Balance Druid Compendium
Written by: Gamz, Vinter, Dsune(Oi)
News
Elune's Chosen tier set
2-piece
Starfire damage increased by 25%. Gaining Astral Power with
Starfire has a 50% chance to launch a
Starsurge at a victim of 50% effectiveness.
This is approximately ~8.4% dmg increase from having no set.
4-piece
On impact,
Starsurges launched by
Starfire split to up to 3 additional targets at 80% effectiveness and grand a stack of
Gathering Moonlight. Casting
Fury of Elune or
Full Moon consumes Gathering Moonlight to increase your damage by 4% per stack for 12 sec.
This is approximately ~15.1% dmg increase from having no set.
Keeper of the Grove tier set
2-piece
Casting
CA /
Inc calls upon the assistance of a
Dryad for 10 sec that casts
Starsurge at 360% effectiveness and
Starfall at 800% effectiveness.
This is approximately ~7.2% dmg increase from having no set.
4-piece
When your Dryad fades, your next 2
Starsurges damage for an additional amount equal to 3% of your damage done while it was active and splash 15% of their damage onto nearby enemies, reduced beyond 5 targets.
This is approximately ~18% dmg increase from having no set.
Current Bugs
-
There is currently a bug with the Keeper of the Grove 4-set bonus where you don't get the Dryad's Favor buff after the Dryad dies. The only boss it is confirmed to be bugged on currently is Plexus Sentinel, but it could also be bugged elsewhere. It is most likely a bug caused by the 4-set not counting the damage done to absorbs or shields towards the pool, probably caused by whatever Blizzard did during PTR when they fixed healing and overhealing contributing towards the pool.
-
Control of the Dream does not give the proper CDR on the first use of the affecting spells if you wipe to a boss. You need to change talents in the choice node to fix it. You can use this weakaura to change the choice node around by pressing a button in the middle of your screen.
-
Changing talents from
Orbital Strike to
Whirling Stars can make macros using
CA /
Inc not work at all, giving you an error message and have your button be desaturated on your bars. This requires a relog to fix.
-
If you spell-queue a free spender through a
Starweaver or
Touch the Cosmos proc as your first global in an
Eclipse, you will gain no value from
Hail of Stars.
Rotation
Openers









Single Target Priority
What is a priority list?
When reading the priority lists below, you should not think of these as steps to be followed in a specific order. At any given point in combat, you should cast the first ability on the list that you are able to cast, provided the conditions for its use are met.
Keeper of the Grove - ST
- Keep up
Sunfire, refresh within pandemic (30% of base duration shown in the tooltip) or if you're about to use
CA /
Inc and the DoT would fall off before it expires.
- Keep up
Moonfire, refresh within pandemic (30% of base duration shown in the tooltip) or if you're about to use
CA /
Inc and the DoT would fall off before it expires.
- Keep up
Stellar Flare and refresh within pandemic (30% of base duration shown in the tooltip) if you will not overcap on AP.
- Use
Force of Nature if any of the following are true:
- You are 2 GCD's into your
Dryad window.
- The cooldown of
Convoke the Spirits is longer than 25 seconds.
- The cooldown on
CA is less than a GCD and the cooldown of
Convoke the Spirits is less than 3 GCD's.
- The cooldown of
Convoke the Spirits is longer than 10 seconds.
- You will have
CA /
Inc and trinket back up before
Force of Nature is ready again.
- You are 2 GCD's into your
- Use
Fury of Elune before using
CA /
Inc.
- Use
Celestial Alignment/
Incarnation if any of the following are true:
- The cooldown on
Force of Nature is less than 3 GCD's.
- You just used
Force of Nature and
Convoke the Spirits is available.
- You just used
Force of Nature and the cooldown on
Convoke the Spirits is greater than the remaining recharge time of your next
CA.
- You have enough AP for 2
Starsurge casts and the cooldown on
Convoke the Spirits is less than 4 GCD's and
Force of Nature is available.
- You have the
Dryad's Favor buff and
Force of Nature is active.
- The fight will end before
Force of Nature is available again.
- The cooldown on
- Use
Starsurge if you have
Dryad's Favor and you are in
CA /
Inc.
- Use
Wrath in your
Dryad window if you have don't have enough AP for the 2
Starsurge casts needed to consume
Dryad's Favor.
- Cast 2
Starfire to enter Solar Eclipse. It is optimal to start casting
Starfire when the cast time of
Starfire is longer than the remaining duration of
Eclipse.
