causing the
nearby Gazelle to be very sick. You must go to the foul mountain
top of Dreadmist Peak where there's a source of polluted water,
in order to get there just go north west of the Crossroads until
you get to an oasis called The Forgotten Pools, and then check
out the mountain East of that position, you can actually get to
the top of the mountain until you get to the Dreadmist Peak, just
find the right corners, and begin you climbing to the top. As you
go up be very careful of the Orcs of the Burning Blade, they are
hostiles who will attack you on sight, their levels are from 10-
14, but either way fight carefully, and one at a time so you
don't get ganged up.
At the very top of Dreadmist Peak you'll notices 4 Burning Blade
Orcs surrounding around a weird bubbling pool of water, dispose
those Orcs, and use the Vial Dentrite gave you to get the Water
Sample, as soon as you do that 2 Burning Blade toxologists will
appear behind you out of nowhere, and attack you. (Can't be
avoided, they always appear behind you according to other Tauren
Druids who did this quest already) Run like hell out of there,
once you get to safety go to the Crossroads and speak with Tonga
Runetotem who is outside a tent waiting for your water sample.
Tonga will tell you he can turn that foul poisonous water into a
cure if you can find the right ingredients which you are told to
bring 5 Earthroot and 5 Kodo Horns.
The Kodo horns are easy to get, just go and see if they are Kodos
on the nearby oasis, and slay them to get the horns you need. The
Earthroots might be challenging to get, if you have the Herbalism
profession, then it's a snap to get, just looks around the
Barrens, or the starting Undead area for the Earthroots until you
get 5 of them, if you don't have the Herbalism profession then
you have to buy them from players, or go to Orgrimmar to see if
there are Earthroots to bid for in the Auction House.
Orgrimmar is a snap to get there, and it involves no fights at
all. Go east of the Crossroads following the road to Durotar,
once you leave the Barrens and right into Durotar keep following
the road until you reach Razor Hill which is a Horde Town. Next
you must go north until you finally reach Orgrimmar, Orc capital
of the Horde. No fighting whatsoever. As soon as you enter
Orgrimmar just ask a nearby Orc guard for the directions for the
Auction House, once you're inside just check to see if you can
either Buy, or Bid for 5 Earthroots. Once you have all the
ingredients you must go back to Tonga at the Crossroads, you can
talk to the Orgrimmar Wind Rider for a fast travel back to the
Crossroads if you talked to the Wind Rider at the Crossroads, if
not then you must travel by foot, but at least it won't be so bad.
Next Tonga will make those ingredients into a cure salve, and now
you'll be instructed to cure 10 Gazelle which can be found north
of the Barrens, once at least 10 Gazelle are cured you must go
back, and speak with Dentrite back in Nighthaven. Dentrite will
congratulate you on job well done, and you'll head off back to
the Elder Rise section of Thunder Bluff to speak with Turak
Runetotem so you can finally get the Cure Poison skill.
Another letter you'll receive by mail instructing you to go and
see your Main Druid Trainer at level 16.
3) ===Level 16 Druid Quest===
*This quest will give you your Aquatic form, Good F'N Luck*
When you reach level 16 you're once again instructed to go, and
talk to Dentrite in Nighthaven who will tell you to search the
depths of Lake Elune'ara in Nighthaven to locate an item called
the Shrine Bauble. The damn thing has a timer before it decays
completely, and the problem is gankers from opposite factions if
you're playing on a Player vs Player server so you must proceed
carefully. After you get your Shrine Bauble so you must run with
it to the Shrine of Remulos as soon as you can, the Shrine is
West of Nighthaven, check your big map by pressing the "M" button
on your keyboard to know the exact location, next use the Bauble
at the shrine, and then speak with the Night Elf female called
Tajarri there she'll tell you the next phase.
Here comes the most annoying part, you got to find 2 parts of a
pendant needed to complete this quest, first you must find the
part called "Aquatic Agility" and the other half called "Aquatic
Endurance". In order to find those two pieces you have to speak
with the residents of Moonglade to learn clues as to where these
items may be located. The only ones who know the clues you need
to know are the Hippogriff Rider Master, and the Wind Rider
*UPDATE* <12/14/05> I was able to get plenty of tips on how to
find both pendants for either Night Elves, and Taurens;
Night Elf Strategy
One half of the Pendant is off the coast of Westfall. To get to
Westfall take a tram from Ironforge to Stormwind, then run to
Westfall from there. Swim out due west from where the Gold Coast
Quarry valley meets the beach. Swim north along the shelf where
it goes off into the deep water (where you get the Fatigue bar).
