Gigawolf1/Druid Ideas

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My main character is a Druid, and I have a number of ideas for the class I love so much. Of course, I also love feedback (preferably suggestions to improve, not pure negative feedback), so tell me what you think of my concepts.

Balance AbilitiesEdit

Nature's SeedEdit

Nature's Seed
Spell nature reincarnation
  • Nature's Seed
  • 30 yd range
  • 20 min cooldown
  • 68% Of Base mana
  • 2 sec cast
  • 1x Reagent: Varies by rank
  • Curses the target, causing X damage every 10 seconds for 30 seconds. When this spell's effect ends, or when the target dies, the target becomes a Treant who attacks enemies of the Druid
Usable by
Cooldown20 min
Other information
Requirements1x Reagent: Varies by rank

Those who defile nature must be subjagated by it

  • Inflicts the curse Nature's Seed upon the target, causing 500 damage every 10 seconds for 30 seconds. At the end of this time, or if the target dies while under the effect of Nature's Seed, the target is transformed into a Treant for 30 seconds. If killed in Treant Form, they are returned to normal with full health (unless they died before they became a Treant). In Treant Form, the target loses all control and will automatically attack nearby enemies of the Druid who cast the spell and will attempt to rejoin the Druid.
  • 20 minute cooldown, shares its cooldown timer with Rebirth. Also shares reagents. Not usable on boss enemies. If cast on a mob, the mob will reset at its normal range.

Feral AbilitiesEdit

Wolf FormEdit

Druids must always remember who they are. The forms of beasts allow them to commune with nature, but are not their true self. Some, however, disagree...


The Druid is one with nature, in a way only the Hunters and the Shamans can ever understand. Some of the more powerful Druids are able to take upon the form of a natural-born hunter, the Wolf. These Druids take their powers and abilities in remembrance of the teachings of the now-corrupt Omen, an ancient Demigod. Though their patron has fallen, these Druids will never forget his wisdom. Due to the connection between Wolves and the races of the Horde, and the fact that Wolves are an important part of Shamanism, Tauren Druids take this form more often than Night Elf Druids do.


  • Savage Bite: Increases your next melee attack by +230
  • This is the same increase that, to the best of my knoweldge, a Raptor Strike rank 11 (which would theoretically be learned at level 80) would have.
  • Track Beasts: Shows the locations of all nearby beasts on the mini-map. Only one form of tracking can be active at a time.
  • This ability (and all other tracking abilities) are exactly the same as their Hunter counterparts.
  • Spirit of the Monkey: Increases the chance all members of your party within 30 yards have to dodge attacks by 8%.
  • Like Aspect of the Monkey, but everyone gets it.
  • Track Humanoids: Shows the locations of all nearby humanoids on the mini-map. Only one form of tracking can be active at a time.
  • Eagle Eye: Zooms in your vision. Only useable outdoors.
  • Not the most useful ability, but one of my favourites nonetheless
  • Startle Beast: Startles a beast, causing it to run in fear for up to 30 sec. Damage caused may interrup the effect. Only one beast may be feared at a time.
  • Gives Druids the ability to scare enemies.
  • Quick Strike: Counter attack the enemy for damage equal to 150 plus 20% of your Attack Power. Can only be performed after dodging.
  • This is the Wolf Form's version of Mongoose Bite.
  • Track Undead: Shows the locations of all nearby undead on the mini-map. Only one form of tracking can be active at a time.
  • Disengage: Attempts to disengage from the target, reducing threat. This turns off your normal attack.
  • This is kind of annoying for Hunters, since they fight at a distance and this ability has a melee range. However, for the Wolf Form, this works out wonderfully, since it uses melee attacks.
  • Instinctive Knowledge: Gather information about the target.
  • Like Beast Lore, except it works on everyone. Of course, this will reveal only stats for most enemies except beasts and humanoids.
  • Track Hidden: Increases stealth detection and shows hidden mobs within detection range. Only one form of tracking can be active at a time.
  • Track Elementals: Shows the locations of all nearby elementals on the mini-map. Only one form of tracking can be active at a time.
  • Mark of the Beast: Marks a targeted creature, making it look like you and forcing enemies to target it. The target will appear to be you if tracked. Lasts 10 seconds. 1 minute cooldown
  • A diversionary tactic. If there's an enemy who's almost dead and you're surrounded you can get its friends to help kill it. While affected the target can still attack you, and players won't be fooled. However, if tracked, the target will appear to be you (tracked as a Beast with your player name).
  • Feign Death: Feign death which may trick enemies into ignoring you. Lasts up to 6 minutes.
  • Exactly the same as the Hunter ability.
  • Track Demons: Shows the locations of all nearby demons on the mini-map. Only one form of tracking can be active at a time.
  • Spirit of the Pack: Increases the speed of all party members within thirty yards by 40%. Any damage done to those under the effect of Spirit of the Pack will be dazed for 5 sec.
  • Slightly higher speed, slightly longer daze duration than Aspect of the Pack.
  • Track Giants: Shows the locations of all nearby giants on the mini-map. Only one form of tracking can be active at a time.
  • Spirit of the Wild: Increases the Nature Resistance of all party members within 30 yards by 50.
  • Not as good as Aspect of the Wild (Rank 2), but consider the fact that they are seperate and would stack.
  • Track Dragonkin: Shows the locations of all nearby dragonkin on the mini-map. Only one form of tracking can be active at a time.
  • Final Strike: Instantly attack for 340 additional damage. Can only be used after you score a critical hit.
  • Furious Howl: Party members within 30 yards gain an extra 75-100 on their next melee attack. Lasts 15 sec.

Technical DetailsEdit

  • Wolf Form would use Focus, which is like Energy but for pets, further emphasizing the fact that the Partner and the Druid are a pair, an inseperable duo, effectively one and the same.
  • Melee AP would be increased by 1 point per Agility and Spirit; Agility due to the Wolf Form being the 'Hunter Form' for the Druid, and Spirit 1) because of the more spiritual nature of the Wolf, 2) because there should be an emphasis on the bond between you and your Partner, and 3) due to the fact that otherwise, your Spirit would be otherwise useless in battle (health isn't regenerated in battle and you wouldn't be using your mana, so even though it regenerates it doesn't help unless you change form).


The Wolf Form is more or less a Melee Hunter. It has none of the ranged abilities, and its main abilities suggest a supportive role in a party with its group buffs. The reason that I chose the wolf to represent the hunter (and vice versa) is due to the fact they are constantly compared; the Horde is an ever-present example, as Orcs are connected to most animals, wolves more than others. Also, the fallen demi-god Omen is a wolf, and was a patron of sorts for hunters. Supporting this possiblity are the Druids of the Claw, Talon, and (possibly) Antler; though none take the form of a corrupted demi-god, they all take the forms of demi-gods who fell to the Burning Legion.

Some may complain about the large number of abilities; there are about 21 in total, 10 of which are tracking abilities, 3 are group buffs (1 of which is no good if you are in combat or under attack), and 1 is useful only for scouting. This leaves 7 combat abilities, placing emphasis on scouting and support. Of course, Feral Spec Druids would have extra bonuses; I will get information on existing talents and create new ones for Wolf Form when I have the time.

Restoration AbilitiesEdit

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