Balance Druid Compendium
Written by: Gamz, Arctic, Vinter
Beginner
NOTE
Welcome to the Balance Druid Compendium, written by members of the Dreamgrove discord. If you are completely new to the spec, we recommend opening the 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.
News
2-piece
Starsurge damage increased by 20%. Starfall also deals Astral damage instantly to all valid enemies in range when cast.
4-piece
Your damage is increased by 10% while in any Eclipse. This bonus wanes to 2% at the midpoint of the Eclipse, then waxes back to 10% at the end.
This is trackable in the CDM as Akil'zon's Clarity.
TLDR
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The 12.1 changes add up to around a ~10-12% damage increase in total. An accurate number is not known, as there were no sims available before the very end of the tuning cycle.
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We lost the 12.0 4p TierSet which made Starweaver really good. Starweaver is however still worth playing on fights between 2 to 5 targets, or boss fights where you want to be doing both Single Target damage to the boss and AoE damage to adds.
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Orbit Breaker is now trackable in the CDM.
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Touch the Cosmos got nerfed, but is still a good talent.
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Sculpt the Stars and Astral Communion swapped locations in the talent tree.
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Stellar Amplification can only be applied to 1 target.
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Elune's Chosen hero talent Star Cascade got nerfed. You can now fully ignore Wrath while playing Elune's Chosen.
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Keeper of the Grove hero talent Bounteous Bloom no longer adds 1 tree, but rather adds 4 seconds to the Force of Nature effect.
All Changes:
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All damage dealt increased by 8%
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Moonfire damage increased by 5%.
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Sunfire damage increased by 5%.
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Wrath damage increased by 10%.
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Starfire damage increased by 20%.
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Starsurge damage increased by 7%.
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Starfall damage increased by 4%.
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Shooting Stars damage increased by 10%.
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Meteorites damage increased by 15%.
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Rejuvenation healing increased by 25%.
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Wild Growth healing increased by 25%.
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Regrowth healing increased by 25%.
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Umbral Intensity has been updated – Now increases Wrath and Starfire damage by 12% at all times.
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Apex Talent: Ascendant Eclipses (Rank 2) – Astral Smolder damage reduced to 10%/20% of critical strike damage (was 12%/24%) and its duration is increased to 8 seconds (was 6 seconds).
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Apex Talent: Ascendant Eclipses – Solar Bolt increased by 27% and Lunar Bolt damage increased by 10%.
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Celestial Fire increases the damage of Moonfire, Sunfire, and Shooting Stars by 10% (was 8%).
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Orbit Breaker effectiveness reduced to 50% (was 60%).
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Touch the Cosmos chance to trigger from Wrath reduced to 12% (was 15%), and chance to trigger from Starfire reduced to 15% (was 20%).
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Total Eclipse chance to trigger increased to 15%/30% (was 10%/20%).
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Sculpt the Stars and Astral Communion have swapped positions in the talent tree.
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Sculpt the Stars reduces Eclipse cooldown by 3 seconds (was 2 seconds).
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Stellar Amplification can only applied to 1 target.
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Orbit Breaker aura can be tracked in the Cooldown Manager.
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Fixed an issue causing some Cooldown Manager elements such as damage-over-time timers and buff trackers to sometimes not show accurate information.
Elune's Chosen
- Star Cascade no longer triggers off of gaining Astral Power with Wrath.
- Star Cascade has a 30% chance to launch a Starsurge at 50% effectiveness (was 40% at 70% effectiveness).
- Bask in Moonlight increases the damage of Starsurge by 5% (was 10%).
Keeper of the Grove
- Bounteous Bloom now extends the duration of Force of Nature treamts by 4 seconds instead of adding a fourth Treant.
- Cenarius' Might haste increase reduced to 6% (was 8%).
- Potent Enchantments haste increase reduced to 6% (was 10%).
- Sylvan Beckoning Dryad's Starfall damage increased to 250% effectiveness (was 200%).
- Spirit of the Thicket increases Starfall damage by 18% (was 12%).
- Dream Surge damage increased by 30%.
- Power of Nature increases your treant melee damage by 300% (was 200%).
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.
Click the containers below to open the priority list!
Keeper of the Grove - ST
Cooldowns
- Use Eclipse if you are currently sitting at two charges.
- Use Sunfire if it will expire before your upcoming Celestial Alignment / Incarnation window is over.
- Use Fury of Elune if it's available before using Force of Nature.
- Use Force of Nature if you have enough Astral Power for three casts of Starsurge and any of the following are true:
- Celestial Alignment / Incarnation is available.
