Druid Spellbook
Bear Form
''Shapeshift into a bear, increasing melee attack power by 30, armor contribution from items by 180%, and health by 20. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.'' -When FC'ing, the majority of the time you will want to stick in Bear Form especially while moving and rotating, so you don't get Sapped by Rogues waiting in Connector (Balcony Room) etc. -It's important to not fret under pressure and waste Mana constantly shapeshifting, scenario = The lesser skilled Hunters will anticipate you to shift, causing them to spam Wing Clips constantly. Paying attention to things like this can help you save mana while burning theirs. |
Enrage
''Generates 20 rage over 10 sec, but reduces base armor by 27% in Bear Form and 16% in Dire Bear Form. The druid is considered in combat for the duration.''
-Generally you would want to use this when not being attacked/no one is on your tail as it reduces your armor by quite a bit. So you would want too anticipate when you will collide with an enemy and bash them on time before losing your rage. Or to build up rage for a demoralizing roar to try and find a stealth'd rogue.
( There is Macros you can use that will cancel your Enrage, if you only need to use it to gain enough rage for a bash/+ roar then cancel quickly if enemy's are on you )
Bash and Demoralizing Roar
“Demoralizing Roar'' The druid roars, decreasing nearby enemies' melee attack power by 30. Lasts 30 sec.'' + Bash ''Instant Stuns the target for 2 sec.''
-Two very useful spells, while FC'ing. Roar is self explanatory, will help cripple Rogues and other melees. Always use this when melee is on you. You can also use Demoralizing Roar to scope out Rogues outta stealth. IE, Your holding flag roof, Enrage > Roar the ramp up roof or trees to find a sneaky rogue lurking.
-For Bash it depends on the scenario, but if you have to prioritize who to bash out of a warrior vs rogue then Bash the Warrior as this will buy you time to get out of range of hamstring and keep them in combat with a faerie fire. While getting the rogue off you a Natures Grasp! And when on offense Bashing the EFC's Healers will help separate distance from their FC and Healer. Making the kill potentially more easier.
Entangling Roots and Nature’s Grasp
''Entangling Roots Rank 2 65 mana 30 yd range 1.5 sec cast Roots the target in place and causes 50 Nature damage over 15 sec. Damage caused may interrupt the effect. Only useable outdoors.'' + '' Nature's Grasp Rank 2 65 mana Instant While active, any time an enemy strikes the caster they have a 35% chance to become afflicted by Entangling Roots (Rank 2). Only useable outdoors. 1 charge. Lasts 45 sec. ''
-For Roots, while FC'ing you will want to prioritize Range DD(Hunter/Casters). As you can get melee of you with Nature's Grasp/Bash/Jumps and Jukes/Stomp (If Tauren). When On Offense you want to Root Enemy's CC Classes and Healers(Though Priests Will be able to dispel it still will get you some distance separated from their FC and Healer) This is the second time I mention about distance for a FC and Healer this is because this is important in Classic as their isn't no ''Stacks'' in Classic too rely on just bursting down a EFC. You can't ignore the healers in classic unless you are watching their mana.
-Always cast a second root after the first one immediately on Gnomes due too Escape Artist ''Escape the effects of any immobilization or movement speed reduction effect. 1 sec cast. 1 min cooldown.''
-Nature's Grasp, I already mention some ways to use it already, just a tip is to always spec into Improved Nature's Grasp for 100% chance of R1 ERoots and for when shifting out of Bear Form to move towards a flag pass outside is too pop Nature's Grasp just in the very small chance there is a rogue nearby.
Faerie Fire and Moonfire
''Faerie Fire Rank 1. 55 mana 30 yd range Instant Decrease the armor of the target by 175 for 40 sec. While affected, the target cannot stealth or turn invisible.''
-This is something you will want to spam, and make sure its always up on targets / main focuses. You can run a Macro that allows you to not waste mana on a target if they are already affected by faerie fire.
-R3 Moonfire is too mana expensive for combat. However, R1 Moonfire is great for saving mana and spell pushback at Warlocks and keeping Warriors in combat. Though in situations it might be better to faerie fire if you have a Mage around who can sheep.
