nextding

Your plan to the next level.

TBC Anniversary realms

Balance Druid leveling guide

Last checked against the live game: 2026-09-07

The plan in one paragraph

Level as Feral: a bear from 10 to 20 and a cat from 20 to 70, with Prowl, Claw, Rake and Rip killing quest mobs faster than any Druid caster and a bear in the bag for every dungeon on the way. Druids level quickly once Cat Form arrives because they never stop: Travel Form at 30 between quests, a heal when a fight goes wrong, and a tank spec and a damage spec in the same tree. Feral Charge at 26, Heart of the Wild at 41, Leader of the Pack at 45 and Mangle at 50 are the levels where it gets better again. The leveling tree ends on the Feral raid build exactly, so there is nothing to respec at 70 if you stay Feral, and one respec if you do not.

Your endgame is Balance, the Moonkin: Starfire and Wrath with Moonkin Form's +5% spell crit for your party and Improved Faerie Fire's +3% hit for everyone attacking the boss. The damage is a little under a Mage's in the same gear and the buffs make up for it; raids take one Moonkin in the caster group. One respec at 70, and the caster gear you pick up in dungeons on the way is the point of the gear section.

Milestones on the way to 70

Druid milestones, 1 to 70

  1. 1Wrath, Healing Touch, Mark of the WildWrath until 10, Mark of the Wild on yourself and everyone you meet. The first ten levels are a caster's; it changes at 10.
  2. 1You are here
  3. 4Moonfire, RejuvenationMoonfire then Wrath is the loop to 10. Rejuvenation on yourself between fights.
  4. 6Thorns
  5. 8Entangling RootsRoots the target in place; outdoors only. The escape and the second-mob answer for the whole game.
  6. 10Bear Form, Maul, Growl, Demoralizing Roar, first talent pointThe class quest chain from your trainer teaches Bear Form; do it before anything else at 10. Ferocity 1/5. Teleport: Moonglade is yours too. From here you quest as a bear until 20.
  7. 12Enrage, Regrowth
  8. 14Bash, Cure PoisonBash is the bear stun and interrupt. You can tank Ragefire Chasm and Wailing Caverns from here, and groups will ask.
  9. 16Swipe, Aquatic FormThe Aquatic Form quest chain is long and worth doing early; it is swimming speed for life. Swipe is the bear's area threat.
  10. 18Faerie Fire, Hibernate
  11. 20Cat Form, Claw, Rip, Prowl, Starfire, Rebirth, Feral InstinctThe level the leveling spec arrives. Cat Form is the questing form from here to 70: Prowl, Claw to five combo points, Rip. Rebirth is the battle resurrection every group wants. Thick Hide and Feral Instinct from the talent order.
  12. 22ShredThe cat's hardest hit, from behind the target only. Solo you rarely get behind a mob; in a group you always do.
  13. 24Rake, Tiger's Fury, Remove CurseRake is a bleed and a combo point; with Rip it is the solo loop.
  14. 26Dash, Abolish Poison, Feral ChargeDash is the cat's sprint. Feral Charge from the talent order is the bear's charge and interrupt.
  15. 28Cower, Challenging Roar
  16. 30Travel Form, Tranquility, mountTravel Form is an instant 40% speed outdoors and the reason many Druids never buy a mount until 60. Buy one anyway for the 60%.
  17. 32Ferocious Bite, RavageFerocious Bite is the finisher for a mob about to die; Rip for one that is not.
  18. 36Pounce, Frenzied RegenerationPounce from Prowl is a stun opener with a bleed. Frenzied Regeneration turns the bear's rage into health; the tank's save.
  19. 40Dire Bear Form, Innervate, Hurricane, Feline GraceDire Bear Form is a real jump in armor and health; you tank Outland dungeons in it at 60. Innervate is a full mana bar for you or a healer every six minutes, and the reason raids want a Druid near the Priests.
  20. 44Barkskin
  21. 45Leader of the PackFrom the talent order: +5% melee crit for your party in Cat or Bear Form.
  22. 50Mangle, Gift of the WildFrom the talent order: Mangle (Cat) and Mangle (Bear), the hit that makes bleeds 30% stronger. Gift of the Wild is group-wide Mark; carry Wild Berries. The Feral tree is complete at 53 and the rest is Restoration.
  23. 58OutlandHellfire Peninsula quest greens and blues replace most of what you are wearing within a level. Leather with Agility and Stamina for the cat; a Dire Bear with the same gear tanks the Hellfire dungeons.
  24. 60Epic riding
  25. 62MaimA cat finisher that stuns. The interrupt you did not have in Cat Form.
  26. 64LifebloomA heal over time that stacks three times and blooms at the end. The Restoration spec is built on it; as Feral it is the heal you put on the tank before you shift.
  27. 66LacerateA bear bleed that stacks five times. With Mangle (Bear) it is most of a raid tank's threat.
  28. 68Flight FormAn instant flying mount, free. Swift Flight Form at 70 is the epic one, from a quest chain that ends in Sethekk Halls.
  29. 70Cyclone, Swift Flight FormThe level cap. Cyclone takes a target out of the fight for six seconds and nothing can touch it or heal it. The endgame sections take over from here.

