Balance Druid 10.0.5 Compendium

Changelog 2023-01-27:
Changed prio for Starweaver surge proc in AoE
Added info about entering solar eclipse with 2/2 UI
Added AoE condition - Starfall to prevent overcapping AP before entering eclipse
Added explanation for how to use mushrooms

10.0.5 Updates

Summary of the changes

10.0.5 is here and brings a number of updates to our class and spec tree (you can check the update out here). The class tree changes have no major impact but we can get Remove Corruption, Cyclone or Hibernate easier and a 5s CDR on Typhoon in the form of a new talent, Incessant Tempest. Forestwalk (the Regrowth buffing talent) will unlikely see play as we currently use Bear Form->Frenzied to survive and is generally pretty underwhelming for its positioning in the tree. The changes to the Balance tree and spec have a much larger impact:

  • Circle has been reworked into Cosmic Rapidity which has the same effect except our dots no longer last shorter. This means far less redotting in all scenarios.
  • Solar Beam now always has to be picked, meaning it is more or less baseline. No more excuses why you didn’t kick.
  • Lunar Eclipse now increases the AoE damage of Starfire instead of its crit chance. The implication of this is a very large stacked AoE buff but also more reliance on being able to cast Starfire which is often not a given. This also heavily increases the value of all our filler talents in stacked AoE scenarios.
  • A lot of talent position shuffling which forces us into different build paths.

Playstyle wise these changes are positive as the short dot duration has been one of the biggest complaints about the spec, similarly to Solar Beam costing DPS.
In terms of tuning, the Lunar Eclipse changes shift our damage profile in AoE scenarios by pushing far more damage into Starfire. While this is currently “just” a large buff, it will inevitably be nerfed in some form and leave us more reliant on hard casting Starfire for better or worse. It has been nerfed :)

New talent builds

The following builds are what currently sims highest for the given scenarios but may not be perfect yet. Take with a grain of salt. Pure Single Target aka Terros:
https://www.wowhead.com/talent-calc/druid/balance/DAQEBEBBBkkIFRRTGVBCAQMVUFQSFSoZkFQCFU With the new tree we can skip Starfall if there is a fight such as Terros which allows it. The result of this is picking Force of Nature and Starweaver not working anymore which results in this build.

Sustained 4 targets aka Council:
https://www.wowhead.com/talent-calc/druid/balance/DAQEBEBBBgkYFRRTGVBCEQMVQUWaFSgZgBQBQ This is the result of the previously mentioned Lunar Eclipse change. In this build we take all our filler Talents to allow Starfire to shine, even skipping Mushrooms. Compared to the previously optimal build for Council, this build is a 14% 6% dps increase meaning we will gap everyone else by a large fairly large margin on that boss. Unfortunately this build gives up more or less all our single target dps so the uses of it are very limited. It remains to be seen if it will find play in more scenarios.

Possible dungeon build and mixed target boss fights:
https://www.wowhead.com/talent-calc/druid/balance/DAQEBEBBBgkYFRRTGVBCFQMVQUUSFSoZkFQCQA This build basically maximizes the talents that are either must pick in ST/AoE or buff both. Starweaver in M+ is also looking to be a viable pick outside of very heavy AoE dungeons as it is better on both bosses and packs that have mobs with a larger hp pool. Wild Mushroom is still our best burst AoE talent so it will still be taken for bosses where it is required(for example Dathea), for lower M+ dungeons and whenever the average pull is too big to consistently flare. Additionally Mushrooms are a movement global we are sorely lacking so they will still see play in a lot of dungeons and bosses. A build with them would look like this: https://www.wowhead.com/talent-calc/druid/balance/DAQEBEBBBgkYFRRTGVBCFQMVQUUSFSpVkRQCUA Nonetheless they have lost a lot of relative value as they replace a Starfire cast.

Other minor rotational changes

  • We now Starfire during CA/Inc on 2+ targets instead of 4+.
  • Stellar Flare is no longer worth casting on 11 targets minus 1 per point in Astral Smolder or Umbral Intensity. This means that with both Astral Smolder and Umbral Intensity at 2/2 we stop using Stellar Flare on 7 targets. Additionally it now requires the target to live 8s+1 per target Starfire can hit.
  • Not a change but worth noting: Nothing changes about us entering Lunar Eclipse and filling with Wrath outside 2+ 2pc stacks or Umbral Embrace on ST except if you have 2/2 Umbral Intensity talented.