- Eclipse is available and the cooldown on Celestial Alignment / Incarnation is longer than 15 seconds.
- Use your On-Use Trinket together with Celestial Alignment / Incarnation.
- Use Celestial Alignment / Incarnation if any of the following are true:
- Your previous cast was Force of Nature.
- The Celestial Alignment / Incarnation will end before Force of Nature is back up.
- Use Eclipse if your previous cast was Force of Nature
Outside of Eclipse
- Refresh Moonfire if it's in Pandemic and will fall off before your next cast of Force of Nature.
- Refresh Sunfire if it's in Pandemic.
- Use Eclipse if all of the following are true:
- You have enough Astral Power for two Starsurge casts.
- You can fit the Eclipse window in before your next overlap of Force of Nature and Celestial Alignment / Incarnation.
- Use Starfall if you have a Touch the Cosmos proc.
- Use Starsurge if any of the following are true:
- You are about to cap on Astral Power
- You have a Touch the Cosmos proc.
- Use Starsurge if you are about to cap on Astral Power.
- Press Wrath to generate Astral Power.
During Eclipse
- Use Convoke the Spirits during your Force of Nature window when you can no longer spend Astral Power.
- Use Fury of Elune if the remaining cooldown on Force of Nature is longer than 5 seconds.
- Press Starfall if you have a Touch the Cosmos proc.
- Use Starsurge if any of the following are true:
- You have the Ascendant Stars buff.
- You have a Touch the Cosmos proc.
- Your active Eclipse / Celestial Alignment window is ending and you have the time to pool Astral Power for your next window without losing casts or buff uptime.
- Refresh Moonfire if it will expire before your next global ends.
- Refresh Sunfire if it will expire before your next global ends.
- Press Wrath to generate Astral Power.
Elune's Chosen - ST
Cooldowns
- Use Lunar Eclipse if you are currently sitting at two charges.
- Use Moonfire if it will expire before your upcoming Celestial Alignment / Incarnation window is over.
- Use Sunfire if it will expire before your upcoming Celestial Alignment / Incarnation window is over.
- Use Fury of Elune if you have enough Astral Power for two casts of Starsurge and any of the following are true:
- Celestial Alignment / Incarnation is available.
- Lunar Eclipse is available and the cooldown on Celestial Alignment / Incarnation is longer than 15 seconds.
- Use your On-Use Trinket together with Celestial Alignment / Incarnation.
- Use Celestial Alignment / Incarnation if any of the following are true:
- Your previous cast was Fury of Elune.
- The Celestial Alignment / Incarnation will end before Fury of Elune is back up.
- Use Eclipse if your previous cast was Fury of Elune
Outside of Eclipse
- Refresh Moonfire if it's in Pandemic.
- Refresh Sunfire if it's in Pandemic.
- Use Lunar Eclipse if all of the following are true:
- You have enough Astral Power for two Starsurge casts.
- You can fit the Lunar Eclipse window in before your next overlap ofFury of Elune and Celestial Alignment / Incarnation.
- Use Starfall if you have a Touch the Cosmos proc.
- Use Starsurge if any of the following are true:
- You are about to cap on Astral Power
- You have a Touch the Cosmos proc.
- Use Starsurge if you are about to cap on Astral Power.
- Press Starfire to generate Astral Power.
During Eclipse
- Use Convoke the Spirits during your Fury of Elune window when you can no longer spend Astral Power.
- Press Fury of Elune on cooldown.
- Press Starfall if you have a Touch the Cosmos proc.
- Use Starsurge if any of the following are true:
- You have the Ascendant Stars buff.
- You have a Touch the Cosmos proc.
- Your active Eclipse / Celestial Alignment window is ending and you have the time to pool Astral Power for your next window without losing casts or buff uptime.
- Refresh Moonfire if it will expire before your next global ends.
- Refresh Sunfire if it will expire before your next global ends.
- Press Starfire to generate Astral Power.
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 6 seconds.
- You will not overcap on AP.
- Press Force of Nature if you are not in an Eclipse and any of the following are true:
- Celestial Alignment / Incarnation is available.
- Eclipse is available.
- Use Celestial Alignment / Incarnation if any of the following are true:
- You just used Force of Nature.
- The fight will end before Force of Nature is available again.
- Enter Solar Eclipse up to 3 targets if any of the following are true:
- You are currently not in an Eclipse and you have enough Astral Power for two casts of Starfall.
- You just used Force of Nature and Celestial Alignment / Incarnation is not available.
