FurionEU
Druid
CONTENTS
I. Introduction
II. Races
III. Roles
IV. Talents
V. Glyphs
VI. Professions
VII. Arena Partners
VIII. Macros
IX. Add-Ons
X. Gear-Sets
XI. Conclusion/FC Video
I. INTRODUCTION
This is a very in-depth, and comprehensive 19 Twink Druid Guide created by yours truly. I have been a 19 twink Druid for the past four years. My intentions of making this guide are to help players become better at Druid, and to bring more attention to the 19 twink community on Wrath of the Lich King servers. I'm a terrible Flag Carrier because I mostly just Duel and queue for 2v2s, so I will put a great WSG jumps/tactics video link at the end of the guide to compensate for information that I cannot provide to you. I have also decided to put links into whatever I see fit. So without further adieu let us begin.
II. RACES
Night Elf
- Shadowmeld, this spell is amazing for escaping a fight, or setting up a preemptive attack on an enemy. For instance if you see a Warrior coming your way you can simply wait until he's just out of range of his Charge, and stealth away then quickly Moonfire him into combat(or Faerie Fire if he's a Nelf). It also messes with opponents that are trying to interrupt a cast of yours. Simply pop Shadowmeld, and start casting immediately afterwards, and if your opponent isn't paying attention you can potentially get off a free heal. You can also use this spell to get rid of a Pet that's hot on your trail, or to stealth away from a Warlock's Fear. There are a great number of uses for this ability! Use your imagination.
- Nature Resistance, this racial is exactly the same as the Tauren's, and it can potentially protect you against Wind Shear, and Entangling Roots. Any players that don't gear towards hit cap will have a substantially rough time trying to cast nature spells on you over a prolonged arena, duel, or skirmish in WSG. But it is pretty much nullified vs. players who do gear towards hit cap. But by getting gear cap you sacrifice other stats, so it's a win-win situation in my opinion.
- Quickness, this racial has the potential to be gamebreaking against players who don't gear towards hit cap. Simply because at 19 you don't have many abilities/spells to fall back on if you miss. But it's rather redundant against players who do gear for hit rating. But from what I've seen on Twink servers so far is that players tend to not care what-so-ever about hit cap. So you should have an easy time trolling them around.
Tauren
- Nature Resistance, this racial is exactly the same as the Night Elf's, and it can potentially protect you against Wind Shear, and Entangling Roots. Any players that don't gear towards hit cap will have a substantially rough time trying to cast nature spells on you over a prolonged arena, duel, or skirmish in WSG. But it is pretty much nullified vs. players who do gear towards hit cap. But by getting gear cap you sacrifice other stats, so it's a win-win situation in my opinion.
- Endurance, this racial gives you a little boost to your health. At such a low level the gain is negligible, but it can help you easily reach over 2,000 health with the correct gear. That is if you like to Flag Carry.
- War Stomp, this spell can be used in almost any situation. Combined with Bombs from Engineering it can make or break a Flag Capture/Return in WSG, or that "one heal" in a duel. You can use it to escape, or to prevent one. The possibilities with this spell are pretty much endless in the sense that it be use offensively or defensively.
III. ROLES
Defensive Healing(WSG)
- Stay with your Flag Carrier; keep him, and other defenders alive. You're well suited to this role due to your two HoTs, your DoT, your CCs, and your high mobility/utility shape-shifts.
Offensive Healing(WSG)
- Snare the Flag Carrier, and keep your attackers alive. Don't forget to Hibernate pets, Ghost Wolves, and Travel Formed Druids to your advantage. Only one enemy can be hibernated at a time, switch between roots, and hibernation for maximum CC. Keep your DoT up on the enemy's flag carrier at all times.
Flag Carrier(WSG)
- Flag carrying on Druids is by far the best out of any other class for obvious reasons. One big reason being the fact that you can shape-shift out of any CC imaginable. That, and the Stamina/Armor bonus from your Bear Form you can become an unstoppable force that no one can touch. Nature's Grasp, Entangling Roots, Hibernate, and your HoTs, can keep you alive for hours on end. A good FC Druid can never die.