- Use
Convoke the Spirits when any of the following are true:
- You just used
Force of Nature and you are in your
Dryad window.
- You are below 40 AP and you just used
Force of Nature.
-
CA will last for more than 4 seconds or the fight will end before your next
CA or
Force of Nature window.
- You just used
- Use
Fury of Elune.
- Use
Starsurge if
Starlord has less than 3 stacks.
- Use
Starsurge if one of the following conditions is met:
Starlord has less than 3 stacks.
- You are about to overcap on AP.
- You need to move.
- You have a
Starweaver's Weft proc.
- You have a
Touch the Cosmos proc.
- Use
New-,
Half- and
Full Moon if all of the following conditions are met:
- You will not overcap on AP.
- You can finish the cast before your current Eclipse ends.
- You are in
CA/
Incarnation or you're about to cap on charges and the cooldown of
CA/
Incarnation is longer than 15 seconds.
- Use
Starsurge if one of the following conditions is met:
- You are about to overcap on AP.
- You need to move.
- You have a
Starweaver's Weft proc.
- You have a
Touch the Cosmos proc.
- Use
Starfall if you have a
Starweaver's Warp proc.
- Use
Wild Mushroom if you will not overcap on AP and Fungal Growth is not active on your target.
- Use
Wrath.
Elune's Chosen - ST
- Use
Warrior of Elune.
- Keep up
Moonfire and
Sunfire, refresh within pandemic (30% of base duration shown in the tooltip).
- Keep up
Stellar Flare and refresh within pandemic (30% of base duration shown in the tooltip) if you will not overcap on AP.
- Use
Fury of Elune together with
Celestial Alignment/
Incarnation.
- Use
Celestial Alignment/
Incarnation.
- Use
Warrior of Elune if your eclipse has less than 7 seconds left and you will enter Solar Eclipse next.
- Use
Wrath to enter Lunar Eclipse.
- Use
Starfire to enter Solar Eclipse.
- Use
Fury of Elune.
- Use
Starfire to spend any stacks of
Nature's Grace before using
Convoke the Spirits.
- Use
Convoke the Spirits if you're below 40 AP and
CA/
Incarnation will last for more than 4 seconds, or your next
CA/
Incarnation window is more than 30s away and your Eclipse will last for more than 4s.
- Use
Starsurge if
Starlord has less than 3 stacks.
- Use
Starsurge if one of the following conditions is met:
Starlord has less than 3 stacks.
- You are about to overcap on AP.
- You need to move.
- You have a
Starweaver's Weft proc.
- You have a
Touch the Cosmos proc.
- Use
New-,
Half- and
Full Moon if all of the following conditions are met:
- You will not overcap on AP.
- You can finish the cast before your current eclipse ends.
- You are in
CA/
Incarnation or you're about to cap on charges and the cooldown of
CA/
Incarnation is longer than 15 seconds.
- Use
Starsurge if one of the following conditions is met:
- You are about to overcap on AP.
- You need to move.
- You have a
Starweaver's Weft proc.
- You have a
Touch the Cosmos proc.
- Use
Starfall if you have a
Starweaver's Warp proc.
- Use
Wild Mushroom if you will not overcap on AP and Fungal Growth is not active on your target.
- Use
Force of Nature if you will not overcap on AP.
- Use
Starfire.
- Use
Wrath.
AoE Priority (2+ targets)
Keeper of the Grove - AoE
- Use
Sunfire if the target will live for at least 5.5 seconds. Subtract 0.5 seconds for each additional target beyond the first. Wait until all targets are gathered.
- Use
Moonfire if the targets will live for 6 or more seconds and you will not overcap on AP. Remember
Force of Nature also spreads
Moonfire
- Use
Starsurge if you have
Dryad's Favor and you are in
CA /
Inc.
- Use
Stellar Flare if all of the following conditions is met:
- The target will live for at least 8s+1s per target that
Starfire can hit.
- You will not overcap on AP.
- The target will live for at least 8s+1s per target that
- Use
Starfall if you would overcap Astral Power with your next cast.
- Use
Force of Nature if one of the following conditions is met:
- Your current Eclipse has more than 3 seconds left.
- Your next GCD is
CA/
Incarnation.
- Use
Celestial Alignment/
Incarnation if one of the following conditions is met:
- You just used
Force of Nature.
- The cooldown on
Force of Nature is longer than 25 seconds.
- You just used
- Use the appropriate filler to pool AP for 2
Starsurge casts to spend
Dryad's Favor at the end of your
CA /
Inc.