- Enter Lunar Eclipse on 3+ targets if any of the following are true:
- Use Fury of Elune.
- Use Starsurge if any of the following are true:
- You are fighting less than 5 targets and you have a Starweaver's Weft proc.
- You are fighting 5 targets or more and you have a Starweaver's Weft proc and you don't have the Astral Power to cast Starfall.
- Use Starfall if you are fighting 2+ targets and any of the following are true:
- You have the Ascendant Stars buff.
- You have a Starweaver's Warp proc.
- You have a Touch the Cosmos proc.
- Use Wild Mushroom if you will not overcap on AP and Fungal Growth is not active on your target.
- Use Convoke the Spirits if you are fighting less than 7 targets and Umbral Embrace is not up.
- Use Starfire if any of the following are true:
- You have the Ascendant Stars buff.
- You are in Lunar Eclipse.
- You are fighting 5 targets or more.
- Use Wrath if any of the following are true:
- You are fighting less than 5 targets and you do not have an active Eclipse.
- You are 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 all of the following conditions are met.
- The target will live for at least 6 seconds.
- You will not overcap on AP.
- Use Lunar Eclipse if you are currently sitting on 2 charges.
- Use Fury of Elune.
- Use Celestial Alignment / Incarnation if any of the following are true:
- You just used Fury of Elune.
- The remaining cooldown on your Fury of Elune is longer than 15 seconds.
- The fight will end before Fury of Elune is available again.
- Enter Lunar Eclipse with ~85 Astral Power.
- Use Starsurge if any of the following are true:
- You are fighting less than 5 targets and you have a Starweaver's Weft proc.
- You are fighting 5 targets or more and you have a Starweaver's Weft proc and you don't have the Astral Power to cast Starfall.
- Use Starfall if you are fighting 2+ targets and any of the following are true:
- You have the Ascendant Stars buff.
- You have a Starweaver's Warp proc.
- You have a Touch the Cosmos proc.
- Use Wild Mushroom if you will not overcap on AP and Fungal Growth is not active on your target.
- Use Convoke the Spirits if you are fighting less than 7 targets and Umbral Embrace is not up.
- Use Starfire
Rotational Details
Cooldowns
Balance Druid has an assortment of cooldowns, and the main identity of the spec in Midnight revolves around pooling resources in preparation for your cooldown windows, while also making sure to gain full usage of your cooldown windows.
One of the things that separate a decent Balance Druid from a great one is how you handle movement mechanics, while also making sure you are getting full casting uptime during your Eclipse and Celestial Alignment windows and sending them at the appropriate times.
Building Astral Power properly to prepare for cooldown windows can be challenging, especially when there is movement involved. Understanding the appropriate times to efficiently build Astral Power with Wrath or Starfire to prepare for your cooldown windows is key to doing damage on the spec.
TIP
You can open the collapsibles below to see different timeline examples of how a Balance Druid may use their cooldowns over a 5 minute fight.
The cooldown timers for Elune's Chosen are much simpler than for Keeper of the Grove, and generally line up better with 2 minute trinkets.
The cooldown timings for Keeper of the Grove may seem to have gaps in them, but because of Control of the Dream it does not end up losing any uses over the encounter. Keep in mind that after 2 minutes, when your Celestial Alignment is on cooldown, you have to start holding onto Eclipse casts in order to line up with Force of Nature.
Here is an example using a trinket with a 90s cooldown, which usually lines up better with Keeper of the Grove than a 2 minute.
Eclipses and Fillers
NOTE
This section is meant as a rough outline for deciding which Eclipse to use, when to press Wrath and Starfire and which target counts dictate using Starsurge or Starfall as your spender. These numbers can change heavily based on what talents you're taking and listing out every possible condition would make this section unintelligible.
- Enter Solar Eclipse up to 3 targets.
- Enter Lunar Eclipse on 4 targets and above.
- Cast Wrath in CA / Inc up to 2 targets.
- Cast Starfire in CA / Inc on 3 targets or more.
- Enter Lunar Eclipse on all target counts.
- Cast Wrath in Solar Eclipse.
- Cast Starfire in Lunar Eclipse.
- Cast Starfire in Lunar Eclipse.
- Use Starsurge as your main spender on 1 target.
- Use Starsurge as your main spender on 1 target.
- Use Starfall as your main spender on 2+ targets.
- Use Starfall as your main spender on 2+ targets.
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.
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.
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 has been the preferred choice for raid encounters and Elune's Chosen for mythic+. There are multiple bosses that are 2-target cleave, which could increase Elune's Chosen value.