-For maximum dispel protection against priests, use Entangling Roots + R1 Moonfire + Faerie Fire in that order. There is no CD going from entangling roots to R1 Moonfire. You can quickly stack two debuffs on the priest this way and finish it off with a Faerie Fire.
-In the situations where a priest is constantly dispelling ALL debuffs you are placing on them, keep applying R1 Moonfire as long as possible. The 25 mana cost is an easy way to quickly burn their mana.
Healing Touch
“Healing Touch Rank 3. 110 mana 40 yd range. 2.5 sec cast. Heals a friendly target for 195 to 244.”
-Healing Touch benefits less from +healing gear/enchants. In most cases, it is more mana efficient to just cast a rejuvenate which benefits much more highly from the extra +healing.
-In cases where an immediate heal is needed, Regrowth R2 should be considered first before this even though it is more mana expensive. Regrowth is also 0.5 seconds faster.
-R2 Healing Touch is useful to save mana and heal up yourself or targets who are not being targeted and only need a small heal. Also useful for when nearly OOM and need a quicker cast heal when holding for cap.
Regrowth
“Regrowth Rank 2. 205 mana 40 yd range. 2 sec cast. Heals a friendly target for 164 to 189 and another 175 over 21 sec.”
-Regrowth R2 is the main hard hitting healing spell you will be using in the BG’s. Your +healing will be split between the main direct heal and the lingering HoT. It still utilizes more of the +healing than Healing Touch though.
Rejuvenate
“Rejuvenate Rank 3. 75 mana 40 yd range. Instant. Heals the target for 116 over 12 sec.”
-Normally, Rejuvenate is a great instant cast spell without the extra +healing. With the +healing gear/enchants you have a healing powerhouse you can instantly place on your team. There is a reason the healing build is called “Elune’s HoT” The HoT from this and Regrowth will be an incredible barrier for the enemy team to overcome.
-You will be keeping your team at top shape by keeping this on them. It is incredibly mana efficient considering how much healing you are getting from it at a mere cost of 75 mana.
Hibernate
''90 mana 30 yd range 1.5 sec cast Forces the enemy target to sleep for up to 20 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.''
-Put Hunter's Pets too sleep, ALSO works on enemy Druids in BEAR FORM! Very useful, especially vs opposing Druid FC's.
''Generates 20 rage over 10 sec, but reduces base armor by 27% in Bear Form and 16% in Dire Bear Form. The druid is considered in combat for the duration.''
-Generally you would want to use this when not being attacked/no one is on your tail as it reduces your armor by quite a bit. So you would want too anticipate when you will collide with an enemy and bash them on time before losing your rage. Or to build up rage for a demoralizing roar to try and find a stealth'd rogue.
( There is Macros you can use that will cancel your Enrage, if you only need to use it to gain enough rage for a bash/+ roar then cancel quickly if enemy's are on you )
Bash and Demoralizing Roar
“Demoralizing Roar'' The druid roars, decreasing nearby enemies' melee attack power by 30. Lasts 30 sec.'' + Bash ''Instant Stuns the target for 2 sec.''
-Two very useful spells, while FC'ing. Roar is self explanatory, will help cripple Rogues and other melees. Always use this when melee is on you. You can also use Demoralizing Roar to scope out Rogues outta stealth. IE, Your holding flag roof, Enrage > Roar the ramp up roof or trees to find a sneaky rogue lurking.
-For Bash it depends on the scenario, but if you have to prioritize who to bash out of a warrior vs rogue then Bash the Warrior as this will buy you time to get out of range of hamstring and keep them in combat with a faerie fire. While getting the rogue off you a Natures Grasp! And when on offense Bashing the EFC's Healers will help separate distance from their FC and Healer. Making the kill potentially more easier.
