Druid Leveling Guide 100-110 (Legion 7.0.3)
Table of Contents
This guide outlines how to efficiently leveling from Level 100 to 110 with a Feral Druid and a Balance Druid.
1. Feral
1.1. Talent Suggestions
- Level 15:
Predator - Level 30:
Displacer Beast or
Wild Charge - Level 45:
Balance Affinity or
Restoration Affinity - Level 60:
Mighty Bash - Level 75:
Soul of the Forest (
Incarnation: King of the Jungle also viable) - Level 90:
Jagged Wounds (
Elune's Guidance also viable) - Level 100:
Brutal Slash or
Bloodtalons
For Feral, there are a number of talents that can be capitalised upon very well during the leveling process due to the low time to kill on enemy targets. Due to this, the build will look different to the recommended group choices elsewhere in the guide, but will generally serve you the best.
At 15, there is really no other choice than
Predator to capitalise
on constant
Tiger's Fury resets when moving quickly between targets. This
helps to smooth out your energy pool by always having a quick reset given your
opening spell against targets leans toward
Rake, so bleeds are rarely
absent, alongside keeping the powerful damage buff more consistently active.
For 30, both
Displacer Beast and
Wild Charge work fine, as
they have relatively similar impacts upon your mobility. The former allows for
more free-form movement whilst the latter focuses on aggressive jumps to engage
targets, but this is personal choice.
45 presents either
Balance Affinity or
Restoration Affinity
as viable options. The first increases your range in melee which is great for
increasing your ability to tag mobs, whilst the later helps to smooth out your
sustainability between encounters.
Your 60 tier is largely about crowd control, so has relatively low impact when leveling.
Mighty Bash will likely serve you best because it helps to control the
more dangerous high HP mobs.
75 provides some interesting choices, but generally
Soul of the Forest
will net the best results as it is the most consistent. You can find some use
with
Incarnation: King of the Jungle if you are dealing with high HP enemies
that line up with its cooldown, and if you are using
Seed of Creation this
can be very useful to increase the uptime.
At 90
Jagged Wounds still provides the best increase to ramp up the pace
of your Bleed effects, but
Elune's Guidance can help to smooth out your
burst in some situations.
Lastly at 100,
Brutal Slash is great if you move between groups of enemies
that allow for it to recharge, which is frequently the case while leveling. Otherwise,
if you would prefer a more bursty option,
Bloodtalons is still great as you
will frequently be gaining
Predatory Swiftness between mobs and can activate
freely.
1.2. Useful Skills
Make liberal use of
Ashamane's Frenzy in AoE as frequently as
possible, ideally buffing it with as many buffs as possible such as
Tiger's Fury.
Try to pull large groups of enemies before using this, as it has no target cap
for the DoT application.
Using
Moonfire even without
Lunar Inspiration is great for
dragging enemies to you to apply your Bleed effects and AoE, so do this as much
as you feel comfortable with.
1.3. Sustain and Healing
Your sustain will be coming from consuming
Predatory Swiftness procs
following finishing moves. Try to make sure you consistently use these to trigger
the effect, and use it as often as you feel is necessary to be at a healthy
level whilst moving between groups of enemies.
1.4. Mobility
Feral comes with some high cooldown tools in
Dash and
Stampeding Roar, so making use of these when you have a lot of distance
to cover and can make full use of them will minimise downtime. The Level 30
talents can also help in short term movement periods, allowing you to jump
between groups quickly.
2. Balance
2.1. Talent Suggestions
- Level 15:
Force of Nature - Level 30:
Displacer Beast or
Wild Charge - Level 45:
Restoration Affinity - Level 60:
Typhoon - Level 75:
Soul of the Forest or
Incarnation: Chosen of Elune - Level 90:
Blessing of the Ancients - Level 100:
Stellar Drift
At level 15, we recommend
Force of Nature, because the
treants' taunts will result in them in soaking a lot of damage and keeping you
safe. With its 1-minute cooldown, you should be able to have a reasonable
uptime on the treants.
At level 30,
Displacer Beast can be taken, allowing you to
essentially blink away from dangerous effects or mitigate fall damage (which
can occur during questing).
Wild Charge is is also good,
allowing you to easily disengage from your enemies if they get too close
while remaining in
Moonkin Form.
At level 45, we believe that the sustain offered by
Restoration Affinity is unmatched. Doing damage in
Cat Form should
never be required, and neither should tanking in
Bear Form.
Your level 60 talents are largely about crowd control, so has relatively low impact when leveling.
Typhoon is a good choice, allowing you to knock back enemies that
get too close to you before they die.
At level 75, you should take
Incarnation: Chosen of Elune or
Soul of the Forest. Incarnation: Chosen of Elune can be used to
take down larger packs or elite mobs, while Soul of the Forest is a comfortable
passive option that increases your damage. If you often pull packs of mobs
(where you use
Starfall often), we recommend Incarnation: Chosen of
Elune, while against 1-2 targets, Soul of the Forest is very appealing.
