Prima Games eGuides World of Warcraft: Warlords of Draenor Signature Series Strategy Guide

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World of Warcraft: Warlords of Draenor Signature Series Strategy Guide CHARACTER CLASSES

Druid

Druid

Druids are the epitome of adaptability. Their harmony with nature grants them the ability to shapeshift, allowing them to assume an appropriate animal form for any situation. This flexibility makes the Druid the only class that can play all four group roles, with a unique specialization tree matched to each role. Players preferring the thick of the action can destroy their enemies as one of the great cats, or protect their allies as a gigantic bear. Meanwhile, those that prefer to remain at a distance can blast their enemies with nature and arcane-based spells, or soothe their companions’ wounds with powerful healing-over-time (HoT) spells.

Class Abilities and Resources

Mana, Rage, Energy, and Combo Points

All druids have a Mana pool for casting spells. This is the Restoration Druid’s primary resource, and one that must be carefully managed for long fights. Too much usage of strong-but-expensive heals such as Regrowth will quickly exhaust one’s resources, as the Mana-restoring ability Innervate has also been removed in Warlords of Draenor. Knowing when to use big heals, when to use little heals, and when to not heal at all is key to becoming an effective Restoration Druid.

Balance Druids use Mana as well, but their primary resource to watch is Balance Energy. This bar represents the Druid’s current spell attunement. When the bar is low, Balance Druids will focus on casting Lunar spells; when the bar is high, the focus shifts to Solar. In the past, Balance Druids had much more ability to control the state of Balance Energy, but the entire system has been redesigned in Warlords of Draenor to focus on cycling between spells, instead of attempting to control the Energy bar.

Guardian Druids, along with Warriors, use a resource called Rage. When combat begins, Rage starts at 0, but is quickly generated by doing damage via skills such as Mangle and Lacerate. After generation, it can be spent on defensive abilities like Savage Defense, or offensive abilities like Maul. Rage is capped at 100, so the optimal Guardian playstyle is to weave Rage-generating attacks and Rage-consuming defenses together, shifting one way or another as battle circumstances warrant.

Feral Druids, along with Rogues, have two resources: Energy and Combo points. Energy is always regenerating at a fast rate, and powers a Feral Druid’s basic abilities, such as Shred. Energy also caps at 100, so Feral Druids endeavor to keep on the attack. Each use of a basic ability also adds one or more Combo Points, which stack up to five and can be spent on powerful “finishing” attacks, such as Rip or Ferocious Bite. In a change for Warlords of Draenor, Combo points are now tracked on the player and not the target, which allows the Feral Druid to freely change targets without losing his current point stack.

Non-Specialization Abilities

Name

Level

icon

Description

Wrath 1

A Solar spell that deals nature damage to a target.
Moonfire 3

A Lunar spell that burns the enemy for Arcane damage and then additional Arcane damage over 20 sec.
Rejuvenation 4

Heals the target over 12 sec.
Cat Form 6

Shapeshift into Cat Form, increasing movement speed by 30% and allowing the use of Cat Form abilities. Also protects the caster from Polymorph effects and reduces falling damage.
Prowl (Cat) 6

Activates Cat Form and places the Druid into stealth, but reduces movement speed by 30%.
Shred (Cat) 6

Shred the target, causing Physical damage. Awards 1 Combo point. Stealth increases Shred’s damage by 35% and doubles critical strike chance. Shred’s damage is increased by 20% against bleeding targets.
Ferocious Bite (Cat) 6

Finishing move that causes damage per Combo point and consumes up to 25 additional Energy to increase damage. Critical strike chance doubled against bleeding targets.
Bear Form 8

Shapeshift into Bear form, increasing armor by 250%, Stamina by 20%, and allowing the use of Bear Form abilities. Also protects the caster from Polymorph effects and increases threat generation.
Growl (Bear) 8

Taunts (forces) the target to attack you, and increases the threat you generate against the target for 3 sec.
Mangle (Bear) 8

Mangle the target for Physical damage, generating 10 Rage.
Entangling Roots 10

Roots the target in place for 30 sec. Damage caused may interrupt the effect.
Revive 12

Restores a dead target to life with 35% health and Mana. Not castable in combat.
Teleport: Moonglade 14

