Druid Class Guide for World of Warcraft Classic



Druid Class Guide for World of Warcraft Classic



Druids are the nature’s guardians, who can transform themselves into powerful beasts. Additionally, this is the only class in WoW Classic, which can perform all possible roles: 

  • tank

  • healer

  • melee DPS

  • ranged DPS

Of course, being so versatile, comes with some tradeoffs.  The druid can indeed fill up any role in a raid or a dungeon group, but the respectful classes that he or she substitutes will almost always perform better. For example:

  •  a mage will deal far more damage than a moonkin

  • a warrior will be a better tank in most of the situations

  • a priest will almost always heal more

  • a rogue will be higher in the damage meters by at least a couple of light years

Then why are druids omnipresent in both PvE and PvP

In Vanilla WoW the class brings utility, unrivaled and unmatched by any other class. The druid’s class buff, Mark of the Wild, increases the target’s armor by 285, its stats by 12 and its resistances by 20. Furthermore, the druids are the one and only class having a combat res under the form of their Rebirth spell. 

However, they do not possess a true resurrection-like spell, like the rest of the healers. Lastly, another superior utility tool that the class brings is Innervate: the wet dream of all the healers and spell casters in the raid.  In PvP, the druids are extremely mobile, since shapeshifting removes any movement impairing effects. Furthermore, they can heal while on the go and can perform some niche roles like being a flag carrier in Warsong Gulch, for example. 

Races and factions

In the game world’s later expansions, including the current retail WoW, several races across both factions can be druids. In Vanilla, however only the taurens and the night elves can. Both races have their merits for being a druid. However, in PvE the Alliance druids have the upper hand. This is so, because of their fellow paladins. 

Blessing of Kings (10% to all stats) and Blessing of Salvation (30% thread reduction) work very well for the druids. The Horde’s emblematic abilities, Windfury Totem and Bloodlust do not affect the druids in any meaningful way. So, without further due, let’s see what the 2 available races can offer:



These minotaur-like behemoths are part of the Horde. Their most notable racial traits are War Stomp and Endurance. The first one will stun up to 5 enemies within 8 yards of the caster for 2 seconds and has a 2 minutes cooldown. The nice thing is that you can use it while shape shifted. The second racial provides you with 5% increased stamina. 

This is good in general, but bear in mind that the Dire Bear Form also increases stamina by 25%. Therefore, since both are percentage based quantities, the tauren bear will get a quarter of the Endurance 5% bonus, transferring it into 1.25% more HP. 

Night Elves

Creatures of the wilderness and master of the long ears, the night elves are the Alliance answer to the Horde’s taurens regarding the druid class. Of the most important racials they possess are Shadow Meld and Quickness. 

The first allows you to stealth while standing still and if you move the stealth is broken. However, this racial ability also reduces the chances that you will be detected while in stealth. The Quickness racial gives you 1% bonus to your dodge chance. 

After discussing both options, we’d say that if you insist on playing a druid and the faction doesn’t matter, pick a night elf. That is if you plan to spend your time only in raids and dungeons. If you plan on doing more solo content, where you are likely to lack the paladin buffs, then play a tauren. 

Specializations and talents

The druid has 3 talent trees but with the proper combination between them the class can fill four different roles. If you are into PvE, then you’ll be healing 90% of the time. However, there are some druids who prefer tanking and the druid tank is not bad at all. However, while being an acceptable tank, the class lacks the warrior's defensive cooldowns such as Shield Wall and Last Stand. 

Additionally, the druid tank lacks any spell damage mitigation. On the other hand the class has such a high armor value, which a warrior can only dream of. The melee DPS capability of the class is kind of OK-ish, but it will be always subpar to the fury warriors and rogues. The Leader of the Pack 3% critical strike chance buff is available while tanking too, making the DPS cat druids not a desired raid filler. 

Lastly, the balance druid, a.k.a. the moonkin, a.k.a. the OOMkin is very similar to the shadow priest. It deals some damage but will never top the damage meters. Similar to the shadow priest, the balance druid buffs the rest of the spell casters. However, the moonkin buffs all in his group with its 3% spell critical chance from his Moonkin Aura. 

Again, similar to the shadow priest, the balance druid will go out of mana very quickly, and that’s why the spec is commonly known as the OOMkin, since he cannot Innervate himself. The Innervate should be saved for the other raid healers. 

The thing with this spec is that having four spell casters buffed with 3% critical instead of having a fifth who deals massive damage by himself is often the case why moonkins rarely find a spot in a raid. Now, after having the four specs analyzed, let’s see how to build around each of them. 