There is a large anchor on the bottom near the drop off. Swim to
that and look out into the deep water and there is a 'bubbling
fissure' (It looks like a huge clam). If you get in the bubble
area you can breathe and recharge your air. The chest with the
pendant part is right near there, but be careful, a couple of
tipsters told me there's an Elite Shark patrolling the area.
Collect it and get the hell out of there by teleporting back to
The other half is off the coast of Darkshore, When you take the
free Hippogryph trip from Moonglade to Rut'theran Village the
last piece of rock you pass over in Darkshore is 2 tall spires of
rock coming up out of the water. One is much longer than the
other and skinny, the other is short but thick, kind of looks
like a crab claw. Look on your map and note your location so you
don't forget. The chest is where they come together under water.
sadly This area is patrolled by Elder Darkshore Threshers (18-19
level, if you're still level 16th you might want to swim
carefully, and bring friends with you specially a Warlock with
the Breath Underwater spell if you can. If you're by yourself
you'll get killed repeatedly if that's the case then your only
hope is to resurrect yourself closer, and closer to the chest
where the Pendant is, and hopefully they won't harass you while
you're trying to open the chest. After you're done with this
ordeal teleport to Moonglade, and back to Dentrite who will then
instruct you to go back to Mathrengyl Bearwalker so you can get
that Aquatic form.
One half of the pendant is in a "Strange Lockbox" at the bottom
of the Sludge Fen, which is in the northern Barrens, wasn't that
The other half is off the coast of North Tide Run, which is in
the northwest corner of Silverpine Forest. Find the shipwreck and
swim due west until you reach the "dark" water. Take a peek below
the water and look around for some bubbles: That lockbox
containing the pendant half is right next to the water bubbles.
Swim down to the bubbles, catch your breath, and open the box.
Afterwards teleport back to Moonglade, and talk to Dentrite who
will instruct you to go, and talk to Turak Runetotem in order to
receive the Aquatic form
---I will add the Sunken Temple Druid Quest in the future---
Thanks to the following people for their help; elvor who showed
me the necessary steps from the folks behind wowwiki.com, and of
course others help me out like Dillon Lappe(PunkRockAddict),
Emily Jane Mullan, and Esko Rikkonen(Thumbad)
Thank you guys, much appreciated.
VI. Level Guide
Because I sometimes get Emails from you the good people asking me
where to go after hitting some level I decided to add a small 1-
60 guide, hopefully it'll give you some type of idea where to go
after you're done with the area you were in.
Alliance: For Night Elves might as well stick where you are in
Teldrasil, and quest your way to level 10. No need to go
somewhere else just yet, plus it shouldn't take you that long to
reach level 10, anyway.
Horde: For Taurens just stick around Mulgore, and you'll hit
level 10 before you know it.
Alliance: Ah, by the time you hit level 10 you should be almost
or be done with all the quests in Teldrasil, and now it's time to
move somewhere else, and begin questing to hit level 20. You can
go to the nearby town of Auberdine, and take the quests there
since most of them aren't that hard like people always complain.
If you want to go somewhere else, then you got two options; First
you can go to Loch Modan which is a nice area near the Dwarves
and Gnomes' starting zone which you can level to 20 once you take
the quests from the people in the town of Thelmasar, if the nice
area of Loch Modan isn't what you were looking for then you have
your second option; Westfall west of the Human's starting zone.
In Westfall take the quests from the people in Sentinel Hill
until you reach level 20. For instances no matter where you are
do try to run the Deadmines in Westfall once you're at least
level 20, one of the bosses Mr. Smite drops a nice Blue 2 handed
mace called "Smite's Mighty Hammer" you can use if you have
learned how to use 2 handed maces from the weapon master in
Ironforge. That weapon will last quite a while.
Horde: For you Taurens you have the option to go to the Barrens
where you are guaranteed to level up to level 25 from the massive
quests you can pick up. Unfortunately if your server is exactly
like Bonechewer, then you'll get sick of the Chuck Norris
jokes(Although those jokes have been toning down as of late), or
the overall idiocy of the Horde newbies spamming the channels
with crap nobody wants to read, luckily you have one option;
Silverpine Forest in the Eastern Kingdoms where the nice quiet
area has quests you can take in the Sepulcher.
