So, now your druid is level 20 and things are looking up. That’s right two big things happen when you hit level 20. First, you get your new level 20 spells, second you get a mount. As it is becoming common with this blog, I will start with the second item first.
Mount
As mentioned you get your newbie mount at this level. I believe the cost is 5g, 4g for the training and 1g for the actual mount. The 5g shouldn’t be a problem at this state in the game, you should have tripped over that amount just going to the AH. Once again, I am assuming that you are a nelf druid and so you purchase the mounts right in the same area as the druid trainer in Darnassus, to be precise it is in front of the hunter trainer building..lots of giant cats laying around, can’t miss it. Once you purchase the training you can purchase the mount. Once the mount is in your bag. Right click on it to learn it, then press the “c” button to open the character screen, click on the “pets” tab, and then the “mounts” tab. You should take the icon for your new cat mount and place it on one of your many action bars that we layed out back in the first guide. I recommend using your vertical right action bar (see the below picture). This will make getting on your mount simpler then following the above steps every time you want to mount up. This will also keep it off of your casting action bars.
Cat Form and Level 20 spells

The first spell that you should be the most excited about is your second “battle form”, your cat form (more commonly known as the kitty form). This new form will be your melee dps form, this will mimic the rogue in that your fights will be spent building up combo points and releasing them with finishing moves. Also with your new cat form you will also be getting a fresh clean action bar to put all your new abilities. In your first spell slot on your new action bar you will want to put your first new cat ability, Claw. Claw is a basic attack causing an extra 27 damage and awarding 1 combo point. The second new cat ability will be Rip. Rip is a finishing move that causing an damage over time effect on your target. The more combo points you have on your target, the more damage Rip will do. The final cat ability that you will gain is prowl. Prowl is like a rogue’s stealth ability. This will allow you to move around unseen by most mobs. This is helpful for sneaking past enemies or large groups of mobs. Later it will be helpful to get behind targets to open up with more powerful attacks.
Other spells that you will get this level is your second rank of Demoralizing Roar…very helpful towards your bear form. I probably should have mentioned this in the last guide by demoralizing roar is an area effect spell, it lowers your targets attack power so it is most useful. However because it is an area effect spell if you use it in a crowded are there is a chance that you will pull nearby mobs, so I tend to leave it out when fighting in crowded areas. However if while fighting something and you get adds then be sure to use it as all the adds you get will not hit as hard. It is also a wise tactic when starting out a fight in cat form and if you gain adds you can shift to bear and use this spell.
20 will not be all about the feral however. You will gain a couple of new restoration spells, the first is Rebirth. Rebirth is a resurrection spell, just like revive. This is also known as the battle rez, it can be used while in combat. The druid is the only class that has the ability to use a battle rez, which makes this the ultimate and most awesome spell the druid will get. However this spell also requires the use of a reagent, a Maple Seed, which can be bought from any reagent vendor. This also makes this the ultimate and most lame-o spell the druid will get. But then again its not like we are the only class that has to worry about reagents, so I generally get over it pretty quick. Also there is a glyph that you can pick up that eliminates the need for the reagent, I highly recommend the glyph. You will also get new ranks for Healing Touch and Mark of the Wild.
Your one and only balance spell for this level will be Starfire. Which is another Direct Damage Spell, like Wrath, that does wonders in a balance rotation.
Leveling Areas
Now that we have you all set up with your cat form and your new spells for level 20, we should discuss about where you should go to level. Just like before I will recommend places to level up for you, but by all means choose the location that you feel the most familiar with. That being said, I recommend that you level up in the Wetlands. There is a quest (The Absent Minded Professor) that you can pick up in Darkshore that will lead you into the Wetlands, but besides that the Wetlands are just an all around fun place to level up. Also while leveling in this area there is also a chance to get a rare mini-pet, the Crimson Whelpling, by fighting the red dragon whelps near the middle to the eastern end of the zone. If you do not want to get this as a pet, this does sell pretty well on the AH and who could turn down some extra gold? Anyway, besides the Wetlands you can also level up in Ashenvale, Red Ridge Mountains (although you are really pushing the experienced gained from killing mobs when you are in your 20s…most things are upper teens here), and Duskwood.