Teleports the caster to Moonglade. Casting again in Moonglade will return the caster to near their original location.
Travel Form 16

Shapeshift to a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air. Protects the caster from Polymorph effects. Only usable outdoors.
Dash (Cat) 24

Increases movement speed by 70% in Cat Form for 15 sec. Removes all roots and snares.
Healing Touch 26

Heals a friendly target.
Thrash (Cat, Bear) 28

Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage.
Primal Fury (Cat, Bear) 30

(Passive) Gain an additional 8 Rage when you critically strike in Bear Form. Gain an additional Combo point when you critically strike with a Combo-generating attack in Cat Form.
Hurricane 42

A Solar spell that creates a violent storm in a target area, dealing Nature damage to enemies every 1 sec. Lasts 10 sec. Druid must channel to maintain this spell.
Rebirth 56

Restores a target to life with 60% health and 20% Mana. Castable in combat.
Soothe 60

Soothes the target, dispellng all enrage effects.
Mark of the Wild 62

Increases the friendly target’s Strength, Agility, and Intellect by 5%, and Versatility by 3%, for 1 hour. Affects all members of current party or raid.
Frenzied Regeneration (Bear) 68

Instantly converts up to 60 Rage into health.
Cyclone 78

Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by Cyclone at a time.
Stampeding Roar (Bear, Cat) 84

The Druid roars, increasing the movement speed of all friendly players within 10 yards by 60% for 8 sec and removing all roots and snares on those targets. 2 min cooldown.

Talents

Talent

icon

Description

Notes

Level 15 Tier

Feline Swiftness

Increases your movement speed by 15%. Solid choice, not flashy but always useful.
Displacer Beast

Teleports the Druid forward, activates Cat Form, and increases movement speed by 50% for 4 sec. 30 sec cooldown. Similar to a mage’s Blink. Good for quick escapes or avoiding raid mechanics, but requires a form shift to return to doing damage, tanking, or healing.
Wild Charge

Grants a movement ability that varies by shapeshift form. 15 sec cooldown.Non-shapeshifted: Fly to an ally’s position.Bear Form: Charge an enemy, immobilizing them for 4 sec.Cat Form: Leap behind an enemy, dazing them for 3 sec.Moonkin Form: Bound backward away from your enemies. Can only be used in combat.Travel Form: Leap forward 20 yards.Aquatic Form: Increases swim speed temporarily. Balance: Handy evasion tool in PvP.Feral: Excellent for closing the distance to an enemy in PvP.Guardian: Excellent choice for fights requiring rapid movement.Restoration: Lets you bounce around the battlefield; helpful for stacking mechanics in raids.

Level 30 Tier

Ysera’s Gift

Heals you for 4% of your maximum health every 5 sec. If you are at full health, a random nearby injured ally will be healed instead. The autohealing will keep your health full unless you’re taking significant damage. No more needing to stop and heal while questing.Excellent choice for beginners. Solid healing and no management required.
Renewal

Instantly heals the Druid for 22% of maximum health. Usable in all shapeshift forms. 2 min cooldown. Great for raids where you can anticipate incoming damage.
Cenarion Ward

Protects a friendly target for 30 sec. Any damage taken will consume the ward and heal the target over 6 sec. 30 sec cooldown. Balance and Feral: Useful for chipping in some healing on a tank.Guardian: Excellent for self-healing sustained minor damage.Restoration: Great choice to keep on a tank as an additional heal-over-time.

Level 45 Tier

Faerie Swarm

Prevents the target from activating stealth or invisibility, and reduces movement speed by 50% for 15 sec. Replaces Faerie Fire. Balance and Restoration: Helpful for kiting tough enemies in PvE, or keeping melee off you in PvP.Feral and Guardian: Good choice to prevent an enemy from escaping in PvP.
Mass Entanglement

Roots your target in place for 20 sec and spreads to additional nearby enemies. Damage caused may interrupt the effect. Usable in all shapeshift forms. 30 sec cooldown. Nice tool for splitting groups of enemies. Root them all, then pick one to focus down and repeat.
Typhoon

Summons a violent Typhoon that strikes targets in front of the caster within 15 yards, knocking them back and dazing them for 6 sec. Usable in all shapeshift forms. 30 sec cooldown. Balance and Restoration: Excellent PvP talent. Typhoon keeps things away, and can serve as a spell interrupt in a pinch.Feral and Guardian: Useful in some situations as a spell interrupt.

