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In this guide, we will cover all the best Feral Druid DPS best in slot options for every phase of WoW Classic. Inspired designs on t-shirts, posters, stickers, home ...


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Complete PvE Guide for WoW Classic's Feral Druid Class specialization.. and the Wolfshead Helm which is Best in Slot for Feral Druids throughout all Classic.


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Please visit the new World of Warcraft community forums at Hello, I'm a pretty big scrub when it comes to World of warcraft best in slot druids at the moment and I really dont know how to get good gear, I've searched threads about this question for world of warcraft best in slot druids while but i either find half answered questions, or answers for level 60's etc.
I may have missed it but anyways, this character, my druid was a WoD boosted character My highest, real character was 83, a death knight.
This druid is now my main And im pretty new when it comes to WoW I used to play it a long time ago, when Cataclysm came out then gave up WoW and recently came back.
At the moment all im doing is going for the norma route of "Oh this gives +10 armor, but i miss out article source +47 critical strike.
Meh, best casino in washington state be good.
I just need to know if there's a specific dungeon that has a drop chance for gear that is good for a nubby PVE Druid like me.
There's little check this out in asking what the current Best in Slot gear is for your spec if you've not even dinged 100 yet.
At the moment all im doing is going for the norma route of "Oh this gives +10 armor, but i miss out on +47 critical strike.
Meh, must be good.
The general idea is that higher item level means more stats, which means more power on your character.
For a Feral, you be wanting agility leather.
The world of warcraft best in slot druids secondary stats you have to worry about is crit, mastery, haste, multistrike and versatility.
Armor and stamina world of warcraft best in slot druids be ignored, as they will always be pretty much the same on pieces with the same item level.
Also, Bonus Armor is a tank-only stat and will not give you any additional power what so ever.
Try to avoid gear with World of warcraft best in slot druids on it.
There's a whole bunch of theory crafting at the fluid druid forums google it which will tell you exactly which secondary stats are best for what kind of fights, and in conjunction to the talents you decide to run with.
However, I would not worry about that until starting with maybe normal raiding.
Just go with the general rule that higher item level always wins.
If you can chose between two items with the same ilvl and one has crit, mastery or multistrike, go with that over haste or versatility.
There's little point in asking what the current Best in Slot gear is for your spec if you've not even dinged 100 yet.
Well im only 3 levels away from 100 Yeah that's still allot But im asking ahead, due to the fact that maybe it may cost gold or something that i'd need to grind.
Like a profession, or something.
I know some pretty good gear comes from garrison's and stuff.
I was just asking ahead, apologies.
At the moment all im doing is going for the norma route of "Oh this gives +10 armor, but i miss out on +47 critical strike.
Meh, must be good.
The general idea is that higher item level means more stats, which means more power on your character.
For a Feral, you be wanting agility leather.
The only secondary stats you have to worry about is crit, mastery, haste, multistrike and versatility.
Armor and stamina can be ignored, as they will always be pretty much the same on pieces with the same item level.
Also, Bonus Armor is a tank-only stat and will not give you any additional power what so ever.
Try to avoid gear with BA on it.
I knew whenever i picked up gear that had more armor than crit i was being extremely derpy.
I just thought, that more armor is better in dungeons, to take a load off the healer.
But then why would i take damage if we have a tank!
So tank you Hah.
Pun intended for this little bit.
It's made me realize how derpy i was previously.
I knew whenever i picked up gear that had more armor than crit i was being extremely derpy.
I just thought, that more armor is better in dungeons, to take a load off the healer.
But then why would i take damage if we have a tank!
So tank you Hah.
Pun intended for this little bit.
It's made me realize how derpy i was previously.
What you should be doing, to "take a load off the healer", is to avoid damage.
Most damage in dungeons is avoidable for non-tanks.
For example, move out of fire on the floor before there is a fire usually there is some sign of where dangerous stuff on the floor will spawn a second or so before it actually spawnsdon't let the fire hurt you for 1-2 seconds before moving, but instead move out of the problem area before there even is a problem.
Same goes for NPC frontal cone attacks or limited range AoE attacks.
Learn the boss fight mechanics and know when to run away.
Less damage done with almost no healing required is most of the times superior to more damage done with lots of healing required.

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r/classicwow: A community for World of Warcraft: Classic fans.. Thankfully Pingaan posted BIS lists for every tier a while ago and wowhead has a classic dressing room, so I combined. I love how resto Druid wears the dress until Naxx, lol.


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If that question sounds like a meme in the making then this treatise is for you.
You have heard a lot about druid tanking, and probably most of it is negative.
Things like crushing blows, def caps, itemization and more are brought up.
A lot of negative comes up about druid DPS too.
Trying to replace fury warriors or rogues and numbers and sheets for viability.
Yes there are a lot of people who have opinions about feral druids and on the surface there is plenty that is negative that can be agreed upon.
I hope that this write up can present the full picture and an unbiased view for where a feral druid fits into a raid comp for every tier of content.
For more classic druid content, join the Druid Classic discord here: Author Background My WoW history started on release day back in 2004.
I started off leveling the ever-popular Night Elf rogue and managed to do some casual stuff in MC.
At that point I decided that I wanted to play a priest and leveled him.
He took me into BWL and AQ and even a very small venture into Naxx.
After Vanilla turned into TBC, I took a break and came back in Wrath and played through early Cata.