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.
Heading into Midnight Season 2 you are likely going to be seeing an increase in builds playing Elune's Chosen compared to previously. It is currently the highest performing hero talent tree.
Keeper of the Grove is however generally the better choice for spread cleave; fights where there are adds spread around the room within your Starfall range, instead of clumped up inside your Starfire range. Keeper of the Grove also comes out on top when there are fights with heavy movement, because of Elune's Chosen's reliance on permanently casting Starfire.
The biggest change for Elune's Chosen in raid compared to the Mythic+ talents you are used to is opting into Arcane Affinity instead of Lunation, greatly reducing the amount of Fury of Elune you cast, forcing you to plan your cooldowns around it.
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.
The generally recommended choice here is Elune's Chosen, as it is by far the best performing talents for Mythic+.
Gearing & Consumables
Stat Priority
WARNING
Sim yourself using Raidbots Top Gear. Do not follow any stat priorities.
Gems and Enchants
| 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 | Arcane Mastery or Jan'alai's Precision |
| 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 Potion of Recklessness |
| Food | Harandar Celebration |
| Flasks | Flask of the Magisters or Flask of the Shattered Sun |
| Weapon Rune | Thalassian Phoenix Oil |
| Healing Potion | Concentrated Silvermoon Health Potion |
Bonus Rolls & Great Vault
Vault
Choices from the Great Vault are now upgraded 1 tier higher than the content you completed. Killing bosses in Heroic raid will drop Myth track items in your Vault. Additionally, if you kill bosses on Mythic difficulty, the Vault will drop fully upgraded Myth track items. Mythic+ vaults are still 1/6 Myth. Items from The Coiled Altar and Ula'tek on Mythic difficulty will also drop 9/6 Myth track, which are 10 ilvls higher than other Myth track items.
Bonus Rolls
Season 2 brings 3 major changes to Nebulous Voidcore (which will from now on be named Bonus Rolls):
- Bonus Rolls on raid bosses now cost 1 token instead of 2.
- You can take Bonus Rolls from vault starting on week 2 (you will be able to acquire them outside of this starting in 12.1.5).
- Bonus Rolls act like the vault loot equivilent. If you roll heroic boss, the item will be upgraded to 1/6 Mythic. If you roll a Mythic boss, the item will be fully upgraded to 6/6 Mythic, or 9/6 if it's the one of the last 2 bosses.
This greatly increases Bonus Rolls in general, but also early in the season. You can now guarantee loot and very specific upgrades throughout the season. Your Bonus Roll strategy should focus on where you can obtain the best items and spend your crests the most efficiently. It’s also possible guild needs come into play with most people rolling on Heroic Ula’Tek. You should be asking your guild thoughts and please ask questions in Dreamgrove.
NOTE
Ping Gamz or Arctic in the Dreamgrove discord if you are confused about any of the information relayed here. This isn't necessarily complicated, but it can look daunting.

Spending Your Bonus Rolls
Weeks 2-4: Heroic Ula'Tek (RESTORATION LOOT SPEC)
Ula'Tek's loot table has 4 items, 3 of which are valuable. By using Restoration loot spec, you can avoid the 4-minute on-use Font of Venomous Rage trinket and target three strong items: Gaze of the Coiled Watcher, Aqirbane Reliquary, and Jan'thrazet, the Soul Fang. This strategy guarantees you all 3 items by week 4. This will also change your crafted items which we will go over in the crafting section of this. There are a few caveats.
Weeks 5-7: Mythic Vashnik (GUARDIAN LOOT SPEC)
Once you've secured Ula'Tek items, transition to Bonus Rolling Mythic Vashnik. This boss has 2 tier slot items (Shoulder and Chest) and Vile Alchemist's Band. Vashnik would normally have a staff and trinket. The caveats start here. If you can recieve Wavecaller's Seastone or Gebbo's Bottomless Bag from raid or in vault you would take it instead of a Bonus Roll. These items on Vashnik have higher expected value than rolling either Nymrissa or Lost Explorers.
However, if you don't receive Jan'thrazet, the Soul Fang on your week 2 reroll. You would then craft Magister's Ritual Knife with a second Hunter's Ritual Stone embellishment. If Wavecaller's Seastone or Gebbo's Bottomless Bag appears in your vault week 5/6/7, claim it immediately. This does delay your Bonus Rolls on Vashnik but we would not like to roll either of those bosses.
TL;DR
- Week 1 - Craft Aln'hara Lantern with Hunter's Ritual Stone.