Leveling spec

Feral, 1 to 70. Wrath and Moonfire to 10, a bear to 20, a cat after that: Prowl, Claw to five points, Rip, Claw, and the mob dies while bleeding. The real priorities in the tree are Feral Swiftness at 22, Feral Charge at 26, Heart of the Wild at 41, Leader of the Pack at 45 and Mangle at 50, with Ferocity from the first point because it makes every form's main button cheaper. Balance levels slower and sits more; Restoration does not level, it heals dungeons. Feral is also the raid spec for tank and cat alike, so there is nothing to undo.

1 to 10. Wrath, Moonfire, Wrath, and Rejuvenation on yourself between fights. You are a bad Mage for ten levels. At 10 the trainer gives you the Bear Form quest chain; finish it before you quest another level.

10 to 20. Bear Form. Maul on every swing you have rage for, Demoralizing Roar on anything hitting hard, Enrage before a pull for the rage, Bash on casters. Bears kill slowly and never die, and every dungeon from Ragefire Chasm on will take you as the tank; say yes, it is how Druids get groups. Shift out to heal yourself when you are under a third, shift back; Furor later makes that free.

20 to 40. Cat Form at 20 is the leveling spec. Prowl up to the mob, Claw (Pounce from 36), Claw to five combo points with Rake in there once you have it at 24, Rip, Claw, and most mobs die to the Rip. Tiger's Fury before the opener, Dash to catch a runner, Ferocious Bite from 32 only on a mob that will die to it. Shift to bear for anything that hits too hard to kill as a cat; shift to caster to heal when you must; Travel Form at 30 between every quest. Feral Charge at 26 and Bash are your interrupts in bear.

40 to 60. Dire Bear Form at 40 is a real tank; Innervate at 40 is a full mana bar every six minutes, which for a Feral is a heal-yourself-to-full between pulls. Heart of the Wild at 41 is +10% attack power as a cat and +20% Stamina as a bear. Leader of the Pack at 45 is +5% crit for you and your group. Mangle at 50 changes the loop: Mangle, then Rake and Rip bleed 30% harder; Mangle, Rake, Claw, Claw, Rip. From here the cat kills as fast as a Rogue and the bear tanks as well as a Warrior.

60 to 70. The Restoration points arrive from 54: Furor first, so every shift into cat starts with 40 energy and every shift into bear with 10 rage; Naturalist for +10% damage in forms; Omen of Clarity at 70 for free Mangles. Maim at 62 is the cat's stun, Lifebloom at 64 the heal you put on yourself before a hard pull, Lacerate at 66 the bear's bleed, Flight Form at 68 free flying. By 70 your tree is the Feral raid build and your gear decides whether you are the tank or the cat.