The Remaining Spells
At level 22 your new spells will be Shred and Sooth Animal, as well as new ranks of Moonfire, Wrath, and Rejuvination. Shred will be your cat version of the rogue’s backstab/ambush. You will need to be behind your target and causes 225% plus 54 to the target and it awards 1 point. This spell is a great opener to start up a fight. I usually will place this spell in the cat action bar in the first spell slot (I will move claw to the second spot for the time being). As this is generally the spell I choose to use as an opener it makes sense to put this as the first key to press. Sooth Animal will decrease the agro radius of Beasts and Dragonkin, this is helpful when traveling through highly populated areas. This spell is not a widely used spell so I usually place it on a vertical action bar, if at all, as it is useful but not commonly used.
At level 24 your new spells will be Rake, Remove Curse, and Tiger’s Fury. You will also get new ranks of the spells Regrowth, Revive, Swipe(Bear), and Thorns. Rake will cause bleed attack on your target which will provide Damage over Time towards your target, it will also award 1 combo point. Tiger’s Fury will increase the damage done for a short time. Remove Curse will dispel 1 curse from a fellow target. This is very helpful as the only other class that can remove curses are mages(I could be and probably am wrong about this, but that doesnt stop me from acting like I know what I am talking about). I would put Rake in the next available spell slot in your cats action bar, I think its 3 at this point. Tigers Fury you should put wherever you can remember to use it. I personally always forget about it so I should probably find a better place for it, but what can you do. Remove Curse should go on your Healing action bar (shift +2) right next to Cure Poison.
At level 26 your new spells with be Abolish Poison and Dash. You will gain new ranks in the spells Healing Touch, Maul, and Starfire. Abolish Poison will be a huge upgrade to Cure Poison. Instead of just removing 1 poison effect from your target, Abolish Poison will work over time to remove multiple poison effects on your target, one effect ever 3 seconds for 12 seconds. Dash is a cat only sprint that increases the running distance over a short period of time.
At level 28 you the new spells that you will gain are Challenging Roar and Cower. You will also get new ranks of Claw, Entangling Roots, Moonfire, Nature’s Grasp, Rejuvenation, and Rip. Challenging Roar is a Bear only spell that will force all mobs within range to attack you. This is helpful if you are in a group that is super lame and pull extra mobs. Cower is a Cat form ability that will reduce your character threat. This is helpful only if you are playing dps in the group and you pull agro from your tank and the mob starts to hit you. Cast cower to drop agro and the target should start attacking your tank again. I would suggest that you stick Challenging Roar on the left side of your bear action bar, wherever you have room. Cower I would put on your right horizontal action bar. This spell should not be used all that often because you will be a good kitty druid and know how to control your agro, but it should still be easily accessible as you will need to have easy quick access to it.
That will conclude all the spells for this post, level 30 has more awesome spells but that will be for the next post.
Talent Specs
So, we talked about the spells so now here are a couple of sample talent specs. Please keep in mind, I am working off of the talent specs from the last post.
Feral
I am sticking with a streamlined feral spec at this point not focusing on the cat or bear forms. Because of that I started with the final 2 points into Thick Hide. Then 2 points into Feral Swiftness, this will increase the movement speed of cat form and increase chance to dodge in cat and bear forms. I choose 3 points in Sharpened Claws to increase the critical Strike chance of Cat and bear by 6%. 2 points into Primal Fury will give 5 extra rage for ever critical strike when in bear, and will add an extra combo point when you crit with cat. Finally I will end with 1 point in Shredding Attacks this reduces the energy cost of Shred and rage cost of Lacerate.