Level 60 Tier

Soul of the Forest

Balance: Increases the damage bonus from Lunar and Solar Empowerment by an additional 15%.Feral: Your finishing moves grant 4 energy per Combo point.Guardian: Mangle generates 5 more Rage and does 15% more damage.Restoration: When you cast Swiftmend, reduces the cast time of your next Healing Touch by 50%, or increases the healing of your next Regrowth or Regeneration by 100%, or increases the healing of your next Wild Growth by 50%. Balance: A solid choice for sustained fights.Feral: Good talent for sustained fights. Helps smooth out the rotation and increases Rip uptime.Guardian: Best talent for increasing overall Rage generation.Restoration: Best used to generate powerful sustained AoE healing with Wild Growth.
Incarnation

Balance: An improved Moonkin Form that increases all your spell damage by an additional 15%.Feral: An improved Cat Form that allows the use of Prowl in combat and causes Shred and Rake to function as if stealth were active.Guardian: Reduces the cooldown for all melee damage abilities and Growl to 1.5 sec for 30 sec.Restoration: A Tree of Life form that increases healing done by 15% and enhances several spells.3 min cooldown.Rejuvenation: 50% cheaper, 50% stronger. Wild Growth: Heals 2 additional raid members. Regrowth: Becomes instant-cast. Balance and Feral: Good talent for fights that require burst damage.Guardian: Excellent tool for boosting short-term damage and Rage generation.Restoration: The increases to Wild Growth and Regrowth are nice, but Enhanced Rejuvenation steals the show. Amazing healing when combined with Germination.
Force of Nature

Summons a Treant which will immediately root your current target for 30 sec.Balance: The Treant will cast Wrath at that target for Nature damage every 2 sec.Feral and Guardian: The Treant melees for Physical damage every 2 sec.Restoration: Summons a Treant which will immediately Swiftmend your current target. The Treant will periodically cast Healing Touch on a raid member.Lasts 15 sec. Maximum 3 charges. 1 min cooldown. Balance and Feral: The instant root is incredible for controlling enemy players in PvP.Guardian: Useful for fights with lots of enemies to give your group some breathing room. Note that Treants cannot taunt raid bosses.Restoration: A pocket Swiftmend with some smart-healing to follow. Good for fights where raid members take intermittent focused damage.

Level 75 Tier

Incapacitating Roar

Invokes the spirit of Ursol to roar, incapacitating all enemies within 10 yards for 3 sec. Any damage caused will remove the effect. Usable in all shapeshift forms. 30 sec cooldown. Very similar to the Tauren racial, War Stomp. Works well as a second interrupt.
Ursol’s Vortex

Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms. 1 min cooldown. Great in battlegrounds at chokepoints, like the bridges in Eye of the Storm.
Mighty Bash

Invokes the spirit of Ursoc to stun the target for 5 sec. Usable in all shapeshift forms. 50 sec cooldown. Balance and Feral: Long stun lets you get off 1-2 casts without being hit.Guardian: Great for stopping enemy abilities that can’t be interrupted.Restoration: Helpful talent. Frequently better to stop incoming damage for a few seconds than trying to heal through it.

Level 90 Tier

Heart of the Wild

When activated, dramatically improves the Druid’s ability to act in other roles than their specialization (and increases healing done by 35% for Restoration Druids). 6 min cooldown. Balance and Feral: Useful talent for groups; can stand in for any role temporarily.Guardian: Fun talent for fights requiring tank switches; allows some damage contribution when not tanking.Restoration: Great healing boost, but be wary of the long cooldown.
Dream of Cenarius

Balance: Lunar Peak and Solar Peak also cause your Moonfire and Sunfire to heal an injured ally for 300% of Spell power.Feral: Increases healing from Healing Touch and Rejuvenation by 20%. Your Healing Touch and Rejuvenation also heal you when used to heal someone else.Guardian: Increases healing from Healing Touch by 20%, increases the critical strike chance of Mangle by 10%, and your Mangle critical strikes have a 40% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms.Restoration: Increases Wrath damage by 20% and your Wrath spell causes a nearby ally to be healed for 150% of the damage done. Balance: Generates additional passive healing for your group.Feral: When used in concert with Predatory Swiftness and Enhanced Rejuvenation, can generate a significant amount of additional healing while maintaining steady damage.Guardian: Great sustained Rage booster, with additional power over self-healing.Restoration: Good talent for leveling or contributing damage in easier content.
Nature’s Vigil

