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Druids are very useful because they can fill most combat roles (except, possibly, tanking due to the metal armor restriction) if you are missing a specialist.
The druid gets some pretty powerful spells early for damage you get the thorns that can at the least force enemies in a certain direction at the best it does good damage if you can force them through it. Moonbeam is good for shapeshifter or undead who don't do well with radiant damage. Flaming sphere can be good in certain situations, it is also a light source. Calll lightning is good you do have to manually choose your target every turn.
They get some good healing options as well so they can easily cover that role. One of the best utility spells is Goodberries as it cuts down on the ration you have to carry around, although I recommend carrying at least 4 in cast of long hard fights. They also can summon animal companions which can be powerful allies to have. I also think they get access to pass without a trace which is an incredible stealth advantage.
I only go wildshape when I have no more spells to cast or if I am low on hit points so I need that extrra buffer of hit points it provides.
I use wildshape to save myself some HP when some1 comes attacking me, better to lose HP as wildshape, but found direwolf cool, big movement range and can hit hard.
And hurling flames a lot :D
So just spam entangle and spike growth whenever you can.
If they have no choice they will go thru it but many times things will go around it if they can, things like lesser undead do because their attack motive is move forward and strike and enemies who don't have a ranged set of attacks if you drop it on your forces.
Also the change shape, though I did use it, here and there. Was not a big fan, as you can not change shape and attack on same turn.
Seemed better just to use an agressive spell, and hit something, then change shape, do nothing, get hit a few times, then you change back.
But it is kind of free hit points, if you know your are going to take some hits.
In dungeon settings you can often retreat to a choke point and set it so they have no choice but to go through it so unless they have range attacks, it makes mincemeat of them. I consider it by far the strongest 2nd level spell in the game from any class.
I didn't use lower level summons much, but conjure elemental is certainly effective.
Then depending on the length of the choke point you can back up to reset if if they have made it through. I agree it is a very powerful spell in situations where the enemy can't get around it or fly over it.