For instances if you want to run the Rage Fire Chasm that's
actually located in Orgrimmar by the Cleft of Shadow at level 15,
if you did brave the Barrens then Wailing Caverns is for the
taking once you hit level 18 and do your best to get to Verdan
the Everliving, and pray he drops the "Living Root" staff you can
Alliance: If you were in Auberdine, and did the quests there then
your next stop is Ashenvale Forest south of Darkshore to the town
of Astranaar and quest there until you hit level 30. You can try
the Wetlands north of Loch Modan, and take the quests from the
people at Menethil Harbor. If you stuck around Westfall make sure
you go to the Redridge Mountains East of Elwyn Forest, and quest
there until you get to you mid 20's, afterwards go to the creepy
area of Duskwood south of Redridge Mountains, and begin to quest
there. For instances you can go to Blackfathom Deeps in the north
western area of Ashenvale Forest at level 24, hopefully you can
snag a "Naga Battle Gloves" from that Naga boss Lady Sarevess if
you bump into her. You can also try the Stockades in Stormwind.
Shadowfang Keep in Silverpine Forest might be out of the question,
you may not need to go there since only Alliance Warlocks, and
Paladins are the ones who can get SFK quests, plus you'll have to
get through Arathi Highlands in order to get the Silverpine
Forest in order to reach SFK where there are plenty of hungry
level 30-35 enemies, and if you're on a PvP server you'll get
ganked by Horde Players.
Horde: If you were in Silverpine Forest, then you'll be in the
mood to quest in Hillsbrad Foothills if you follow the road south
of Silverpine Forest until you hit Hillsbrad Foothills. Sadly if
you are in a PvP server then be prepared to be ganked a lot by
bored level 60s waiting their turn to enter Alterac Valley (The
entrance to that battleground is a lot closer than you think). If
the ganking is getting out of control, then go to Ashenvale
forest where the ganking is far less, Stonetalon Mountain is
another quiet area you can quest to. I can also say that the
Barrens still have a few quests you can take in your 20's, but
not as efficient. You can also go to Thousand Needles south of
the barrens, and quest there. For instances do run Blackfathom
Deeps at level 24, Shadowfang Keep can also be tried at that
level. Once you hit level 29 hit Razorfen Kraul in the Barrens
south of Camp Taurajo.
For both factions you can level at Stranglethorn Vale since that
area is the greatest questing zone in the entire game, but if
you're playing on a PvP server then be prepare to die a lot, and
I mean A LOT. STV is truly the most contested zone in the entire
game where you'll encounter level 60s ganking anybody in their
path, you can still quest there, but 85% of the time you'll be
running back to your corpse, and do pray it isn't being camped by
high level players. You can go to Desolace which is a place where
there is less PvP action south of Stonetalon Mountains, west of
Hillsbrad Foothills is the Arathi Highlands where you can also
quest, and grind elementals if you're in the mood.
You can also go to Alterac Mountains North of Hillsbrad Foothills
so you can grind and quest there. The Shimmering Flats in
Thousand Needles is also a good place to level up. The Badlands
south of Loch Modan is another good place to quest, and grind if
you're in your late 30s. You can also try the Swamp of Sorrows
east of Duskwood, and go there, but be careful if you're a Night
Elf Druid, you'll no doubt encounter Horde NPC scouts patrolling
the area which makes the Swamp of Sorrows an ideal place for
Tauren Druids. Dustwallow Marsh East of Camp Taurajo is a good
place to go in your mid 30s
For instances you can try Gnomeregan West of Ironforge in your
early 30's, you tackle the Library section of Scarlet Monastery
in Tirisfal Glades at level 36, at level 38 try the Armory
section, and then the Cathedral. While in the cathedral be very
careful not to pull more than 2 enemies, otherwise you'll be
there all night. Razorfen Downs in the Barrens is also go to go
at level 38, and make sure you pick up a Priest and tell him/her
to use the Undead Shackle skill on the Skeleton Summoners,
otherwise you'll be there all night as well.