Entangling Roots and Nature’s Grasp
''Entangling Roots Rank 2 65 mana 30 yd range 1.5 sec cast Roots the target in place and causes 50 Nature damage over 15 sec. Damage caused may interrupt the effect. Only useable outdoors.'' + '' Nature's Grasp Rank 2 65 mana Instant While active, any time an enemy strikes the caster they have a 35% chance to become afflicted by Entangling Roots (Rank 2). Only useable outdoors. 1 charge. Lasts 45 sec. ''
-For Roots, while FC'ing you will want to prioritize Range DD(Hunter/Casters). As you can get melee of you with Nature's Grasp/Bash/Jumps and Jukes/Stomp (If Tauren). When On Offense you want to Root Enemy's CC Classes and Healers(Though Priests Will be able to dispel it still will get you some distance separated from their FC and Healer) This is the second time I mention about distance for a FC and Healer this is because this is important in Classic as their isn't no ''Stacks'' in Classic too rely on just bursting down a EFC. You can't ignore the healers in classic unless you are watching their mana.
-Always cast a second root after the first one immediately on Gnomes due too Escape Artist ''Escape the effects of any immobilization or movement speed reduction effect. 1 sec cast. 1 min cooldown.''
-Nature's Grasp, I already mention some ways to use it already, just a tip is to always spec into Improved Nature's Grasp for 100% chance of R1 ERoots and for when shifting out of Bear Form to move towards a flag pass outside is too pop Nature's Grasp just in the very small chance there is a rogue nearby.
Faerie Fire and Moonfire
''Faerie Fire Rank 1. 55 mana 30 yd range Instant Decrease the armor of the target by 175 for 40 sec. While affected, the target cannot stealth or turn invisible.''
-This is something you will want to spam, and make sure its always up on targets / main focuses. You can run a Macro that allows you to not waste mana on a target if they are already affected by faerie fire.
-R3 Moonfire is too mana expensive for combat. However, R1 Moonfire is great for saving mana and spell pushback at Warlocks and keeping Warriors in combat. Though in situations it might be better to faerie fire if you have a Mage around who can sheep.
-For maximum dispel protection against priests, use Entangling Roots + R1 Moonfire + Faerie Fire in that order. There is no CD going from entangling roots to R1 Moonfire. You can quickly stack two debuffs on the priest this way and finish it off with a Faerie Fire.
-In the situations where a priest is constantly dispelling ALL debuffs you are placing on them, keep applying R1 Moonfire as long as possible. The 25 mana cost is an easy way to quickly burn their mana.
Healing Touch
“Healing Touch Rank 3. 110 mana 40 yd range. 2.5 sec cast. Heals a friendly target for 195 to 244.”
-Healing Touch benefits less from +healing gear/enchants. In most cases, it is more mana efficient to just cast a rejuvenate which benefits much more highly from the extra +healing.
-In cases where an immediate heal is needed, Regrowth R2 should be considered first before this even though it is more mana expensive. Regrowth is also 0.5 seconds faster.
-R2 Healing Touch is useful to save mana and heal up yourself or targets who are not being targeted and only need a small heal. Also useful for when nearly OOM and need a quicker cast heal when holding for cap.
Regrowth
“Regrowth Rank 2. 205 mana 40 yd range. 2 sec cast. Heals a friendly target for 164 to 189 and another 175 over 21 sec.”
-Regrowth R2 is the main hard hitting healing spell you will be using in the BG’s. Your +healing will be split between the main direct heal and the lingering HoT. It still utilizes more of the +healing than Healing Touch though.
Rejuvenate
“Rejuvenate Rank 3. 75 mana 40 yd range. Instant. Heals the target for 116 over 12 sec.”
-Normally, Rejuvenate is a great instant cast spell without the extra +healing. With the +healing gear/enchants you have a healing powerhouse you can instantly place on your team. There is a reason the healing build is called “Elune’s HoT” The HoT from this and Regrowth will be an incredible barrier for the enemy team to overcome.
-You will be keeping your team at top shape by keeping this on them. It is incredibly mana efficient considering how much healing you are getting from it at a mere cost of 75 mana.
Hibernate
''90 mana 30 yd range 1.5 sec cast Forces the enemy target to sleep for up to 20 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.''
-Put Hunter's Pets too sleep, ALSO works on enemy Druids in BEAR FORM! Very useful, especially vs opposing Druid FC's.