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A mediocre healer at best, and a pathetic pet class with low dps. Attempts to be a hybrid healer/dps, but essentially fails at both




§Why a Druid

A druid at 70 gets a somewhat decent group heal, Breath of Nature (purchased from vendor in QRG). Rank 2 of this spell drops in HoH, and is roughly equivalent in heal amount to clerics word of vivification. Druids also get amazing regen spells, eventually healing for hundreds of thousands of hit points a tick. At the moment this is perhaps the only reason to include a druid in a team, to be honest, aside from their hit point buff, which is the best on the server: blessing of ancient oak line, which drops first in T1 and has upgrades as you progress. This is a VERY nice character buff, and ends up being the single biggest hp buff in the game. Oak increases character hit points either a base amount, or a percentage (increasing per rank) of total character hit points. Additionally druids have a few mediocre DoT spells and the occasional nuke. Their epic is a decent AE DoT and snare.


§FG or CG

Druids are basically casters, so you will definitely want to CG them. Many also FG later, as well, for defenses and convenience, but CG then asap!



Druids will want to concentrate on healing and casting abilities when they select AA. It’s suggested that initially they follow the normal AA priority: max run speed, max planar power, max combat agility and stability, natural durability, mystical attuning, discordant defiance and max lung capacity. Since you have a spell bar you will want mnemonic retention for the extra bar slot. And as a casting class Innate Enlightenment is a must have! Some of the AA that you will want to work initially include:

  • Innate Enlightenment
  • Abundant Healing
  • Channeling Focus
  • Critical Affliction
  • Fury of Magic
  • Radiant Cure
  • Hastened Curing
  • Healing Adept
  • Healing Gift
  • Mastery of the Past
  • Persistent Casting
  • Spell Casting Fury
  • Spell Casting Subtlety
  • Spell Casting Mastery
  • Spell Casting Reinforcement
  • Enhanced Root
  • Innate Camo
  • Quick Damage
  • Spell Casting Reinforcement Mastery

After these look at what each AA does and get in the order you desire.


§Augs, Charms, Spells

As a true casting priest druids wont benefit much from strike augs. It isn’t recommend giving them icestrikes unless you have money and resources to burn. As far as charms go druids will best benefit the group with oracles before UC. Many believe that you should UC a druid early, definitely in the first half of your team. The combined benefit of increased heals with the added damage bonus make them a great choice for a UC. One thing to note about the druid epic: its very easy to snare/dot yourself clicking it, so you may wish to increase resists via augs asap. This is a good idea on any healer regardless.

Druids are very limited on heal spells. Timeless Chlorobon is a level 70 spell you will get from the spell vendors in QRG, and is a 12500 hp heal. Even more important: the level 70 spell vendors sell rank 1 of Breath of Nature, which HUGE at this tier. Its 4400 to 8200 group heal, and for 1700 mana.  Your first rank of the good regen spell drops in T1 (from chests OFTEN), and rank 1 of skin of drake drops in CT.

Qvic starts custom damage spell drops for the druid, and they add a small bit of DPS if you can work them into your common cast rotation for the druid.  Again, the PBAoE spells a druid have make increasing their resists to avoid self nuking/doting (especially from epic click) an early must.

Recently druids got the ability to use mana necklaces, which impact spell dps and add procs to their class pets (BUT NOT halloween or other pets). As things stand adding a mana neck to a druid should be VERY low priority, as the return for the investment is very minimal.....druids dont have that much spell DPS anyway, and they dont get pet affinity or other AA to make the proc on the pet worthwhile; any rank of druid pet dies when a mob sneezes. This will hopefully change in some form, but for now a druid just isnt worth wasting a mana necklace on.