Your areas of choice includes the desert of Taranis where there
will be some PvP action even in the neutral town of Gadgetzan so
thread carefully, while in Taranis you'll be finding your quests
which includes killing pirates, bugs, elementals and other
baddies. Whatever you do please do not go inside the Caverns of
Time, that's an unfinished instance, and if you venture too far
inside the cave then the only way out is with the help of a GM
who will no doubt give you a much needed verbal lashing if he's
in a bad mood. Northwest of Thousand Needles or South of Desolace
you'll find Feralas where you can quest, and grind your way to
level 50, you won't find much PvP action in Feralas unless you
accidentally bump into a group of high level players on their way
to Dire Maul.
You can also travel north east of Durnholde Keep in Hillbrad
Foothills until you reach the Hinterlands where you can also
quest, and grind to level 50 although that area seems to be more
in the Alliance side than Horde, so expect some PvP action in the
Hinterlands. You can go back to Dustwallow Marsh if you want and
begin to take the remanding quests there.
If you somehow endured the ganking in Stranglethorn Vale, then I
salute you for having more bravery than me, do finish the chain
quests you have no doubt started in your 30s so can be done with
STV once and for all. West of the Badlands is the Searing Gorge
where you can pick up your quests at Thorium Point, but be
careful if you're going there, since the entrance to Molten Core
is south of Thorium point you'll get ganked by high level players.
You can try Azshara which is East of Ashenvale Forest, and start
killing the Highborne ghosts, and Naga. North of Ashenvale is the
dreary place called Felwood, as soon as you enter the region
you'll bump into a neutral furgolg quest giver that'll have you
start killing the Deadwood Furbolgs northwest of his position in
order to bring your Timbermaw Furbolg reputation to at least
unfriendly so you can use their caves north of Felwood in order
to cross to Winterspring without being killed and I strongly
suggest you do, keep in mind that spot in Felwood is farmed by
players of both factions looking to increase their Timbermaw
For instances you can try Uldaman in your early 40s which is in
the Badlands, Zul'farrak which is located in Taranis can be tried
at level 46, you can try Maraudon in Desolace before you hit
You can start by picking up the quests at the Blasted Lands south
of the Swamps of Sorrows from the neutral quest givers, I know
those quests have the worst drop rate in Azeroth, but trust me on
this, if you're in the mood of grinding during your early 50's
then there's no other place to go than the Blasted Lands, but
don't get too close to the Dark Portal, otherwise those level 57
demons will rip you apart.
Picking of the level 50-53 Satyrs and Blood Elves in the northern
sections of Azshara is also a good grinding spot for any player,
but those spots are usually farmed to death. You can also try the
Western Plaguelands east of Tirisfal Glades, and start killing
undead for grinding purposes, and getting a bit of reputation
with the Argent Dawn faction, but the undead filled spots are
also farmed to death, but if you find a nice spot on either
region that isn't farmed, then go for it.
North of Redridge Mountains is the Burning Steppes where you can
grind the Firegut Ogres, Dark Iron Dwarves, etc., although you'll
see mostly Alliance Players on this area no doubt beginning in
their steps of the Alliance version of the Onyxia key chain quest,
so be careful if you're a Tauren Druid, if you're on the Alliance
side then go to Morgan's Vigil, and begin to talk to the quest
givers there. Whether you're on the Alliance, or Horde make sure
you begin the loooooong chain quest started by the Fallen Hero of
the Horde, he's at the border of the Swamp of Sorrows, and the
Blasted Lands, finishing that insane chain quest that takes you
all over the world and no doubt you'll be done with it when you
get close of hitting level 60 is worth it for the nice rewards
which includes a nice 16 slot bag if you're not in the mood of
spending a ridiculous 50G for the 16 slot bags found at the
auction house ready to be bid for by greedy players.
Un'goro Crater which is south west of Taranis is another place
you can go. Make sure talk to the neutral quest givers at
Marshal's Refuge in the northern mountains of Un'goro Crater and
get questing, but be careful of the wandering Elite Devilsaurs
while you're questing or grinding. In the mid (Horde), and
upper(Alliance) areas of Felwood you can quest, and grind to your
For instances do the Temple of Atal'Hakkar which is the sunken
temple in the Swamp of Sorrows, but good luck finding a group. It
may be my laggy server I'm on, but it took me forever to find a
group for that instance =(. If you still haven't done Maraudon,
then do it now if you must. You can try Blackrock Depths in
Searing Gorge before you hit level 55.
Almost at the main goal, hang in there. You can keep on farming
the undead in Western Plaguelands if you need the cash, but once
you're ready to move on then go to the Eastern Plaguelands so you
can begin to quest, and grind there. If you got your reputation
to unfriendly with the Timbermaw Furbolgs in Felwood then use
their caves, and go to Winterspring to the neutral town of
Everlook, and begin questing, and grinding.