Maximum Single Target Healing (15/0/36)

This is the so called deep resto spec. It centers on spells like Nature’s Swiftness and Swiftmend. With these 2 alone you can deal some insane burst healing by consuming a Regrowth and then casting an instant Healing Touch. Apart from being strong on single target healing, this build also buffs your HoTs. 

In general you can use it in the very early raiding phases when your tanks are still under geared and need that extra healing. However, as you progress through the game world and get more phat epix this build becomes more and more centered on healing 5 men content. 

This is so, because later on, in raids you’ll typically aid with raid healing and the paladins and/or priests will be healing the tanks. With that so, there are other builds, which fulfil this niche role better.

Raid Healing (21/0/30)

This will be the go-to build for healing in raids. It focuses on the interaction between the Nature’s Grace and Improved Regrowth talents. The first one reduces the casting time of your next nature spell by 0.5 seconds after landing a critical with a spell and the second one increases the critical chance of your Regrowth. This is more of a raid healing build because you focus on spreading HoTs on as many targets as you can and use the Nature’s Grace procs for different ranks of Healing Touch on your tanks. 

Hybrid Healer/DPS (0/30/21)

This build, while buffing your healing capabilities, also offers some feral action. The healing with 0/30/21 will be subpar to the builds above, but you’ll be able to offtank when needed and you’ll also be able to farm solo when out of raids. If your guild brings you to raids only to remove curses, buff Mark of the Wild and use Rebirth and Innervate, then this is the build to go. It allows more freedom of action when not in raids and it is useful while raiding. 

Raiding Cat DPS (11/35/5)

For this build you’ll dip into the balance tree and get Omen of Clarity, which when proced reduces your next ability’s energy or rage cost by 100%. From the restoration tree you’ll get Furor, which gives you a nice amount of rage or energy when you shapeshift. We here assume that if you are a cat in raids, where will be more druids with Improved Mark of the Wild, thus allowing you to take Furor. 

The rest of the talents should be put into the feral tree. This build is very good, since if your guild needs offtanks, you can easily fill that role, allowing the fury warriors not to sacrifice their amazing damage while tanking. 

Moonkin PvE (37/0/14)

If you managed to raid with a balance spec, congratulations: you are one of the very few. This build takes Insect Swarm and Reflection from the restoration tree and dumps the rest of the talent points into balance. As we already mentioned, your damage and mana management won’t be great by any means but the dancing animation of the OOMkin is very cool. 

Druid Levelling and PvP Builds

When aiming towards the level cap of 60 we recommend that you use the cat build we mentioned above. With it, you can skip large quantities of mobs in order to complete a quest, just like a rogue does. Furthermore, when farming mobs 1 by 1 you’ll act similar to a rogue with the twist of being able to heal yourself. As a druid you’ll never reach the efficiency of a mage or a hunter while levelling but the experience will be smooth and OK-is. 

Furthermore, with this build you can easily find instance groups as a tank. The 11/35/5 is also viable in both open world PvP and in battlegrounds. That is, if you prefer playing feral. If you, however, like healing, for PvP we recommend the Swiftmend build (15/0/36) or the hybrid one (0/30/21).  

Druid Class Quests

Some of the forms a druid can assume are tied to short quest chains. These are the class’ aquatic form and bear form. The Cure Poison spell is also a quest reward. The cat form and the travel form are learned from the class trainer and the moonkin form is a talent from the balance tree. So, let’s see how you complete those. 

Horde bear form

At level 10 venture to Thunder Bluff and speak with Turak Runetotem. He will ask you to use your Teleport to Moonglade spell and speak with some more druids there. At last, you’ll need to speak to the Great Bear Spirit, which resides in NIghthaven. When you complete the quests in Moonglade, you’ll be sent to Thunder Bluff again. 

Turak Runetotem will give you Cenarion Lunardust and send you off to the Barrens. Right at the exit of Mulgore towards Barrens, you’ll use the dust, and defeat Lunarclaw who appears. Upon completion, go back to Turak and he’ll reward you with bear form.

Alliance bear form

Similar to the taurens, the night elves have to travel to Moonglade and speak with the Bear Spirit. When all the talking and running around is over, you’ll get a Cenarion Moondust, which you’ll need to use on the Moonkin Stone in Darksshore. Lunarclaw appears and you’ll have to defeat him. Upon completion you can turn into a bear!