While active, all single-target healing spells also damage a nearby enemy target for 30% of the healing done, and all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 30% for heals, 40% for damage spells. 1.5 min cooldown. Balance: Stronger passive healing than Dream of Cenarius, but requires active use. Pairs well with Incarnation.Feral: Adds a bit of splash damage and healing; good for helping with group healing in a pinch.Guardian: Excellent talent for moderate self-healing and damage. Functions well paired with Incarnation.Restoration: Heals for a significant amount and works well in concert with Incarnation.

Level 100 Tier (Balance)

Euphoria

Reduce Balance Energy cycle by 50%; Lunar and Solar Empowerments reduce the cast time of affected spells by 20%. Speeds up your entire rotation; cast faster and switch spells more. Great for fights requiring lots of movement.
Stellar Flare

A powerful spell which benefits from both Lunar and Solar Eclipses, dealing the most damage when they are balanced. Burns the target for Spellstorm damage, and then an additional damage over 20 sec. Adds an additional DoT to your damage rotation. Excellent for fighting multiple long-lasting targets, as you can Flare each one.
Balance of Power

Your Starfires extend the duration of Moonfire by 6 sec. Your Wraths extend the duration of Sunfire by 4 sec. Also increases Moonfire and Sunfire damage by 10%. Simplifies rotations considerably, as Moonfire and Sunfire refreshing is much less frequent.

Level 100 Tier (Feral)

Lunar Inspiration

Moonfire is now useful while in Cat Form; generates 1 Combo point, deals damage based on attack power, and costs 30 Energy. Increases sustained damage slightly and gives Feral an option for damaging multiple spaced-out targets.
Bloodtalons

Casting Healing Touch causes your next two melee abilities to deal 30% additional damage. Adds significant damage to the rotation, but complicates it slightly. Pairs well with Dream of Cenarius.
Claws of Shirvallah

Alternate Cat Form which allows the use of all non-damaging Druid spells while shapeshifted, and increases Versatility by 5%. A small damage increase, and lots of utility. Can generate additional healing for a group.

Level 100 Tier (Guardian)

Guardian of Elune

Savage Defense now lasts 3 sec, and increases your chance to dodge by 100%. The recharge time on Savage Defense is now reduced by your dodge chance. Amazing for avoiding telegraphed large hits.
Pulverize

Consumes 3 stacks of your Lacerate on the target to deal 300% Physical damage and reduce damage taken by 15% for 12 sec. Complicates the rotation, but delivers the best general damage reduction.
Bristling Fur

Reduces all damage taken by 40% by 3 sec. 1 min cooldown. Simplest talent to use; has wide applicability.

Level 100 Tier (Restoration)

Moment of Clarity

Omen of Clarity now lasts 5 sec, instead of 1 cast. Allows you to get off multiple expensive spells for free.
Germination

You can apply two Rejuvenations to the same target. Rejuvenation’s duration is also increased by 3 sec. Great choice for buffing one of your staple heals. Pairs well with Incarnation.
Rampant Growth

Swiftmend now consumes your own Regrowth or Rejuvenation, but has no cooldown. Generates extremely strong healing, but watch your Mana. Pairs well with Soul of the Forest.

Balance

Balance is a caster DPS specialization focused on doing damage to enemies from range, using power generated by the sun and moon. Balance Druids have a Balance Energy bar that cycles between Lunar and Solar, and a passive bonus called Eclipse that increases the damage of abilities that match the current state of the Balance Energy bar.

