An apprentice of the Cenarion Circle
Veterans teach warriors, books teach mages, and animal spirits teach druids. The demigod Cenarius taught mortals druidic magic; his first pupil was the night elf Malfurion Stormrage, who founded the Cenarion Circle in Moonglade. The Circle still stays out of wars, so Horde and Alliance study under the same teachers there.
Hamuul Runetotem became the first tauren druid in almost twenty generations after seeking out Malfurion, despite Archdruid Fandral Staghelm's opposition. Your tauren is therefore among the first to revive a long-forgotten tradition, and the game remembers it: every few levels, Moonglade calls you back for another trial.
Four skins, one mana bar
People play druids for one thing: changing shape in the middle of a fight.
Bear Form brings heavy attacks every 2.5 seconds, rage, and a
thick hide.
Cat Form offers stealth, fast attacks, and combo points like a rogue.
Aquatic Form lets you breathe underwater and swim quickly, while
Travel Form adds 40% movement speed outdoors. In caster form you heal and cast spells; there is also a fifth form,
Moonkin Form, but it is a Balance talent available from level 40.
Shapeshifting removes roots and slows, but costs mana: entering Bear or
Cat Form costs 55% of base mana; leaving is free. Before shifting out to heal, an experienced druid always checks whether enough mana remains to shift back.
Forms are more complete in Forever. Bears and cats use your weapon's damage, whereas Classic weapons were merely stat sticks. You can now drink potions in form and open most doors with a paw. Skyborne have their own forms, with blue and white feathers.
Leveling 1–30: bear, cat, and Moonglade
Druids crawl through their first nine levels.
Wrath costs half as much as in Classic but becomes noticeably weaker from level 6; one Classic veteran wrote on Blizzard's forum that leveling a Skyborne druid from 9 to 10 took around an hour. Damage was later increased by 50%, but the advice remains: build your combat around
Moonfire and weapon attacks, and always keep
Thorns and
Mark of the Wild active.
The real druid begins at level 10. Turak Runetotem sends you to the Great Bear Spirit in Moonglade, then to the Barrens, where you must defeat Lunaclaw while still in caster form. Cast
Nature's Grasp before the fight: the first enemy to hit you in melee becomes rooted. Your reward is
Bear Form, and your mana finally starts recovering during combat.
Moonglade then becomes your second home:
Cure Poison awaits at 14,
Aquatic Form at 16, and
Cat Form at 20. From level 10,
Teleport: Moonglade takes you there; in Classic, Bunthen Plainswind flew druids back to Thunder Bluff for free. Questie data suggests he is still there in Forever, making the teleport and flight your second Hearthstone.
From 20,
Cat Form is your main form. Sneak up with
Prowl, build 4–5 combo points with
Claw, and from 20 open from behind with
Shred. There is no particularly useful finisher before 32:
Rip ticks for 12 seconds, but testers say normal mobs die sooner. Carry combo points to the next mob instead; Forever preserves them when changing targets. Against three mobs,
Bear Form helps again, and at 30 your trainer teaches
Travel Form.
Dungeons and raids: every role has a price
Bears can tank dungeons from level 10 and hold several mobs reliably from 16, when
Swipe hits three targets. At 25,
Primal Bite adds a high-threat attack against your main target. Healing is easier too:
Regrowth costs 40% less in Forever, healing over time can critically heal, and
Revive resurrects out of combat from level 12, something Classic druids lacked.
Early beta bears complained about missed attacks, no rage, and mobs running to teammates. Testers partly blamed form combat skill, which needs leveling like weapon skill. Blizzard responded with numbers:
Swipe now scales with attack power, critical hits generate twice as much rage, and
Bear Form's threat bonus rose from 30% to 50%. Even before those changes, tester Cornbred said tanking as a level-30 bear was a joy.