Hybrid(Duels)
- A very underrated, and underused play-style for Druids. Your main goals are to keep your Rejuvenation on your self at all times, keep Moonfire up on your opponent, and to DPS as much as you can in Bear Form. Bear Form is key for this play-style. Due to the lack of armor/resilience you have at 19 you need to stay in Bear Form constantly to avoid taking A LOT of melee damage. Bear Form is viable vs. Casters such as, Warlocks, and Mages too. LoSing Warlock's Fears, and Immolates while hitting them with Moonfire and your Faerie Fire(Feral) will keep your DPS higher then theirs. And vs. Mages you can shape-shift out of anything they throw at you(very easy duel). It's also very useful to interrupt a bandage, or to keep a warrior in combat without switching(so you can conserve mana). I could go on for hours about dueling as a Druid, but I think you guys get the point.
Hybrid(Arenas)
- This Role is exactly the same as the dueling one except you have to keep your partner in mind. So use your CC spells to his advantage as well as yours. Keep Rejuvenation up on both you, and your partner to reduce sustained damage while making sure to LoS enemy spells. Also ALWAYS keep Rogues, and Night Elves under Faerie Fire you don't want them pulling off anything sneaky.
IV. TALENTS
- Hybrid Spec, this spec gives you fantastic utility, and maintains your pushback reduction.
- Caster Spec, this spec lets you spam Wrath like there's no tomorrow. Seriously.
- Flag Carrying Spec, this is honestly one talent point different from the Hybrid Spec. But there is a notable difference during game-play believe it or not.
V. GLYPHS
Minor Glyph
- Mark of the Wild, this glyph is absolutely crucial in 19 Druid game-play. This glyph combined with the subtlety talent allows you to completely oom Shamans, and Priests over a prolonged period of time. If you can't think of how that's possible then I'll explain. With Glyph of the Wild your Mark of the Wild spell costs less then Dispel, and Purge. So if you have Mark of the Wild on you, and you're keeping rejuvenation up they will slowly oom themselves by trying to constantly dispel you. This is very effective in arenas when you keep Mark/Rejuv on you and your partner.
Major Glyph
- Moonfire, I prefer this glyph over them all. The initial damage isn't good int he slightest in fact you can't even one hit a cow. But the DoT effect is simply amazing.
- Rejuvenation, this glyph would have to be my second choice when it comes down to it. But this is mainly for new Druids who aren't attuned to the many different play-styles that we have to learn.
- Healing Touch, usually this glyph is complete trash, but with the overpowered spell power scaling on Molten-WoW it has become viable(just like the caster role). The only time I'd use this is if I had a Warlock for a 2v2 partner, or I'm healing in WSG(with another good healer).
VI. PROFESSIONS
Herbalism, this profession is absolutely mandatory on every class, no exceptions. Maxed at 225.
Mining, this is a really nice profession to involve yourself in if you thoroughly enjoy arenas more then anything. Just because of the fact that you can't use Engineering in them. I only really recommend this profession if you don't see a use for Engineering, and have a Lucky Fishing Hat. Maxed at 225.
Engineering, this profession is superbly versatile due to your Big Bronze Bombs, Heavy Dynamite, and Minor Recombobulator. There are great number of combos you can pull off with the items you can craft from Engineering. I recommend it if you like to play WSG, and Duel a lot. Maxed at 150.
VII. ARENA PARTNERS
Warlock
- This is the most viable partner for a Druid. Between the two of you, you have four DoTs, and his Demon Skin increases your Healing done to him by an insane amount.
Rogue
- He can CC with his Gouge, and interrupt at will. He can apply a DoT whenever he restealths, and can gap-close very efficiently throughout the whole fight with his Sprint, and your CCs.
Shaman
- Shamans can interrupt, and dispel opponents while helping you CC, and Heal. You both have a DoT and a shapeshift form that increases run speed by 40%. All in all you're in for very long arenas that you will win almost 80% of the time.
Warrior
- This comp is all about the CC. No one gets away, and no one can chase after you. Communication is key though.
VIII. MACROS
There are many different macros so I'm just going to talk briefly, and teach you how to make them for yourself.
