General Information
On this page, we list your Balance Druid core
abilities and how they should be used together (rotation) in World of Warcraft
MoP 5.4. We also explain when
to use your various cooldowns. Then, we go deeper and present all the subtleties
that you will need to know if you want to excel at playing a Balance
Druid.
The other pages of our Balance Druid guide can be accessed
from the table of contents on the right.
1. Single Target Rotation↑top
The Balance Druid rotation can best be summarised as:
- Apply and maintain
Moonfire and
Sunfire on the
target.
- Cast
Starsurge on cooldown.
- Thanks to
Shooting Stars, the cooldown of Starsurge is sometimes reset,
and the spell becomes instant cast. These instant cast Starsurges are your top
priority.
- Cast
Starfall on cooldown.
- Make sure that the entire duration of your Starfall happens while you are
under the effects of Lunar Eclipse.
- Its cooldown will be reset each time you enter a Lunar Eclipse.
- If there is a moment of the encounter where dealing damage to multiple
targets is important, you can delay Starfall slightly for this
purpose.
- Repeat the following cycle indefinitely:
- Cast
Wrath until you enter a Lunar Eclipse.
- Cast
Starfire until you enter a Solar Eclipse.
- Cast
Wrath until you enter a Lunar Eclipse.
- And so on.
This is the basic rotation cycle. There are certain subtleties with
regards to applying and refreshing your DoTs. This is a very important
aspect, which we discuss in our DoT section.
2. Multiple Target Rotation↑top
Your most effective AoE strategy depends on the number of enemies you are
facing, and on whether or not they are stacked together.
First of all, regardless of their location or number, you should only use
Wild Mushroom assuming that you can plant them before the pull, or while
you are moving. Never plant the mushrooms if it will interfere with your
rotation.
If you are facing a small number of stacked adds, or adds that are spread
out, then you should maintain your DoTs on them (the priority is applying the
eclipsed DoT to all of them, and then the un-eclipsed one). In addition to
this, you should be utilizing your instant cast
Starsurge casts (thanks to
Shooting Stars) as soon as you get them. Refreshing the DoTs and using
your Shooting Stars procs should take up all your global cooldowns.
Multi-dotting, especially when on the move, is made easy by
Lunar Shower.
3. Cooldown Usage↑top
As a Balance Druid, you only have one DPS cooldown, by default:
Celestial Alignment. You should use this during periods of increased
damage to the boss, stacking it with other cooldowns when possible. In any
case, it should be used as many times as possible during the encounter.
There are other cooldowns that you can obtain, granted to you by your
talents. We discuss these in greater depth in our detailed cooldowns section.
3.1. Abilities Granted by Symbiosis
Symbiosis is a buff that you can place on one party or raid member.
The buff lasts for 1 hour, and grants you an ability belonging to the target's
class, depending on what your specialisation is. At the same time, the target
receives one of your spells. Both of these spells come in a slightly modified
version (less powerful than the original). You can see the full list of spells
here, but the spells useful to you as a Balance Druid are:
Mirror Image creates 3 copies of yourself, all of which
cast damaging spells on your enemies. It provides a very small DPS boost. It is
gained from Mages.
Misdirection allows you to temporarily transfer your
generated threat to a friendly target, for 4 seconds, something that is
especially useful at the start of the fight or when new adds spawn. It is
gained from Hunters.
- Many other defensive and survival cooldowns (most notably
Anti-Magic Shell from Death Knights,
Cloak of Shadows from Rogues, and
Unending Resolve from Warlocks).
4. Optional Read: Mastering Your Balance Druid↑top
While the rotations we gave in the previous sections will yield very good
results, there are a few subtleties that you should understand in order to
truly excel at your role.
4.1. Eclipses
As a Balance Druid, you have a unique resource, your Balance Power bar.
This is not a resource bar per se, as with many other classes. Instead, it
should be regarded as a sliding scale, with 3 relevant points: the left
end (Lunar), the center (neutral) and the right end (Solar). When you reach
either of the two ends, you will gain a buff that increases your damage
(
Eclipse (Lunar) increases Arcane damage and
Eclipse (Solar)
increases Nature damage).
Certain spells cause the scale to travel in one direction, while others
cause it to travel in the other direction. The scale can only travel one way
until it reaches the end, after which time it will be forced to travel the
opposite way and so on. The spells are:
Wrath (deals Nature damage) causes the scale to move left.
Starfire (deals Arcane damage) causes the scale to move right.
Starsurge (deals Spellstorm damage) causes the scale to move
in which ever direction it is already moving.
You can also modify your energy by using
Astral Communion. Astral
Communion is a channeled spell that causes the scale to move in which ever
direction it is already moving. It is best used out of combat, in order to
prepare a particular eclipse state.
When your Balance Power scale is in the center (neutral position), you have
the choice of casting either a Wrath or a Starfire, in order to start moving
the scale towards one of the two eclipses.
An eclipse state ends when the scale reaches the center (while traveling
towards the other end).
4.2. Applying and Refreshing DoTs
Keeping up both of your DoTs on the target at all times is extremely
important. This is second in priority only to using your instant cast
Starsurges.
Two things are important to consider, first, in regards to your DoTs and
eclipse states.
Moonfire's duration will be extended by 2 seconds each time you
critically hit with
Starfire and
Starsurge, and
Sunfire's duration will be extended by 2 seconds each time you
critically hit with
Wrath and
Starsurge.
- For 15 seconds after entering an eclipse state, you gain 15% spell
haste.