Specialization Abilities

Ability

Level

icon

Description

Starfire 10

A Lunar spell that causes Arcane damage to the target.
Starsurge 12

Causes Spellstorm damage to the target and grants Lunar or Solar Empowerment, based on current Balance Energy side, which increases the damage of your next 2 Starfires or 3 Wraths by 30%. Has 3 charges, shared with Starfall.
Moonkin Form 16

Shapeshift into Moonkin Form, increasing Arcane and Nature damage by 10%, increasing armor by 100%, and granting 550 Mastery to all part and raid members.
Astral Communion 20

Accelerate your Balance Energy cycle by 300% for 4 sec. Channeled.
Remove Corruption 22

Remove all Curse and Poison effects on a friendly target. 8 sec cooldown.
Shooting Stars 26

You have a chance when your most recent Moonfire or Sunfire deals damage over time to trigger Shooting Stars. Shooting Stars restores 1 charge of Starsurge or Starfall.
Solar Beam 28

Summons a beam of light over an enemy target, interrupting the target and silencing all enemies within the beam.
Barkskin 44

Reduces all damage taken by 20% for 12 sec. Usable while affected by hostile crowd control spells. While protected, damaging attacks will not cause spellcasting delays.1 min cooldown.
Celestial Alignment 68

You enter Celestial Alignment, a state where your Balance Energy is paused, and all of your Lunar and Solar spells benefit from your maximum Eclipse bonus. Also increases damage by 20% and causes Moonfire and Sunfire to apply the other’s damage over time effect. Lasts 15 sec. 3 min cooldown.
Starfall 76

A Lunar spell that strikes all enemies within 40 yards. Deals Arcane damage every 1 sec for 10 sec. Has 3 charges, shared with Starsurge. Shapeshifting or losing control of your character will cancel the effect.
Astral Showers 82

(Passive) Moonfire’s duration is increased by 100%. Sunfire’s effect is now applied to all enemies within 5 yards of the target.
Wild Mushroom 84

Grow a mushroom with 5 health at a target location that lasts 20 sec. The mushroom emits a cloud that slows all enemies within 5 yards by 50%. Only 3 mushrooms can be placed at one time.
Lunar Guidance 90

(Passive) Gain 5% more of the Mastery stat from all sources.

Draenor Perks

At levels 92, 94, 96, and 98, you’ll gain a random Draenor Perk that increases the power of one of your abilities significantly.

Perk

Description

Empowered Moonkin Single-target attacks against you in Moonkin Form have a 15% chance to make your next damaging spell instant-cast.
Enhanced Moonkin Your Moonkin Form grants an additional 100% armor increase.
Enhanced Rebirth Rebirth no longer has a cast time.
Enhanced Starsurge Starsurge is now instant.

Rotation

In a significant change from previous design, Balance Energy now automatically cycles between Lunar and Solar, with no input from the player. Match spellcasts to the Balance bar for maximum damage.

In Lunar
  • Use Starsurge to put up Lunar Empowerment, which dramatically increases your next 2 Starfire casts.
  • Keep Moonfire effect up.
  • Cast Starfire.
In Solar
  • Use Starsurge to put up Solar Empowerment, which dramatically increases your next 3 Wrath casts.
  • Keep Sunfire effect up.
  • Cast Wrath.

Group Play

Execute a damage rotation, while keeping an eye out for ways to help the party/raid. Empowered Rebirth can save a group if used immediately on a dead healer/tank. Learn fights in advance to know the best times to use Starfall and Sunfire’s AoE effect.

Group Buffs

Mark of the Wild increases your group’s primary stats by 5%, and Versatility by 3%. Don’t worry about keeping Faerie Fire up anymore; the Weakened Armor debuff it used to provide has been removed. Finally, your Moonkin Form also provides a passive Mastery buff to the entire group.

Preparing for High-End Content

With the removal of the Hit stat in Warlords of Draenor, preparing your character correctly for heroic dungeons and raids has become much simpler: Find the armor pieces with the most Intellect available. For secondary statistics, Mastery and Haste are your best bets, with Mastery providing more damage and Haste providing faster casts. Don’t forget that your Garrison offers a blue item level 610 Intellect Staff for completing Bronze Proving Grounds at level 100, which is an excellent starter weapon.

Feral

Feral Combat is a melee DPS specialization focused on doing damage to enemies from close-range. Feral Druids are primarily found in Cat Form, and specialize in powerful bleeds.