There I leveled a druid and I loved what the class was like.
The first time I leveled a druid to 60 was on The Rebirth.
I had just hit 60 when the great data rollback happened.
It killed the server but we were fortunate enough to hear of another server coming up as a fresh experience.
My guild rerolled there and we were able to join the rush to 60 on Nostalrius.
Throughout leveling and during pre raid I was feral and tanked dungeons to get gear fastest.
Since then I continued to be feral full-time with the guilds that I was a member of.
History of Feral Druids This short section may seem silly and pointless but I think that it helps explain how mentality of the negativity of ferals came to be.
I remember back in the beginning of Vanilla times that most players knew nothing about the game — myself included.
It took until many levels in for us to actually discover resources like Thottbot or Allakhazam.
But one thing I did know back then was that druids could not tank!
Well how did I know it?
That is a huge difference.
Any druid that tried tanking back then probably was extremely squishy to the point of being a total liability.
It was not until late Vanilla where people were actually willing to even entertain the idea of druid tanks.
But it took until TBC or later for them to be accepted as something real.
The idea of spell power or +healing stacking was really only understood by a few and followed by fewer.
Druid tank itemization is an even odder list.
Those that knew what they were doing would have been extraordinarily rare.
Today we are more fortunate with extensive knowledge and theorycrafting to be able to push the game far beyond anything that people during the Vanilla days would have hoped to do.
This https://clearadultskin.com/best/best-free-casino-games-for-iphone.html itemization of druid tanking gear.
You would find very little argument about the quality of TBC druids.
In fact people loved ferals then.
Some talent buffs and better itemization mostly.
But how deep did those changes actually impact the class?
Most were buffs to damage dealing with Mangle being introduced.
From a tanking perspective the changes are actually minor.
So you can see effectively that druids gain a base 7% avoidance plus whatever 3% stats would learn more here to.
As a Vanilla example with 8000 health this would heal you for 320.
Not exactly world changing though nice.
I would argue absolutely no.
Raid Role Feral druids are most misunderstood right here.
Or at least the ones that want to tank are.
Those who are not ferals need to understand there are two mentalities with ferals and you should figure out what type you are talking to first.
One is the DPS feral who likes to powershift and see what kind of leet DPS he does.
But he wants to do damage mainly.
The other is the tank feral.
He wants to tank as much as possible.
Both of these ferals can do the same job but they definitely would rather be spending the majority of their time doing very different roles.
The first is much closer to your fury warrior who has a tank set.
The other is much more like your prot who Nightfalls.
Unfortunately it is extremely common to jump into feral conversations for raid comp with people and have everyone presuming we are talking about feral number one, the fury replacement dps doer.
I think they work, so please not too much hate out there guys!
But if you are talking bottom dollar what should we bring to a raid I do not think a dps feral is optimal.
If you are talking equally geared equally tryhard and skilled the fury will win every time.
Most raids run with three or four dedicated tanks.
Fights that may require more than four tanks usually supplement with the fury who has good tank gear.
Probably in an ideal world you could have 2 prots or furys with fury dps making up the difference needed.
However no guilds that I have yet seen on a server with plenty of examples ever ran just two dedicated tanks.
When they are not tanking they increase their usefulness by swinging Nightfall if prot or DPSing if fury.
The marginal increase to healing required to keep up a feral for this role is offset by the increased raid dps as well as the multiple flexible things that the feral can bring to the raid, compared to the warrior offtank.
For me the bottom line of being a tank is do you have the gear to survive the encounter without being a drain of healer resources, as well as the class abilities to use for boss mechanics?
If the answer is yes, then that is a successful enough tank that will be useful for world of warcraft best in slot druids role.
Druids do take more healing than a warrior.
It depends on the tank role you are in and the content level you are at.
Generally you take 10-20% more damage when hit and also have lower avoidance.
Does that amount matter when you are the third or fourth tank who is picking up the stragglers and dealing with the random adds for boss encounters?
No of course not.
Druid Vs Warrior Tanks To go into more detail about raid comp and how druids stack up against warrior tanks I want to get into the weeds with the differences.
I tried to list absolutely every single advantage and disadvantage in the most neutral way possible to not seem biased.
Each brings advantages and disadvantages to the table.
In some ways druids are absolutely better tanks than warriors.
This lists the advantages of druids over warriors.
Druid disadvantages are mostly warrior advantages.
This is all critical for a main tank.
This is far less critical for off tanks.
If so then they are geared enough to make the role work.
Stats, Rotation, and Talents Feral tanks rely on better mitigation and a larger health pool as opposed to warriors who generally stack defense.
Weapons with chance on hit do not proc.
Stats at 60 With our server, to keep things competitive world buffs of any kind had been disabled for Naxx.
For one week for some reason they re-enabled buffs.
So we were able to go out and get Dire Maul and Darkmoon Faire buffs.
I got the stamina darkmoon buff just to see about maxing out my health.
Normally for Patchwerk I was running at around 11,000+ health.
This is what the stats look like for a near fully BIS druid tank.
This is as high as I got.
Rotation Druids naturally have very high threat ceilings as mentioned above.
The reason is because threat is multiplicative as compared to warriors, whose threat is additive.
Even with bad itemization early, feral sustained threat is still better than warriors for all of the content.
With AQ gear available, ferals get a lot of gear with multiple pieces of this gear being BIS for feral tanks and also very high up the list for DPS as well.
So quality tank gear is also quality threat gear.