Weapons: a stat stick. Your forms do not use the weapon's damage at all; a staff or mace with Agility, Stamina and attack power (and from 60, the "feral attack power" line on a weapon's tooltip, which is the weapon's damage converted for you) is the whole decision. A healer's staff with Intellect is fine when nothing better drops; the stats on it still work in forms.

Why not Balance to level? Wrath and Starfire kill a mob in the time a cat kills two, and you drink after every third one until Dreamstate and Moonkin Form at 50. Balance is a good raid spec at 70 and a slow leveling one; level Feral, carry caster gear if you want to heal dungeons as you go, and the respec plan below prices the switch. Why not Restoration? Because nothing in the tree kills anything. Restoration is a respec at 70 or in your 60s for a Druid who has stopped questing to heal dungeons; a Feral Druid heals the leveling dungeons fine out of form.

Where each talent point goes

0 / 0 / 0 0 of 61 points

Balance 0

Starlight Wrath 0/5
Nature's Grasp 0/1
Imp. Nature's Grasp 0/4
Control of Nature 0/3
Focused Starlight 0/2
Imp. Moonfire 0/2
Brambles 0/3
Insect Swarm 0/1
Nature's Reach 0/2
Vengeance 0/5
Celestial Focus 0/3
Lunar Guidance 0/3
Nature's Grace 0/1
Moonglow 0/3
Moonfury 0/5
Balance of Power 0/2
Dreamstate 0/3
Moonkin Form 0/1
Imp. Faerie Fire 0/3
Wrath of Cenarius 0/5
Force of Nature 0/1

Feral Combat 0

Ferocity 0/5
Feral Aggression 0/5
Feral Instinct 0/3
Brutal Impact 0/2
Thick Hide 0/3
Feral Swiftness 0/2
Feral Charge 0/1
Sharpened Claws 0/3
Shredding Attacks 0/2
Predatory Strikes 0/3
Primal Fury 0/2
Savage Fury 0/2
Faerie Fire (Feral) 0/1
Nurturing Instinct 0/2
Heart of the Wild 0/5
Survival of the Fittest 0/3
Primal Tenacity 0/3
Leader of the Pack 0/1
Imp. Leader of the Pack 0/2
Predatory Instincts 0/5
Mangle 0/1

Restoration 0

Imp. Mark of the Wild 0/5
Furor 0/5
Naturalist 0/5
Nature's Focus 0/5
Natural Shapeshifter 0/3
Intensity 0/3
Subtlety 0/5
Omen of Clarity 0/1
Tranquil Spirit 0/5
Imp. Rejuvenation 0/3
Nature's Swiftness 0/1
Gift of Nature 0/5
Imp. Tranquility 0/2
Empowered Touch 0/2
Imp. Regrowth 0/5
Living Spirit 0/3
Swiftmend 0/1
Natural Perfection 0/3
Empowered Rejuvenation 0/5
Tree of Life 0/1

The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.

