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, and storms of lightning. He can even shake the ground itself to break those who still remain. The Druid can use his lore to ward his allies from natural forms of damage, 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 one you have them loaded up with damage over time effects.
Your Grasp of Thorns and Hedge of Thorns stack and their recycle timer is shorter than their duration so you should always keep those applied to your target.
Your damage range is very wide for Call Lightning and Earthquake and, as such, you should expect low damage rolls with them at inopportune moments. Never bank your engage on either of those spells finishing off an opponent.
A very cheeky strategy with Druids is to utilize Wizard's Group Translocation. It does not interrupt casting times so a group of Druids can begin casting Earthquake simultaneously and, just before the spell is finished casting, the Wizard can translocate the Druids into the middle of an enemy group to devastate them. This is a strategy known as "Telequaking."