Soloing 1-40 - 40-60 - 60-80

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Level

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Zone Name

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Continent

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Status

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40-50

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Feralas

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Kalimdor

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Contested

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40-50

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The Hinterlands

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Eastern Kingdoms

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Contested

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40-50

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Tanaris

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Kalimdor

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Contested

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43-50

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Searing Gorge

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Eastern Kingdoms

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Contested

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45-55

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Azshara

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Kalimdor

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Contested

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45-55

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The Blasted Lands

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Eastern Kingdoms

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Contested

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48-55

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Felwood

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Kalimdor

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Contested

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48-55

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Un'Goro Crater

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Kalimdor

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Contested

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50-58

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Burning Steppes

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Eastern Kingdoms

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Contested

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51-58

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Western Plaguelands

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Eastern Kingdoms

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Contested

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53-60

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Eastern Plaguelands

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Eastern Kingdoms

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Contested

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53-60

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Winterspring

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Kalimdor

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Contested

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55-60

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Deadwind Pass

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Eastern Kingdoms

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Contested

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55-60

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Silithus

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Kalimdor

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Contested



Continuing in our guide for soloing
strategies for the druid
in World of Warcraft,
this week we look at levels 41-60. A couple of
reminders
if you didn’t read the first guide, or if you're 
like me, and have trouble
remembering much of
what has happened beyond what was for dinner last night. If you are
going to
solo your way through the game grab yourself a mod like target="_blank"
href="http://wow.curse.com/downloads/wow-addons/details/quest-helper.aspx">QuestHelper.
It will help you out significantly, and of course, do every quest you
can find.



The Druid is a marvelous solo class thanks in
no small part to our extreme versatility, lets face it folks, we're a
corkscrew
away from being a Swiss Army knife. In the last guide I spoke equally
about all
three spec choices, this time I’m going to focus mostly on
feral, but I will go
over some rotations and strategies for those of you with the death wish
desire
to play alone as resto and balance. So without further rambling
witticisms lets
dive in. 




Feral



Easily the best choice for any level
range soloist, a feral
build offers lightning fast DPS and enhanced survivability. In most
cases you
will perform most of your combat in cat form, ideally sneaking up
behind your
prey and initiating combat the smart way, getting in the first shot. If
you can
manage to sneak up on your opponent, open with a href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Pounce">pounce 
and then hit them with a quick href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Shred">shred,
now you can open up your attacks to continue adding combo points. I
personally
recommend hitting every mob with href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Faerie_Fire_Feral">Faerie
Fire (Feral) to reduce their armor, it’s a great
way to increase DPS and
with a 30 yard range it is a great tool for pulling a mob that
can’t
effectively be singled in stealth mode. There is no one true rotation
that
every druid follows as I mentioned in our first look at soloing,
however I have
some general rules that I use to maximize my DPS and minimize my
downtime. If
you are facing a caster mob that is going down quickly go with your
least
expensive opener, for 41-54ish (can be sooner depending on your spec
choices)
use href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Claw">Claw,
stack four or five combo points and then finish with target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Ferocious_Bite">Ferocious
Bite. If you are facing a beefier melee mob that has the
stamina of Foreman
and the upper cut of Tyson, stack up your 4-5 combos, one of which
needs to be href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Rake">Rake,
and then slap a href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Rip">Rip
on them, repeat your 4-5 points and then finish with Fero Bite,
remember that
all of your finishing moves are increased by attack power and combo
points.

I can’t stress
this
enough - the key to pumping the DPS on this class isn’t just
mashing your
abilities as soon as they come up, but watching your energy and
maximizing it. Timing is everything! When you get face to face with the
mob and you
have
attacked in stealth mode, you should already have 1-2 combo points
stacked,
wait for your energy to rebound and start with your claw (mangle once
you spec
it). Having the discipline to allow your energy bar to come up 50% or
so
before
triggering your next combo move will ensure that you have sufficient
energy to
pop that finishing move for maximum effect.

Get the feel for timing this now and
really reap the
benefits from 70-80 and in the end game.

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style="font-weight: bold;">Level
50 Quest 

Seek out Torwa Pathfinder in
Un’goro Crater for a class
specific quest line that will eventually lead you to the quest
“A Better
Ingridient” this quest leads you into the

Sunken Temple dungeon so
it’s
technically not for the soloist, however it can be soloed by a level 60
Druid
but at that point you will be completing it for the sake of completing
it and
not for the gear rewards, your choice of:

If you are unfortunate enough to get
multiple mobs or feel
that you’re just getting eaten up too quickly then it is
probably time to
switch into bear form. Bear form offers increased armor and health at
the
expense of some DPS, and is often the best choice for multiple mob
encounters.
Bear form gives you a couple extras tricks for survival with the
addition of href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Frenzied_Regeneration">Frenzied
Regeneration, I like to stack this with href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Enrage">Enrage
for a handy one-two punch that can give you the extra health needed to
survive
a tough encounter without having to shift into humanoid form and losing
the
innate protection your shape shift forms allow you. The main tenants of
bear
form really mostly apply to tanking mobs for a group so I
won’t dwell on those,
but some hints and tips for those OH
CRAP!
moments are in
order. 
Even more so than with cat form href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Faerie_Fire_Feral">Faerie
Fire (Feral) is a must in bear form, it has the same armor
reduction
benefit as its cat counterpart but also introduces a damage over time
element
that will prove useful ( also adds a threat component, but that
isn’t an issue
when soloing as threat doesn’t seem to be your
trouble..) 
Assuming that we are facing multiple enemies,
as you would be in cat form if you weren’t, target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Swipe">Swipe
and href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Demoralizing_Roar">Demoralizing
Roar will enter the fray, and swipe should be use liberally
after a demo
roar has taken some of the fight out of our assailants. target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells1-40#Bash">Bash
can also be a handy tool against casters, stunning them mid cast, but
it has a
longer refresh compared to other abilities so try and save it for a
pinch. 