Feral leveling, 10 to 70 | 61 points

LevelTalentTreeWhy
10Ferocity 1/5feralMaul, Swipe, Claw, Rake and Mangle cost 5 less. Every form's main button is cheaper, from the day you get Bear Form. Row 2 opens at 5.
11Ferocity 2/5feral
12Ferocity 3/5feral
13Ferocity 4/5feral
14Ferocity 5/5feral
15Thick Hide 1/3feral+10% armor from items. You are a bear in a dungeon from 15, and a cat that gets hit the rest of the time.
16Thick Hide 2/3feral
17Thick Hide 3/3feral
18Feral Instinct 1/3feralMore bear threat and harder to see in Prowl. Three ranks, like the raid build, and the tank half matters from your first dungeon. Row 3 opens at 10.
19Feral Instinct 2/3feral
20Feral Instinct 3/3feral
21Feral Swiftness 1/2feral+30% run speed in Cat Form outdoors and +4% dodge in forms. From 20 you move faster than anyone without a mount.
22Feral Swiftness 2/2feral
23Sharpened Claws 1/3feral+6% crit in Bear and Cat Form. Crits feed Primal Fury's combo points later.
24Sharpened Claws 2/3feral
25Sharpened Claws 3/3feral
26Feral Charge 1/1feralLevel 26. Bear Form charges and interrupts. The dungeon tank's pull and the solo answer to a caster.
27Predatory Strikes 1/3feralAttack power in forms equal to 150% of your level. At 29 that is a third of your attack power, and it keeps scaling. Row 4 opens at 15.
28Predatory Strikes 2/3feral
29Predatory Strikes 3/3feral
30Primal Fury 1/2feralBear crits give 5 rage; cat crits give an extra combo point. With Sharpened Claws, a Rip comes two hits sooner.
31Primal Fury 2/2feral
32Shredding Attacks 1/2feralShred costs 18 less energy and Lacerate 2 less rage. Shred from behind is the cat's hardest hit when you can get there.
33Shredding Attacks 2/2feral
34Savage Fury 1/2feral+20% damage on Claw, Rake, Mangle (Cat), Maul and Swipe. Row 5 opens at 20.
35Savage Fury 2/2feral
36Faerie Fire (Feral) 1/1feralFaerie Fire without leaving form. Armor off the target and a ranged pull for the bear.
37Heart of the Wild 1/5feral+20% Intellect, +20% Stamina in Bear Form, +10% attack power in Cat Form. The biggest talent in the tree for both forms. Row 6 opens at 25.
38Heart of the Wild 2/5feral
39Heart of the Wild 3/5feral
40Heart of the Wild 4/5feral
41Heart of the Wild 5/5feral
42Survival of the Fittest 1/3feral+3% to all stats and you cannot be crit by bosses at 70 with 2.6% less Defense. For now, 3% of everything.
43Survival of the Fittest 2/3feral
44Survival of the Fittest 3/3feral
45Leader of the Pack 1/1feralLevel 45. +5% melee crit for your whole party while you are in Cat or Bear Form. Row 7 opens at 30.
46Improved Leader of the Pack 1/2feralYour party's crits heal them for 4% of their health. Free group healing, and solo it is you healing yourself with every crit.
47Improved Leader of the Pack 2/2feral
48Predatory Instincts 1/5feralYour crits in forms deal 6% more at two ranks. Two now to open row 9 at 40 points.
49Predatory Instincts 2/5feral
50Mangle 1/1feralLevel 50. Mangle (Cat) and Mangle (Bear): a hard hit that makes the target bleed 30% more from your Rip, Rake and Lacerate. The spec arrives here. Row 9 opens at 40.
51Predatory Instincts 3/5feralThe last three ranks: +10% crit damage in forms and 10% less area damage taken. The Feral tree is complete.
52Predatory Instincts 4/5feral
53Predatory Instincts 5/5feral
54Furor 1/5restorationShifting into Bear gives 10 rage and into Cat 40 energy, every time. You open every fight with a Mangle instead of a wait.
55Furor 2/5restoration
56Furor 3/5restoration
57Furor 4/5restoration
58Furor 5/5restoration
59Naturalist 1/5restoration+10% physical damage in forms (and a faster Healing Touch). The damage half is why it is here. Row 2 opens at 5.
60Naturalist 2/5restoration
61Naturalist 3/5restoration
62Naturalist 4/5restoration
63Naturalist 5/5restoration
64Natural Shapeshifter 1/3restorationShapeshifting costs 30% less mana. You shift to heal and shift back; this is how often you can.
65Natural Shapeshifter 2/3restoration
66Natural Shapeshifter 3/3restoration
67Intensity 1/3restoration30% of your mana regeneration continues while casting, and Enrage gives 10 rage at once. Row 3 opens at 10.
68Intensity 2/3restoration
69Intensity 3/3restoration
70Omen of Clarity 1/1restorationYour attacks have a chance to make the next ability free. The last point, at 70; a free Mangle or Shred every few hits.