Specialization Abilities

Ability

Level

icon

Description

Rake 10

Rake the target for Bleed damage and additional Bleed damage over 15 sec. Awards 1 Combo point. If used while stealthed, the target will be stunned for 4 sec.
Tiger’s Fury 10

Increases physical damage done by 15% for 8 sec and instantly restores 60 Energy. 30 sec cooldown.
Savage Roar 18

Finishing move that increases physical damage done by 40% while in Cat Form. Lasts longer per Combo point consumed.
Rip 20

Finishing move that causes Bleed damage over 24 sec. Damage increases per Combo point consumed.
Remove Corruption 22

Remove all Curse and Poison effects on a friendly target. 8 sec cooldown.
Swipe 22

Swipe nearby enemies, inflicting Physical damage. Awards 1 Combo point. Deals 20% additional damage against bleeding targets.
Predatory Swiftness 26

(Passive) Your finishing moves have a 20% chance per Combo point to make your next Healing Touch, Entangling Roots, or Rebirth instant, free, and castable in all forms, and to increase the healing done by Healing Touch by 20%.
Faerie Fire 28

Prevents stealth and invisibility in the target. Deals damage when cast from Bear Form.
Omen of Clarity 38

(Passive) Your autoattacks have a chance to reduce the cost of your next Cat Form ability by 100%.
Leader of the Pack 46

(Passive) While in Bear Form or Cat Form, increases critical strike chance of all party/raid members by 5% and causes your melee critical strikes to heal you for 3% of your health. This healing effect cannot occur more than once every 6 sec.
Berserk 48

When used in Bear Form, lasts 10 sec, removes the cooldown from Mangle and causes it to hit up to 3 targets. When used in Cat Form, lasts 15 sec and reduces the cost of all Cat Form abilities by 50%. 3 min cooldown.
Survival Instincts 56

Reduces all damage taken by 50% for 6 sec. Max 2 charges. 12 sec cooldown, 2 minute charge regeneration.
Skull Bash 64

Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. 15 sec cooldown.
Maim 82

Finishing move that causes Physical damage and stuns the target. Damage and duration increased per Combo point.
Sharpened Claws 90

(Passive) Gain 5% more of the Critical Strike stat from all sources.

Draenor Perks

At levels 92, 94, 96, and 98, you’ll gain a random Draenor Perk that increases the power of one of your abilities significantly.

Perk

Description

Enhanced Berserk Your maximum Energy is increased by 50 while Berserk is active.
Enhanced Prowl Removes the movement speed penalty from Prowl.
Enhanced Rejuvenation You can cast Rejuvenation in Bear or Cat Form.
Improved Rake Your Rake deals 100% additional damage when used while stealthed.

Rotation

Feral DPS revolves around three things—keep your bleeds up as much as possible, stay behind your target as much as possible, and don’t ever let your Energy bar cap out.

  • Keep Rake up at all times.
  • When Rake is up, Shred to generate Combo points.
  • Use Combo points to keep Savage Roar up (unless glyphed into Savagery) and Rip. Use Ferocious Bite to burn extra Combo points.
  • Use Tiger’s Fury and Berserk as often as possible.

Group Play

Your primary role in a group is to kill things as fast as possible. Still, remember that you have a ton of hybrid ability at your disposal. Predatory Swiftness allows you to toss off an instant heal or combat rez, and the Heart of the Wild talent lets you temporarily tank or heal full-time if things really go bad.

Group Buffs

Mark of the Wild increases your group’s primary stats by 5%, and Versatility by 3%. Don’t worry about keeping Faerie Fire up anymore; the Weakened Armor debuff it used to provide has been removed. Finally, your Cat Form also provides a passive Critical Strike buff to the entire group via Leader of the Pack.

Preparing for High-End Content

With the removal of Hit and Expertise, preparing for endgame no longer requires a calculator. Your core stat is Agility, and you want as much as possible. For secondary statistics, Critical Strike is your best choice; it increases your damage and your Combo point generation. Mastery is an attractive second choice as a flat damage increase for your bleeds; it also doubles as the best secondary stat for Guardians, making it the best choice for those playing both roles. Finally, don’t forget that your Garrison offers a blue item level 610 Agility Polearm for completing Bronze Proving Grounds at level 100, which is an excellent starter weapon.

Guardian

Guardian is a tanking specialization focused on keeping enemies away from allies and taking hits. Guardian Druids are primarily found in Bear Form.