When tanking any type of mob, druids are almost entirely running in a state of unlimited rage.
Since druid tank focus is about mitigation and larger health pools we get hit harder than warriors.
This translates to more rage.
Swipe funnily enough is the only rage dump druids have.
Note that you need to be careful using it as a rage dump if there are multiple mobs around you.
The very simple tank rotation for maximum threat is: Maul on cooldown Swipe as a rage dump Faerie Fire if situationally unable to Swipe or when building rage Maul is by far the best ability for threat.
When talented and with the tanking idol, Maul costs 7 rage and swipe costs 12.
Whenever we crit, if talented into Primal Fury, we gain back 5 rage.
If you feel rage starved then stop swiping and transition to casting Faerie Fire.
It is free to cast and causes a flat threat increase but will allow rage to rebuild quickly so that swipe spamming can continue.
It is important to understand that, while you as a feral are using Maul and Swipe continuously, you are always hitting with yellow hits.
What this means to you is that against a boss, bears are immune to the problem of damage and subsequently threat loss of world of warcraft best in slot druids blows.
Glancing blows occur on 40% of white hits and causes crit cap issues as well.
Often warriors quickly burn through their rage doing their threat rotation and are stuck auto attacking to build rage up.
best northern michigan the very minimum a bear can shift out of bear and into it again bear powershifting!
As a real life example, my fully buffed druid routinely hits Mauls for 800, and swipes for 75.
With those numbers and druid formulas for threat that means that just regularly doing Mauls is over 1000 TPS.
But wait, it gets better.
Introducing the wacky world of Vanilla WoW itemization: The Manual Crowd Pummeler!
This item is obtained in Gnomeregan and takes less than 5 minutes to farm and instance reset.
You can carry as many as you have bag space for and there is no cooldown for the charges and yes it works for cat and bear attack speed.
With that activated while tanking, your Maul can now output 40% more threat.
For fights where you want a large threat ceiling, pop all three charges of the pummeler and have 90 seconds of insane threat.
For warriors to get to the same level of threat generation as a druid using a pummeler, they have to tank as a dual wielding fury warrior who is actively sitting to force automatically getting crit for the rage and to proc Enrage as well as popping Death Wish and Recklessness.
And when warriors do it they are taking over 50% more damage than a druid while outputting equal threat.
At this point, Thaddius was at about 46% health.
This is without world buffs.
A new idea that is suggested in the feral community but is untested is the idea of druids being used in a main tank capacity for much of a raid.
This would be particularly applicable for speed running guilds.
Usually with speed runs, maximum buffs are used and TPS is an extremely important aspect of tanking.
Speed runs are done when guilds have content very much on farm so situational spells and survival is often a lower worry than damage and speed.
Raid DPS Contribution A big issue in the community is the lack of clear understanding of the raid benefit of ferals.
The benefit of a battle rez or Innervate is widely accepted but numerically very intangible.
And on paper it is also clear that looking at a feral as compared to a fury warrior will show the theoretical feral DPS output as lacking.
As of the writing of this the general community consensus is under the presumption that ferals are a net raid DPS decrease.
Druids are in fact a net increase to raid DPS.
There are three main aspects that need to be understood about the difference between ferals and warriors when it comes to raid damage.
The aura is not strong enough to counteract the weaker feral DPS.
The difference is actually pretty small, however it is consistent.
This is where the community analysis has usually stopped.
If the difference is between a tryhard feral and a casual fury the feral DPS will probably win out.
However the key issue is point 2.
Fury and prot tanks however are absolutely lousy DPS.
Any time a feral is tanking, that feral is doing more DPS than a warrior.
That compounds with the aura making their raid DPS actually quite strong.
I have parsed complete raids of serious tryhard guilds for BWL and Naxx, and for each tank role the feral makes for a net DPS increase.
The more time spent tanking, the better that feral DPS increase it is.
Even with the limited time needed for a 3rd or 4th tank in BWL the benefit still outweighs the loss when the tank is DPSing.
Given that, while they may take more damage by being a tank, a feral should be considered a net raid DPS benefit over choosing a fury offtank.
View supporting documentation, specifically Raid DPS Contribution, here: Talents The difference between a full DPS feral and a full tank feral is not too large for talent points.
This is an advantage for ferals in that any feral is a feral with the same capabilities to a certain extent.
They will be close to equally able of doing DPS or tanking with a simple gear swap.
Pure Tank Build Tank and DPS Build Pure DPS Build You can see that the tank and DPS build loses very little of either for potency.
In fact there are only two talents for a total of 10 points that are specifically tank related that are world of warcraft best in slot druids for tank survival: Thick Hide and Heart of the Wild.
The rest of the talent points are all based on better DPS or TPS.
Gear and Itemization Feral druids have to follow the same rules that fury warriors do when it comes to gear.
Early on I made a spreadsheet that lists all of the gear for healer, tank, and feral DPS for myself and the druid community.
It has had a lot of community input and missing holes filled.
There are trade offs that you might want to take into consideration like +hit or Stamina vs Armor or what is better for TPS.
It provides the list of gear and general strengths.
From it, you can make the best decision for what you need given what holes you have.
Gear List Some things for up-and-coming feral tanks or any druids to consider is that there are some critical pieces of gear that require hard decisions.
All are excellent trinkets.
This is going to be one of the hardest decisions you can make as a druid because you can only have one.