Where it ends: 0/44/17, the Feral build WoWSims ships as its preset for both the cat sim and the bear sim, point for point. The Feral tree is complete at 53 and the seventeen Restoration points after it are the same seventeen the raid build has.

One tree for the tank and the cat is the whole point. TBC Feral has no separate bear build worth the respec: Thick Hide, Feral Instinct, Feral Charge, Survival of the Fittest and Mangle (Bear) are in the cat's tree already, and Shredding Attacks, Savage Fury and Predatory Instincts are in the bear's. What changes between the two jobs is gear, and the gear section covers both sets. The "DemoRoar" variant (0/47/14) takes Feral Aggression for a stronger Demoralizing Roar and pays for it with Improved Leader of the Pack and Intensity; take it only if you tank raids and nobody else carries the attack power debuff.

Thick Hide before Feral Swiftness is on purpose. Row 3 needs ten points and you are a bear in dungeons from 14, so the armor comes first and the cat speed arrives at 22, two levels after Cat Form. If you never dungeon, swap them; the engine validates either order.

Feral Aggression is not in the order. It is the leveling talent most guides take first (+15% Ferocious Bite, stronger Demoralizing Roar), and it is not in the raid build, so taking it costs a respec at 70. Ferocity is the better first five points anyway; cheaper Claws are more Claws.

How the class plays while leveling

Forms

Four forms by 30 and the rule for each. Cat Form for killing: energy and combo points, Prowl, Claw, Rake, Shred from behind, Rip or Ferocious Bite to finish, Tiger's Fury for the burst, Dash to chase. Bear Form (Dire Bear from 40) for tanking and for anything that hits too hard to kill as a cat: rage, Maul, Swipe, Demoralizing Roar, Growl to taunt, Bash to stun, Enrage for rage, Frenzied Regeneration to heal with it. Travel Form for every walk outdoors. Caster form for heals, Roots, Innervate and Rebirth, and for nothing else once you have Cat Form. Shifting costs mana; Natural Shapeshifter and Furor in the talent order are why you can afford to shift, heal, and shift back, and why a shift into Cat Form at 54 starts with 40 energy.

The solo loop

Prowl. Pounce from 36 (Claw before it), Rake, Claw to five combo points, Rip, Claw. The Rip finishes most quest mobs; Ferocious Bite at five points only on a mob under a third. Mangle from 50 goes first after the opener and makes Rake and Rip 30% stronger. Tiger's Fury before the opener on anything with more health than usual. Never sit at full energy; Claw as it comes.

Two mobs: Entangling Roots one from caster form before you Prowl in, or just take both as a cat and shift to bear if it goes wrong. Three: bear. Swipe, Demoralizing Roar, Maul, and accept that it takes a while; or Hibernate the beast, Roots the second, and cat the third. A caster: Pounce from Prowl, and Bash in bear or Maim from 62 when it starts casting. A runner: Dash.

When it goes wrong: shift to bear and Frenzied Regeneration from 36; or shift to caster, Barkskin from 44, Regrowth, Rejuvenation, and shift back to cat with Furor's 40 energy. A Druid with mana does not die to anything that is not an elite. Travel Form is the escape; nothing on foot catches it.

Tanking while leveling

Every dungeon from Ragefire Chasm to Shattered Halls will take you as the bear, and from 14 you should take the job; it is how Druids get groups and it is the raid job for half the Ferals at 70. Bear Form, Enrage before the pull, Feral Charge from 26 or Faerie Fire (Feral) to pull, Maul on every swing, Swipe on packs, Demoralizing Roar on the first pull of the dungeon and whenever it drops, Growl the mob that leaves you, Bash the caster. Mangle (Bear) from 50 and Lacerate from 66 are the raid threat; before them, Maul and Swipe are enough. Frenzied Regeneration and Barkskin are the saves; shifting out to heal yourself is the one a bear does not have time for, so a Rejuvenation on yourself before the pull is the habit.

