Druid Spells

Druid Spells

What spells can I learn as a druid

The complete list is here: http://www.thottbot.com/ c=Druid

Can I ressurect other players

Yes you can! We have a ressurection spell (rebirth) usable once every 30 minutes. It can be used in combat, unlike any other res in the game. It costs a large amount of mana, takes 2 seconds to cast, and takes a seed reagent. The reagents are available at the reagent vendors located in each major city.

What can't I use indoors

Indoors (as in not outside), you will not be able to use entangling roots, travel form, feline swiftness, or nature's grasp.

What is my role in a group

Right form Blizzard:
The Druid has three potential roles in a group. When in their normal, biped form, they act well as a healer and can give support in the form of buffs and debuffs; they also have limited crowd control against dragons. Their Bear form gives them offensive and defensive power enough to step up to a monster and take the hits (we're looking into aggro management for the form). In Cat form, the Druid becomes a damage dealer. This trio of roles in one class gives the Druid a diverse feel and allows them to perform nearly any role perceived as "needed" in a party. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!

Which of our spells are Nature Based Arcane

Our Arcane spells are as follows: Moonfire, Starfire.

Our Nature spells include wrath, faerie fire, entangling roots, all healing spells, mark of the wild, thorns, and anything else I haven't mentioned.

How does Entangling Roots work

Entangling roots is one of our two crowd control (CC) spells. It is only useable outdoors and is a nature spell. It roots the target in place preventing movement and does damage over time. It is likely to break when you do damage to the target, and semi likely to break from its own damage.

What is Gift of the Wild

Gift of the Wild is a druid only spell learned from a rare dropped item. It has a level requirement of level 50, and only drops from high level creeps in instances that level and higher. It buffs everyone in your group with an improved Mark of the Wild that lasts longer. Rank 1 tends to drop in instances level 50 and higher, like ST and BRD. Rank 2 tends to drop in instances much higher level, such as BRS.

Rank 1 costs 900 mana, lasts one hour, buffs your entire group, increases armor by 240, stats by 10, and resists by 15. Level requirement of 50.

Rank 2 costs 1200 mana, lasts one hour, buffs your entire group, increases armor by 285, stats by 12, and resists by 20. Level requirement of 60.

Rank 3 costs 1515 mana, lasts one hour, buffs your entire group, increases armor by 340, stats by 14, and resists by 25. Level requirement of 70.

What talents do we have available

Druid talents are broken into three categories - restoration, balance, and feral combat. Restoration deals with healing and "restorative" type spells. This talent tree will help you be an very effective healer, with many useful upgrades. There are also a few talents in here that will offer direct cross benefit into other trees, such as Furor and Improved Enrage. Balance contains talents that will greatly increase your spell damage output. It offers a new shapeshift, and many talents that cross over into both feral and restoration, such as Natural Weapons, Natural Shapeshifter, Omen of Clarity, Moonglow, and Nature's Grace. Finally, feral combat deals with our shapeshifting forms and has no talents that will overlap into other fields.

Here is an online talent calculator:
http://www.wowhead.com/ talent=0

And here is another:

When do I get talents How can I unlearn them

Starting at level 10 you will get one talent point per level until you reach the level cap (currently 60). To unlearn your talents talk to your local druid trainer. It costs money to unlearn talents, so choose wisely!

Which talents are popularily seen as "must haves "

These are just general talent suggestions that are posted often. They are not actually "must haves," but many find them useful.

Balance has many popular talents that you can take. Depending on your initial investment, you can get points in improved wrath or nature's grasp, wrath being more offensive and grasp defensive. Omen of clarity is a great talent if you plan to melee often, or use your feral shapeshifts. Vengeance greatly increases your spell damage crits, and Moonglow and Moonkin offer benefits to others and to other spells than just balance.

Feral focuses on improving feral ability only. Ferocity is a great talent to have, increasing the frequency you can use certain abilities. Feral charge can close the gap between enemies and can interupt spellcasting and is a good talent to get. Feline swiftness makes cat form 30% faster at its max rank, and is another good talent. Finally, heart of the wild will benefit you in all of your forms, including caster. Leader of the Pack benefits everyone in your party, and when used effectively can greatly increase group damage.

In restoration, the talents focus on improving your healing capability. Nature's focus is a talent you will see many benefits to getting, as is Nature's Swiftness. Gift of nature increases the healing done by your spells by 10%, and Tranquil Spirit reduces their mana costs by 10%. Swiftmend gives you a very powerful heal that can be used once every 15 seconds and has no cast time.

Remember that these opinions for "must have" talents, and there are many other choices that are entirely dependent on how you want to play your druid.

Can you explain Nature's Grasp Nature's Swiftness Omen of Clarity Innervate Swiftmend Etc

Omen of clarity is a self magic buff. Whenever you strike an enemy and hit, you have a chance of getting an Omen of Clarity buff to your character, making your next spell mana free or ability energy/rage free. Nature's Swiftness is a self buff useable once every three minutes. It makes any of your nature spells instant cast, and goes away as soon as you cast a nature spell. Lastly, Nature's Grasp is a self buff. It lasts 45 seconds, and will attempt to root any melee enemy who strikes you. It can be resisted, and fades once it is cast on an enemy (even if they resist).

The buff for Omen of Clarity is independant of weapon speed. It is set to go off a certain number of times per minute, and will go off as many times with a slow 3.8 speed mace as it will with a fast 1.3 speed dagger. This is of course, assuming you hit as often with your slow weapon!

Innervate gives you 400% increased mana regen in combat for 20 seconds once every 6 minutes. What this means, is that in combat while casting spells you will regenerate mana 4x faster than if you were NOT even in combat! This spell is directly benefited by spirit which increases your hp/mana regen. You regenerate at the same rate whether you are casting or not.

Swiftmend consumes the heal over time portion of either regrowth or rejuvenation on your target. It will take your +healing into consideration when consuming this, and provide the full effect of that heal over time as an instant heal on a 15 second cooldown. This means that you can allow your rejuvenation to heal for all but the last tick, swiftmend, and essentially get two heals out of that one rejuvenation/regrowth. It is useful on many end game encounters and in pvp. Working with another druid, you can mimick nature's swiftness by having one druid rejuv and the other swiftmend immediately, providing a powerful instant heal.

Is Improved MoTW/Demoralizing Roar/Etc Working

Yes, they are indeed working and you are getting your upgrade for the talent point. If you look at the tooltip (the window when you mouse over the spell in your spellbook), you will notice it is updated. Sometimes the bufftips (mouse over the buff on yourself or another character) do not update to the talents, but you are still getting the benefit from your talent.