- Use
Starfire to enter
Solar Eclipse on 2 targets.
- Use
Wrath to enter
Lunar Eclipse on 3 or more targets.
- Use
Fury of Elune.
- Use
Starfall if:
Starlord is below 3 stacks.
- You have a
Starweaver's Warp proc.
- You have a
Touch the Cosmos proc.
- Use
Starfire to consume any stacks of
Nature's Grace and
Umbral Embrace.
- Use
Wild Mushroom if you will not overcap on AP and Fungal Growth is not active on your target.
- Use
Full Moon if all of the following conditions are met:
- You will not overcap on AP.
- You can finish the cast before your current eclipse ends.
- You are in CA/Inc or you're about to cap on charges and the cooldown of
Celestial Alignment/
Incarnation is longer than 10 seconds.
- Use
New Moon if you will not overcap on AP.
- Use
Half Moon if you will not overcap on AP and you can finish the cast before your current eclipse ends.
- Use
Convoke the Spirits if you are fighting less than 7 targets and
Umbral Embrace is not up.
- Use
Starsurge if you have a
Starweaver's Weft proc.
- Use
Starfire.
Elune's Chosen - AoE
- Use
Fury of Elune if
Gathering Moonlight is about to expire.
- Use
Sunfire if the target will live for at least 5.5 seconds. Subtract 0.5 seconds for each additional target beyond the first. Wait until all targets are gathered.
- Use
Moonfire if the targets will live for 6 or more seconds and you will not overcap on AP. Start spreading
Moonfire while the tank is gathering mobs.
- Use
Stellar Flare if all of the following conditions is met:
- The target will live for at least 8s+1s per target that
Starfire can hit.
- You will not overcap on AP.
- The target will live for at least 8s+1s per target that
- Use
Starfall if you would overcap Astral Power with your next cast and you're not casting
CA/
Incarnation next.
- Use
Fury of Elune if it's available the global before
CA/
Incarnation.
- Use
CA/
Incarnation.
- Use
Warrior of Elune if you have no stacks of
Dreamstate and will not overlap the
Starfire casts with
Dreamstate ones.
- Use
Wrath to enter Lunar Eclipse.
- Use
Fury of Elune.
- Use
Wild Mushroom if you will not overcap on AP and Fungal Growth is not active.
- Use
Starfall if one of the following conditions is met:
Starlord is below 3 stacks.
- You have a
Starweaver's Warp proc.
- You have a
Touch the Cosmos proc.
- Use
Full Moon if all of the following conditions are met:
- You will not overcap on AP.
- You can finish the cast before your current eclipse ends.
- You are in CA/Inc or you're about to cap on charges and the cooldown of
CA/
Incarnation is longer than 10 seconds.
- Use
New Moon if you will not overcap on AP.
- Use
Half Moon if you will not overcap on AP and you can finish the cast before your current eclipse ends.
- Use
Starfire to consume any stacks of
Nature's Grace and
Umbral Embrace.
- Use
Convoke the Spirits if you are fighting less than 7 targets and
Umbral Embrace is not up.
- Use
Starsurge if you have a
Starweaver's Weft proc.
- Use
Force of Nature if you will not overcap on AP.
- Use
Starfire.
Rotational Details
Eclipses and Fillers
- Enter
Solar Eclipse and cast
Wrath on 1 and 2 targets.
- If you enter
Lunar Eclipse by mistake on 1 target, cast
Wrath.
- If talented into
Soul of the Forest and
Umbral Intensity, enter
Lunar Eclipse on 3 targets. Otherwise, enter
Solar Eclipse and cast
Wrath.
- Enter
Lunar Eclipse on 4+ targets.
- Cast
Wrath in
CA /
Inc on 1 and 2 targets.
- Cast
Starfire in
CA /
Inc on 3+ targets.
- If talented into
Lunar Calling, enter
Lunar Eclipse and use
Starfire on all target counts.
- Use
Starsurge on 1 target.
- Use
Starfall on 2+ targets with
Aetherial Kindling.
- Use
Starfall on 3+ targets.
The Keeper of the Grove tier set revolves around dumping as much damage as possible into your
Dryad window to maximize the damage of your
Dryad's Favor buff.
The general way to play this in raid is to use CA on pull after your
Moonfire and
Sunfire, then pressing
Force of Nature 2 globals into your
CA. After pressing
Force of Nature you immediately use
Convoke the Spirits.
As your Dryad fades and you gain
Dryad's Favor, you press
CA again to dump the empowered
Starsurge casts into a maxed out
Balance of All Things and
Force of Nature window.