Healing while leveling

Out of form you are a Restoration Druid with fewer talents, and every leveling dungeon will take you as the healer if the bear slot is filled. Rejuvenation on the tank between pulls, Regrowth for the big damage, Healing Touch when there is time, Lifebloom from 64 stacked three times on the tank. Innervate on the healer who is not you if you are the bear, and on yourself if you are the healer. Rebirth once a fight, on the tank or the healer, never the Hunter.

#showtooltip Rebirth
/cast [target=mouseover,help,dead][help,dead][target=player] Rebirth

Rebirth on whoever your mouse is over, so you never target-swap mid fight.

Buffs and utility

Mark of the Wild on everyone (Gift of the Wild from 50, with Wild Berries); Thorns on the tank. Remove Curse and Abolish Poison make you a dispeller in every dungeon with either. Faerie Fire on anything the melee are hitting. Hibernate puts a beast or dragonkin to sleep for up to 40 seconds and is your only crowd control, Cyclone at 70 aside. Innervate is the raid's spare mana bar; the healer who gets it will remember you.

Macros

#showtooltip Cat Form
/cancelform
/cast Cat Form

A powershift: out of and back into Cat Form in one press, which with Furor is 40 energy for the cost of one shift's mana. The raid cat's rotation lives on this.

#showtooltip Dire Bear Form
/cast [nostance:1] Dire Bear Form
/cast [stance:1] Feral Charge

Into bear and Charge: one key, pressed twice.

Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.

Gear and stat priority

Leveling set (Feral): Agility first (attack power, crit and dodge in both forms), then Stamina, then Strength and attack power, then Intellect for the shifting. Leather, and the weapon is a stat stick: your forms ignore its damage entirely, so a staff with Agility and Stamina beats a sword with more damage, and from 60 the "feral attack power" line on some weapons is the one that matters. "Of the Monkey" (Agility and Stamina) greens are made for you. Keep a few Intellect and +healing pieces in the bag for the dungeons you heal.

Balance at 70, in order: spell hit to 16% first (Balance of Power covers 4% and Improved Faerie Fire another 3% against the boss it is on, so 9% from gear), then spell damage, then spell crit (Vengeance doubles crits and Nature's Grace speeds the next cast), then Intellect (Lunar Guidance turns a quarter of it into spell damage and Dreamstate into mana), then haste once it appears. Leather, cloth, anything; Moonkin Form makes armor irrelevant. Spirit is nearly worthless to you.

Zones and dungeons by bracket

Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.

LevelsZonesDungeons
1 to 10Durotar, Mulgore, Tirisfal Glades, Eversong Woods
10 to 20The Barrens, Silverpine Forest, GhostlandsRagefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23)
20 to 30Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38)
30 to 40Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of SorrowsScarlet Monastery (34 to 45), Razorfen Downs (37 to 46)
40 to 50Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55)
50 to 60Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, SilithusSunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60)
58 to 63Hellfire PeninsulaHellfire Ramparts (60 to 62), Blood Furnace (61 to 63)
60 to 64ZangarmarshSlave Pens (62 to 64), Underbog (63 to 65)
62 to 67Terokkar Forest, NagrandMana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68)
65 to 70Blade's Edge Mountains, Netherstorm, Shadowmoon ValleySethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass

Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.

Why these professions

You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.

The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your damage gear wants, and the gatherer that feeds it.

For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.

Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.

Your endgame build

48/0/13. The Balance build WoWSims ships as its Balance raid preset. Nothing from the Feral leveling tree survives except Natural Shapeshifter and Intensity in Restoration; the Feral points all go.

