The Forever Erabeta build 1.60.1.70009
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The Forever Era
MapItemsBiSTalents

Forever guide

ChangesEvery change with the Classic value next to it
ClassesAll nine classes, spec by spec

World

ZonesNew and updated zones by level
DungeonsAll 29 dungeons on a level chart
RaidsBarrow Deeps, Hyjal Summit and Onyxia, with a countdown to December 9
RacesSkyborne, racials and who can be what
SystemsLegacy, camping, realmless and more

Beta and launch

LaunchDates, editions and day-one content
BuildsBuild history and known issues
RoadmapFrom the beta to summer 2027

Tools

Legacy calculator16 points, three trees and the 65 challenges
SpellbookEvery class ability and rank compared with Classic
Tier listsBuild and share your tier list
Launch checklistEverything to do before November 4

Guides

Class guidesHow to play and level every class in Forever
Professions1-300 leveling generated from the client recipes
Leveling by zonesWhich zone to do from 1 to 60, Alliance and Horde
NewsEvery Blizzard post about Forever in one feed
Blue trackerBlizzard posts and new builds, updated automatically
Launch in …
Class guide

Druid guide for WoW Forever

Rejuvenation and Tranquility can now crit, Wrath hits roughly 50% harder and Thorns scales with your spell power. How to level through forms, what stats each tree wants and why Leatherworking rules.

3
specializations
8
documented changes
8
sections
1,456
words

1Overview and roles

The druid is the most complete hybrid in the game: it can tank, deal melee damage, cast from range and heal, and it switches roles by switching forms. In its normal form it uses mana to cast; in Bear Form it fights with rage, like a warrior; in Cat Form it uses energy and combo points, like a rogue. It wears cloth or leather, never mail. Shifting costs mana and it is rarely the best at any single job, but it levels solo very comfortably and fits any gap in a group.

Balance (damage)

Damage caster with Wrath (nature) and Starfire (arcane). In Classic it is the tree with the worst mana problems and it still is, but Forever gives it a treat: Wrath deals roughly 50% more base damage.

Feral (damage and tank)

One tree with two roles. In Cat Form it is melee damage with stealth and attacks that build combo points; in Bear Form it is a tank with multiplied armour. That is why this site shows it with two stat and gear variants: Feral (cat) and Feral (bear).

Restoration (healing)

A heal-over-time healer: Rejuvenation, Regrowth and Tranquility for the whole group. Forever adds Wild Growth, which does not exist in Classic, and lets its periodic heals crit.

2What changes in Forever

General (whole class) · 4

S
RejuvenationCHANGEDSpell
Classic
Periodic healing cannot crit.
Forever
Can now land critical hits.
S
TranquilityCHANGEDSpell
Classic
Cannot crit.
Forever
Can now land critical hits.
S
WrathCHANGEDSpell
Classic
Classic base damage.
Forever
Base damage increased by roughly 50%.
S
ThornsCHANGEDSpell
Classic
Damage is fixed when cast.
Forever
Dynamically updates based on the caster's spell power.

Feral · 3

S
Classic
Not in Classic. In the beta it was called Mangle and applied a signature debuff.
Forever
Renamed to Primal Bite. The signature debuff is removed.
T
Classic
Blood Frenzy: original Classic name and icon.
Forever
The talent gets its original Blood Frenzy name and icon back.
B
Feral Charge (Cat)CHANGEDBug fix
Classic
—
Forever
Fixed: can no longer be cast on allies.

Restoration · 1

S
Wild GrowthCHANGEDSpell
Classic
Not in Classic.
Forever
Can now land critical hits.
See every change for the class →

The druid has eight documented changes in build 1.60.1.70009, more than most classes, and three of them touch the same thing: healing crits. In Classic, periodic heals cannot crit. In Forever, Rejuvenation, Tranquility and Wild Growth (a spell that does not exist in Classic) can now land critical hits. For Restoration, crit goes from nearly useless to worth something.

On the damage side, the big change is Wrath: its base damage goes up by roughly 50%. It is the spell every druid kills with at level 1 and the one Balance uses all the way up. Thorns improves in a different way: in Classic its damage was fixed when cast; in Forever it updates on the fly with your spell power.

Feral gets three tweaks. Primal Bite is a new Forever ability that was called Mangle in the beta and applied a signature debuff; it is now renamed and loses that debuff. The talent the beta had renamed Primal Fury gets its Classic name and icon back, Blood Frenzy. And Feral Charge in Cat Form can no longer be cast on allies. The notes give neither Primal Bite's damage nor its cost, and we will not make them up.

On top of that, the druid can already test the Cooldown Manager (off by default) and on gamepad it gets its own Shapeshift flyout.

3How to level

Recommendation: Feral from 10 to 60, in Bear Form until you get Cat Form and in Cat Form from then on. It is the tree that depends least on mana: in form you fight with rage or energy and save your mana for healing. Balance levels better than in Classic thanks to Wrath, but it still runs dry early; keep it for group play.