- Week 2 - Bonus Roll Heroic Ula'Tek (RESTORATION LOOT SPEC)
- If you Bonus Roll Jan'thrazet, the Soul Fang, craft Silvermoon Agent's Handwraps with Arcanoweave Lining.
- If you Bonus Roll Gaze of the Coiled Watcher or Aqirbane Reliquary, craft Magister's Ritual Knife with Hunter's Ritual Stone.
- Week 3 - Bonus Roll Heroic Ula'Tek (RESTORATION LOOT SPEC) & Craft Hands with Arcanoweaver Lining depending on which tier slot you have free.
- Week 4 - Bonus Roll Heroic Ula'Tek (RESTORATION LOOT SPEC)
- Weeks 5,6,7 - Open Vault
- If Wavecaller's Seastone or Gebbo's Bottomless Bag is in your vault, take it.
- If not Bonus Roll Mythic Vashnik (GUARDIAN LOOT SPEC) or M Lost Explorers (FERAL LOOT SPEC). This decision is based on your raids pace.
- Week 8 - Have fun! :)
WARNING
At some point you will want to save/have a Bonus Roll for when you kill Mythic Coiled Altar to get a 9/6 Mythic item. This could be week 4, this could be week 20.
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:
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. Unlike previous tiers where you have always wanted to craft an Aln'hara Cane staff, this season includes the Jan'thrazet, the Soul Fang cantrip dagger that drops from Ula'tek. This, along with the existence of Bonus Rolls, and this new embellishment drastically reduces the risk of crafting an Aln'hara Lantern Off-Hand early. There is a possibility you may also want to craft this on a Magister's Ritual Knife depending on your luck, you can also read about this in the section above.
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 a slot with a high stat budget. This is because the embellishment scales with item level, so you ideally want to use Myth crests on this if possible. The reason you want to do this on an item slot with a higher stat budget is because 80 Myth crests is a sizable investment, and investing that Later on in the season we've been moving embellishments around and placing them on Wrist/Cloak/Belt/Boots because those have lower stat budgets. This is all subject to change and often times will change throughout the season.
The caveat from above is that running 2x Hunter's Ritual Stone is better than crafting a 2h staff and is 0.3% better than the Jan'thrazet, the Soul Fang cantrip dagger. But the expected value on rolling Heroic Ula'Tek is still higher than the others.
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 | Gebbo's Bottomless Bag | Intellect stat stick with random stat procs. |
| Vile Vial of Volatile Venom | Intellect Stat stick with 2 minute On-Use. Pair this trinket with your Celestial Alignment/Incarnation: Chosen of Elune. This trinket procs a random stat, and can therefore skew the value of your Potion of Recklessness. | |
| Wavecaller's Seastone | Haste stat stick with an Intellect proc that stacks up to 6 times then diminish down. | |
| A Tier | Freightrunner's Flask | Intellect stat stick with Crit On-Use and a 90 second cooldown. Pair this trinket with your Celestial Alignment/Incarnation: Chosen of Elune. |
| Lightspire Core | Intellect stat stick with Mastery proc that you need to stand in the beam of light. | |
| B Tier | Hex Lord's Dooming Idol | Haste stat stick with a passive effect and On-Use. The passive drains your Intellect by X stacking 30 times every 6 seconds. The On-Use consumes those stacks increasing your Intellect by X for 30 seconds. |
| Mindpiercer’s Sigil | No stats, Damage proc. | |
| Fang of Umbral Malignance | Intellect stat stick with a damage proc. | |
| Vexhul's Everflowing Gland | 3-minute On-Use that does X increased 1% damage for ever 1% health missing. | |
| Stormbound Emblem of Dazar | Intellect stat stick with 2 minute On-Use. This is a 2 second channel that increase your Haste for 20 seconds. You would likely pre-press this before Force of Nature or Fury of Elune and your CDs. | |
| Knot of Writhing Serpeants | Intellect stat with damage proc. | |
| Font of Venomous Rage | Mastery stat stick with 4-minute On-Use channel that does damage to your target and all nearby enemies. |
Omnium Folio
- Rune of Unleashed Fire.
- Rune of Self-Mending. The choices in this row are defensives so you are more or less free to choose.
- Rune of Lingering.
- Rune of Critical Power or Rune of Masterful Cunning are both decent options if you just want to set and forget, or you could sim your character to find out which of the 4 secondary procs are best for you.
- Rune of Overload
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 reset 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
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)