Sandwiched between Duskwood, and the Swamp of Sorrows is the
Deadwind Pass where you can grind the critters there without any
hassle. Northwest of Un'goro crater is the desert of Silithus,
and like Taranis, Silithus is where PvP can take a new meaning,
even at the neutral town of Cenarion Hold there will always be
players ripping each other to pieces, watch your back.
For the end game instances I suggest you begin to run them at
level 58 which include Scholomance in Western Plaguelands, Dire
Maul in Feralas, Stratholme in Eastern Plaguelands, the upper,
and lower sections of Blackrock Spire within Blackrock Mountain
should be good to go as well.
For you raiders at level 60 it's time to try Molten Core at the
bottom of Blackrock Depths, Blackwing Lair at the height of
Blackrock Spire, Onyxia's Lair in Dustwallow Marsh, Zul'gurub
which is located in Stranglethorn Vale, The Ruins of Ahn'Qiraj,
and the Temple of Ahn'Qiraj both located in Silithus.
What's the best profession for a Druid? It's pretty much up to
you to decide which profession is best for you, I chose
Leatherworking, and Skinning which was fun and interesting.
Choose the best combination that will suit you style. Remember
that only two professions can be taken at once
Pros: Create your won Leather Armor from the skins of the beasts
you kill, create Armor Kits to give an additional defense boost
to any armor piece, can learn to use Tribal, Elemental, and
Dragonscale Leatherworking at high levels
Cons: Unfortunately, Dragonscale Leatherworking is useless for a
Druid since they can only wear Leather, and not Mail. You need
the Skinning Profession to make the Leatherworking useful (DUH!).
Leatherworking is a fun profession since Druids can wear Leather
Armor this profession will indeed benefit you early in the game,
the Armor Kits you can create will add a permanent defense boost
to some of your armor pieces which is pretty nice. Later on you
can have the ability to train in one of the three following
Leatherworking styles; Tribal, Elemental, and Dragonscale.
a) Tribal Leatherworking will create special Armor from special
leathers, for example you can create the Devilsaur Gauntlets, and
Leggings if you can snag those Tribal Leatherworking patterns.
The Devilsaur set is pretty sweet for Feral spec Druids.
b) Elemental Leatherworking can create Elemental Armor with
resistances like fire just like the Volcanic Set, additionally
with the Elemental Leatherworking you can create the Stormshroud
set which is not also a sweet armor set for a Feral Spec Druid,
but ridiculously expensive at the Auction House if you can find
the patterns, and can make the armor set yourself.
c) Dragonscale Leatheworking isn't recommended for Druids since
it can only create Mail armor, while Hunters can wear Mail at
level 40, and Warrior can use Plate at level 40, you're pretty
much stuck with Leather. I wouldn't bother with it unless you're
into making a Black Dragonscale Armor for your Molten Core Hunter
or Shaman buddies.
Pros: Create your own health or mana potions, and some special
potions that can give you nice buffs. Transmuting items can earn
you some gold.
Cons: Farming the herbs needed for high level potions will be a
challenge as those farmers can be pretty territorial, specially
on PvP servers.
Make sure you pick up the Herbalism profession if you take
Alchemy, this profession is a great choice since you can make
your own potions whether they are Health, Mana, or those that
give you nice buffs you can't go wrong by choosing Alchemy,
specially for the awesome Elixir of the Mongoose which rocks on
Feral spec Druids. Try not to get your sorry ass killed because
those nice buffs go bye bye when you die. Transmuting in order to
get items like Arcanites is a nice way to get Gold as people are
willing to spent a good amount of Gold for Arcanites for their
other professions, although getting the reagents needed for
creating an Arcanite will cost you, specially Arcane Crystals
unless you got a really friendly miner.
Pros: Create Mail, and Plate Armor, Weapons can be created as
well as Keys for locked chests.
Cons: Obviously you can not wear the armor you create, you also
won't like fighting for high level ores in highly populated
This profession is indeed useless for Druids as they can't wear
what you can create, the only thing you can use are the high
level Two Handed Maces you can create, and the keys for opening
locked chests since only Rogues can only pickpocket locked chests,
but I really don't see how this will benefit a Druid either way,
Pros: Create wacky inventions, and gadgets
Cons: For some unknown reason only Engineers can use some of the
stuff you create which means you shouldn't be relying Engineering
to be a Gold Mine.