After this opener you do the same sequence as your Convoke the Spirits is coming back, but without the 2nd use of
CA.
If you have Potent Enchantments talented you can fit another double use of
CA in at the 4 minute mark with your 3rd use of
Convoke the Spirits.
Remember to pool Astral Power for when your Dryad fades and you gain
Dryad's Favor, as the window to spend the buff before
Force of Nature and
CA falls off is very tight.
Warrior of Elune is an off-gcd ability, making your next 3
Starfire instant for 25 seconds. The ability has a 45s cooldown that starts once you've pressed it.
If you are playing Lunar Calling you should use your
Warrior of Elune charges when you have no stacks of
Nature's Grace.
When not talented into Lunar Calling, use Warrior of Elune with 7 seconds remaining on
Eclipse and use the charges to enter Solar Eclipse.
Use Owlkin Frenzy procs to enter Solar Eclipse, inside Lunar Eclipse or inside
CA/
Incarnation if Starfire will hit 2 or more targets. Keep in mind that
Warrior of Elune charges are consumed before
Owlkin Frenzy procs.
Whirling Stars is a talent that changes your
CA/
Incarnation cooldown to a charge system, with a 100s recharge. In Keeper of the Grove, you want to overlap these charges with
Force of Nature and
Convoke the Spirits or just
Force of Nature if your
CA/
Incarnation will recharge before
Convoke comes back off cooldown.
In a raid scenario where you pull a boss with both charges up, you want to use your 1st charge on pull, and your 2nd charge when you gain Dryad's Favor during your
Force of Nature window.
In an M+ scenario, if you're talented into Incarnation: Chosen of Elune instead of
Convoke, you want to use your
Whirling Stars charges at any time where you can overlap with
Force of Nature.
When using Elune's Chosen and not talented into
Convoke, you can use
Whirling Stars right after entering an
Eclipse that procs
Sundered Firmament, but this is not a major gain. If you're using
Elune's Chosen and you're talented into
Convoke, you want to overlap your
Whirling Stars charge with your
Convoke cooldown.
When using Nature's Grace you should make sure to start casting your
Wrath/
Starfire when the duration of your active
Eclipse is shorter than the cast time of your
Wrath/
Starfire. This will make sure that you always keep 1 stack of
Nature's Grace when entering your new
Eclipse. This can be tricky to pull off consistently when cycling between
Lunar Eclipse. Try to bank some AP for the end of
Eclipse if you need to fill a GCD to time your
Wrath cast correctly.
If you are approaching a pack in mythic+ you can cancelaura your Nature's Grace and spell-queue 2
Wrath casts while the tank is walking towards the pack before you've entered combat, this will make it so you are in
Lunar Eclipse and have 2 stacks of
Nature's Grace up for faster
Starfire casts whenever you've finished spreading your dots. This can be tricky to pull off, especially if your tank is chaining a lot of packs. Keep in mind that the moment you enter combat, spreading
Sunfire and
Moonfire becomes the highest priority.
You can use the macro below and replace your existing Wrath keybind with it to cancel
Nature's Grace when you're out of combat to help with this.
#showtooltip
/cast Wrath
/cancelaura [nocombat] dreamstate
Talents
Raid
NOTE
These builds are templates that will serve you well in most cases. For specific builds and explanations for each boss, check out the raid guide and click the "Balance" checkbox. These builds will be updated continously as people progress Manaforge Omega.
Mythic+
The following are dungeon talent builds that will always serve you well but mind that there can be some variations based on your group comp or affixes. Do not be afraid of swapping some talents out if you think it can help your group.
Both hero trees are viable and perform very close to each other. Feel free to choose the one you prefer. For additional information on what talents you can swap out for other specific talents, check the talent explanation section below.
Talent Explanations
Top Section Explained
-
After taking the mandatory defensive and offensive nodes in the top section of the tree, you are required to spend 1 more point before you can progress down the tree.
Remove Corruption and
Killer Instinct are your options here.
Remove Corruption is a poison/curse dispel, and is the preferred choice in most Mythic+ content, but does not offer a lot of value in raid.
Killer Instinct increases your armor and physical damage done, which can give you a very minor damage increase if you are using
Convoke the Spirits in melee range.
Hibernate is a viable option for pathing, but the spell has no real value in any current content.
Middle Section Explained
-
In the middle of the tree, you have noticeably more options to choose from. After choosing the mandatory talents in this section, there are 4 points to spend before you can progress further down the tree.