At level 90,
Blessing of the Ancients (
Blessing of Elune) is
best.
Shooting Stars requires your DoTs to be ticking (which may not
always happen for very long), while
Astral Communion must be used
actively.
Finally,
Stellar Drift is an excellent choice at level 100, buffing
your
Starfall and making it easier for you to deal with larger
packs.
2.2. Useful Skills
Against 1-2 targets, you should apply your
Moonfire and
Sunfire, use
Solar Wrath to generate Astral Power, and then
use
Starsurge.
If you are fighting 3 enemies, use
Starfall instead of
Starsurge, and against 4+ enemies use
Lunar Strike to generate
Astral Power instead.
Once you obtain your Artifact weapon, you should use the
New Moon ability (and its
Half Moon and
Full Moon versions) on cooldown to generate Astral Power.
Celestial Alignment (or
Incarnation: Chosen of Elune) increases your damage done and Astral Power
generation for 15 seconds, and you want to use this ability as often as
possible, preferably against large packs of elite mobs.
Your main form of self sustain will be
Ysera's Gift (from the
Restoration Affinity talent). You can supplement this with
Swiftmend and
Rejuvenation, and you should use
Barkskin to help reduce incoming damage.
Remember that you can also
Dash away to avoid dying.
3. Artifact
Throughout the course of your journey to 110, you will accrue a reasonable amount of Artifact Power tokens just from completing quest chains, and usually will end up somewhere in the region of 2000-2500 total gained by 110, which should fund your first 5-6 traits. Make sure to spend them whenever you return to your Class Hall, since any bonus will help you.
Be aware that in situations where you have 2 or more Artifacts, the one you currently have equipped will consume any Artifact Power tokens you use (to the detriment of your non-equipped Artifacts). So, be aware of that and use your tokens on specs that you intend to play at 110!
3.1. Feral Traits
Whilst there are some traits that can help you out with the leveling process
and make it slightly faster, doing so will hurt how rounded your Artifact is when
you hit 110 and begin doing endgame content, so make that choice wisely.
For Feral, I would strongly recommend sticking to the outlined path elsewhere in
this guide and not deviating, as delaying your
Ashamane's Bite acquisition
will have a significant impact on your strength and can only barely be gained
before Emerald Nightmare launches.
3.2. Balance Traits
Whilst there are some traits that can help you out with the levelling process and make it slightly faster, doing so will hurt how rounded your Artifact is when you hit 110 and begin doing endgame content, so make that choice wisely. For Balance, we would strongly recommend sticking to the outlined in the main guide and not deviating, as the benefits do not outweigh having a sub-optimal Artifact for the future.
4. Gear
4.1. Feral
As all gear acquired from quests now scale to your level, that means that
rewards increase in power the higher you go. At 100, quest rewards will
generally be in the 685~ range, scaling all the way up to 800 when you complete
quests at 110. The Feral bonuses from Hellfire Citadel can be very useful when
smoothing out your Energy pool, but is still inconsistent given the frequency
of enemy pulls. Due to this, I would not worry too much about breaking it when
item level jumps exceed 30-40 of the item in question, as burst is the most
important. You should also make use of
Maalus, the Blood Drinker whenever
possible against high health enemies, or in large AoE pulls. The class trinket
encourages using
Incarnation: King of the Jungle heavily, but still works
great with the standard
Berserk, and should ideally be kept and abused
all the way to 110.
4.2. Balance
As all gear acquired from quests now scales to your level, and that means that
rewards increase in power the higher you go. At 100, quest rewards will generally
be in the 685~ range, scaling all the way up to 800 when you complete quests at
110. Keep your gear updated along the way with any significant item level
upgrades, whilst leaning toward the more powerful offensive stat (Haste). For trinkets, if you have access to the heirloom
Orb of Voidsight, stick with that as it scales up with each level
you gain, and take any other strong trinkets you obtain during your leveling
process.
5. Zones, Quests and Dungeons
5.1. Zones
The Broken Isles comes with 4 zones, and all players will have to complete a majority of each of them to reach 110 in most circumstances. They can be broken down into short zones (usually netting roughly 2 levels) and longer zones (netting 3 slightly more). Ultimately, the difference between zones is very small and your decision is not particularly important, as doing a chunk of every zone is required to hit Friendly reputation and unlock World Quests. That said, some notes on the process are below:
Short zones
- Val'Sharah
- Azsuna
It is best to start off with a short zone, as it lines up well with your leveling process and hits a sweet spot for returning to the Class Hall at both 101 and 102 to continue the campaign chain and begin your 4 hour mission. Note that Azsuna can have some quite punishing enemies if you do it later in the process that can slow some bonus objectives, when the effects of gear begins to diminish, which may affect your decision.
