While most Healers and Priests draw power from their faith in the All-Father, there are other kinds of priests who walk the World, serving other masters. The most ancient and mysterious of these are the Druids, an ancient sect of priests who worship the primal Beast Spirits and Braialla, Green Mother of the World. The Druids hold their rites at ancient stone circles lost in the deeps of the forest, far from the prying eyes of Man. Their rites and rituals are the echoes of ancient ceremonies intoned by the Elves under the First Twilight ages ago, and their potency has not faded. Through the power of their faith, Druids attune themselves with the world around them, utilizing the hidden connection between all living things and the World itself.
The Druid is the champion for the faint whispers of Braialla's wisdom. He is capable of summoning a variety of natural phenomena to shatter his enemies: hedges of thorns, blights of poison, and storms of lightning. He can even shake the ground itself to break those who still remain. The woodsman's knowledge of nature serves to protect his allies from the elements, revitalize them, or steal them away by transforming them into a raven to evade enemy advances.
The Druid is a jack of all trades. He can heal respectably, apply pressure with his damage, and even support through his crowd control effects. He is, however, very vulnerable to crowd control himself since he cannot mitigate debuffs or crowd control easily. The class is completely centered around kiting and, whenever possible, you should always be out of your enemy's effective range once you have them loaded up with damage-over-time effects.
Your Grasp of Thorns and Hedge of Thorns damage over time effects stack and their recycle timers are shorter than their duration, so you should always keep these powers applied on your targets.
Since Call Lightning and Earthquake have a wide damage range, their damage can be unpredictable. Err on the side of caution when planning your rotation.
A very cheeky strategy with Druids is to utilize Wizard's Greater Translocation. Since it does not interrupt a spell cast, a group of Druids can begin casting Earthquake simultaneously. Just before the spell is finished casting, the Wizard can translocate the Druids into the middle of an enemy group, instantly laying down thousands of damage. This is a strategy known as "Tele-Quaking."