Weapon Macros
22 Intellect Devout Aurastone Hammer /w Furbolg
/equipslot 16 item:42948:2568
/equip Furbolg Medicine Pouch
30 Spellpower Blessed Hammer of Grace /w Eerie Stable Lantern
/equipslot 16 item:44094:2504
/equip Eerie Stable Lantern
20 Spirit Blessed Hammer of Grace /w Eerie Stable Lantern
/equipslot 16 item:44094:2567
/equip Eerie Stable Lantern
Spell Macros
Target 1(for your arena partner(take out /stopcasting for Rejuvenate))
#showtooltip
/stopcasting
/cast [@party1]
Focus
#showtooltip
/stopcasting
/cast [@focus]
IX. ADD-ONS
OmniCC, keeps track of CD times on your abilities with numbers rather then shadowed areas and non-shadowed areas.
DiminishingReturns, keeps track of your DRs, and enemy DRs.
Afflicted3, keeps track of your CDs, and enemy CDs.
SnowFall Key Press, casts a spell upon pressing the button, not releasing.
Quartz, a very customizable cast bar that tells you your MS while casting(useful for fake casting).
Gladius, useful arena addon.
Doom_CooldownPulse, displays abilities that come off cooldown in the center of your screen.
SpellAlerter, announces important spells used by your enemies.
X-Perl, a completely customizable Unitframes addon
X. GEAR SETS
Vs. Warriors/Hunters
Vs. Rogues/Ret Paladins
Vs. Mage/Priest/Holy Paladin/Druid
Vs. Shamans
Vs. Warlocks(Only use the 2nd AGM if you're good at LoSing)
FC Set 1(Pre-Debuff)
FC Set 2(Post-Debuff)
XI. CONCLUSION/FC VIDEO
Please tell me if I missed anything that you'd like to see, or if you want to ask me a question leave a comment below.
FC VIDEO MADE BY OWNAQUE, IMO BEST EU FC. (yes you can put that on your signature)
http://www.youtube.com/watch?v=AWJHCU6rJsk
I. Introduction
II. Races
III. Roles
IV. Talents
V. Glyphs
VI. Professions
VII. Arena Partners
VIII. Macros
IX. Add-Ons
X. Gear-Sets
XI. Conclusion/FC Video
I. INTRODUCTION
This is a very in-depth, and comprehensive 19 Twink Druid Guide created by yours truly. I have been a 19 twink Druid for the past four years. My intentions of making this guide are to help players become better at Druid, and to bring more attention to the 19 twink community on Wrath of the Lich King servers. I'm a terrible Flag Carrier because I mostly just Duel and queue for 2v2s, so I will put a great WSG jumps/tactics video link at the end of the guide to compensate for information that I cannot provide to you. I have also decided to put links into whatever I see fit. So without further adieu let us begin.
II. RACES
Night Elf
- Shadowmeld, this spell is amazing for escaping a fight, or setting up a preemptive attack on an enemy. For instance if you see a Warrior coming your way you can simply wait until he's just out of range of his Charge, and stealth away then quickly Moonfire him into combat(or Faerie Fire if he's a Nelf). It also messes with opponents that are trying to interrupt a cast of yours. Simply pop Shadowmeld, and start casting immediately afterwards, and if your opponent isn't paying attention you can potentially get off a free heal. You can also use this spell to get rid of a Pet that's hot on your trail, or to stealth away from a Warlock's Fear. There are a great number of uses for this ability! Use your imagination.
- Nature Resistance, this racial is exactly the same as the Tauren's, and it can potentially protect you against Wind Shear, and Entangling Roots. Any players that don't gear towards hit cap will have a substantially rough time trying to cast nature spells on you over a prolonged arena, duel, or skirmish in WSG. But it is pretty much nullified vs. players who do gear towards hit cap. But by getting gear cap you sacrifice other stats, so it's a win-win situation in my opinion.
- Quickness, this racial has the potential to be gamebreaking against players who don't gear towards hit cap. Simply because at 19 you don't have many abilities/spells to fall back on if you miss. But it's rather redundant against players who do gear for hit rating. But from what I've seen on Twink servers so far is that players tend to not care what-so-ever about hit cap. So you should have an easy time trolling them around.
