Balance Druid Compendium
Written by: Gamz, Vinter
News
Midnight 12.0 Tier Set
2-piece
Shooting Stars deal 40% more damage and generate 2 additional Astral Power outside Eclipse.
This is approximately ~5% dmg increase from having no set. The 40% damage buff applies permanently and not only outside Eclipse, despite the tooltip wording.
4-piece
Starfall and Starsurge damage increased by 5% and casting them has a 30% chance to strike an affected target with an exploding Shooting Star that also deals Astral damage to all nearby enemies.
This is approximately ~11% dmg increase from having no set, depending on how many targets you hit with Starfall and Starsurge. This Shooting Star also provides 1 tick of Orbit Breaker stacks.
Rotation
Openers
The opener for Balance Druid can change depending on the encounter and your choice of talents. You can opt into taking more active damaging cooldowns like Fury of Elune, Convoke the Spirits or Wild Mushroom and would have to fit them into your opener. In an isolated scenario, it is generally optimal to enter Eclipse at the very start of combat to get the ability on cooldown. However much of that Eclipse window you actually play will depend on the fight and overall talent choices. You should look up other Balance Druids on Warcraftlogs for the specific fight you're preparing for and see what they do in their openers to get a general idea of what works best for that encounter.
The main idea behind the opener aims to start casting at ~4 seconds left on the pull timer. These 3 Wrath casts don't serve any purpose outside of being free damage and being a chance to proc Touch the Cosmos.
Below you can choose which opener you want to follow by toggling the checkboxes. "Long Opener" assumes you are not sending your cooldowns directly on pull, but rather waiting a little to help line them up better.
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.
- Use Fury of Elune before using Force of Nature.
- Use Force of Nature if any of the following conditions is true:
- Celestial Alignment/Incarnation is available and you do not have an active Eclipse.
- Solar Eclipse is available.
- Use Celestial Alignment/Incarnation if your previous cast was Force of Nature.
- Use Convoke the Spirits if you are below 40 Astral Power and any of the following are true:
- You just used CA/Incarnation.
- Convoke the Spirits will be available before CA/Incarnation comes off cooldown.
- Enter Solar Eclipse if any of the following conditions are true:
- You are sitting on 2 charges of Eclipse.
- You have enough Astral Power or Starweaver/Touch the Cosmos procs to spend all 3 Ascendant Stars stacks from your Apex Talent and Force of Nature is not available.
- Use Starfire if you have an Ascendant Fires proc from your Apex Talent and you are inside CA/Incarnation.
- Cast Starfall if you have a Starweaver's Warp or a Touch the Cosmos proc.
- Use New-,Half- and Full Moon if all of the following conditions are true:
- 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 any of the following conditions is true:
- You are about to overcap on Astral Power.
- You need to move.
- The Ascendant Stars buff from your Apex Talent is up.
- You have a Touch the Cosmos proc.
- You have a Starweaver's Weft proc.
- Use Wrath.
Elune's Chosen - ST
- Use Sunfire if the remaining duration is less than 30% of the base duration or if you're about to use CA / Inc and the DoT would fall off before it expires.
- Use Moonfire if the remaining duration is less than 30% of the base duration or if you're about to use CA / Inc and the DoT would fall off before it expires.
- Use Celestial Alignment/Incarnation if all the following conditions are true:
- You're not in Eclipse.
- Your previous cast was Fury of Elune.
- Use Lunar Eclipse if you are currently not in an Eclipse.
- Use Fury of Elune.
- Use Convoke the Spirits if you are below 40AP and you just pressed CA/Incarnation
- Use New-,Half- and Full Moon if all of the following conditions are true:
- 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.
- You are sitting on 3 charges.
- Cast Starfall if you have a Starweaver's Warp or a Touch the Cosmos proc.
- Use Starsurge if any of the following conditions is true:
- You are about to overcap on AP.
- You need to move.
- Your Eclipse window is running out and you have time to pool Astral Power for your next Eclipse.
- The Ascendant Stars buff from your Apex Talent is up.
- You have a Touch the Cosmos proc.
- You have a Starweaver's Weft proc.
- Use Starfire inside Lunar Eclipse.
- Use Wrath if you are not currently in an Eclipse.
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 all of the following conditions are met. Remember Force of Nature also spreads Moonfire.
- The target will live for at least 8s+1s per target that Starfire can hit.
- You will not overcap on AP.