Engineering is indeed a bizarre profession, you can create weird
inventions like the Jumper Cables which has a small chance of
reviving a dead player back to life like a Priest should your
Revive spell be in a cooldown still. You can also create weapons
but mostly Shotguns Hunters can use, although getting those high
level Patterns for such weapons won't be easy. Engineering is a
fun profession to use, but don't rely on it to bring plenty of
Gold to your pockets. Keep in mind you'll need the mining
profession for Engineering which means finding fresh sources of
minerals tends to be a difficult task.
Pros: Enchant your weapons or armor to give them special bonuses
Cons: TOO FREAKING EXPENSIVE TO LEVEL UP
The Enchanting profession can give some nice permanent bonuses to
your gear, there are some that give you a agility bonus on your
weapon, or extra 100+ health to your chest piece, or the amazing,
yet so expensive Crusader enchant. Unfortunately in order to get
the reagents for each enchant you'll need to disenchant your old
green armor/weapons or better. I recommend trying the Enchant
when you're at level 60 so you can farm low level instances for
the green gear you need. It takes forever to get the Enchant
profession to a high level, but it does pay off in the end with a
lot of Gold. This profession requires plenty of patience for
those who are willing to invest in it, do take a gathering
profession like Skinning just in case you need some Gold.
Pros: Create Cloth armor, bags can be created with this
Cons: Unless you're gone plum loco you will not wear inferior
armor as leather is way better than *shudders* Cloth armor, if
you do take Tailoring then there's no way you should bother with
the First Aid profession.
Tailoring is only useful for creating Bags since you're better
off wearing Leather armor, and not becoming a softy with the
Cloth armor. Tailoring can bring some gold your way since you can
create Mooncloth, but either way I wouldn't bother with Tailoring.
The only reason why you should wear Cloth armor is for the
bonuses of some of the Cloth Armor pieces if you become a Molten
Core resto spec Druid, but as a non-raider I'll stick with my
smelly Leather, thanks.
Pros: Pick up herbs for Alchemy, or to sell the high level herbs
at the Auction House
Cons: Fight other players to the death for those high level herbs
on highly populated servers
This profession is needed for Alchemy for those nice potions, or
to gather those nice herbs, and put them in the Auction House if
you need the Gold. No muss, no fuss. When picking up this
profession you get an additional skill called "Find Herbs" which
will help you find those nifty herbs.
Pros: Skin the dead beasties for that leather
Cons: Fighting with others PUGies who have the skinning
profession is often bad in UBRS
Skinning is the only profession which levels the fastest, and
also a good money maker as everybody needs Rugged Leather,
Leatherworking is only possible with Skinning.
Pros: Mining high level ore deposits is often rewarded if you put
them in the Auction House...
Cons:...that is if you can successfully fight your way against
farmers who also mine those ore deposits, oh believe me, it can
get nasty on PvP servers.
Mining is used for the Blacksmithing, and Engineering profession
so you can create what you need, you also get those nice skills
which include the ability to smelt the ore into bars, and the
tracking minerals in order to find those ore deposits in the
World of Warcraft.
Secondary Professions; Unlike the regular professions you can
take as many secondary professions as you want although there are
only 3 of them at the moment.
1) First Aid
Pros: Create bandages from Cloth pieces dropped from Humanoid
Cons: You'll be negating the Tailo...oops, lol. Never mind.
First Aid is actually useful, if you finish a fight with low mana,
and health all you can do is pop a mana potion, and bandage
yourself, real simple, real useful, real handy in PvP (sometimes)
Pros: Cook the raw meats that drop from dead beasts, and turn
them into recipes that'll heal your HP, and give you nice buffs.
Cons: Kind of hard in getting the real high level cooking
Cooking is a great way to make yucky raw meat into delicious food,
some food patterns can give you a buff that'll increase your
stamina, or restore your mana. Cooking can be quite handy at
Pros: Fish the waters of Azeroth for yummy fish, or in some rare
cases some items of value.
Cons: Way too boring
Fishing can get so tedious at times since is one of the slowest
skill to get up, plus is needed for alchemist for that Stonecale
Oil, but really, Fishing is what you do is you're really bored,
but I found it boring me even more.
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Copyright 2005-2006 Raul E. Campos.
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