How the climb breaks down, broadly:

  • From 1 to 10, Wrath is your weapon. With the damage increase it kills noticeably faster than in Classic.
  • From 10 to 20, Bear Form: it takes a beating, builds rage from hitting and being hit, and you can drop out of it to heal. Use this stretch to tank a dungeon or two.
  • From 20, Cat Form for questing: stealth lets you choose your fights. Keep Thorns up at all times.
  • From 30, Travel Form speeds up everything else.

Talents, broadly: Feral up to the 16-point milestone (new in Forever; if you would rather not think, there are two class presets), prioritising Cat Form damage and crit, plus Blood Frenzy. A reset costs 1 silver in the beta, so you can level as Feral and heal on a given night without going broke.

Pacing in Forever:

  • No level scaling: zones keep their fixed level. Orange mobs eat too much mana in self-healing; move zones.
  • Spend your Legacy Points if this is your main: Well Rested, the example perk Blizzard has shown, gives more rested experience.
  • Stop at the campsite before every dungeon: repairs, vendors and up to three one-hour buffs crafted by other players.

4Stat priority

Weights relative to the spec's primary stat (= 1). They are the same weights the BiS calculation uses.

BalanceDPS
Hit12per 1%Spell Hit12per 1%Critical Strike9per 1%Spell Critical Strike9per 1%Mana per 5 sec1.5Spell Power1Arcane damage0.7Nature damage0.7Intellect0.4Spirit0.25Stamina0.25
Reasoning behind the weights

Balance casts Wrath and Starfire: spell power first (specific arcane and nature are worth less since each only covers half the rotation), then intellect, which Moonkin form also turns into crit. Mana is the tree's big problem, hence the weight on mana per 5 s and spirit. No ranged slot: idols are not scored.

FeralDPS
Hit14per 1%Critical Strike12per 1%Agility1Strength0.85Attack Power0.5Feral attack power0.5Stamina0.3Intellect0.1
Reasoning behind the weights

Damage in Cat Form: forms ignore weapon damage entirely, so weapons are scored only for their stats (and feral attack power, which only works in forms). 1 agility = 1 AP + crit + dodge; 1 strength = 2 AP, so it is worth almost as much as agility. Crit and hit as for any melee.

feral-tankTank
Dodge12per 1%Hit5per 1%Critical Strike4per 1%Stamina1.1Defense1Agility0.9Strength0.55Attack Power0.35Feral attack power0.35Intellect0.05
Reasoning behind the weights

Tank in Bear Form: Bear Form multiplies leather armour by 4.6 (more with Thick Hide), which is why each point of armour weighs so much and a high-armour leather piece beats one with stats. Stamina is also multiplied in form (+25% health). Agility gives dodge and crit (Primal Fury), the bear's only avoidance since it cannot parry or block.

RestorationHealer
Critical Strike4per 1%Spell Critical Strike4per 1%Mana per 5 sec3Healing1Spell Power1Spirit0.6Intellect0.5Stamina0.2
Reasoning behind the weights

Restoration heals with Rejuvenation, Regrowth and Wild Growth. In Forever Rejuvenation, Tranquility and Wild Growth can crit, so crit is worth somewhat more than in Classic, though still behind healing. Healing and spell power first, then mana per 5 s and spirit (Innervate scales with it), then intellect.

See the full BiS →

The table above has four profiles. Balance wants spell power, then spell hit and crit, and mana per 5 seconds weighs in because mana is its big problem. Feral (cat) is a regular melee: agility and strength almost level (1 strength gives 2 attack power), with hit and crit above everything; weapon damage does not matter because forms ignore it. Feral (bear) flips the order: stamina, armour and agility, because Bear Form multiplies leather armour and the bear cannot parry or block.

Restoration wants healing and spell power, then mana per 5 seconds and spirit. A Forever-specific nuance: our weights, built for level 60, give crit little value because periodic heals cannot crit in Classic. With Rejuvenation, Tranquility and Wild Growth now able to crit, our reading is that crit is worth somewhat more than the table shows; we have not measured it yet, so the number stays until we have data.

5Gear

BiS gear at level 20. Hover each piece for its tooltip. The full list, with alternatives per slot, is on the BiS page.