Tauren
- Nature Resistance, this racial is exactly the same as the Night Elf's, and it can potentially protect you against Wind Shear, and Entangling Roots. Any players that don't gear towards hit cap will have a substantially rough time trying to cast nature spells on you over a prolonged arena, duel, or skirmish in WSG. But it is pretty much nullified vs. players who do gear towards hit cap. But by getting gear cap you sacrifice other stats, so it's a win-win situation in my opinion.
- Endurance, this racial gives you a little boost to your health. At such a low level the gain is negligible, but it can help you easily reach over 2,000 health with the correct gear. That is if you like to Flag Carry.
- War Stomp, this spell can be used in almost any situation. Combined with Bombs from Engineering it can make or break a Flag Capture/Return in WSG, or that "one heal" in a duel. You can use it to escape, or to prevent one. The possibilities with this spell are pretty much endless in the sense that it be use offensively or defensively.
III. ROLES
Defensive Healing(WSG)
- Stay with your Flag Carrier; keep him, and other defenders alive. You're well suited to this role due to your two HoTs, your DoT, your CCs, and your high mobility/utility shape-shifts.
Offensive Healing(WSG)
- Snare the Flag Carrier, and keep your attackers alive. Don't forget to Hibernate pets, Ghost Wolves, and Travel Formed Druids to your advantage. Only one enemy can be hibernated at a time, switch between roots, and hibernation for maximum CC. Keep your DoT up on the enemy's flag carrier at all times.
Flag Carrier(WSG)
- Flag carrying on Druids is by far the best out of any other class for obvious reasons. One big reason being the fact that you can shape-shift out of any CC imaginable. That, and the Stamina/Armor bonus from your Bear Form you can become an unstoppable force that no one can touch. Nature's Grasp, Entangling Roots, Hibernate, and your HoTs, can keep you alive for hours on end. A good FC Druid can never die.
Hybrid(Duels)
- A very underrated, and underused play-style for Druids. Your main goals are to keep your Rejuvenation on your self at all times, keep Moonfire up on your opponent, and to DPS as much as you can in Bear Form. Bear Form is key for this play-style. Due to the lack of armor/resilience you have at 19 you need to stay in Bear Form constantly to avoid taking A LOT of melee damage. Bear Form is viable vs. Casters such as, Warlocks, and Mages too. LoSing Warlock's Fears, and Immolates while hitting them with Moonfire and your Faerie Fire(Feral) will keep your DPS higher then theirs. And vs. Mages you can shape-shift out of anything they throw at you(very easy duel). It's also very useful to interrupt a bandage, or to keep a warrior in combat without switching(so you can conserve mana). I could go on for hours about dueling as a Druid, but I think you guys get the point.
Hybrid(Arenas)
- This Role is exactly the same as the dueling one except you have to keep your partner in mind. So use your CC spells to his advantage as well as yours. Keep Rejuvenation up on both you, and your partner to reduce sustained damage while making sure to LoS enemy spells. Also ALWAYS keep Rogues, and Night Elves under Faerie Fire you don't want them pulling off anything sneaky.
IV. TALENTS
- Hybrid Spec, this spec gives you fantastic utility, and maintains your pushback reduction.
- Caster Spec, this spec lets you spam Wrath like there's no tomorrow. Seriously.
- Flag Carrying Spec, this is honestly one talent point different from the Hybrid Spec. But there is a notable difference during game-play believe it or not.
V. GLYPHS
Minor Glyph
- Mark of the Wild, this glyph is absolutely crucial in 19 Druid game-play. This glyph combined with the subtlety talent allows you to completely oom Shamans, and Priests over a prolonged period of time. If you can't think of how that's possible then I'll explain. With Glyph of the Wild your Mark of the Wild spell costs less then Dispel, and Purge. So if you have Mark of the Wild on you, and you're keeping rejuvenation up they will slowly oom themselves by trying to constantly dispel you. This is very effective in arenas when you keep Mark/Rejuv on you and your partner.