The big drama that comes about with loot with ferals is when people are doling out Band of Accuria and Drake Fang Talisman.
There is no question that these items are phenomenal for warriors and rogues.
From my opinion the druid can use those items the most compared to a warrior or rogue.
The ability for us to get +hit on gear is extremely challenging, especially for DPS ferals.
Having a 2% hit trinket or ring is huge for gear flexibility.
If your guild chooses to run a feral then choose to give them equal treatment for good gear.
Itemization BIS lists are never a perfect thing as each fight needs to be tailored slightly differently.
However a general baseline set is a good starting point.
Each list presumes that itemization follows gear progression available with dungeons as released.
The same will be for any PVP gear beyond rank 11.
Depending on the tier, druid tanks have different comparative strengths when looking against warriors.
If it is green it will not.
This is not to say that the armor enchants are bad but they are not especially good either.
Druids instantly initially get pieces that are BIS or near to it as well as some long lasting items.
Stepping into MC, druids would be strong tanks and close to or slightly below the same damage incoming as warriors.
With their larger health pool they would be especially useful for Ragnaros.
Warriors get their full T1 which is a good set but nothing compared to T2.
Proportionally druid TPS is very low unless utilizing pummelers since much of the gear at this point is pure mitigation to keep survival up.
I think at this point druids are at their worst compared to warriors.
Every item is a small to medium upgrade for survival and each item is also a massive boost to TPS.
Warriors are getting Tier 2.
Stepping into Naxx, fresh with BIS AQ level gear I think druids are more able to handle hits and threat to keep up compared to warriors who must choose between wearing tank or threat gear.
Regardless every tank in BIS gear is trivializing https://clearadultskin.com/best/best-casino-in-tahoe.html levels of content.
Feral Raid Role To properly play a druid as a feral you need to be the quintessential support class.
The bottom line is you are the best flexi player possible and step number one is to fill gaps where needed.
If you need to be a tank or DPS or healer or decurser or whatever, jump in and do that role.
If you are one that will be frustrated to have your role decided by circumstance then you are limiting the value that the feral provides to the raid.
Ideally the raid is going to have the roles they need to succeed but in the real world stuff comes up.
I have routinely done tanking, DPS, and healing all in the same raid on the same night.
As far as what to do I will go into a little detail for each role.
For a list of consumables you should look to use refer to the Druid, DPS Warrior, and Prot Warrior tabs of this sheet: Tank Even though you are taking on the support class role this will be your main focus.
You are probably going to be the 3rd or 4th tank depending on your guild and tank roster.
You will be frequently tanking trash and dealing with bosses that need tanks up to your requisite tank role.
Make sure to know the fight and know the strength of the spec so you can be taking on the correct role for the fight.
More boss fight details are outlined below.
For raid comp except for very specific fights you should always be in a melee group.
The group needs to consist of at least one DPS warrior and will probably also have a hunter.
The rest of the group will be furys or rogues.
As with any tank role the biggest thing to keep track of is mob placement.
As long as you do your rotation especially as an offtank you will have no issue with agro.
While you may have mobs on you, a primary role will be to make sure that you keep Faerie Fire up on the boss at all times.
Make sure that you are using a gear swapping addon that allows for gear presets.
Switching gear between tank and DPS and other specialty sets is critical and should be preset before entering raids.
You also need to have an addon that will automatically remove salvation when entering bear form.
This makes sure that you are never trying to tank with that buff and helps you to not have to worry about it.
This could be mid fight if your tanked add is dead or this could be preplanned depending on the boss strategy.
Your tank role will most likely dictate the spec you are running.
You may be tanking a majority of the time and have a full tank spec or you may be mostly DPS.
Regardless of how often you DPS you should practice powershifting.
There are some good macros out there that makes it pretty easy.
Once you have that then you can work on the timing.
Often just spamming the macro is not as useful as timing the abilities to energy ticks and shifts that work with the global cooldown GCD.
You will find that this is very mana intensive so you will need to make sure you have the caster buffs and consumables on you for maximum effectiveness.
As with tanking it is imperative to keep Faerie Fire up on critical mobs.
You will want to always be using Shred where possible and not Claw except where necessary and use Ferocious Bite as a finisher when it hits 5 combo points unless the mob is imminently about to die.
If you are really trying to focus on doing maximum damage then Manual Crowd Pummeler is your ticket here too.
While active its DPS increase is stronger than any weapon in game including Atiesh.
Farming it can be taxing though so use them intelligently in fights or prepare to farm a lot of them.
Understand that and be willing to look at healing as your role for these fights.
Your mana pool with Heart of the Wild makes you the most effective decurser in the world of warcraft best in slot druids so where needed remember that you excel at this.
Keep an MP5 gear set in mind for this purpose.
And also think about installing an addon to help facilitate that as well.
At this point you probably will feel like your bags are overly full given that you have three full sets of gear plus resistance gear and other odds and ends.
That plus a whole bag of consumables does make some preplanning with the raid leader very helpful.
If you can leave sets in your bank and have a plan for your role you will do alright.
Dungeon and Raid Notes The ins and outs of certain fights can be interesting to document.
You need to be a responsible tank as your survival is priority.
If you die then bad things happen to the raid rapidly.
Nothing in 5 mans or UBRS were situations where I worried about viability for tanking as a druid.
I frequently tanked while gathering pre raid gear since tanks always can get dungeons going faster.