Specialization Abilities

Ability

Level

icon

Description

Maul 10

Maul the target for Physical damage. Deals additional damage against bleeding targets. 3 sec cooldown.
Savage Defense 10

Increases chance to dodge by 45% for 6 sec. 2 charges.
Resolve 10

(Passive) Increases your healing and absorption effects cast on yourself, based on your Stamina and damage taken (before avoidance and mitigation) in the last 10 sec.
Remove Corruption 22

Remove all Curse and Poison effects on a friendly target. 8 sec cooldown.
Faerie Fire 28

Prevents stealth and invisibility in the target. Deals damage when cast from Bear Form.
Tooth and Claw 32

(Passive) Your autoattacks in Bear Form have a 40% chance to empower your next Maul for 10 sec. Empowered Maul causes your victim’s next autoattack to deal less damage. You can accumulate up to 2 charges of Tooth and Claw.
Lacerate 38

Lacerates the enemy target, dealing bleed damage and additional bleed damage over 15 sec. Stacks up to 3 times. Generates 2 Rage and has a 25% chance to reset the cooldown on Mangle.
Barkskin 44

Reduces all damage taken by 20% for 12 sec. Usable while affected by hostile crowd control spells. 1 min cooldown.
Berserk 48

When used in Bear Form, lasts 15 sec, removes the cooldown from Mangle and causes it to hit up to 3 targets. When used in Cat form, lasts 20 sec and reduces the cost of all Cat Form abilities by 50%. 3 min cooldown.
Survival Instincts 56

Reduces all damage taken by 50% for 6 sec. Maximum 2 charges. 12 sec cooldown, 2 min recharge time.
Skull Bash 64

Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
Survival of the Fittest 90

(Passive) Gain 5% more of the Mastery stat from all sources.
Ursa Major 90

Your autoattack, Mangle, and Lacerate multistrikes grant you Ursa Major, which increases your maximum health by 2% for 25 sec.

Draenor Perks

At levels 92, 94, 96, and 98, you’ll gain a random Draenor Perk that increases the power of one of your abilities significantly.

Perk

Description

Empowered Bear Form Bear Form grants you an additional 10% Stamina.
Empowered Berserk Increases the duration of Berserk by 5 sec.
Enhanced Faerie Fire In Bear Form, Faerie Fire no longer has a cooldown and deals 100% increased damage.
Enhanced Tooth and Claw Tooth and Claw can now accumulate 1 additional charge.

Rotation

The Guardian rotation is fairly forgiving. This is a good thing, as you want to focus on ensuring all enemies are picked up and positioning them properly to keep your group safe.

  • Mangle on cooldown to generate Rage.
  • Keep the Thrash bleed up.
  • Use Lacerate (single-target) or Swipe (multi-target) when you can.
  • Spend your Rage on Savage Rage or Frenzied Regeneration to increase your survivability. If you have excess Rage, use it on Maul.
  • Use Barkskin frequently; save Survival Instincts for predictable big hits or times when your health gets low.

Group Play

As a tank, you have two primary responsibilities—keeping enemies from attacking the rest of your party, and keeping yourself alive. Use Thrash and Swipe on groups of weaker enemies to keep all of them on you, with a judicious amount of Growl as necessary. Against harder-hitting things, make sure you’re using your defensive cooldowns, and don’t forget to interrupt spellcasters if you can.

Group Buffs

Mark of the Wild increases your group’s primary stats by 5%, and Versatility by 3%. Don’t worry about keeping Faerie Fire up anymore; the Weakened Armor debuff it used to provide has been removed.

Preparing for High-End Content

A Guardian uses gear very similar to a Feral Druid. You want the best Agility gear you can, for both the Agility and the accompanying armor. Similarly, for secondary stats, your preference will be for Bonus Armor for additional survivability, and Mastery for the shielding effect. Don’t forget that your Garrison offers a blue item level 610 Agility Polearm for completing Bronze Proving Grounds at level 100, which is an excellent starter weapon.

Restoration

Restoration is a healing specialization focused on keeping allies alive. Frequently known as Tree Druids due to their iconic Incarnation: Tree of Life ability, Restoration Druids specialize in healing-over-time (HoT) spells but also have powerful direct heals as well.