Horde Cure Poison

This quest will be available at level 14. However, before you start it, make sure that you have 5x Earthroot with you. Turak Runetotem will send you again to Moonglade, where you’ll get an Empty Dreadmist Peak Sampler. You’ll have to fill it with a sample of the water at the Dreadmist Peak. 

The peak is to the northwest of the Crossroads. When done, Tonga Runetotem at the Crossroads will ask you to bring her 5x Earthroot (aha!) and 5x Kodo Horn. Kill the kodos all around the Barrens to get the horns. When done, you’ll be tasked to use the Curative Animal Salve to cure 10 Sickly Gazalles. 

They are the green ones roaming the planes around you. Upon completion, you’ll have to teleport to Mooonglade again and will be rewarded Veildust Medicine Bag, which is a very nice for its level off-hand. Afterwards, go back to Thunder Bluff and you’ll be rewarded your Cure Poison spell. 

Alliance Cure Poison

 At 14 level, you’ll have a similar to the tauren’s experience of teleporting to Moonglade and having to gather a water sample. Again, make sure that you have 5x Earthroot with you. However, the night elves have to go to the Cliffspring Falls in Darkshore to fill their Cliffspring Falls Sampler. The easiest way to reach the waterfall is to follow the road and head north of Auberdine. 

When you reach the river’s estuary, follow it and you’ll reach the falls. When you are done with that, you’ll have to bring the Earthroot and 12x Lunar Fungus to Alanndarian Nightsong in Auberdine. 

The fungus is looted from the Lunar Fungus Bloom, which is a mushroom, spawned on the ground around the town. When you get all the materials, you’ll have to cure 10 sickly deers and report to Moonglade again. You’ll get the same offhand as the taurens will and after getting back to Darnassus, you’ll be able to cure poisons. 

Aquatic form

The chain of quests start at level 16 and the first half of it is the same for both the Horde and the Alliance. Your trainer sends you to Moonglade, where you’ll need to get a Shrine Bauble. It spawns in chests on the lake bed in the middle of the zone. When you get it, beware that it has a 5 minutes duration, so you should hastily make your way back to Tajarri at the Shrine of Remulos and turn the quest in. 

Afterwards, you’ll need to create the Pendant of the Sea Lion. To do so, you’ll need twohalf pendants: the one of the aquatic agility and the one of the aquatic endurance. This is where the different factions’ questlines fork away from each other. 

Aquatic Form Horde

As a tauren you’ll find the Half Pendant of Aquatic Agiliity in the Barrens. It is located in the Sludge Fens, in the northernmost part of the zone, in a box in the middle of the small pond there. The Half Pendant of Aquatic Endurance is located off the coast of SIlverpine Forest, to the northwest of the Sepulcher. When you get the whole pendant together, go back to Moonglade and you’ll receive a not-that-awful belt. Then you’ll be sent to Turak Runetotem in Thiinder Bluff, where you’ll finally get your aquatic form. 

Aquatic form Alliance

Your Pendant of Aquatic Agility is located under water to the north of the Cliff River’s estuary in Darkshore, under two big rocks on the bottom.  The endurance pendant is in Westfall. It is again under water to the west of the Gold Coast Quarry. The coordinates for its location are 18,33. Don’t panic if you get fatigued while looking for it. 

You’ll regain your breath once you reach it. When you are done, travel abck to Moonglade, get your belt and report to Darnassus, where you’ll get your aquatic form.

Druid Gear and Best in Slot

As we already mentioned, almost always in raids you’ll be healing. And it also seems that the Blizzard Entertainment’s developers made the class’ sets with the same thoughts in mind. Almost everything is tailored towards healing with a few exceptions. However, we’d like to point out a few interesting pieces of gear that you’ll want, especially if you are not planning to heal. 

The first one comes from Gnomeregan and is very nice for 60 level, never mind how weird and ridiculous this statement is. Here we are talking about the Manual Crowd Pummeler. Its damage doesn’t matter, since the druid benefits only from the stats on a weapon. The thing that makes this two-handed mace exceptionally good for druids at level 60 is its use. 

It grants you 50% bonus attack speed for 30 seconds. However, this on-use effect has 3 charges. This means that you’ll have to spend a fair amount of time farming this weapon and you’ll need several at all times with you. 

The second item that is a must-have is the Wolfshead Helm. This helmet is a bind on equip item made by leatherworkers and requires minimum 255 profession skill. It is first usable at level 40 and the tooltip says that it is a druid only item. What it does is it grants you 20 energy or 5 rage whenever you shape shift into a cat or a bear. 