Never did I get complaints about my survivability and my usefulness to add an Innervate here or a quick battle rez there was always helpful.
The bosses have many more mechanics than MC with its tank and spank bosses, however nothing hits unusually hard and tanking is simple gear wise.
You can just run your standard tank set, whatever that might consist of.
He polymorphs the tank once in awhile, requiring a tank swap.
Druids are immune to it so they can keep threat the whole time.
At this point in progression if you are BIS geared for the level, AQ20 feels even softer than ZG did at the time.
The only notable example is that Ossirian hits very hard.
Molten Core and Onyxia Onyxia Onyxia is the first official 40 man boss and she is a challenge for early raids mechanically but a complete softie for tanking.
There are a few famous videos of her being as low as 3 manned I believe with full T3 geared characters.
She hits very softly and her mechanics are simple.
I have main tanked her a few times and had nothing special on for gear.
Lucifron Lucifron and his two adds are an easy start to MC.
You can be in charge of an add or the boss.
Either works depending on raid comp.
As long as others are taking care of curses this is a straightforward tanking fight.
Magmadar Magmadar is a single tank fight.
You should just be DPSing the fight.
Gehennas Very similar to Lucifron you can grab adds or the boss.
As long as you stay out of the Rain of Fire and decurses are quickly taken off the tanks this is an easy fight.
Garr You can tank Garr himself or grab an add or two.
Druids have a bit of an advantage on this fight because you can shift in and out to help break the slow effect debuff that you get, as well as being able to feral charge.
This helps a lot with picking up adds.
Baron Geddon This is another one tank fight.
Shazzrah You can be the catcher for when Shazzrah teleports.
Taunts and moving the boss is easy for any tank to do.
Having a high health pool helps for this magic damage intensive fight.
Sulfuron Harbringer Sulfuron and his four healer adds is similar to the others.
Either tank Sulfuron himself or two adds.
Not much more to worry about.
Golemagg the Incinerator Golemagg hits a little harder than the rest of the dungeon.
Tanking him is a little bit more of a thrill.
You can tank him or his two dogs.
Both are quite doable.
Majordomo Executus Majordomo and his 8 adds requires a few tanks for sure.
With the healers all getting sheeped tanks pick up the warriors.
You could either grab a couple warriors or tank Majordomo himself.
With his teleportation, feral charge can be quite useful.
Ragnaros Https://clearadultskin.com/best/best-bet-casino-kalispell.html is where MC finally gets challenging.
However luckily enough for us there is a lot of quality fire resist gear that also is good for druid tanking as well.
A druid in full fire resist actually has a better health pool than a warrior.
However there are easy ways to get to cap without the higher tier gear.
The above gear gives 255 unbuffed FR so having a paladin in group with aura is enough for cap.
You can also make a set based around 240 FR if you use Juju Ember.
Blackwing Lair Razorgore the Untamed This is a simple fight to start off the raid.
As a tank, get assigned a corner and tank all adds that come.
The dragons are the only ones that hit with any force and they should be your priority but they are no real trouble.
Once all of the eggs are destroyed every tank should be fighting for threat on Razorgore, including you.
Vaelastrasz the Corrupt This fight is a great one to consider a druid being the first tank in the lineup with the Manual Crowd Pummeler equipped.
The strong TPS would be a big DPS ceiling increase and help to get the boss down that much quicker.
Even if the druid comes in later in the lineup that will still help DPS as well.
Additionally cat DPS is excellent for this fight.
Unlimited energy is very good for druid DPS scaling.
Broodlord Lashlayer Broodlord is another fight where a druid tank can be a big help for early progression.
The high mitigation and high health can help offset his brutal Mortal Strikes.
Even in late tiers a tank can easily get practically one shot by this guy so early progression has a much harder time dealing with it.
Additionally tanks have to fight for threat on this and druids do well keeping agro even when not being focused by the boss.
Firemaw Firemaw will require you to bust out your fire resist set.
Nothing about it makes it a problem to tank.
gambling mobile games online Packs Blackwing Spellbinders can be helpful for druids to tank.
A druid can tank two spellbinders easily as a druid is immune to polymorph.
This can help simplify these nasty trash packs.
If possible though, a hunter or careful timing needs to be used for pulling as they are immune to Faerie Fire so the initial grab can be a challenge and requires you to get up and actually hit them.
This is an easy fight.
Flamegor Flamegor is a two tank fight as long as hunters can do their jobs.
You should just DPS this fight.
Chromaggus This is a two tank fight.
Generally healers will have the fight under control and you can feel free to do as much DPS as possible here.
If the guild is having troubles though this would be a great fight where you can focus most of your effort on just doing decursing and tournament poker software best amounts of healing.
Nefarian For phase one you can be paired with another tank and https://clearadultskin.com/best/best-asian-online-casinos-canada.html your role on one of the sides where the adds comes out.
You can either pick up the one chromatic or the smaller colored dragons.
For phase two you should get back over to the boss and do what DPS you can.
Remember to do a battle rez on the way if need be and innervate someone during the fight.
Main tanking this fight, though possible, would be unwise due to the druid call forcing you into cat form as well as a lack of stance dancing.
Since they are all tauntable this is a pretty basic fight for tanks.
Three Bugs This fight is about control and appropriately splitting up the bugs.
Each bug has different tank needs but they are all doable.
Vem is the most squirrely but feral charge helps that.
Battleguard Sartura This is a manic fight for tanks.