BalanceDPS · two-handed
Totemic Leather HoodScholarly PendantMagician's MantleHeavy Woolen CloakTree Bark JacketMindthrust BracersStormrider's Leather GlovesGhamoo-ra's BindStormrider's Leather PantsSpidersilk BootsAdvisor's RingLorekeeper's RingRune of PerfectionRune of DutyAdvisor's Gnarled Staff
15 pieces: 5 crafted · 5 from vendors · 3 dropped by enemies · 1 unknown source · 1 world drops
Feral (cat)DPS · two-handed
Brawler's Leather HoodScout's MedallionForest Leather MantleGlowing Lizardscale CloakTunic of WestfallForest Leather BracersGloves of the FangDeviate Scale BeltBrawler's Leather PantsFeet of the LynxLegionnaire's BandProtector's BandRune of PerfectionRune of DutySmite's Mighty Hammer
15 pieces: 5 from vendors · 3 crafted · 3 world drops · 3 dropped by enemies · 1 from quests
Feral (bear)Tank · two-handed
Brawler's Leather HoodErudite's AmuletForest Leather MantleSentry CloakBlackened Defias ArmorCourier's WristguardsBrawler's Leather GlovesDeviate Scale BeltDefender's Leather PantsAmbassador's BootsDefias Renegade RingLegionnaire's BandRune of PerfectionRune of DutyCrescent Staff
15 pieces: 4 crafted · 3 from vendors · 2 unknown source · 2 world drops · 2 dropped by enemies · 2 from quests
RestorationHealer · two-handed
Pristine CircletScholarly PendantMagician's MantleBattle Healer's CloakWisdom's Leather ArmorMindthrust BracersPristine GlovesPristine SashWisdom's Leather PantsWisdom's Leather BootsAdvisor's RingLorekeeper's RingRune of PerfectionRune of DutyAdvisor's Gnarled Staff
15 pieces: 6 crafted · 6 from vendors · 1 unknown source · 1 world drops · 1 dropped by enemies
See the full BiS →

At level 20, the beta cap, the druid's gear comes mostly from Leatherworking. Feral (bear) wears four Leatherworking recipes (the brawler's hood and gloves, Defender's Leather Pants and the Deviate Scale Belt); Feral (cat) wears three, and Balance three plus two from Tailoring. Restoration combines three Leatherworking pieces (the wisdom's leather set) with three from Tailoring (the pristine circlet, gloves and sash). Most of them are new Forever recipes.

From dungeons, Balance gets three pieces: Tree Bark Jacket and Ghamoo-ra's Bind from Blackfathom Deeps and Mindthrust Bracers from Shadowfang Keep, which it shares with Restoration. Feral (cat) heads to Wailing Caverns (Glowing Lizardscale Cloak and Gloves of the Fang) and The Deadmines (Smite's Mighty Hammer, a two-hander). Feral (bear) takes the Blackened Defias Armor from Edwin VanCleef, also in The Deadmines, and the Defias Renegade Ring from The Stockade. The trinkets have no known source in our database yet.

Higher up, the Scarlet Monastery is the key stop, with eight different BiS-marked items for the druid, followed by Razorfen Downs and Blackrock Depths with three each. Forever's new dungeons have no BiS-marked loot for the druid in our data yet. The breakdown per level and slot is on the druid BiS page.

Items that are the best piece for their slot for some spec and level of the class. Click a dungeon to see all of its loot.

6Races

The druid is still a matter of night elves for the Alliance and tauren for the Horde, as in Classic, and Forever adds the Skyborne of both factions, the class's two new combinations. The Skyborne pick a faction at character creation, start on Zephras Isle with their own level 1 to 12 adventure and have two active and two passive racials, not yet detailed for the druid.

The only racial changed in this build that affects the druid is the tauren's Cultivation: in Forever it requires a character level equal to the herb's level divided by 5, and herbs needing 300 or more skill are learnable at level 60. Otherwise, choose by faction and looks.

7Recommended professions

Skinning + Leatherworking is our recommendation for almost any druid in Forever, and the data backs it: all four variants wear three or four Leatherworking pieces in the level-20 BiS, and Feral still has several at 30 and 50. Skinning also levels itself while you kill beasts. Forever adds more than 600 new recipes and a passive bonus per profession.

If you plan to heal, Tailoring covers Restoration's other three pieces, but pairing it with Leatherworking leaves you with no gathering; in our opinion it pays off more to commission the pristine pieces. For gold, Herbalism + Alchemy (with the Cultivation change if you are a tauren). First Aid saves mana and Cooking gives a small experience bonus through crafted food. Each profession's leveling path is in the profession guides.

8Common mistakes and tips

  • Staying in normal form for everything. Wrath has improved, but mana still runs out. From 10, fight in form.
  • Forgetting Thorns. In Forever it scales on its own with your spell power: no need to recast it after a gear change.
  • Picking a Feral weapon for its damage. Forms ignore weapon damage. What counts is the agility, strength and attack power it gives.
  • Tanking in Bear Form with cloth pieces. Bear Form multiplies leather armour; a cloth piece with better stats almost always loses.
  • Writing off crit as Restoration. Your periodic heals can now crit: do not chase it, but do not throw it away.
  • Looking for Mangle in beta guides. It is now Primal Bite, with no debuff; and the beta's Primal Fury is Blood Frenzy again.
  • Pushing orange quests. Without level scaling, they are lost one mana bar at a time. Rotate zones.
  • Ignoring the cheap respec. At 1 silver, try Restoration on a dungeon night.

Original guide by The Forever Era. Recommendations are the team's opinion; every value quoted comes from the beta notes and the client. Reviewed with every build.