Druid:
As a support healer and nuker, you can bring a great deal of power to OoW groups.
Your patch healing abilities can ease clerics’ worries about the safety of the rest of the group.
When grouped with a cleric, be sure to tell him or her up front that you’re able to cover everyone
else in the group besides the main tank; this helps avoid confusion and wasted mana. When
patch healing, be sure to make use of the Health of Target’s Target leader ability if your group
leader has it. You can also main heal with your slow heals if you practice a bit; the only thing a
cleric has over you in this area is raw healing numbers and efficiency. Consider activating a
mana regeneration Tribute effect if you’re taking on this role.
When you’re not in a mana-intensive healing role, you’re free to do other things. You
should always have at least one root spell (preferably non-damaging) memorized when
grouping in OoW, as root can come in handy for crowd control, particularly if your group lacks a
bard or enchanter or if one of those classes dies. You can also use the mana saved by not
healing to use knockback stuns to help reposition walled mobs. Remember that the stun will
move the mob in the direction you are facing, regardless of where you are in relation to the mob.
Be sure to keep a damage shield on the tank and possibly the puller when you have the
mana available. Other casters in your group can also benefit from the mana regeneration
component of spells like Protection of the Nine; if you’re together with a cleric, you can stack the
cleric’s Symbol spell with Protection of the Nine (or Steeloak Blessing when you get it) for
improved HP. Never underestimate the effectiveness of your combat spells, either. Your fire
resistance and armor debuffs can make life easier for nukers and melees alike, and your nukes
and DoTs are a boon for improving kill speed.
Don’t forget about Pack Spirit, the group wolf form spells, and Flight of Eagles. Pack
Spirit is especially handy when cast just before zoning to an indoor zone. Keep an evacuate
spell memorized in dangerous places, but avoid using it unless you’re sure your group won’t
have any regrets about being ported out from the current fight. In populated zones, checking
your Track window frequently for named is a good idea as well, since pullers frequently have
much on their minds and may not notice named mobs the moment they spawn. And for the love
of Karana and Tunare, don’t forget to snare! Many Omens of War mobs can escape very
quickly if left unsnared, and the last thing your group needs is a mini-train of adds called by a
fleeing mob. Snare is an unsung hero of grouping, but it’s a hero nonetheless.
Enchanter:
The mobs here will eat you for breakfast if you’re not careful or if your tank isn’t doing a
good job. It’s much easier to fix the first of the two problems. For starters, avoid slowing mobs
immediately unless it’s necessary (such was when fighting named). Tashing the mob just as it
reaches the camp, waiting about five seconds, and then casting slow should allow enough time
for the tank to establish good aggro. In the event that you do die, consider using your Gather
Mana AA to counteract the loss of mana due to resurrection.
Feel free to scold tanks and other melees who break mez without taunting first. If they
do it repeatedly, consider rooting the mobs after mezing them. The melees will then complain
that aggro and positioning are hard to establish because the mobs are rooted. At that point it
should be easy to get them to taunt before breaking mez; offer to stop rooting if they’ll stop
being reckless.
Your AE stuns may see less use in this expansion since casters are uncommon. Even
so, you should still keep a stun or two memorized because they can be used to save your life in
case a mob lunges at you. AE stuns are also useful for hindering mobs to give yourself time to
lock them down with mez.
Finally, charming mobs to improve group DPS isn’t too useful in OoW because of the
charmed mob nerf (charmed mobs in OoW deal only ¼ their normal damage). If you want to
improve DPS and have mana to spare, load up a nuke or a few DoTs. Nuking is safer than
charming and is only slightly less effective.