Balance
Balance starts out with the finishing point towards Nature’s Majesty. Then add 2 points to Improved Moonfire to increase damage and critical strike change of Moonfire. 3 points go into Nature’s Grace which for each crit will decrease the casting time of spells. 1 point in Nature’s Splendor with increase the duration of the DoTs and the HoTs. Nature’s Reach needs 2 points and it will increase the range and decrease the threat of Balance spells. Last point goes into vengence because more critical strike damage is win.
Restoration
Resto starts out by finishing up Nature’s Majesty. Then 1 point will go into Nature’s Splendor to add to the durations of the HoTs. Next put three points into Furor because I don’t find push back to be a huge problem and there is nothing else in the Restoration tree in which to put three points. The final 5 points will go into Naturalist. This will decrease the casting time of Healing Touch by 0.5 seconds and increases all damage you deal in all forms by 10%. The points in balance will allow you to spec into healing spells and still allow you to have descent dps.
As you can tell by the way the different trees are starting to split, as you follow one spec down you will start to see issues in working with the other trees. For example if you are resto specced and you fight something in bear or cat form you will be effective because of the forms themselves, yet it will take longer and more importantly it will be more depentant on your gear.
You will also find that if you get lots of gear with agility and stamina in it you will not be able to heal a whole lot because your mana pool will be very small. Thusly getting gear heavy with Intelligent and spirit will be good for casting or healing but your feral forms will suffer. Because of this, you will want to get gear for all occasions.
Gear
For the healing and caster gear you will want to be looking for items that carry intelligence, stamina, spell power, and to a lesser extent spirit. You may have a hard time finding leather items with these stats especially spell power at this low of a level, so you may have to pick up cloth gear, that should be no problem as a healer or caster as you wont be taking any damage. For feral form you will be looking at gear with Agility, Stamina, and to a lesser extent Strength. You also want to get crictical strike and dodge, but at this point in the game there probably wont be much gear out there with dodge and critical strike in them yet.
Now in theory you could easily have four sets of gear. A set for healing/tree, caster/boomkin, cat form, and bear form. But to me this seems to be a bit excessive and you would have almost no bag space. You should be fine with only 2 sets of gear. A caster/healer set, and a feral bear/cat set. This means that you will be wearing one set and only have 1 extra set taking up bag room. Following the above stats you should have no problem with only 2 sets. As you might have noticed it might also be a good idea to make sure you have the biggest bags that you can afford. Right now 16 slotters are only a couple of gold on the auction house.
Extras
At this point in the game you will start running around with groups and doing instances, because of that you will need to working on some basic group etiquette. Now, I am not talking about things like loot rules and stuff like that. That will all be dependent on the group that you are in and should be discussed with the group. No, what I talking about are things such as attacking what the tank is attacking and icons. This will prevent pulling agro from the tank and it will make fights much easier. For example if the tank is holding on three things and he is attacking mainly the first guy and one dps is attacking the second and the other dps is attacking the third the tank will not be able to maintain agro on all three mobs. You will all probably die. There are two solutions to this problem. The first is to assign icons to your target. Normally you would assign the “skull” icon to the target everybody should focus on first, the “X” second, and so on. The second is to create a macro button to assist the tank. Pressing this button will target whatever the tank is targetting, very easy.
Once again starting with the second thing first. To create a macro type “/macro”. This will open up a macro window. Click the New button, label the macro something like “Assist” and then pick a pretty picture. In the space to type stuff type “/assist (tanks name here)”. The only problem with this method is that you will need to change the macro with each new tank’s name that you get in each new group.
Finally the first option of assigning group/raid icons to the targets. This job is normally left up to the tank or member of the group that is familiar with the instance. You can target a mob and right click on their name plate and you can choose raid icons this way. The problem is this can be long and tedious for the people in your group that are not assigning the icons. The solution is to set up keybindings. I like to set them to F9 through F12. I don’t remember the exact steps to do this, but if you press escape then choose keybinding you will be in the keybinding menu, then just scroll around till you find where you want to put the icons. Easy-Peasy.
In the next guide since we are starting to get some of the basic abilities I will talk alittle bit about techniques for the druid, i.e. how to tank, heal, and dps. Until then, have fun leveling up.