- Use Force of Nature if one of the following conditions are met:
- Eclipse is on cooldown.
- Your next GCD is CA/Incarnation.
- The fight will end in less than 15 seconds.
- Use Celestial Alignment/Incarnation if one of the following conditions are met:
- You just used Force of Nature.
- The fight will end before Force of Nature is available again.
- Enter Solar Eclipse up to 3 targets and Lunar Eclipse on 3+ targets and more if any of the following conditions are met:
- You are currently not in an Eclipse.
- You just used Force of Nature and CA/Incarnation is not available.
- Use Fury of Elune.
- Use Starfall if one of the following conditions are met:
- You are fighting 2+ targets and you are about to overcap on Astral Power.
- You have a Starweaver's Warp proc.
- You have a Touch the Cosmos proc.
- Use Starsurge if one of the following conditions are met:
- You have a Starweaver's Weft proc
- 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 Starfire to spend the Ascendant Fires buff from your Apex Talent inside CA/Incarnation or when you are in Lunar Eclipse.
- Use Wrath in Solar Eclipse.
Elune's Chosen - 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. Start spreading Moonfire while the tank is gathering mobs.
- Use Fury of Elune if it's available the global before CA/Incarnation.
- Use CA/Incarnation.
- Enter Lunar Eclipse if you are currently not in an 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 are met:
- You are fighting 2+ targets and you are about to overcap on Astral Power.
- 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 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.
Rotational Details
Eclipses and Fillers
- Enter Solar Eclipse up to 3 targets.
- Enter Lunar Eclipse on 3+ 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 on all target counts.
- Cast Wrath if you are outside of Eclipse on Single Target.
- Cast Wrath in Solar Eclipse.
- Cast Starfire in Lunar Eclipse.
- Use Starsurge as your main spender on 2 targets if not talented into Aetherial Kindling.
- Use Starfall as your main spender on 2+ targets if talented into Aetherial Kindling, and 3+ targets if not.
Talent Interactions & Tips
NOTE
This section is intended to provide more of an in-depth look into specific mechanics and interactions that are not immediately obvious, as opposed to providing a bullet list of points like in the rotation priority list. If you're new to the spec, we recommend that you read through the "Easy Mode" collapsible below.
The Balance Compendium is meant to be a comprehensive guide that puts effort into providing in-depth information. While this information is very valuable for people trying to master the class, it is also true that reading through many conditionals can be intimidating for new players (and sometimes not worth it - considering that they often provide minimal DPS gains).
Below you can find a general overview of the Balance Druid playstyle aimed at providing you with a baseline understanding of the spec. Once the fundamental mechanics are understood, we encourage you to improve your rotation by following the detailed priority lists.
Fundamentals
- Always keep Moonfire and Sunfire on your targets. Refresh both of them when they're about to expire or before using your main cooldown (CA/Incarnation).
- The rotational loop consists of building Astral Power and spending it with either Starsurge or Starfall.
- You spend your Astral Power with Starsurge in Single Target or Starfall in AoE. (The rules around Starfall can change depending on talent builds, see priority list for details)
- You build Astral Power with Wrath in Single Target or Starfire in AoE. (Use Starfire in both situations if you're playing Elune's Chosen and have Lunar Calling talented)
- Remember to never overcap Astral Power! (But don't spend too much to the point where you don't have casts available for movement).
- Eclipse is your most important cooldown and effect, and a large part of your damage. Generally you want to make sure you spend your time in Eclipse casting high value spells, like Starsurge or Starfall, and not spells like Sunfire or Moonfire.
- Using Celestial Alignment/Incarnation: Chosen of Elune grants you both Solar Eclipse and Lunar Eclipse, and will cancel and reset any duration left on either buff.
- Or you can enter it by pressing Solar Eclipse or Lunar Eclipse. (The Eclipse spell will change to the specific version based on the builder you use, but this happens automatically so you shouldn't worry about it too much)
Cooldowns
Important: A big portion of your DPS comes from properly aligning your cooldowns. How to do it is not immediately obvious, and the timings become more confusing if Control of the Dream is talented. Here are some rules you can follow:
- Convoke the Spirits is a major cooldown that you can talent into. It's a channel that will generate AP and cast a flurry of damaging spells over its duration. You want to use this during your main damage cooldowns, like CA/Incarnation.