Feral will continue to be the
strongest solo spec all the
way until 80, so hone those skills and rack up the quick
kills. 

Balance 

I know, I know, you were the one who
liked the Celtics when
all your friends liked the Lakers. You liked Coke when all your friends
drank
Pepsi. I get it. If you insist on being the one who stands out from the
crowd
and does things their own way then soloing as a Balance spec druid
could be
right up your alley. Balance, while measurably slower than feral spec
is still
a viable solo path from 41-60, and you can continue it all the way to
80 if you
so desire. The addition of Moonkin form which you can select as early
as level
40 gives this spec some very sharp teeth. Unlike feral however balance
tends to
have a more traditional rotation. The first rotation I recommend
applies to
melee mobs, the balance druid’s best friend is a melee mob as
you bypass their
armor and can keep them at a safe distance for most, if not all of the
fight. 

Start by casting target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Entangling_Roots">Entangling
Roots. This will do two beneficial things, keep the mob from
wailing on you
by adhering it in place and it will start the damage over time ball
rolling.

Next apply href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Faerie_Fire">Faerie
Fire if you have taken the talent Improved Faerie Fire. If
not, skip this
step. The talent increases your chance to hit with spells and ups your
critical
strike chance. I recommend against taking this talent in a level 80
build but
it does have some measure of usefulness in lower level ranges. target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Insect_Swarm">Insect
Swarm will be the next spell applied, followed by target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Moonfire">Moonfire
to increase our number of DOTs to three. Now it's time to apply the
nukes, open
with href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Starfire">Starfire
and follow immediately with href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Wrath">Wrath.
At this point your root spell has expired or been blasted away by your
nuke
damage. If the mob is over 20% health remaining then reapply the root
and back
up out of melee range to repeat your rotation until the big ugly goes
splat.
The nuke portion of your rotation will really come into major play once
you
have the 41 point talent Eclipse, so getting used to the order now will
make it
second nature by the time you get there which should be around the mid
to early
fifties. The only major difference in your rotation when fighting mobs
who are
primarily casters (all mobs will begin to melee once they go out of
mana) is
the removal of the root component. Otherwise the premise of the
rotation stays
the same. Apply DOTs early to maximize benefit and then nuke the sucker
to
death before it does the same to you. Downtime will be increased when
killing
casters as you will need to regen HP and mana after each fight, but as
your
spellpower and critical percent climb the downtime will decrease. In
those OH
CRAP!
moments as a Balance spec Druid remember to apply
your DOTs
quickly to
the add and then go back to burning down the target with the lowest
health, if
you only have one add try and get it rooted, href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Natures_Grasp">Nature's
Grasp is very handy for this. More than any other spec target="_blank"
href="http://www.tentonhammer.com/wow/guides/classes/druid/spells#Hurricane">Hurricane
is excellent against multiple mobs. I don’t always recommend
it as a primary
mode of attack as we aren’t mages, but it can
turn the tide in a close battle. If nothing
else seems to be working, moonfire spam is an option (try this during
PvP, your
enemies will LOVE it). 

I hope I didn’t come off
too harsh about choosing this spec,
I personally leveled two druids through this level range recently and
did one
feral and one balance, the feral toon leveled much much quicker. If you
are not
looking to race to the level cap as quickly as possible then I highly
recommend
trying a mostly balance spec if it fits your playstyle. It can be
extremely fun
and your boomkin is a kick ass dancer. 

Restoration

Don’t do it. 

Seriously, don't spec restoration for
solo leveling purposes.
It’s not that you
can’t win a war of attrition, it’s that they simply
aren’t worth winning, they
aren’t fun to watch and they are even less fun to actively
participate in. No
disrespect to the tuba playing population of the game, but to solo as
restoration is about as interesting as a tuba solo. You’re a
great support to
an ensemble, but lets face it, we all really want to hear the trumpet.
This spec is amazing if you group and will
keep you in high demand in the end game, but for soloing it simply is
not
viable. A sample rotation for this spec is to rotate on your heels and
speak to
the trainer about relearning your talents. While both of the previous
specs I
discussed will need to take some talents from the restoration tree,
anything
more than 10-13 points spent in this tree are wasted for soloing
purposes at
this level range (16-17 points in a level 80 build is a viable build
for feral
and balance). 

Once again the druid proves to be a
capable soloist in this
level range as in the first forty levels. Whatever your preferred
playstyle,
the druid can handle it, the only truly complete hybrid in the game the
Druid
is the perfect class for those that love to switch it up on the fly and
shift
into a new perspective with ease. As long as you don’t mind
spending the coin,
I highly recommend tinkering with your spec and sowing your wild oats
while
you’re young.

Until next week, stay safe and have
fun.  


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Last Updated: Mar 13, 2016

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