Druid Guide 1 - 20
World Of Warcraft Druid Guide, 1-10
Druids are a very interesting class. A class that makes it difficult to write a guide for. Blizzard says that one of their strengths is “Multiple play style options.”, and they weren’t kidding. The slight problem is, these play options aren’t as apparent until later on in the game. Once access to Shapeshifting opens up, the window to a whole new world can be seen.
This guide will hopefully help you from levels 1 to 10. I will stop there because of the drastic difference in game play once the Bear Form Shapeshift is unlocked. I’m not going to go through the ins and outs of every quest for every race that can be a Druid, instead I’ll outline a general play style that you can possibly adopt, adapt, do whatever you feel fit.
If you are looking for a more detailed guide with maps and images check out our other guides here.
The quests from levels 1 to 10 are usually quite self explanatory and easy to complete without much trouble anyway.
Getting Started
When you first enter the game as a Druid, you should have the abilities : Wrath, and Healing Touch. Wrath will be a good source of damage for you, and of course Healing Touch will heal you when needed. These will be your bread and butter. In a nut shell, just use wrath to pull, and at low levels, you can either continue to cast wrath while the monster is beating you, or switch to melee to conserve mana.
You can also learn your first Mark of the Wild rank for a slight fee. This buff is very, very nice. The first rank will only increase your armor, but it lasts for 30 minutes. It’s also an instant cast, so if it wears out during a fight, you can immediately rebuff yourself without being interrupted.
Level 4
It wont be until level 4 when you can shift your playing a bit. This is when Rejuvenation and Moonfire become available. Rejuvenation is a health regeneration (regen) spell, and Moonfire is a small Damage over Time (DoT) spell. There is one very important thing to know about these two new spells. Their casting time is instant. This means that in no way shape or form can you be interrupted from casting these two spells.
Now, you can pull with wrath, blast the monster until it reaches you, then once it does, cast regen on yourself and the DoT on the monster. If you’re unfamiliar with casting a friendly spell while in combat, all you have to do is this : Have the monster targeted and enter melee combat. When you use the regen spell, your cursor will have a slight blue glow to it to signify a spell about to be cast. You can then click on your portrait, or any other friendly, and the spell will cast.
Rejuvenation is great because it’s instant, you wont sit there wasting time being interrupted and such, the spell just goes off.
Moonfire tends to be a ‘use it as you need it’ spell at this level, it is also an instant spell, but it can be fairly draining on the mana if used excessively. When you use Moonfire on a target, they will take an initial hit of larger damage, then slowly “tick” with additional hits of damage a few rounds after the first cast. If you’re in melee combat with the monster, you’ll have them targeted, and on the top where their portrait is (next to your own, where it lists their health and level), you’ll see
the Moonfire icon on the creature. Once this disappears, your Moonfire will cease doing damage each tick, and you can cast it again if you wish. If you cast two Moonfires on the creature at once, the DoT effect will not stack. Instead, the DoT timer is reset, and it will do the ticks just as if you had cast a new Moonfire on the target, overwriting the old one. This is why it’s more efficient to wait until the first has worn out completely, then recasting.
One other thing that Rejuvenation is useful for, is running away. Since the cast is instant, you can be running away from a monster, and cast the spell while still moving. This way you’re constantly gaining health while fleeing.
If chasing after something significantly faster than you, Moonfire is very useful. You can cast this while running, and is very helpful for doing an injured creature in as it tries to flee.
Level 6
At level 6, you’ll be able to train Thorns, and Rank 2 Wrath. Since we already know what Wrath does, I’ll give a brief analysis on Thorns. This spell is another instant spell, but it only lasts for 10 minutes. Of all the buffs you have, you’ll find yourself casting this in combat more often than your others, due to the short duration. If you’ve ever played Diablo or Warcraft 3, you know what Thorns does. Whenever a melee attack strikes a character with the Thorns effect active, they receive damage. In this case, it is 3 damage for every hit against the caster. It
may not seem like a lot, but it does boost your damage significantly, especially if you are meleeing a lot at this level.
Level 8
At level 8, we get our second rank of Healing Touch, and a new spell : Entangling Roots. This spell, if successful, will “root” (hold) a monster in place for approximately 12 seconds, dealing damage every tick to a maximum of 20 damage. There are two ways to use this, one is the caster approach, another is the escape route.
The caster route is starting a fight by casting Entangling Roots, then blasting the monster with Wrath, and Moonfire until it’s either dead, or the roots wear off. The escape route, is using this spell only when you’re jumped and either can’t fight, or don’t want to. Casting this spell, (provided it’s not resisted) allows for a nice getaway while the creature is stuck there. Entangling Roots should not be used in conjunction with melee, I’ve noticed that when a rooted monster is attacked in melee combat, the roots break free almost immediately.
It should be no time until you’re level 10, and once you turn level 10, the world changes.