Balance 48/0/13 | 61 points

LevelTalentTreeWhy
10Starlight Wrath 1/5balanceWrath and Starfire cast half a second faster. The spell.
11Starlight Wrath 2/5balance
12Starlight Wrath 3/5balance
13Starlight Wrath 4/5balance
14Starlight Wrath 5/5balance
15Nature's Grasp 1/1balanceOne point, for the row and for the roots when something reaches you.
16Focused Starlight 1/2balance+4% crit on Wrath and Starfire.
17Focused Starlight 2/2balance
18Improved Moonfire 1/2balance+10% Moonfire damage and crit.
19Improved Moonfire 2/2balance
20Brambles 1/3balanceThorns, Treants and Entangling Roots do more. Row filler, mostly for the Treants.
21Brambles 2/3balance
22Brambles 3/3balance
23Insect Swarm 1/1balanceA nature DoT that also makes the target miss more. On the boss for the tank's sake and your own.
24Nature's Reach 1/2balance+20% range on Balance spells.
25Nature's Reach 2/2balance
26Vengeance 1/5balanceYour Balance crits deal double damage. The reason crit is a stat.
27Vengeance 2/5balance
28Vengeance 3/5balance
29Vengeance 4/5balance
30Vengeance 5/5balance
31Lunar Guidance 1/3balance25% of your Intellect becomes spell damage.
32Lunar Guidance 2/3balance
33Lunar Guidance 3/3balance
34Nature's Grace 1/1balanceAfter a crit, your next spell casts half a second faster. With Vengeance, every crit is a faster Starfire.
35Moonglow 1/3balanceMoonfire, Starfire, Wrath and the heals cost 9% less.
36Moonglow 2/3balance
37Moonglow 3/3balance
38Moonfury 1/5balance+10% Starfire, Moonfire and Wrath damage.
39Moonfury 2/5balance
40Moonfury 3/5balance
41Moonfury 4/5balance
42Moonfury 5/5balance
43Balance of Power 1/2balance+4% spell hit and you are harder to hit with spells. Hit you did not have to find on gear.
44Balance of Power 2/2balance
45Dreamstate 1/3balance10% of your Intellect as mana regeneration while casting. The mana that keeps Starfire going.
46Dreamstate 2/3balance
47Dreamstate 3/3balance
48Moonkin Form 1/1balance+5% spell crit for the party and 400% armor for you; you never leave it on a boss.
49Improved Faerie Fire 1/3balanceYour Faerie Fire gives everyone +3% hit against the target. A raid debuff on every boss, and the second reason a raid brings a Moonkin.
50Improved Faerie Fire 2/3balance
51Improved Faerie Fire 3/3balance
52Wrath of Cenarius 1/5balanceStarfire gains 20% more and Wrath 10% more from your spell damage. The biggest talent in the tree.
53Wrath of Cenarius 2/5balance
54Wrath of Cenarius 3/5balance
55Wrath of Cenarius 4/5balance
56Wrath of Cenarius 5/5balance
57Force of Nature 1/1balanceThree Treants for 30 seconds every three minutes. A tenth of your damage on a long fight.
58Improved Mark of the Wild 1/5restoration+35% on Mark of the Wild for the raid. Somebody has to carry it; it is usually you.
59Improved Mark of the Wild 2/5restoration
60Improved Mark of the Wild 3/5restoration
61Improved Mark of the Wild 4/5restoration
62Improved Mark of the Wild 5/5restoration
63Furor 1/5restorationTwo ranks for the row.
64Furor 2/5restoration
65Natural Shapeshifter 1/3restorationCheaper shifts; you shift out of Moonkin for Innervate and Rebirth and back. Row 3 opens at 10.
66Natural Shapeshifter 2/3restoration
67Natural Shapeshifter 3/3restoration
68Intensity 1/3restoration30% of your regeneration while casting. The last three points.
69Intensity 2/3restoration
70Intensity 3/3restoration

The core is Starlight Wrath, Vengeance, Lunar Guidance, Nature's Grace, Moonfury, Balance of Power, Dreamstate, Moonkin Form, Improved Faerie Fire, Wrath of Cenarius and Force of Nature, with Improved Mark of the Wild and Intensity from Restoration. The flexible points are Brambles (three, mostly for the Treants; Control of Nature is the alternative and does nothing in a raid), Insect Swarm (one; keep it), Moonglow (three; drop for Celestial Focus if mana is not your problem), and Furor (two, for the row).