Long zones
- Highmountain
- Stormheim
Doing a longer zone second again lines up well with returning to your Class Hall at 104/5 to complete further campaign quests and usually fill out time for the 4 hour mission to complete. Finishing on a long zone is also great as you usually will not complete it, but always have quests to make it to Friendly and get to 110 without having to go off track. Highmountain has benefits both as your second or fourth zone as it is the longest zone to wait out the Class Hall mission, but also has the least punishing mob scaling with level.
With all zones, Bonus Objectives really smooth out the process as do some of the more opportune side quests (particularly in Val'Sharah). It is not required to do every single one to reach 110 comfortably, but if you are in an area completing quest chains, it is definitely worth completing them along the way. Also make sure to complete any main chain questlines that you are given breadcrumbs in each area.
5.2. Profession Quests
Profession quests are often very time consuming and can be cross-zone fetch or dungeon quests. If you come across a hand-in for a breadcrumb from Dalaran you are already in, do it for the experience, but do not go out of your way to complete the more time consuming objectives, leave them until 110.
5.3. Dungeons
Each zone comes with a subsequent dungeon quest when you finish the main zone storyline, rewarding a piece of Item Level 800 gear and a large boost of experience, usually totalling around 30-35% of a level inside the dungeon. You can do dungeons along the way as they are worth the time, but only if you have the appropriate quest.
- Val'Sharah: Darkheart Thicket
- Azsuna: Eye of Azshara
- Highmountain: Neltharion's Lair
- Stormheim: Halls of Valor
Do not, however, level exclusively through dungeons. The experience they reward is very poor on their own, and they are all quite lengthy compared to simply questing in the open world.
6. Legion Invasions
With the addition of Invasions in Legion's 7.2 patch, if you have the ability to fly whilst leveling your alts, completing these quests will grant a great deal of experience. As such completing all these when an invasion is active is worth the time regardless of the zone it is present in. If you are leveling for the first time and run into a world quest in the zone you are in under attack, it is also advised to complete it, but do not run across the map or to other zones to complete them if you have not unlocked that area.
6.1. Rares and Treasures
Unless you specifically want the rewards, doing any rares or grabbing treasures is not worth the time. If you run into a chest you mightaswell open it for the Artifact Power, but do not go out of your way to grab these, as they do not give any experience unlike in Warlords of Draenor. Rares also give very limited experience for the time taken, so is not worth it.
7. Class Hall
You should always be looking to go back to your Class Hall when new quests are available. This comes at 101, 102 and finally at 104 when you complete the Troops in the Field mission. You can opt out of returning at 102 which will delay that mission, but when you do go back to Dalaran at 102/103 after your first zone, make sure to catch up on everything there. Alternate Artifacts for all Druid specs are very time consuming and not advised, unless you intend to use them along the way to 110.
When you complete your second zone (which should put you at 104/105), when you return if Troops in the Field is complete, do any quests that appear. The follow up for Druids will send you to Val'Sharah, which makes it ideal as a third or fourth quest zone. If it is not complete, grab it when you finish your third and pick up your final breadcrumb for the last zone.
8. Leveling as a Group
In Legion, leveling as a group confers a lot of benefits (such as shared mob taking and quest items, alongside Bonus Objective progression speed). This can be great and there is not any significant downsides to group leveling, however if you choose to do this it is strongly advised you complete all dungeon quests at the end of each zone and do not skip any Bonus Objectives, as it is much tighter reaching 110 with the diminished mob experience.
9. Misc
9.1. Mob Tagging
Legion has expanded mob tagging to allow for up to 5 players of the same faction to tag any and all mobs in the open world, not just quest enemies. Faction tagging however is still a thing, so be aware of other opposing players around you. Take advantage of this by landing a hit on creatures other players are attacking for bonus credit toward completion.
9.2. Bonus Experience
The guild banners provide bonus experience on a short cooldown and are worth picking up.
Banner of Cooperation/
Banner of Cooperation
Standard of Unity/
Standard of Unity
Battle Standard of Coordination/
Battle Standard of Coordination
9.3. Feral Consumables
If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are just the standard Warlords of Draenor consumables that were being used in raids.
- Flask:
Greater Draenic Agility Flask - Potion:
Draenic Agility Potion - Food:
Pickled Eel - Rune:
Hyper Augment Rune/
Empowered Augment Rune/
Empowered Augment Rune
9.4. Balance Consumables
If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are just the standard Warlords of Draenor consumables that were being used in raids.
- Flask:
Greater Draenic Intellect Flask - Potion:
Draenic Intellect Potion - Food:
Buttered Sturgeon - Rune:
Focus Augment Rune/
Empowered Augment Rune/
Empowered Augment Rune
10. ChangeLog
+ show all entries - show only 10 entries- 30 Aug. 2016: Updated recommended Balance talents slightly.
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