Druid Builds
From Game Theory
This build uses two spells: Wrath and Healing Touch (simplest is strongest approach). The key talents here are Lunar Guidance, Nature's Grace, Moonglow, and all of the stuff in the resto tree that affects Healing Touch. This build is good for both PvE and PvP as it offers a few balance talents and helps with the DPS output of Wrath a bit. Using the Improved Moonfire to proc a Nature's Grace for a quicker heal/wrath is the hotness. Mix and match +heal and +dmg as needed. Why Furor? Because IMotW sucks that much; it's more useful to have the ability to shift Bear + Bash in an emergency.
This one's pretty obvious, take almost everything in the feral tree, plus the feral talents in the resto tree. There is some room for personal style here, depending on what you're trying to accomplish. In particular, choosing where to distribute points between Nature's Grasp/Natural Shapeshifter/Brutal Impact; Survival of the Fittest is more a bear druid's talent, maybe not so much for cats.
For the ToL, the best balance between being a tree and being able to take care of one's self seems to be to go Tree/Bear. The tree has huge aggro problems with all its HoTs all over, so the Subtlety talent actually becomes useful. A lot of time out of the 5-sec rule makes the Living Spirit talent more attractive. Rejuv & Lifebloom are the spells to spam in this build, with Swiftmend picking up the slack for damage spikes.
Kick ass and take names in PvP. Force of Nature does more dmg than you think, and between insane Wrath dps, Starfire stun procs, and our new and improved mana regen, you'll leave a lot of classes asking for Druid nerfs. Doomkin only has roots to get at a distance from enemies, so there are talents in there to make sure you can successfully root your (melee) opponent beating on you.
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