I've been playing a druid for some time, and being feral specced is very good for leveling. Here are some tips I have for feral specced druids:
This is taken from the allaince perspective, but it shouldn't matter in most cases.
Battle Strategys:
Cat Form:
1.
-Pounce
-Shred if possible
-Faire Fire (feral)
-Mangle
-Rake
-Claw until 5 combo points
-Rip
-Tigers Fury
2.
-Ravage
-Claw until 5 combo points
-Ferocious Bite
-Tigers Fury
Bear Form
1.
-Enrage
-Feral Charge
-Demoralizing Roar
-Faire Fire (feral)
-Mangle
-Maul until dead
Talent Spec's
Leveling
-Ferocity 5/5
-Thick Hide 3/3
-Brutal Impact 2/2
-Feral Swiftness 2/2
-Sharpened Claws 3/3
-Predatory Strikes 3/3
-Primal Fury 2/2
-Fairie Fire (feral) 1/1
-Savage Fury 2/2
-Nurturing Instinct 2/2
-Heart of the Wild 5/5
-Leader of the Pack 1/1
-Improved Leader of the Pack 2/2
-Feral Charge 1/1
-Primal Tenacity 1/3
-Predatory Instincts 5/5
-Mangle 1/1
-Primal Tenacity 3/3
-Survial of the Fittest 3/3
-Feral Agression 5/5
-Shredding Attacks 2/2
-Furor 5/5
-Natural Shapeshifter 3/3
Race
The Night Elves and the Tauren are the races that are able to be Druids in World of Warcraft. That's one Alliance race and one Horde race. So, the key thing to look at is: if you want to play Alliance, you have to make a Night Elf; if you want to play Horde, you need to make a Tauren.
Night Elf:
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17 Strength
28 Agility
20 Stamina
20 Intellect
21 Spirit
55 Armor
46 Health
85 Mana
Racial Triats:
Shadowmeld (active)
-Activate while immobile and out of combat to enter stealth mode
-Lasts until canceled
-10 second cooldown
Quickness (passive)
-Dodge chance increased by 1%
Wisp Spirit (passive)
-Become a wisp when dead with a movement speed increase of 50%
-25% faster then normal ghosts
Nature Resistance
-+10 to nature resistance
Night Elves start in Teldrasill. Shadowmeld is a great move, it allows you to eat/drink and do other things you do not want to be interupted in, while in the middle of the wildernesss. Quickness is handy, and more noticable then it seems. Wisp Spirit is definitly a big plus, as you will be runnig back to your corspe a lot. The extra nature resistance is always good.
Tauren:
-------
26 Strength
15 Agility
22 Stamina
17 Intellect
24 Spirit
35 Armor
78 Health
67 Mana
Racial Traits:
War Stomp (active)
-Activate to stun up to 5 opponents within 8 yards
-Lasts 2 seconds
-2 minute cooldown
Endurance (passive)
-Max health increased by 5%
Cultivation (passive)
-Herbalism increased by 15
Nature Resistance (passive)
-+10 to nature resistance
Tauren start in Mulgore. War Stomp is arguably one of the best racial traits in the game. It allows you to stun multiple enemys; Druids lack stun abilites. The extra health is always good, especially when in bear form. Cultivation is only useful if you have herbalism, but it does help to do the Driud poison quest. The quest requires earthroot, and you need 15 herbalism to pick earthroot. Tauren start with 15 herbalism. The extra nature resistance is always good.
Your equipment, talent spec and playing style makes most of your Druid, your race doesn't matter too much. Neither race makes that much of a better druid.
Professions
Professions don't affect you too much, but they will be a major helping hand in the game.
Alchemy and Herbalism
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Alchemy allows you to make potions. These can range from simple health and mana potions to potions that buff your stats. Herbalism is used to gather the main ingredient for alchemy, herbs. Alchemy is useful because you will have all the potions you need, but isn't really a big money maker. Alchemists can also transmute ores into other ores. Transmuting can make a bit of money, but only high level alchemists can transmute.
Mining and Engineering
----------------------
Engineerers can make all sorts of gadgets and gizmos. They can also make guns and bullets for Hunters. The only problem with engineering is that for some reason, most things you make can only be used by engineers. So, don't expect big money here. Mining allows you to mine ores required for engenieering.
Leatherworking and Skinning
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Using the skins from beasts, you can create your own leather armor. It is nice to be able to make your own armor, but eventually it will become obsolete. Skinning doesn't require a tracker so that's a plus. At level 225, you can branch off into three different schools of leatherwork. Tribal is considered a continuation of your basic leatherwork, Elemental adds resistances to your armor and Dragonscale creates mail armor.
Enchanting
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Using enchanting, you can put enchants, or stat boosts, on items. The only problem is, you need to dis-enchant green items or better, to get the materials. Enchanting takes a long time to level, and is probably not good for your first character. Enchanting can make a lot of money when you get to the higher level enchants.
Blacksmithing and Tailoring
---------------------------
These two professions are not suited for Druids. We can't wear mail armor, and cloth armor is below us. The weapons you can make in blacksmithing are not worth the time it takes to gather the reagents.
Secondary Professions
---------------------
First Aid:
Even though Druids can heal, first aid is still useful. It can reduce a lot of downtime, and save mana. First aid uses the cloth and wool drops from humanoid monsters to create bandages that replenish health and mana, and cure poison.
Fishing:
Fishing is fairly useless, and very boring. It is a must have for alchemists, as alchemists need the oils from special fish.
Cooking:
Cooking is needed to cook the fish you catch. Some foods you can cook give special 'Well Fed' buffs, that increase your stats.
-Zerox
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