- Fury of Elune is a minor cooldown that you can talent into. It does some damage, but it's biggest value is as an AP generator. You should ideally be using this before your main cooldowns to help you cast as many spenders as possible.
- When you play Keeper of the Grove, Force of Nature becomes a major cooldown due to Harmony of the Grove. Pressing it will increase your damage by 12%/16% (depending on hero talents) for 10s. It is important to note that Force of Nature does not inherently do any damage on its own, which means that you should be using it before using other cooldowns like CA/Incarnation or Eclipse.
- You should always pair your cooldowns together to maximize their damage, if for some reason you can't, then you should delay them until they line up.
- You want to use Eclipse as soon as it's available, or hold it for a Force of Nature cast that would be cast without CA/Incarnation. If you can't do either of those, then you should delay it until you can.
By far the biggest change going into the Midnight expansion has been the complete rework of Eclipse, turning it from a maintenance buff into a 32 second cooldown with 2 charges. A very common mistake that players make is getting stuck on old and antiquated ways of thinking about Eclipse, and not fully utilizing the effect of the cooldown.
Eclipse has 2 charges, and does not benefit from any CDR effect, meaning that any moment spent sitting at 2 charges is wasted damage. The most important thing to note about Eclipse is that it is a damage cooldown, meaning that you want to line it up with moments where you have access to high value spells. This usually ends up in moments where you have to pool Astral Power and delay using your cooldowns for a few seconds, which can feel unintuitive at first, but will result in higher damage overall.
The distinction between what is a good spell and what is a bad spell to cast during cooldowns can sound confusing, but is not that complicated. Generally speaking, bad spells to use during cooldowns include spells that don't inherently do much damage on their own, but aim to either buff or enhance your damage in other ways. This includes spells like Sunfire, Moonfire, Force of Nature and Fury of Elune. It is optimal to press these buttons before starting your cooldowns. As for Sunfire and Moonfire it will depend on their remaining duration, but generally you want to refresh before starting a cooldown sequence. Getting into the habit of reapplying your DoTs during your Eclipse downtime ensures that you won't need to spend any globals doing it during your damage window, while also providing some quick Astral Power generation to help in pooling for a new cooldown window.
A good spell to use during your cooldown window is a spell that has a high base damage and therefore benefits more from the damage increase provided by Eclipse. This includes spells like Starsurge, Starfall, Convoke the Spirits and any Wrath/Starfire cast that consumes the instant cast from your Ascendant Fires apex talent or generates Astral Power to further increase your spender casts.
Lastly, it is important to note that CA/Incarnation grants you both Solar Eclipse and Lunar Eclipse, and will cancel and reset any duration left on either buff. This means that if you use it while having an active Eclipse, you will reset the duration of that Eclipse while gaining the other one. You then generally want to avoid using CA/Incarnation while having an active Eclipse, unless there is a specific reason to do so. It's worth to keep in mind that Celestial Alignment lasts 15 seconds while Incarnation lasts 20 seconds, and that you are unable to press any Eclipse during this window; so you should enter an Eclipse before using CA/Incarnation if the cooldown would cap at 2 charges during the duration of your CA/Incarnation.
Whenever you're playing builds with Starweaver, there are some situations where you want to press Starfall on single target, even without a Starweaver's Warp proc. This is because Starfall has a higher chance of incurring a free Starsurge proc from Starweaver, and can overall earn you more casts of your spenders. Usually it would still be a damage loss to press Starfall like this, but because of talents like Hail of Stars, Stellar Amplification, Meteorites and the Meteor Storm/Aetherial Kindling choice node, there are some combinations of talents where it is a direct increase to spend your Touch the Cosmos procs on Starfall. Which talent combinations this is true for can get complicated fast due to the number of variables involved. The general rule of thumb is that if you have at least 1 of either Meteorites or Meteor Storm/Aetherial Kindling effects with Stellar Amplification then you should be spending your Touch the Cosmos procs on Starfall even on single target.
In the Midnight Season 1 raids, there are a few spots where you are consistently fighting 2 targets. Because of the rise of builds using Starweaver, your natural instinct would be to press Starfall as your main spender, but that is not always your best option. Spending Astral Power on Starfall with Aetherial Kindling talented does serve to make the fights easier, with less reliance on having to reapply your DoT effects. However, the optimal way to play these fights is to use Starsurge as your main spender and using Starfall for when there are add phases or you have a Starweaver's Warp proc. You should also aim to maintain the Stellar Amplification debuff on both targets, by swapping target between your Starsurge casts. This increases the overall damage the targets take from both Shooting Stars and your Starfall casts.