Raid job description: Moonkin Form on before the pull and never off except for Innervate and Rebirth, which you shift out for and back in after. Faerie Fire on the boss first (Improved Faerie Fire is +3% hit for every melee and Hunter attacking it, and it is your job, not the Feral's), Insect Swarm on the boss and kept up, Moonfire once if the fight is long enough to tick it out. Then Starfire, and Starfire again, and when Nature's Grace procs the next Starfire casts faster. Wrath when you are moving or when the boss's cast must be finished before, and never otherwise; Starfire scales harder with your gear and Wrath of Cenarius makes the gap wider. Force of Nature on the pull and every three minutes; the Treants hold threat badly, so send them after the tank has it. Innervate on yourself if the fight is long and on the healer who asks if it is not.

Why a raid takes a Moonkin: +5% spell crit for the caster group from Moonkin Form, +3% hit for the melee from Improved Faerie Fire, Innervate and a battle resurrection, and damage that is a little under a Mage's in the same gear. One per raid; a second adds only the damage.

When to respec: at 70, when your raid wants the Moonkin buffs and you have a caster set from the dungeons on the way. Do not level in it; the respec plan below prices the switch.

Endgame prep. Start now

Pre-raid gearing: spell hit first from the Shadowmoon Valley and Netherstorm quest rewards and dungeon blues; then spell damage and crit from the heroics and the Sha'tar and Lower City reputations. Any armor class; Moonkin Form does not care. The Karazhan attunement chain runs through every dungeon on the list.

The heroic keys are reputations from the dungeons themselves: Honor Hold or Thrallmar, Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time, each to Honored. A Druid who can tank or heal gets groups as fast as anyone; a Druid who can do both gets them first.

Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.

Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.

Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.

The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.

Respec plan

Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: Feral for everything you do alone and for the raids that want a bear or a cat, and Restoration or Balance in the second slot. A Druid gets more out of dual spec than any class in the game, because every raid job is open to you. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.

Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 60, pick that build above the trees and drag the slider to 60: the highlighted cells are the 51 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.

Into Balance. At 70, when a raid wants the Moonkin buffs: follow the Balance raid order from the top. Six of the 61 points (Natural Shapeshifter and Intensity) are already where the Balance build wants them. Do not level in it; Feral is faster and tanks the dungeons on the way.

The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Druid who respecs once at 70 pays well under 60g; nobody should be flipping specs per dungeon.

UI and addons

A Druid watches a different resource in every form, and the default UI changes the bar but not the habit.

  • A form-aware action bar: the default bars switch with form; make sure every form has its heal-and-shift macros and Travel Form on the same keys so your hands do not relearn the layout four times.
  • Combo points and energy near your character in Cat Form, like a Rogue; rage and Lacerate stacks in Bear Form; Lifebloom stacks and remaining time on every frame as a healer.
  • WeakAuras: Rip and Rake remaining on the target, Mangle debuff remaining, Tiger's Fury and Dash ready, Faerie Fire missing from the target, Mark of the Wild missing, Insect Swarm and Moonfire remaining, Nature's Grace proc, Force of Nature ready.
  • Healing frames (Grid with Clique, or Healbot) from the first dungeon you heal, and for Rebirth and Innervate on a mouseover in every spec.
  • A threat meter (Omen) in every group.
  • One boss-mod addon, DBM or BigWigs, not both.

The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.

Checklist

Ticks are remembered in this browser for this class and spec.

Now

20 to 70

At 70

World of Warcraft® is a registered trademark of Blizzard Entertainment, Inc. Nextding is not affiliated with or endorsed by Blizzard Entertainment. Game data is derived from the game client and community datasets; guides are original editorial content.