Because the duration of DoTs will vary, depending on how many critical
strikes you score, it is not possible to set out a fixed cycle for refreshing
your DoTs. However, here are some guidelines we can provide you with, that
should make it easy for you to understand:
- Always cast the eclipsed DoT when you enter that eclipse state
(
Moonfire for
Eclipse (Lunar), and
Sunfire for
Eclipse (Solar)). This is because you want the DoT in question to benefit
from the damage-bonus of the eclipse.
- After entering a new eclipse state, refresh the non-eclipsed DoT only when
it is about to expire.
- When applying or refreshing both DoTs at the same time (start of the fight,
new add, DoTs expiring at the same time, etc.), it is optimal to apply the
non-eclipsed DoT first, because this will grant you a stack of
Lunar Shower, which will boost the damage of the eclipsed DoT
slightly.
- Re-apply your DoTs if you are under the effects of powerful buffs, such as
those gained from encounter mechanics (powerful damage increase or spell haste
increase) or from potions or other procs. Intellect trinket procs are
especially important to watch out for.
4.3. Opening Sequence
Astral Communion allows you to choose which
eclipse state you want to start the fight in. It is best to start the fight
within 1 cast of entering an eclipse state, whether this be
Eclipse (Lunar)
or
Eclipse (Solar). For Eclipse (Lunar), you should start within 1
Wrath of it and then follow this opening sequence. We want to emphasise
that it is crucial to use any instant cast
Starsurges you get
immediately..
- Cast
Starfall.
- Cast
Wrath.
- Cast
Incarnation: Chosen of Elune and
Nature's Vigil.
- Apply
Moonfire and
Sunfire.
- Cast
Starfall as soon as the previous Starfall runs out (its
cooldown will have been reset by entering
Eclipse (Lunar)).
- Spam
Starfire until you reach exit
Eclipse (Lunar).
- Cast
Celestial Alignment.
- Apply one of your DoTs (thanks to Celestial Alignment, the other will
automatically be applied).
- Cast
Starfall as soon as the previous Starfall runs out (its
cooldown will have been reset by
Celestial Alignment).
- Spam
Starfire.
- Re-apply both DoTs before
Celestial Alignment ends (so that they
benefit from the damage buff).
If you start within 1
Starfire of Eclipse (Solar), you should follow
this opening sequence.
- Use your potion and cast
Starfall.
- Cast
Starfire to enter
Eclipse (Solar).
- Cast
Incarnation: Chosen of Elune and
Celestial Alignment.
- Apply
Moonfire and
Sunfire to targets while re-casting
Starfall and using
Starsurge on cooldown.
- Spam
Wrath.
4.4. Detailed Cooldown Usage
4.4.1. Celestial Alignment
Celestial Alignment provides you with burst DPS, by granting you
bonuses to your Arcane and Nature damage dealt, as well as allowing you to
apply both DoTs by simply casting
Moonfire. It is important to note,
also, that while this cooldown is active, you do not generate any energy and
your energy bar is reset to a neutral location.
Celestial Alignment should be used as many times as possible throughout the
fight. You should try to time it in such a way that it stacks with other
cooldowns, procs or fight mechanics that cause targets to take increased
damage.
During Celestial Alignment, you should continue to cast
Starsurge on cooldown, and you should spam
Starfire.
4.4.2. Tier 4 Talents
Your Tier 4 talent of choice should be used as follows.
Incarnation: Chosen of Elune should be used as many times as possible
during the encounter, but it should be used with caution. It only provides its
benefit while you are in an eclipse state, or while
Celestial Alignment
is active. Therefore, you should not simply stack this with Celestial
Alignment, because their durations are different. If you do that, when
Celestial Alignment runs out, you will be left in no eclipse state and with
15 seconds left on Incarnation: Chosen of Elune. Instead, we recommend that
you first use Incarnation: Chosen of Elune as soon as you enter an eclipse
state. Then, when you exit the eclipse, you should use Celestial Alignment.
This will ensure that very little if any of your Incarnation: Chosen of Elune
will be wasted.
Force of Nature should be used in conjunction with procs and buffs,
since the treants benefit from your Intellect, Haste, and Critical Strike
chance. Just make sure that you are not delaying them so much that all 3
charges are unused (at least one should always be recharging).
4.4.3. Tier 6 Talents
If you have chosen
Dream of Cenarius as your tier 6 talent, then
you should regularly cast
Healing Touch (on yourself or other raid
members who need the healing) to boost the damage of your next eclipse.
You should use
Nature's Swiftness on cooldown to get instant cast
Healing Touches.
If you have chosen
Nature's Vigil as your Tier 6 talent, then you
should stack this cooldown together with
Incarnation: Chosen of Elune as
well as any other cooldowns available, including
Heroism/
Bloodlust/
Time Warp.
In the event that you have not chosen Incarnation: Chosen of Elune, then
you can stack Nature's Vigil with
Celestial Alignment.
5. Changelog↑top
- 18 Oct. 2013: Improved multiple target rotation and Opening Sequence
section. Also improved the recommended usage of
Force of Nature.
- 12 Sep. 2013: Patch 5.4 update.
- Updated several areas of the guide to account for changes to talents and
abilities.
- Removed a mention for Glyph of the Moonbeast, since it has been removed
from the game.
- 20 May 2013: Patch 5.3 update: nothing to change.
- 16 Apr. 2013: Made several slight improvements to the guide.
- Entirely reworked the Multiple Target Rotation section.
- Made slight improvements to the single target rotation, namely by
mentioning that Starfall should be used entirely while under Lunar
Eclipse.
- Clarified that both DoTs should be kept up at all times against a single
target.
- Emphasised the importance of using
Shooting Stars procs
immediately.