The choice between Elune's Chosen and Keeper of the Grove mostly comes down to personal preference. With the changes coming from last expansion, the spec has access to more instant casts, making the movement tax from playing Elune's Chosen less punishing. The highest simming builds for Elune's Chosen also pick up Rattle the Stars, making the potential value in big AoE pulls in m+ higher compared to Starweaver builds.
The damage profiles of both hero trees are very similar now. In the previous expansion Elune's Chosen would provide a flat and static damage graph, while Keeper of the Grove played around powerful burst. With the nerf to Harmony of the Grove and the change to Bounteous Bloom, this is no longer the case, and both hero trees provide close to the same damage profile. That being said, Keeper of the Grove is likely to remain as the preferred choice for raid encounters and Elune's Chosen for mythic+.
Whirling Stars is a talent that changes your CA/Incarnation cooldown to a charge system, with a 120s 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 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 playing Elune's Chosen you gain more freedom in using your cooldowns and can send them on spots in the fight where it's beneficial. Usually this means you use your CA/Incarnation with an on-use trinket, or if the remaining recharge on CA/Incarnation is shorter than the trinket cooldown.
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.
Talents
Raid
NOTE
These builds are templates that will serve you well in most cases. Keep in mind that talent choices can be situational and there are some optional talents that can be taken based on the fight or your personal preference.
Going into Season 1, there are multiple builds all simming close to each other, and which one you choose will mostly come down to what damage profile fits the best. The builds involving Starweaver are generally better on raid fights with multiple targets, and the ones with Rattle the Stars are better on single target.
For pure single target builds with Rattle the Stars you have the choice between taking Elune's Guidance or Fury of Elune. These two options sim very close, with Elune's Guidance reducing the cooldown on Convoke the Spirits down to 1 minute, making it line up with every cast of Force of Nature. This can be an easier alternative over Fury of Elune if you struggle with cooldowns being desynced.
For mythic+ the choice between Starweaver and Rattle the Stars largely depends on the dungeon. Starweaver is generally good if you need prio damage, but also somewhat requires you to keep track of Solstice, and Rattle the Stars is good on single target and better on larger pulls where the mobs are all about the same priority.
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.
Gearing & Consumables
Stat Priority
WARNING
Sim yourself using Raidbots Top Gear. Do not follow any stat priorities.
Gems and Enchants
Keep in mind that the meta gem Indecipherable Eversong Diamond does not scale with different colored gems like its predecessor in The War Within did.
| Slot | |
|---|---|
| Gems | 1x Indecipherable Eversong Diamond is good early on in the season, but Powerful Eversong Diamond can overtake when you have 5 or more sockets. |
| Weapon | Acuity of the Ren'dorei |
| Head | Empowered Rune of Avoidance |
| Shoulders | Amirdrassil's Grace |
| Chest | Mark of the Worldsoul |
| Legs | Sunfire Silk Spellthread |
| Boots | Lynx's Dexterity |
| Ring | Eyes of the Eagle |
Consumables
| Type | |
|---|---|
| Potions | Light's Potential or Draught of Rampant Abandon |
| Food | Harandar Celebration |
| Flasks | Flask of the Magisters or Flask of the Shattered Sun |
| Weapon Rune | Thalassian Phoenix Oil |
Embellishments & Crafted Items
Remember that you should always sim your character using Raidbots Top Gear before making any gearing decision, but here are some guidelines:
NOTE
If you are progressing L'ura on mythic difficulty you should be aware that this embellishment will permanently proc the Versatility buff. You should sim your character to find out if this is actually worth it for you over playing other embellishment.
This embellishment is crafted onto your Weapon slot, making it a really strong option early on in the season. Weapons are the highest stat budget slot, so crafting this early on is a significant damage increase.
Generally you want to craft this on an Aln'hara Cane staff. However, if you manage to get a mythic staff early you can skip to the next craft instead.
This is a buff that has a chance to increase both yours and a teammates primary stat. This embellishment is performing well in sims, even without factoring in the buff it provides to teammates. This embellishment also stacks, meaning that you can craft 2 of them.
Early on in the season you want to craft this on any slot you have open, likely to be on your off-tier slot. The Arcanoweave Lining also scales with item level so you ideally want to use Myth crests on this if possible. Later on in the season you should have this crafted on either a Belt or a Wrist slot as those have low stat budgets.