Classic raids expected druids to heal, but two druids' HoTs did not stack on the same target, limiting healer slots. Cats ranked behind rogues, forum answers about moonkin were a blunt 'don't,' and bears were seen as backup tanks. Yet Taladril, author of Warcraft Tavern's guide, main-tanked throughout Ahn'Qiraj and Naxxramas progression, and tanked Vol'jin during an Orgrimmar raid: Vol'jin polymorphs enemies, but bears cannot be polymorphed.
There are no raids in beta, but Forever has already helped healers:
Swiftmend no longer consumes
Rejuvenation, and different druids' HoTs now stack. Blizzard does warn that versatility comes at the cost of weak control: druids lack slows and silence.
PvP: flags, roots, and pursuit
In Classic, druids were considered Warsong Gulch's best flag carriers:
Travel Form outruns pursuit, shifting removes roots, bears absorb hits, and HoTs heal on the move. Blizzard forum veterans recall sending a single restoration druid to fetch the flag, sneaking across the whole map into the enemy flag room.
A rogue in the same thread greeted those visitors with
Ambush and immediately removed 60% of their health. Hence the rule: sneak as a cat, take hits as a bear. Sap does not work on beasts, but
Hibernate works on enemy druids in form; shifting cannot remove stuns or fear.
Forever makes the toolkit more reliable.
Nature's Grasp works in forms and indoors and roots with certainty rather than a 35% chance;
Entangling Roots also works indoors;
Faerie Fire is free in form; cats and bears cannot be disarmed.
Beta has one battleground: Darkspear Islands from level 30, with a flag in the center that must be carried home - a perfect druid job. Testers disagree: some rate Balance and Restoration above Feral in PvP, while others predict druids will be gods in duels if they avoid staying in one form too long.
What is new in Forever, and what testers say
The biggest addition is the
Cat Form quest. In Classic you bought it from a trainer; in Forever, at 20 Turak sends you to collect three relics - a fang, a claw, and a silent shadow - in Malfurion's Barrow Dens in Moonglade, where his body sleeps. A statue at the entrance conceals you from the spirit guardians; if they spot you, fight as a bear.
The second change concerns energy. Classic's best cats relied on powershifting:
Furor granted 40 energy when entering form. In Forever, that talent preserves energy instead of granting it: at 5/5 you return with your previous energy plus 10 for every second spent out of form. Since October 15,
Bear Form preserves the previous energy pool but does not regenerate it. In return, level 25 offers
Shifting Power, converting 55% of base mana into 40 energy every 16 seconds.
Blizzard currently leads the argument: in the thread 'Feral druid in forever: gutted again,' a reply calling the old trick a crutch received 63 likes against 25 for the complaint. Lexolas, Seramate's Feral expert, thinks
Shifting Power essentially restores powershifting as a button with a cooldown; critics counter that those 40 energy cost mana needed for healing.
One small Wailing Caverns detail: five pieces of Embrace of the Viper from the serpent lords turn your cat into a snake, cosmetically. Reddit captioned it 'finally, playable naga,' while a Mein-MMO reader wondered how a legless snake would
ambush anyone.
Is this your class?
Choose druid if you do not want to choose between tanking, healing, and damage: you heal yourself, know how to escape, and groups welcome you in any role.
There are drawbacks: mana for every shift, slow early levels, many action bars, and sharing Agility leather with rogues and hunters. The class's main rule is therefore: do not leave form unless you are sure you have enough mana to return.
If your paws are itching, open the Tauren Druid 1–30 leveling guide: the full journey from Camp Narache to Thousand Needles, including form quests, weapons, and four builds. Even if you chose another race, the talents and forms are shared.
Since October 8, damage absorbed by shields still generates Bear rage, critical hits generate 100% more rage, and Bear's threat bonus is 50%. Since October 15, Moonkin Aura grants spell critical strike chance raid-wide, while
Leader of the Pack grants melee and ranged critical strike chance to the entire raid. This does not make
Innervate or personal effects raid-wide.