So if you play feral, chances are that you’ll spend a fair amount of time using it, even in raids. This makes leatherworking a desired profession for druids. Furthermore, if you are healing you can craft Hide of the Wild, which is an exceptional bind-on-equip cape which you can not only wear but sell on the Auction House too. The leatherworking pattern for this is dropped in Dire Maul and even if you are not a leatherworker, the recipe itself can be sold for a decent amount on the AH. 

After pointing out those two funny exceptions, let’s now see what the dungeon and raid tier sets offer for the druid:

T0 & T0.5

These are called respectively Wildheart and Feralhear Raiments. The first one drops from Classic WoW dungeons and the second is a result of transforming the first via a complicated quest chain. However, both sets are subpar to whatever else is available out there. Even when the Feralheart is available in later game phases, you’ll be able to put your hands on far more superior items. 

The 2 pieces set bonus of the WIldheart gives you 200 armor, as all the rest of the T0 sets do. The next bonus gives you a chance when struck in combat to restore 300 mana, 10 rage or 40 energy. Collecting 6 pieces will give you 15 damage and healing and collecting 8 – 26 attack power. 

When you have the full set, all your resistances will be increased by 8. The set bonuses of the Feralheart are the same but you get them in the opposite order. At first glance, the set bonuses are fairly nice, but you can swap all of the items with different single pieces of gear, which when combined will boost your performance more, no matter your current spec. 


The Cenarion Raiment is dropped in Molten Core. It is tailored towards healing and has nice stats on it. The 3 pieces set bonus increases the damage of Thorns by 4 and its duration by 50%, helping your tanks with their agro generation.

The 5 pieces bonus gives you 2% extra chance to critically hit with spells, which is very nice when combined with the 21/0/30 build. When you get the full set, the cooldown of your Tranquility and Hurricane spells will be halved. 


Most of the Stormrage set is dropped in Blackwing Lair, while the pants are from Ragnaros in MC and the head from Onyxia. The 3 pieces set bonus allows 15% of your mana regeneration to continue while casting. The next one reduces the casting time of your Regrowth by 0,2 seconds, which ppaired with the Nature’s Grace talent is very impactful. The last set bonus increases the duration of your Rejuvenation by 3 seconds, allowing it 1 more tick. 


The Genesis Raiment is obtained from AQ40. It is a bit weird, since the separate items are tailored towards healing. However, the set bonuses are tanking oriented. The 3 pieces set bonus increases your defense skill by 15 and your armor by 150.  The 5 pieces will reduce the cooldown of your Rebirth by 10 minutes. 


The Dreamwalker Raiment is dropped in Naxxramas. Its superior stats and its amazing set bonuses makes it into the best gear a healer druid can obtain in WoW Classic. Furthermore, it has 4 set bonuses, while the rest of the tier sets have only 3, due to T3 having a ring as a part of the set. The first 2 pieces gives your Rejuvenation’s ticks a chance to restore 60 mana, 8 energy or 2 rage to its target. 

The 4 set bonus increases the healing of most of your abilities by 3%. The 6 pieces bonus makes your Regrowth’s initial healing and consecutive ticks to increase its target maximum health by 50. This effect stacks up to 7 time. The full set will reward you 30% of the mana cost of your critical hits with Healing Touch.  


As you saw, the druid is capable of filling any spot ina group, albeit his performance won’t be optimal. Even if you heal in a 5 men content and someone dies, your only resurrection tool is Rebirth, so most often the dead man will have to just run back to the instance in case you don’t have another hybrid class in the group. However, the druid’s healing in raids is acceptable and so is his tanking. 

The damaging capabilities, especially in OOMkin form are at best limited. Furthermore, the class offers some unique mechanics, which are very useful, no matter their cooldowns. The levelling experience is also good, even better than the rest of the hybrid classes. 

In PvP a druid is a formidable healer, who is also very mobile and can fulfil niche roles in, e.g. Warsong Gulch. The DPS capabilities of the class in battlegrounds and in open world PvP are not bad, however, you are far from the oneshotting potential of the rogues while in cat form. 

We here at mboosting.com like the druid because of the sheer flexibility of the class. Yes, it underperforms in most of its role, but you rarely will see a serious group without a druid. If you struggle with the class we can help you in various ways. Our services span levelling, PvP boosting, gold and many more. Everything is completed in a timely fashion and by professional players after a thorough discussion of your wishes and needs.