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Druid Spells
This page does not have a complete listing of all abilities that are
available. Look for more sometime in the future.
Restoration
Healing Touch - Heals a friendly target for X to Y. This is the
Druid's main healing spell. You can only use this ability while you
are in Druid form. There are times where you should have two levels
of this spell available on your action bar to use based on how
damaged the target is. You don't want to waste mana by using a more
powerful heal than is necessary.
Rejuvenation - Heals the target for X over Y seconds. Rejuvenation
is good to have active during combat. That way when the enemy is
causing damage, you are healing during that time and mitigating some
of that damage. If you or a party member is slightly damaged after
battle, you can cast Rejuvenation to help heal the damage.
Rejuvenation is also useful to cast on tanks that are pulling
monsters.
Regrowth - Heals a friendly target for X to Y and another X over Y
seconds. This spell is a mix of a heal and a heal over time spell.
Regrowth takes a while to cast so you don't typically want to use it
on yourself when you're being attacked. This spell is useful after
battle or for casting on party members who are damaged but are not
taking significant damage. Otherwise you will want to switch to
Healing Touch instead.
Innervate - Increases the target's Mana regeneration by X% and
allows 100% of the target's Mana regeneration to continue while
casting. Lasts Y sec.
Tranquility - Regenerates all nearby group members for X every X
seconds for X seconds. Druid must channel to maintain the spell. If
a monster interrupts this spell it will cancel. This ability would
be best used when multiple party members need healing at once.
Rebirth - Returns the spirit to the body, restoring a dead target to
life with X health and Y mana. This spell requires a reagent.
Mark of the Wild (Powerful Buff!) - Increases all friendly targets'
armor by X. At higher levels this spell adds an increase to all
attributes. At even higher levels this ability also adds an increase
to all resistances. This is one of the most powerful buffs in the
game, making a Druid a welcome addition to a party.
Gift of the Wild (loot drop) - Increases party member's armor by X,
all attributes by Y and all resistances by Z for 1 hour.
Cure Poison - Cures one poison effect on the target. Another
welcomed ability when monsters are poisoning you.
Abolish Poison - Attempts to cure one poison effect on the target
and another poison effect every X seconds.
Remove Curse - Dispels X curse(s) from the target. This is a
welcomed ability as no one likes to be cursed!
Balance
Moonfire (DoT) - Burns the enemy for X to Y damage and then an
additional X damage over X seconds. This ability gives a starting
blast and then damages over time. You should use this ability
whenever you're fighting the monster long enough for the spell to
run its full duration. Otherwise, you're just wasting mana. Moonfire
is also good for stopping runners before they get help. You can also
repeatedly cast Moonfire for its initial damage instead of its
damage-over-time to kill a target. This is especially effective in
PvP combat.
Starfire - Causes X to Y damage to the target. The first question
from a player when this spell becomes available is typically, "How
is this different from Wrath?" Starfire takes longer to cast but
does more damage. It's a good initial strike spell. Additionally,
Starfire does Arcane damage while Wrath does nature damage. If the
enemy has resistances to nature damage, Starfire is more effective
to use.
Wrath (DD) - Causes X to Y nature damage to the target. This is your
first available direct damage blast spell. This is useful for
causing initial damage to the enemy. It's also useful for finishing
off an enemy that is trying to run away.
Thorns (Additional damage buff) - Thorns sprout from the friendly
target doing X nature damage to anyone who hits them. This is a
mid-range timed buff that adds additional damage to the enemy in
melee combat. Cast this on any party member that is tanking. Always
have this up when you're in melee combat with the enemy.
Faerie Fire (Curse) - Decrease the armor of the target by X for X
seconds. While affected, the target cannot stealth or turn
invisible. This is a staple Druid spell that should be worked into
combat the second it is available. Be sure to only use this ability
when you're in melee combat with the enemy. If you're just casting
spells on a monster, Faerie Fire is not needed. Faerie Fire will
stack with other armor reducing debuffs.
Entangling Roots - Roots the target in place and causes X nature
damage over X seconds. Only usable outdoors. This spell has many
uses. You can use Entangling Roots to break up spawns (groups of
monsters). Cast Entangling Roots on a monster you wish to keep out
of combat, and then engage the remaining monster(s). You can use
Entangling Roots in solo combat to allow you to blast the enemy with
Wrath or Starfire while the monster cannot respond. Another use of
Entangling Roots is to stop runners from escaping to warn their
friends. Subject to diminishing returns in PvP. This is considered
an immobilizing effect.
Hibernate - Forces the enemy target to sleep for about X sec. Any
damage will awaken the target. Only one target can be forced to
hibernate at a time. Only works on Beasts and Dragonkin. There is an
increased chance of this spell breaking early.
Barkskin - The druid's skin becomes as tough as bark. All damage
taken is reduced by X%. While protected, damaging attacks will not
cause spellcasting delays. This spell is usable while stunned,
frozen, incapacitated, or feared. Lasts Y sec.
Soothe Animal - Soothes the target beast, reducing the range at
which it will attack you by X yards. The highest rank can soothe
targets level 70 or lower. This ability will help you avoid combat
with a beast. If there are several beasts next to each other, you
can cast Soothe Animal on one, and then engage the other. This
ability can also be useful for avoiding combat while traveling. . |