Major Glyph
- Moonfire, I prefer this glyph over them all. The initial damage isn't good int he slightest in fact you can't even one hit a cow. But the DoT effect is simply amazing.
- Rejuvenation, this glyph would have to be my second choice when it comes down to it. But this is mainly for new Druids who aren't attuned to the many different play-styles that we have to learn.
- Healing Touch, usually this glyph is complete trash, but with the overpowered spell power scaling on Molten-WoW it has become viable(just like the caster role). The only time I'd use this is if I had a Warlock for a 2v2 partner, or I'm healing in WSG(with another good healer).
VI. PROFESSIONS
Herbalism, this profession is absolutely mandatory on every class, no exceptions. Maxed at 225.
Mining, this is a really nice profession to involve yourself in if you thoroughly enjoy arenas more then anything. Just because of the fact that you can't use Engineering in them. I only really recommend this profession if you don't see a use for Engineering, and have a Lucky Fishing Hat. Maxed at 225.
Engineering, this profession is superbly versatile due to your Big Bronze Bombs, Heavy Dynamite, and Minor Recombobulator. There are great number of combos you can pull off with the items you can craft from Engineering. I recommend it if you like to play WSG, and Duel a lot. Maxed at 150.
VII. ARENA PARTNERS
Warlock
- This is the most viable partner for a Druid. Between the two of you, you have four DoTs, and his Demon Skin increases your Healing done to him by an insane amount.
Rogue
- He can CC with his Gouge, and interrupt at will. He can apply a DoT whenever he restealths, and can gap-close very efficiently throughout the whole fight with his Sprint, and your CCs.
Shaman
- Shamans can interrupt, and dispel opponents while helping you CC, and Heal. You both have a DoT and a shapeshift form that increases run speed by 40%. All in all you're in for very long arenas that you will win almost 80% of the time.
Warrior
- This comp is all about the CC. No one gets away, and no one can chase after you. Communication is key though.
VIII. MACROS
There are many different macros so I'm just going to talk briefly, and teach you how to make them for yourself.
Weapon Macros
22 Intellect Devout Aurastone Hammer /w Furbolg
/equipslot 16 item:42948:2568
/equip Furbolg Medicine Pouch
30 Spellpower Blessed Hammer of Grace /w Eerie Stable Lantern
/equipslot 16 item:44094:2504
/equip Eerie Stable Lantern
20 Spirit Blessed Hammer of Grace /w Eerie Stable Lantern
/equipslot 16 item:44094:2567
/equip Eerie Stable Lantern
Spell Macros
Target 1(for your arena partner(take out /stopcasting for Rejuvenate))
#showtooltip
/stopcasting
/cast [@party1]
Focus
#showtooltip
/stopcasting
/cast [@focus]
IX. ADD-ONS
OmniCC, keeps track of CD times on your abilities with numbers rather then shadowed areas and non-shadowed areas.
DiminishingReturns, keeps track of your DRs, and enemy DRs.
Afflicted3, keeps track of your CDs, and enemy CDs.
SnowFall Key Press, casts a spell upon pressing the button, not releasing.
Quartz, a very customizable cast bar that tells you your MS while casting(useful for fake casting).
Gladius, useful arena addon.
Doom_CooldownPulse, displays abilities that come off cooldown in the center of your screen.
SpellAlerter, announces important spells used by your enemies.
X-Perl, a completely customizable Unitframes addon
X. GEAR SETS
Vs. Warriors/Hunters
Vs. Rogues/Ret Paladins
Vs. Mage/Priest/Holy Paladin/Druid
Vs. Shamans
Vs. Warlocks(Only use the 2nd AGM if you're good at LoSing)
FC Set 1(Pre-Debuff)
FC Set 2(Post-Debuff)
XI. CONCLUSION/FC VIDEO
Please tell me if I missed anything that you'd like to see, or if you want to ask me a question leave a comment below.
FC VIDEO MADE BY OWNAQUE, IMO BEST EU FC. (yes you can put that on your signature)
http://www.youtube.com/watch?v=AWJHCU6rJsk
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