Either
Feline Swiftness and
Well-Honed Instincts are necessary to progress down the left side of the tree.
Feline Swiftness is a good movement speed talent, while
Well-Honed Instincts gives a minor defensive every 90-120 seconds, depending on the talent below it. It is beneficial to take both options in reasonable content.
Either one of
Typhoon or the
Ursol's Vortex node are needed to progress down the right side of the tree. They are both situational utilities you can use dependent on what content you're doing. You are likely to use both in Mythic+.
Matted Fur is a very minor defensive talent that gives you a small shield when you press
Barkskin.
Light of the Sun reduces the cooldown of your
Solar Beam by 15 seconds, making your interrupt have a 45 second cooldown instead of a 60 second cooldown.
Astral Influence increases the range of your spells by 5 yards. Good talent to take if you're in a situation where you need to outrange an ability. Good point to spend if you have no better options available.
Bottom Section Explained
-
After choosing the mandatory talents in this section of the tree, you're left with 4 more points to spend on optional talents.
Improved Stampeding Roar is an often relied-upon option for progression fights where your raid can benefit from a group-wide movement speed increase. Talk to your raid leader and make the decision that's best for your group.
Nature's Vigil is a situationally helpful talent for your raid. Talk to your raid leader and healer team and make a decision that's best for your progression when considering this talent.
Forestwalk is a situationally good node, giving you increased movement speed and healing received after casting
Regrowth. This can be strong when paired with
Blooming Infusion and
Protective Growth for fights that require good defensive value.
Incapacitating Roar is a good option to make use of in Mythic+.
Lycara's Inspiration was reworked from previous season and now gives 3% AoE damage reduction when in Moonkin Form. This talent is okay defensively, but not mandatory.
Ursine Vigor is a solid defensive node that increases your health and armor by 15% for the first 4 seconds of entering
Bear Form. This talent is a solid choice in general.
- For the Balance Druid spec tree there are currently a solid number of talent iterations to choose from that don't provide a meaningful increase to your damage. Talents like
Soul of the Forest,
Crashing Star,
Touch the Cosmos,
Hail of Stars,
Umbral Inspiration and
Sundered Firmament are mostly interchangeable in ST with Keeper of the Grove, which is the recommended hero talent for raid encounters. Below there will be short explanations for each talent. Keep in mind that most of these options don't provide any changes in your rotation or decision making.
Top Section
-
Stellar Flare is currently simming noticeably worse than
Wild Surges on ST and is generally untakeable outside of niche situations where you can maintain dots on targets that are far apart.
Wild Surges is the recommended choice for most content outside of the niche scenarios where
Stellar Flare can be useful.
Nature's Balance sims around 0.6% higher than
Twin Moons on pure single target, but loses out whenever there are more targets, where you can benefit from
Twin Moons spreading
Moonfire.
Aetherial Kindling is a preferred choice for any sustained AoE scenario where you can benefit from your DoT effects being extended. Very good for m+.
Middle Section
-
Sunseeker Mushroom is the preferred option over
Wild Mushroom and is taken in most builds, both for single target and AoE.
Stellar Amplification is recommended for ST scenarios where you cast Starsurge enough to keep good uptime on it, taken for most raid encounters.
Touch the Cosmos lost some power since the start of Season 2, heading into Season 3 it is an optional talent for Keeper of the Grove in ST scenarios, and a talent you never take as Elune's Chosen. The 11.2 Elune's Chosen tier set only procs when you generate Astral Power with
Starfire which devalues any talent that increases Astral Power generation or ones that give you free spenders.
Umbral Intensity is a very good talent for both
Keeper of the Grove and
Elune's Chosen. It also routes towards
Astronomical Impact which is a mandatory talent for Keeper of the Grove whenever playing the 4-set.
Astronomical Impact is a mandatory talent whenever you're playing the Keeper of the Grove 4-set as a considerable amount of your damage relies on
Dryad's Favor critting.
Soul of the Forest in itself is an okay talent in ST and the extra Astral Power generation can help you in dealing with spots in raid where there is a lot of movement. It is mandatory in AoE.
Crashing Star is an optional talent in ST, and is good when paired with
Soul of the Forest.
Hail of Stars is an optional talent in general for ST, but loses out on AoE because of diminishing returns on
Shooting Stars when there are more targets.
Bottom Section
-
Power of Goldrinn got a buff heading into 11.1 and is recommended for all ST encounters.
Umbral Inspiration can be swapped out on ST for another talent, but is generally recommended for all content.
