Exit order
Entangling Roots the add before it lands. Step away, finish the first target, then return for it.
Barkskin when you must finish a
Healing Touch under pressure. The cast is the point.
Travel Form needs ground. The first daze drops it, so clear the mob before you use it as an exit.
Gear that pays rent
Agility and Stamina first. Cat crit pays more than a little extra Strength.
Take Intellect on rings, cloaks, and neck. Mana is armor when the fight turns.
Carry two stacks of bandages. Put Leatherworking kits on every durable slot.
Dungeons
A timely
Healing Touch can stop a dungeon pull becoming a wipe. Keep the mana for that cast.
Groups to avoid
"Druid can heal, right?" If that is the healing plan, leave before the first pull.
A full Bear tank run without a dedicated healer. Innervate does not qualify as staffing.
Groups skipping drinks because they assume you will top everyone off.
Leave now
Two shifts used and the pull is still adding people.
The group walks through
Entangling Roots on every pull.