Leveling Talents in Mists of Pandaria (all specializations):
There is a new talent system in 5.0 which has a set of talents that is shared across all four druid specializations. Choosing your specialization now gives you a bunch of abilities as you level up. Then, you get to choose 6 additional abilities from the talent set (see the WoWhead talent calculator here). Here, I will briefly explain the sets of options you have and how useful they are to each spec for leveling (your max-level choices may be different). The purpose of these talents is to allow for choice, so I will spend more time explaining what they do than telling you which one to choose.
Level 15: All specializations choose either feline swiftness or wild charge.
- Feline Swiftness: Increases your movement speed by 15% at all times. This is pretty useful for all four specializations.
- Displacer beast: Teleports you 20 yards away and shifts you into cat form. Not recommended for leveling.
- Wild charge: Gives you a different movement teleport effect depending on your specialization. In caster form, you teleport to the location of your targeted ally. Moonkin bound backwards 20 yards. Travel form leaps forward 20 yards. Swim form goes faster. Cats jump behind your targeted enemy. Bears charge at their enemy and imobilize them for 4 seconds. Good for everyone except resto druids for leveling.
Level 30: Choose any for leveling tanks or DPS. Nature’s Swiftness or cenarion ward is recommended for restoration, so that you can cast the heal on other people.
- Nature’s Swiftness: makes your next healing spell, roots, rebirth, or cyclone instant-cast and usable in all forms. This is useful for all specializations.
- Renewal: Instant cast that heals yourself for 30% of your health. Useful for DPS and tank druids for keeping yourself alive. Less helpful for resto druids where the other options can be used on either yourself or others.
- Cenarion Ward: A buff you put on your target that will apply a HOT to tick down after they get hit. This was substantially improved in the 5.2 patch, making it a viable option for leveling.
Level 45: Overall, I prefer typhoon. However, for leveling, your choice of crowd control here doesn’t matter much (except on a pvp server where you should take typhoon as a defensive move)
- Faerie Swarm: Your faerie fire spell slows your target’s movement speed. Situationally useful.
- Mass Entanglement: Will root multiple targets in place for a short time. Situationally useful.
- Typhoon: Knocks back your target and dazes (slows) them for a short period of time. Situationally useful.
Level 60: In general, force of nature is probably the best option for soloing. Incarnation is the best option for running instances or grouping.
- Soul of the forest: Gives balance more solar or lunar energy when you exit Eclipse (good option because it gets you back into an Eclipse faster). Gives feral more energy when you use finishing moves (not as helpful for leveling if things die fast). For Guardian, mangle generates more rage (helpful for leveling as a tank). For resto, using swiftmend makes your next cast spell faster (not as helpful for leveling). The nice part of this is that your bonus is passive so you don’t have to remember to cast it.
- Incarnation: For balance, increases your damage while Eclipse is active. For feral, this gives you a couple different bonuses. Guardian: Reduces the cooldown on abilities. Resto: increases your healing done and gives you several nice bonuses. (for all specs, this is better for running with groups and not for solo questing).
- Force of Nature: Summons treants to fight for you. For balance, treants cast wrath & roots (helpful for leveling). For feral, treants do melee damage and can stun the target (helpful for leveling). For guardian, treants taunt (not as helpful for leveling). Resto treants cast Healing Touch and swiftmend (Helpful for leveling).
Level 75: Another crowd control tier where it doesn’t matter what talent you choose, (except on a pvp server where you should take disorienting roar or mighty bash as defensive tools).
- Disorienting roar: Disorients all enemies within 10 yards (your targets won’t attack for the duration of the effect, but any damage you do will break the disorient).
- Ursol’s Vortex: Will slow the movement speed of enemies in the vortex.
- Mighty bash: A 5 second stun that requires being in melee range.
Level 90: See end-game guides for recommendations. Heart of the wild’s passive bonuses are useful for everyone (though the “utility” benefit is less useful), so you can start out with Heart of the Wild and choose your talent based on the end-game content you want to do. The other two talents are more situational.