Sundered Firmament is optional for
Keeper of the Grove, but mandatory for
Elune's Chosen since it helps provide uptime for
Atmospheric Exposure.
Orbit Breaker is good whenever paired with
Hail of Stars, as the increased duration on
Solstice helps saturate
Orbit Breaker procs.
Sundered Firmament and
Orbit Breaker both benefit from the damage increase from
Radiant Moonlight.
Denizen of the Dream is a strong single target node, but loses value in AoE scenarios. Recommended for all raid fights.
Fury of Elune is a mandatory talent for
Elune's Chosen and optional for
Keeper of the Grove. If you use this talent for
Keeper of the Grove you should aim to line the cast up with your cooldowns or whenever there are more targets up.
The key differences between the two different hero trees lie mainly in their distinct damage profiles. Elune's Chosen has a very flat damage graph with solid damage over the fights duration and mainly revolves around keeping good uptime casting
Starfire. This has been solidified in Season 3 with the
new tier set reducing the value of generating Astral Power since you can only proc the free
Starsurge casts whenever you generate Astral Power with
Starfire. In ST scenarios you forego talents like
Nature's Balance,
Rattle the Stars,
Touch the Cosmos and
Convoke the Spirits because these either help generate
Astral Power or reduce the cost of spenders.
Elune's Chosen is generally a stronger pick in M+ as the flat damage profile fits a dungeon scenario better than
Keeper of the Grove's burst oriented cooldown windows.
Keeper of the Grove revolves around doing big damage in your
Force of Nature window and using the window to fit all your high damaging abilities in. The
Season 3 tier set also plays into this, spawning a
Dryad that does solid damage during its duration. 3% of the damage you do during the window your
Dryad is active gets pooled into a buff increasing the damage of your next 2
Starsurge casts whenever the
Dryad despawns. The damage profile from
Keeper of the Grove fits well for raid content and is not as taxing as
Elune's Chosen when it comes to movement.
The Dryads Favor buff is capped to 10x your intellect whenever the
Dryad despawns. With 715 ilvl you will have around 120k intellect, which makes the cap be 1.2m, and means you will have to do 40m damage inside your
Dryad window in order to hit this cap.
Since Elune's Chosen mainly revolves around casting
Starfire and having uptime, it is natural that this hero tree values Haste more heavily, where as
Keeper of the Grove values direct damage stats like Crit and Versatility more, this can cause a noticeable difference in your Top Gear when simming different talent builds.
Keeper of the Grove compliments
Convoke pretty well when you use it with the dmg increase from
Harmony of the Grove and
Celestial Alignment.
Convoke is also good for priority damage and boss fights in M+.
Incarnation: Chosen of Elune is good for AoE scenarios, or in situations where
Convoke would use spells on targets you don't want to hit.
Incarnation: Chosen of Elune also pairs well with
Whirling Stars in M+, giving you very consistent cooldowns on most packs, and allows for more flexibility in when your damage spikes, as opposed to
Convoke. If you're playing
Convoke in M+, you should use it in AoE with the conditions outlined in the "Rotation" section.
Control of the Dream lets you hold on to either
Celestial Alignment/
Incarnation,
Convoke or
Force of Nature for up to 15 seconds without losing a use, subtracting the amount of time you held the ability from its cooldown.
Depending on the fight timer, this talent is stronger than Power of the Dream which it shares a choice node with. As always, you should research the fight you are preparing for on warcraftlogs or sim your character to make an educated guess.
Gearing & Consumables
Stat Priority
WARNING
Sim yourself using Raidbots Top Gear. Do not follow any stat priorities.
Gems and Enchants
Slot | |
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Gems | 1x ![]() ![]() |
Weapon | ![]() ![]() |
Chest | ![]() |
Cloak | ![]() |
Legs | ![]() |
Wrist | ![]() |
Boots | ![]() ![]() |
Ring | You should always sim your own character to determine what enchant to use in this slot |
Consumables
Type | |
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Potions | ![]() |
Food | ![]() ![]() |
Flasks | ![]() ![]() |
Weapon Rune | ![]() |
Embellishments & Crafted Items
For Season 3 and Manaforge Omega, crafting a Two-Hand Staff with
Ascension early will be a preferred option for most players. However, if you play in a decent guild and can acquire the
Voidglass Kris weapon from heroic, then crafting an
off-hand with
Ascension and spending the free Enchanted Runed Crest on
Bracers with Writhing Armor Banding can be a bigger upgrade.
Keep this in mind when simming your character to decide what your best option is.