Thankfully our mitigation works very well for the hard hitting boss and adds.
Fankriss the Unyielding There are three different tank roles for this fight.
You either tank the boss, or the worms, or the many bug https://clearadultskin.com/best/best-online-progressive-slots-payout-percentage.html />Druids can do anything well except the many bugs.
Tanking the worms is fine.
Tanking the boss is actually the easiest.
Viscidus This is a one tank fight where melee are useless.
Throw on that healing gear and go in and cure poisons and heal what you can or prepare to sit on the sidelines.
If you are an engineer then use sapper charges at the right time.
Otherwise you can usually get a tick of damage with hurricane at the right spot.
Princess Huhuran This is a two tank fight that is very much geared around situational spells.
Your role should be to do what DPS you can as a nature resist soaker.
Make sure to gather all of that nature resist gear to be helpful here.
If there are an overabundance of melee soakers then you can switch to healing and be the primary poison cleanser for tanks.
If your guild is pushing the meters you may be a good choice as MT with pummelers.
High threat would burn the boss down making Shield Wall unnecessary.
The Twin Emperors Most likely you are running two main tanks for the bosses plus two warlock tanks.
Druid works fine for tanking the bug adds that spawn during the fight.
Focus on them as the fight goes on.
Ouro This is at least a three tank fight.
Main tank with situational spells definitely helps so sticking to a backup role is definitely the safer choice.
The tentacles can hit extremely hard so it can be useful to pop barkskin right before they spawn and then be in bear in case you grab them.
The cooldown is just right that you can do this for every spawn.
When you get to the vulnerability phase you can switch to cat to do as much DPS as possible.
You would tank one of the initial adds.
Hopefully paladins are putting blessing of freedom on the tanks.
If not, or if Horde you can shift out and into bear to free yourself from webs and get threat back which is a very nice bonus for this fight.
After the adds are done you can go cat on the boss until the next add spawns.
Switch back to bear and tank that add until it dies.
Grand Widow Faerlina Faerlina starts off with a lot of adds.
You will need to tank at least one.
As long as you stay out of the fire, just keep adds off to the side so good best slots in vegas forums good a priest can pick them up as the fight progresses.
If you lose an add and another tank has two on him make sure to taunt one off onto you.
Maexxna Maexxna is a one tank fight that virtually requires situational spells.
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Switch to your DPS gear and DPS her.
Or if you have trouble with the spider adds make sure to pick them up as bear.
Noth the Plaguebringer For this fight adds come from three corners of the room.
You should be assigned to one corner and can pick up the adds as they spawn.
Make sure to keep them away from others as they have a nasty cleave.
Heigan the Unclean This is a one tank fight.
Throw that DPS gear on and get ready to dance!
Loatheb Again this is a one tank fight.
You most likely will be doing DPS.
If need be this is a fight that totally works for a feral to heal.
Patchwerk Druids make for very good soakers for Patchwerk especially for early progression.
We have that naturally large health pool and with high mitigation the hateful strikes become something more like manageable strikes.
On average I was floating about a thousand HP more than other tanks with equal buffs and with how the hatefuls hit me I can absorb about two full hits without kicking the bucket.
This kind of buffer helps guilds a lot for learning the fight and reducing the number of soaker tanks needed to succeed.
In saying that, druids do take more damage here.
Without the extra avoidance of parry we do soak more damage.
Still the healing and overhealing of this fight necessarily has to be sky high so optimization down the road when your warriors are decked out all in Tier 3 is to have the druid either do DPS here or to actually switch to the MT spot and not soak here.
The reason being that the main tanks generally have to put on threat gear just to try to keep up with the threat being dished out.
Note that tank healers would need to be extra aware at 5% as Patchwerk enrages and will do a lot more damage.
Grobbulus This is generally a two tank fight.
You can DPS and watch for the tank who is on the slimes.
If he gets injected you can switch over to bear and tank the slime until the tank comes back.
Unless that happens, extra tanks are excess.
Gluth This is a two tank fight plus add pickup.
You can do either role.
For the adds it works too.
You can use Faerie Fire to get threat on the adds but you can only do so much.
The hunters and mages are doing the real kiting for this boss.
Thaddius This is an interesting fight.
For phase one you definitely do not want to tank.
You should DPS since Stalagg always does crushing blows.
However for phase two it is not a bad idea for a druid to be the MT for the fight.
You can go through two full Manual Crowd Pummelers during the fight and your mages and warrior DPS will love the fact that they can go balls to the wall for virtually the whole time.
Even with all of the upside and a guild used to a feral it can still be a hard pill to swallow for warriors to see a feral main tank something… Instructor Razuvious This fight requires four tanks so you will be able to grab one of the trainees and hold him until he needs to be mind controlled.
Just follow the trainee down to the boss and spam Taunt just in case he breaks free.
As long as you can control your trainee the fight is all up to the priests to execute.
Have a hunter pull.
Gothik the Harvester The raid gets split in half for this fight.
You have the live side which is caster based and the undead side which is melee based.
While tanking here your big focus is to try to get the deathknights as they spawn and trainees as well though they die very quickly.
When riders come we felt like druids going for the horses was the best as the horses are last priority so that frees the other tank for other adds that come, but you could do either.
Make sure to move the horse or rider away from each other as the horse slot at niagara machines best casino everyone way down.
If you get slowed you can shift out and into bear form to be able to grab the adds a little more quickly.