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 | Vaelgor's Final Stare | 90 second on-use. Pair this with your Celestial Alignment/Incarnation: Chosen of Elune cast. |
| Gaze of the Alnseer | Mastery stat stick with a Primary Stat proc. | |
| A Tier | Locus-Walker's Ribbon | Similar to Eye of Kezan from Liberation of Undermine. Stacking Intellect buff that gets stronger later in the fight. |
| Wraps of Cosmic Madness | 2 minute cooldown, 2 second channel scaling with haste. Use this before entering your cooldowns to not waste GCDs inside them. Cooldown reduced by 1 minute whenever someone in your raid dies. | |
| Shadow of the Empyrean Requiem | Intellect stat stick with a random damage proc. Gives a Haste buff whenever it procs on someone below 35% health. | |
| Soulcatcher's Charm | Intellect stat stick with a random damage proc. | |
| Heart of Wind | Intellect stat stick. Random haste proc. | |
| B Tier | Emberwing Feather | This trinket is outclassed as an On-Use by the Vaelgor's Final Stare trinket. It is not bad when playing Elune's Chosen, but for KOTG it leaves a lot to be desired. |
| Glorious Crusader's Keepsake | ||
| Eye of the Drowning Void | ||
| Reality Breacher | ||
| Sealed Chaos Urn | ||
| C Tier | Ever-Collapsing Void Fissure | |
| Void-Reaper's Libram | ||
| Sylvan Wakrapuku | ||
| Lost Idol of the Hash'ey |
FAQ
Q: Why can't I enter Solar Eclipse?
A: Because you are talented into Lunar Calling
Q: Why is Starlord resetting when I enter Eclipse?
A: Starlord was changed heading into Midnight to make it non-cancellable, have a 20s duration and resetting whenever you enter Eclipse.
Q: When do I enter Eclipse?
A: Enter Eclipse to overlap with minor cooldowns like Force of Nature and Fury of Elune or to prevent capping on charges. Additionally you want to make sure you enter Eclipse with as many resources as possible. After Eclipse was made into a cooldown, some players still think of it as a maintenance buff that should be close to 100% uptime; this is no longer correct. Having 100% uptime in encounters over 1 minute is bound to incur some downtime. So instead of thinking about Eclipse as a static maintenance buff, your priority should always be to maximize your use of good spells like Starsurge, Starfall and Wrath/Starfire to build back AP.
Q: What is Astral damage?
A: Astral damage is both Arcane and Nature damage. Effects that buff Nature spells also apply to Astral spells, and effects that buff Arcane spells likewise also apply 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.
Q: How do I sim for Mythic+?
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+, and you're adamant that sticking to 1 target 5 minute won't cut it, then you can create a route using Keystone Guru and click the "simulate" option to generate a SimC string. For a guide on how to set this up, you can look at this video from Shadarek. The video explains how to do it for Demon Hunter, but the difference to Balance Druid is only in which raid buff to choose. Keep in mind that ST damage is still a big part of mythic+!
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 close to zero 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. Balance Druid is a proactive spec, and you should have a plan for how you're going to deal with incoming mechanics without sacrificing uptime or being forced into suboptimal casts. You can also share your log in Balance channel in Dreamgrove and usually someone will see it and give some tips. Remember that the answer you need is not always the answer you want.
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
Useful UI Bits
Balance UI
The addon changes coming into Midnight shook up the game in a lot of ways, and there are more options than ever out there on what addon or UI to use. Instead of recommending a specific UI, there are some helpful tips to give.
There are usually 3 primary things you need to track; your Astral Power bar, your buffs and your cooldowns. The most common way to do this is with the in-game Cooldown Manager with the help of one or more addons.
The first thing you want to have available is an Astral Power bar since the default Blizzard one is not very good. Addons like Twintop's Resource Bar or SenseiClassResourceBar are both good options.
Alternatively, you can spring for some more "all-in-one" options that can enhance both the Blizzard Cooldown Manager and provide a Resource Bar. Popular choices here are AyijeCDM and BetterCooldownManager. The options here are almost endless though so just go looking and find out what works for you.
If you want to get a finished UI by someone else, then there are several options available on Wago UI Packs.
Jundies Plater Profile
This profile for Plater is one of the most commonly used Plater profiles.
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)