Embellishments for this season don't offer a substantial gain, so it's important that you always sim your character using Raidbots Top Gear before making any gearing decision, but here are some guidelines:
Darkmoon Sigil: Ascension and
Writhing Armor Banding
This is a solid all-round choice for both single target and AoE. The Darkmoon Sigil: Ascension can be crafted on any weapon. If you go this route, you should aim to craft this on a two-handed weapon early, and craft the
Writhing Armor Banding on a low stat budget slot, preferably on the belt or wrist slot. Keep in mind that this embellishment only stacks during combat, making it a lot less valuable in mythic+. This option is generally worse later in the season when you can get either of the weapons with special effects.
Duskthread Lining or
Dawnthread Lining
These are buffs that give you versatility or critical strike when you're above 80% hp. They are decent choices for mythic+, depending on the uptime you can get. These embellishments can not be crafted on weapons or jewelry. If you go for this choice, you should aim to craft them on two low stat budget slots, notably the wrist or belt slots.
This is a solid all-round choice for single target and mythic+. It's a random damage proc effect, where the type of damage is determined based on what kind of gems you are wearing. Equipping more gems or changing the type does not matter for the damage output. If you go for this choice, you should aim to craft two of them on low stat budget slots, notably the belt, ring, neck or wrist slots.
Trinkets
WARNING
Remember to always sim your character using Top Gear on Raidbots. The following list is a rough estimate and assumes highest item level version of the trinkets and can change depending on tuning.
Tier | Trinket | Description |
---|---|---|
S Tier | ![]() | Primary stat stick with passive crit effect. Very good for both hero talents. |
![]() | 2 minute on-use with crit stat stick. Gives a lot of primary stat, decaying over 30 seconds. | |
A Tier | ![]() | Mastery stat stick. Has a 2 set effect with weapons from the raid with ![]() ![]() |
![]() | 2 minute on-use. Gives your highest secondary stat when used. | |
![]() | Haste stat stick with passive damage and intellect effect from the new dungeon. | |
![]() | 1:30m on-use. Gives Mastery when used. Drops from the new dungeon. | |
![]() | Regular stat stick trinket. Use on someone in your raid and give them some of their higher stat, and giving you a bigger amount of thier highest stat. | |
![]() | Gives random secondary stat on proc. | |
B Tier | ![]() | Haste stat stick with a moderately good effect. |
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C Tier | ![]() | |
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Trinket Sim (this sim will expire, contact Gamz on discord if it's currently broken)
D.I.S.C Belt
The Durable Information Securing Container belt from 11.1.7 is still okay going into the new season. You will likely replace this with hero track alternatives, but you should always sim yourself with Top Gear to make sure that replacing it is worth for you.
Static Charge gives versatility,
Critical Chain gives crit,
Electric Current gives mastery and
Spark Burst gives haste and since they all perform close to each other the choice will depend on your character. You should sim yourself on Top Gear to find out which one is best for you!
Reshii Wraps
In Season 3 we are getting the artifact cloak Reshii Wraps. For information about how to unlock and upgrade the cloak check out the WoWHead guide.
For the secondary stats gained from the Fiber items you should just sim the best one for your character using Top Gear on Raidbots. You can buy all of them from a Tailoring crafter and they do not consume when swapped around like gems.
FAQ
Q: Why can't I enter Solar Eclipse?
A: Because you are talented into Lunar Calling.
Waning Twilight without
Wild Mushroom or
Stellar Flare?
Q: How can I proc A: With Astral Smolder.
Lycara's Teachings, but the Mastery on my character panel is not showing right value, is it bugged?
Q: I am talented into A: The Mastery % displayed in your character panel shows the value of the Astral Invocation spell, which is the damage increased on targets affected by
Sunfire and
Moonfire and not the full effect of your Mastery.
Q:What is Astral damage?
A: Astral damage is both Arcane and Nature damage. Effects that buff Nature spells also applies to Astral spells, and effects that buff Arcane spells likewise also applies to Astral spells. For example, Solar Eclipse multiplies the damage of all Nature & Astral spells by 1.15x, and Lunar Eclipse multiplies the damage of all Arcane & Astral spells by 1.15x. If you have both eclipses, Astral spells get 1.15 * 1.15 = 1.3225x multiplier, while Nature & Arcane spells get 1.15x.
Keep in mind that class buffs only affect class spells so if a trinket does nature or arcane damage they are not affected by our buffs to these spell schools.
Q: Do our dots snapshot?