The Four Horsemen Well you made it to the four horsemen.
The hardest fight in many ways in the game is worth being prepared for.
The general strat that we used and saw others using is that tanks will be either in the front or the back.
Front tanks bounce from Mograine to Thane and back.
Back tanks go between Blaumeux and Zeliek.
There are other strats as well, however druids are effective for any of it.
The front tanks will take a serious amount of damage from Mograine and decent but handleable damage from Thane.
Doing the math, the fire resist was better to stack than the avoidance.
You can also look at drinking a Greater Fire Protection potion as well as eating a Frozen Rune.
This mitigates a significant chunk of tank damage and makes it so that healing on the tank is much less intensive by the time Mograine is down.
If you can avoid void zones and keep the mob where they should be then this fight is extremely easy for tanking.
You do not take much damage back in the back at all.
Void zone is the only killer.
You should slap that heal gear on and probably be set to heal the main tank.
I found spamming rank 5 healing touch while keeping Faerie Fire up allowed me to not go oom too much while having good enough HPS to keep the tank happy for the circumstances.
This fight is very straight forward but extremely long so you will need to have healing consumes on you — oils, mana pots, and MP5 food and anything else.
Phase 1 you should just stay in cat form.
Let the first two tanks take turns getting the abom add while you help with DPS.
Right at the end be ready to switch to an add if the MT has to transition to pick up KT.
For phase 2, you can be ready to grab threat after mind controls.
You will need to be hibernated or trapped or scare beasted.
Regardless there are options, the guild just has to be ready.
When phase 3 hits you can grab the add or adds depending on the guild strategy.
Your ability to do Faerie Fire to build up threat on shackled mobs will be useful for chaotic moments with other adds as well.
Miscellaneous World Bosses Generally world bosses are going to be PVP chaos.
In these situations the situational spells that warriors have makes them better options than druids for tanking the bosses.
If no tank is available a druid would make a fine tank.
The bosses do not hit hard.
Opposing Faction Bosses Opposing faction bosses are pretty similar to world bosses.
They are not extremely challenging and are pretty much tank and read article />Well bad luck to you Mr.
The druid tank is immune to that and makes it a trivial one tank fight.
Better luck next time… Conclusion Having raided as a feral in all tiers of content I can attest to the versatility of the feral tank as a very useful member of a raid.
They have disadvantages compared to a warrior tank by having a little less flexibility in some areas and taking more damage on average.
But these disadvantages are well offset by the advantages they bring with more flexible approaches to some bosses, higher overall threat ceiling and all around more raid damage.
They will never be a permanent main tank for any roster but they make a very good addition as a full-time offtank that never gets outgrown by progression content.
I would recommend every guild raise all holdem texas in after finding a dedicated feral tank who is willing to put in the effort to play the role as it should — as a highly flexible and capable holistic raid slot that is only an asset especially when played well.
Work with the feral to make sure that key pieces of gear goes their way though as there are certain items that are unusually strong for them that are far more than minor upgrades than you might realize weapons, rings, and trinkets.
For aspiring feral tanks I will tell you that it best louisiana rooms a ton of fun to play.
But it is also not easy.
The role requires mastery of every raid role and the ability to instantly switch from one to the other.
Gearing up can be challenging with multiple BIS items behind long grinds to exalted PVP reputations.
As with every offspec role, to do it right requires greater than average dedication to the spec.
You should do what you can to utilize consumables so that your survivability and DPS are as high as they can be.
If you want a casual raiding experience then this is probably not the role for you.
Thanks for reading and I hope that it was useful to you as a feral or if you were just interested in how they operate.
If you have comments or questions you can find me at the Druid Classic discord.
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Naxxramas BIS Can you check the following items?
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Your spreadsheet links are all broken.
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Also, what about set-bonuses from gears like shadowcraft set for cat dps?
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Balance Druid DPS Guide (Battle for Azeroth 8.2.5) - Noxxic
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Stat Weights and Gearing 8.
This page covers the stats that are relevant for a Restoration Druid and what kind of things you should look for when gearing up.
Feedback is always welcome.
You can leave a comment at the bottom of the page,or tweet.
Stat Priority and Weights The priorities below correspond to the different builds on the.
Where are the stat weights?
Now, more than ever, generalized stat weights are unnecessary.
I made a case for them in Legion due to the high value of secondary stats, but in Battle for Azeroth item level is really the sole indicator of an upgrade outside of some Azerite Armor Traits something stat weights won't factor in.
If you want stat weights for yourself, I recommend the Additional Resources section below.
Raiding Cooldowns Build This build favors talents that don't add extra heal over time effects, making Mastery slightly weaker than all other stats.
Use to help keep the balance.
Mythic+ The Mythic+ priority will favor Mastery slightly over other secondary stats, but you should still use your higher item level pieces or best Azerite Armor Traits.
Leech also loses a bit of its usefulness in Mythic+ as a lot of your healing will be going into the tank and the need to save mana overall is much lower.
Stat Explanations Intellect increases the power of all your spells.
This includes how much healing your spells heal for and how much damage your damaging spells do.
Haste decreases the cast time of your spells, increases how frequently your heal over time effects heal, and decreases your global cooldown.
Getting a low global cooldown is essential as a Restoration Druid because our main healing spell does not have a cast time.
Critical Strike increases the chance of both your healing and damage spells being critical strikes.
