Druid Talents


EDIT: Not yet updated for Warlords of Draenor. On my to-do list.

Below, you’ll find a quick review of the new Mists of Pandaria talents for druids! Some talents warrant more discussion for certain specs; I’ll mention them where appropriate in that spec’s guide page. My recommendations are what I would pick for an unknown situation; obviously, you’l want to tailor your talent selection to fit your needs.

One note: Macroing certain talents/abilities together (Nature’s Swiftness+HT, shapeshift+Wild Charge) isn’t working as intended at the moment. You can’t use both together, you have to temporarily delay the second ability, so you’ll need a /castsequence macro.

Level 15:

Feline Swiftness Displacer Beast Wild Charge
Adds a passive 15% speed increase across the board. This pushes your default movement speed to 115% and Cat Form to 144% (25%* 15%), or 155% with the boot enchant (25% * 15% * 8%). Note that Feline Swiftness does NOT stack with the PvP set bonus. (They keep going back and forth on this.) Good for PvE,  Changed in 5.2 to give you a speed boost, instead of putting you into Prowl. Good escape talent for PvP, but not really recommended for PvE.
Adds a charge dependent on form, with a shared 15 sec cooldown. Great for gap closing (feral, guardian) or opening (everyone else). Here’s all the different ones:

  • Unshifted: Leap to a friendly target. (Right now, this INCLUDES Wild Mushrooms.)
  • Cat: Leap behind target + 3s daze.
  • Bear: Charge target + 4s immobilize.
  • Moonkin: Disengage-type effect, hops backwards.
  • Aquatic: Short swim-speed boost.
  • Travel: Hops forward.

Recommended for all specs for PvP; good choice for PvE.

Level 30:

Nature’s Swiftness Renewal Cenarion Ward
All kinds of awesome, especially for Guardians since they can instarez without fear of taking a bad hit out of bear form. All specs can use it for a quick Healing Touch burst heal on themselves or a friendly target. Does not play well with Predatory Swiftness for Feral; if you have both buffs up, the next spell will use both. Recommended for all specializations. Very simple; every 2 minutes, get a 30% selfheal. NS+HT is better, but a bit more complicated to use; this is an easy solution. Guardians, especially, may want it since it burst heals for more than NS+HT. Situationally recommended for Guardian druids or any druid that doesn’t want to mess with Nature’s Swiftness macros. A short duration, powerful HoT that triggers on damage. Doubled in strength in 5.2, which makes it much more useful than it was previously. Situationally recommended for Feral and possibly Restoration druids.

Level 45:

Faerie Swarm Mass Entanglement Typhoon
A ranged snare. Useful for casters, who want to keep people away. Recommended for Balance/Restoration druids; situationally recommended for Guardian druids who need to kite a single target.  Root all the things! If you’re getting low on health, pop this and run away. For group content, can be used to root an add pack before it pulls (or before it gets to your healer, more importantly). Recommended for Guardian/Feral druids. Harder to aim than Mass Entanglement, but more fun. Can be used as a ranged interrupt, sorta. Situationally recommended for all specs in encounters with ranged enemies or in areas with high cliffs.

Level 60:

Soul of the Forest Incarnation Force of Nature
The passive rotation helper. Requires zero thought (except for Restoration), which is a VERY GOOD THING for raiding when you’re trying to worry about other stuff. Recommended for Feral. 30 seconds of being more awesome. Good for any fight that only has 1-2 times [of burst damage/healing needed; combos well with Nature’s Vigil. Recommended for Restoration and Guardian. Trees! (no, not those kind of trees.) The summoned treants do damage and use an additional ability depending on spec. Guardian treants taunt, Feral treants stun, and Restoration treants heal. Recommended for Balance.

Level 75:

Disorienting Roar Ursol’s Vortex Mighty Bash
Not terribly impressed with this; Mass Entanglement or Typhoon offer better AoE options, since the 3 sec disorient length is so short. Can give Guardians a bit of a breather on trash packs, though. Situationally recommended for Guardians. Unfortunately, you cannot suck enemies off a cliff with this. You CAN (sorta) position them for a Typhoon, but that’s just funsies, really. Seriously, the talent is cool in theory but an 8 yard radius on the effect is too short. Even if you place it PERFECTLY, they’ll still be out of it in about three seconds…so, a 50% AoE snare for three seconds. Yeah. Not recommended. There’s nothing Mighty about it (it’s just the old Bash, now usable in all forms) but a 5 sec stun is nothing to sneeze at. Recommended for all specs.

Level 90:

Heart of the Wild Dream of Cenarius Nature’s Vigil
Achievement unlocked: Longest In-Game Tooltip! This monstrosity has two parts, the passive buffs (+6% to stam/agi/int) and the on-use. Overall, the passive buff is roughly comparable to Nature’s Vigil in terms of overall DPS, but the role switch is very situational. Recommended for feral/balance. Like HotW, this talent has two parts; a healing buff when you use a damage ability, and a damage buff when you use a non-instant healing ability. This is generally useless for guardian/resto, and potentially useful for balance/feral. Numbers are still being tweaked, though. Situationally recommended for advanced balance/feral players. Get a damage or healing buff, and have some of your numbers become other numbers! Er, right. Anyway, the 20% bump is nice for burst DPS or healing fights (syncs well with Incarnation and Berserk for Ferals, for example) but I generally prefer HotW. The 25% added damage/healing isn’t significant enough to matter much. Recommended for guardian/resto.
 Posted by at 2:24 pm