We have gone through the troublesome preparation be to a Druid, and then dwelled on the important tips and ways to get to levels 5. Now we will talk something about the strategies and items in your leveling from 6 to 8.
We will first expand on the new abilities for druids players are caring for, from levels 6 to levels 8.
Thorns, rank 1, very nice Druid buff which will sprout from the friendly target causing 3 Nature damage to attackers when hit and it will Last 10 minutes. And also you can get the Wrath, which will Causes 25 to 29 Nature damage to the target and 1.5 cooldown (rank 2).
Since your new Wrath uses 35 Mana per cast, you should care much on the casting of it. Just make sure you always keep Thorns and Mark of the Wild active.
Thorns are pretty nice for soloing, in that it only does damage to an opponent when he is actively hitting you. If you have several mobs attacking you, each of them is taking some damage.
Once you start grouping, however, Thorns becomes a situational spell. Since it deals damage to any attacker, it is also increasing threat against all opponents that are attacking you. If you are in a healing role in a party, the last thing you want is to be gaining threat with attackers, when a tank will only have to work that much harder to pull them off of you. When you're in a group, instead of casting Thorns on yourself, cast it on your Tank, and it will help them to build threat and keep aggro over multiple targets.
When you are at level 8, the new skills you'll get are Entangling Roots (rank 1), which will root the target in place and causes 20 Nature damage over 12 seconds. Damage caused may interrupt the effect, only useable outdoors. While Healing Touch (rank 2) will heal a friendly target for 88 to 112, with 2 second's casting time.
Entangling Roots will bestow players with more power on the crowd control. So far, you've been suffering through as a pure offensive caster, trying to get your spells off as fast as you can before your opponent forces you into melee combat.
With Entangling Roots, you now have a spell that has the same range as Wrath and Moonfire, with the same 1.5 second casting time as Wrath, which not only applies damage over time for 12 seconds, but also roots your target into place so he can't run after you.
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