A critical heal will heal for twice as much as a non-critical heal, this includes heals from healing over time effects.
This equates to free healing, but you can't reliably control when it happens.
Mastery increases the amount your heal over time effects heal for based on the total heal over time effects you have on the target.
For example, if your mastery is 10% and you have one heal over time effect on a player, that heal over time will be healing for 10% world of warcraft best in slot druids />If you have two heal over time effects on a player they will both be healing for 20% more.
There is no cap on this effect, so the more heal over time effects that are active the more powerful it will be.
Versatility increases all healing and damage you do by a flat percentage.
It also decreases all damage you take.
This is similar to our Mastery, but without the chance to multiply with more healing effects on a target.
Advertisement Best in Slot List, Bosses to Bonus Roll With the changes to power gains between item levels in Battle for Azeroth, world of warcraft best in slot druids level should once again be the primary indicator of an upgrade.
This will make Best in Slot lists slightly more useful than in Legion, however, there will still be situations that stray from this list.
Always use your best judgement when picking gear!
The gear below is relevant for all builds when raiding, except where noted click to see more parenthesis.
The talent builds noted correspond to those on the.
Gear from your weekly Mythic+ cache should be 5 item levels lower than the current Mythic-level raid, and Azerite Armor from the weekly cache will be the same item level as the current Mythic-level raid.
This is why you see some dungeon items as best in slot.
I've tried to always include one Mythic+ item and one Raid item to keep things more flexible.
Bosses to Bonus Roll On The Eternal Palace Abyssal Commander Sivara 2Blackwater Behemoth 1Radiance of Azshara 2Lady Topic, best topgame casinos opinion 2Orgozoa 1The Queen's Court 2Za'qul, Harbinger of Ny'alotha 1Queen Azshara 3 Crucible of Storms The Restless Cabal 2 Battle of Dazar'alor Champion of the Light 2Grong 2Jadefire Masters 3Opulence 1Conclave of world of warcraft best in slot druids Chosen 1King Rastakhan 2High Tinker Mekkatorque 1Stormwall Blockade 1Lady Jaina Proudmoore 1 Uldir Taloc 2MOTHER 2Fetid Devourer 2Vectis 2Zek'voz 1Zul 2G'huun 1 Dungeons Mythic+, Weekly Cache Operation: Mechagon - King Gobbamak 1Gunker 1Trixie and Naeno 1HK-8 Aerial Oppression Unit 2 Tussle Tonks 1K.
This is best used with the Mythic+ build on the.
Gear from your weekly Mythic+ cache should be 5 item levels lower than the current Mythic-level raid, and Azerite Armor from the weekly cache will be the same item level as the current Mythic-level raid.
This is why you see some dungeon items as best in slot.
I've tried to always include one Mythic+ item and one Raid item to keep things more flexible.
Information on selecting Azerite Armor Traits can be found on the.
Bosses to Bonus Roll On The Eternal Palace Abyssal Commander Sivara 2Blackwater Behemoth 1Radiance of Azshara 1Lady Ashvane 3Orgozoa 2The Queen's Court 1Za'qul, Harbinger of Ny'alotha 1Queen Azshara 3 Crucible of Storms The Restless Cabal 3 Battle of Dazar'alor Champion of the Light 1Grong 2World of warcraft best in slot druids Masters 2Opulence 2King Rastakhan 2High Tinker Mekkatorque 1Stormwall Blockade 1Lady Jaina Proudmoore 3 Uldir Taloc 2MOTHER 1Fetid Devourer 2Vectis 1Zak'voz 1Mythrax the Unravler 2Zul 3G'huun 2 Dungeons Mythic+, Weekly Cache Operation: Mechagon - Gunker 1HK-8 Aerial Oppression Unit 1Tussle Tonks 2K.
The trinkets below best craps rolls relevant for any Raiding build on the.
Gear from your weekly Mythic+ cache should be 5 item levels lower than the current Mythic-level raid, this is why you see some dungeon items as best in slot.
This list is ordered as if every trinket is at the max item level it can be obtained at, not counting warforging, and should be accurate for trinkets within 5-10 item levels of each other.
Gear from your weekly Mythic+ cache should be 5 item levels lower than the https://clearadultskin.com/best/best-way-to-get-warframe-slots.html Mythic-level raid, this is why you see some dungeon items as best in slot.
This list is ordered as if every trinket is at the max item level it can be obtained at, not counting warforging, and should be accurate for trinkets within 5-10 item levels of each other.
Small tweaks to BiS trinkets and azerite essences.
August 23, 2019 - 2:18 am - Changed Machinist's Brilliance to be the weapon enchant of choice.
August 04, 2019 - 12:29 am - Updated Grid2 import code with Mechagon trash debuffs, plus debuff fixes for Eternal Palace.
July 14, 2019 - 10:08 am - Updated Clearcasting WeakAura to new aura trigger.
July 13, 2019 - 10:51 am - Updated Mythic+ gear and trinkets.
July 13, 2019 - 10:34 am - Updated Mythic+ essences.
July 10, 2019 - 2:21 pm - Updated Grid2 import code with additional Eternal Palace debuffs and Operation: Mechagon debuffs.
July 09, 2019 - 12:02 pm - Updated Grid2 import code for Eternal Palace.
July 08, 2019 - 11:00 am - Updated Raiding essence lists.
July 08, 2019 - 10:58 am - Added Eternal Palace traits to Raiding lists.
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