Specialization Abilities

Ability

Level

icon

Description

Swiftmend 10

Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect.
Regrowth 18

Heals a friendly target and continues to heal them for 12 sec. Has a high critical chance.
Nature’s Cure 22

Remove all Curse, Poison, and Magic effects on a friendly target.
Living Seed 28

(Passive) When you critically heal a target with the direct healing portion of Swiftmend, Regrowth, or Healing Touch, you plant a Living Seed on the target. When the target is next attacked, the Living Seed will bloom and heal for 50% of the initial account healed.
Nature’s Swiftness 30

Causes your next Entangling Roots, Healing Touch, Rebirth, or Regrowth to be instant, free, and castable in all forms. The healing and duration of the spell is increased by 50%.
Lifebloom 36

Heals a target over 15 sec. When Lifebloom expires, the target is instantly healed. Lifebloom’s duration can be refreshed by casting Regrowth or Healing Touch on the target. Can only be active on one target at a time.
Omen of Clarity 38

(Passive) Your periodic healing from Lifebloom has a 4% chance to grant Clearcasting, causing your next Regrowth to cost no Mana.
Barkskin 44

Reduces all damage taken by 20% for 12 sec. Usable while affected by hostile crowd control spells. While protected, damage will not cause spellcasting delays. 1 min cooldown.
Ironbark 64

Reduces a target’s damage by 20% for 12 sec.
Tranquility 74

Heals all party/raid members within 40 yards every 2 sec over 8 sec. Channeled. 3 min cooldown.
Wild Growth 76

Heals up to 5 injured party/raid members within 30 yards of the target over 7 sec.
Wild Mushroom 84

Grow a mushroom at a target ally’s location that restores health to three injured allies within 10 yards every 2 sec for 30 sec. Only 1 mushroom can be placed at a time.
Genesis 88

Consumes all Rejuvenation effects from all party members within range of the target, and heals the amount consumed to each member over 3 sec.
Naturalist 90

(Passive) Gain 5% more of the Haste stat from all sources.

Draenor Perks

At levels 92, 94, 96, and 98, you’ll gain a random Draenor Perk that increases the power of one of your abilities significantly.

Perk

Description

Empowered Ironbark Your Ironbark also increases the healing the target receives from your periodic healing spells by 20%.
Empowered Rejuvenation Increases the duration of Rejuvenation by 3 sec.
Enhanced Lifebloom Healing Touch has 20% increased critical strike chance on targets with your Lifebloom.
Enhanced Rebirth Rebirth no longer has a cast time.

Rotation

Instead of a rotation, Druid healing follows a set of priorities.

  • Keep Lifebloom up on the tank at all times.
  • Use a direct heal every 20 seconds to keep the Harmony buff up, ideally Regrowth during Omen of Clarity procs.
  • Use Rejuvenation and Healing Touch on the tank, supplementing with Swiftmend and Regrowth when necessary.
  • Use Rejuvenation on raid members, with cautious application of Wild Growth and Wild Mushroom to handle AoE damage.
  • Use cooldowns proactively. Nature’s Swiftness and Ironbark are good for individuals, while Nature’s Vigil, Incarnation, and Genesis are good for the whole group. Don’t forget Barkskin for yourself.

Group Play

Keep the tank alive first, yourself second, and the rest of your group third. Watch your Mana, and make sure you’re at full before long fights—ask the tank for a quick Mana break if you need it. Finally, don’t get so focused on healing that you lose your situational awareness; the fire on the floor burns you too.

Group Buffs

Mark of the Wild increases your group’s primary stats by 5%, and Versatility by 3%. Don’t worry about keeping Faerie Fire up anymore; the Weakened Armor debuff it used to provide has been removed. Restoration has no exclusive buffs, but it is the only Druid spec with access to Tranquility and Ironbark, powerful healing and damage reduction cooldowns.

Preparing for High-End Content

With the removal of Innervate, Mana regeneration is a priority. When you first reach 100, you want to accumulate as much Spirit gear as you can. Without a comfortable amount of Spirit, the use of expensive heals such as Genesis, Regrowth, and Wild Growth will be very constrained. After Spirit, your preferred secondary stat is Mastery. Don’t forget that your Garrison offers a blue item level 610 Intellect Staff for completing Bronze Proving Grounds at level 100, which is an excellent starter weapon.