A: No, all of our periodic damage (like Moonfire,
Sunfire,
Stellar Flare) do NOT snapshot, everything is dynamic. This means any dots gain/lose the damage bonus upon entering/leaving the Eclipse that buffs them and whenever any other stat/damage increases are applied/expire.
Q: Is there a target count where spreading Sunfire or Moonfire is not worth it?
A: No, having your DoT effects up increases your damage done to the target. The conditions for spreading Sunfire and Moonfire are tied to how long the target will live, and not how many targets there are.
Q: How do I sim for M+?
A: It is generally recommended that you steer away from simming unrealistic scenarios like "5 target 40 seconds" as they are likely to give skewed results. Balance Druid stats don't really change much depending on target count either, so you will be perfectly fine just using the default "1 target 5 minute patchwerk" options. If your intention is to sim for mythic+, you can use the MDT Sim WeakAura which allows you to sim dungeon routes. Alternatively you can create a route using Keystone Guru and click the "simulate" option to generate a SimC string. Please keep in mind that ST damage is still a big part of mythic+.
Q: I've seen a lot of people running build X instead of Y in Mythic+, is X better?
A: Try them out and make an informed decision! Most differences between builds are based on variables like target count, comps, combat timer or utility needed.
Q: I'm doing really low damage in Mythic+, what am I doing wrong?
A: If you double-checked your rotation and still feel like you're underperforming you could just be playing low keys, together with classes that have very bursty damage profiles. When playing a Balance Druid, mobs need to live long enough for you to actually start doing damage, which is something that doesn't really happen in keys lower than 12+. Consider focusing a bit more on ST or trying another spec, but take into account the fact that DPS isn't everything in a key.
Q: I've read the priority list and I think my rotation looks correct but I'm still doing very low damage. What could be the reason?
A: Log one of your fights and check it with warcraftlogs and wowanalyzer. The main thing to check is if you're always casting: the timeline should have no downtime and, as close to zero as possible, cancelled casts. Another common issue is incorrectly planning your movement and wasting casts on dots: you should always have enough AP to cover some distance just by using spenders.
Q: I have read through the Compendium and I have some questions that are not outlined in this FAQ?
A: If you have any questions, you can go to the Dreamgrove discord server and then ask in there. This guide should cover everything you need, but there could always be some things left out or not considered. Remember, you are not guaranteed to receive the answer you would like.
Additional Resources
Macros
Orbital Strike macro:
#showtooltip
/cast [@cursor] Celestial Alignment
Force of Nature macro:
#showtooltip
/cast [@cursor] Force of Nature
Trinket macro:
If you are using an on-use trinket that should go along with your cooldowns, use the following macro (/13 for top trinket slot, and /14 for bottom trinket slot)
#showtooltip
/use 13
/use 14
/cast [@cursor] Celestial Alignment
Cancelaura Macros
Cancelling Starlord
Cancelling Starlord is entirely optional and is neither a DPS gain nor loss.
If you want to engage in this entirely optional method without incurring a DPS loss, you should aim to cancel Starlord at any point in an Eclipse window where the buff is currently at less than two seconds, and you are about to use Starsurge to prevent overcapping.
#showtooltip
/cancelaura Starlord
Cancelling Dreamstate
#showtooltip
/cast Wrath
/cancelaura [nocombat] dreamstate
Useful WeakAuras and Other Profiles
Balance WeakAura Packs
The following links lead to various Balance Druid WeakAura packs. These contain everything that's recommended to track to play at a high level. None of these are particular better or more useful than others, and which one you should use is up to your personal preference.
- Oi Balance pack
- Shrom's Ultimate AP Bar
- LuckyOneUI Druid
- Afenar The War Within
- Shrom's AP Bar - Standalone
Jundies Plater Profile
This profile for Plater is among the most used and asked about public nameplate profiles for Moonkins, having customized color and priority depending on the type of mob in M+.
Regrowth Tracker for Blooming Infusion
This weakaura tracks your number of casts of Regrowth before you get the Blooming Infusion buff that increases the damage of your next Wrath/Starfire and makes them instant cast, and also tracks your number of Starsurge casts before you proc an instant Regrowth.
Casts until you can cast Starfire
Starfire Alerter: See the description of the WA for more details. This is not a required WA but will make it easier to not get into situations where you are wasting a Starfire cast inside Solar Eclipse.
Simc Code Directory
String to Sim Tier Set (paste in advanced below your simc addon output)
SimC String for Every Food/Flask Combination (paste in advanced below your simc addon output)
String to Sim Race (paste in advanced below your simc addon output)