Single Target priority list:

AoE priority list:

Inside of CA/ Inc your fillers will be Wrath on Single Target and Starfire on 2 or more targets.

Why do we proc pulsar with starfall?

The reason we proc Pulsar in single target situations with Starfall (if CA/INC is not already active) is due to the buffs gained upon entering CA such as BoAT and Celestial Alignment.

The damage dealt by Starfall updates dynamically during its duration and can benefit from those buffs (with the exception of the initial tick). Starsurge on the other hand is executed before these buffs apply and will not benefit from them.

How do we use Wild Mushrooms and how do they work?

Wild Mushroom deals damage in an explosion and then applies a DOT called Fungal Growth. This DOT lasts for 8 seconds and deals 70% of the explosions damage over the course of its duration. Wild Mushroom has 3 charges, so if all 3 charges are used in quick succession and each apply a dot dealing 1000 damage, the total damage dealt by the DOT would be 3000 (1000 damage x 3 charges), and the duration of the DOT would be refreshed to 8 seconds.

This type of DOT is often called “Ignite” based on a Mage spell working this exact way. You dont lose/gain any damage by staggering them or pressing them all at once.

On single target, it’s best to use all 3 charges at once paired with any available buffs such as potion, trinkets, CA. Wild Mushroom is also an instant GCD, so it can be used for movement as needed.

In AoE scenarios, you can use the charges all at once for a quick burst of damage or stagger them to get Waning Twilight up.

In Mythic+, it’s best to stagger the charges to get Waning Twilight up on all mobs before you’ve managed to apply Stellar Flare.


Terros sweaty build
Terros chill build
Sennarth no pad
Sennarth with pad
Broodkeeper ethical build
Broodkeeper pad build

M+ Build 1 Rattle
M+ Build 2 Weaver
M+ Build 3 Fort Algeth’ar Academy


  • ALWAYS take Nature’s Vigil in raid and M+ unless the content is a joke.

Elemental Potion of Ultimate Power for every situation. Potion of Elemental Power is only 0.4% worse if it turns out to be far cheaper.

Grand Banquet of the Kalu’ak in every situation, but Sizzling Seafood Medley is a cheaper close contender.


Pure damage wise with 100% uptime on all of the Phials and not counting in the downsides their hierarchy is as follows on ST:


The priority is the same as it is on ST.

Howling Rune Use in all situations.

Sim yourself using Raidbots Top Gear. Do not follow any stat priorities.

Weapon - Sophic Devotion Main stat proc, use in all situations
Chest - Waking Stats Intellect
Cloak - Graceful Avoidance Avoidance + Reduced fall damage
Legs - Frozen Spellthread Intellect + Stamina
Wrist - Devotion of Avoidance Avoidance
Boots - Watchers Loam Stamina
Ring - Devotion of Mastery Mastery is our best stat but you should always sim your own character to determine what enchant to use in this slot.

ST: The best embellishments raw damage wise at full uptime are Elemental Lariat and Slimy Expulsion Boots.
Potion Absorption Inhibitor should usually be taken instead of Slimy Expulsion Boots since swapping Embellishments, at least early on, is not an option easily.
Another option is Blue Silken Lining at very high uptime, which should can be considered when you are sure you will rarely fall below 90%. In raid this is never the case and the same goes for most dungeons.

AOE: The best embellishments are Elemental Lariat and Potion Absorption Inhibitor in nearly all situations.
As for single target Blue Silken Lining is an option if it gets very high uptime but this is essentially never the case.

TLDR: Elemental Lariat (always use) > Slimy Expulsion Boots (ST) = Potion Absorption Inhibitor (AoE)

What to craft: Before you make your decision on what to craft you should clear as much of the raid as possible. All crafted pieces should be crafted with mastery/haste.
Your first craft should be Elemental Lariat, it performs really well in all situations, after that you can choose to craft either of the following depending on your gear:
Signet of Titanic Insight Ring crafted by jewelcrafting
Primal Molten Spellblade 1H dagger crafted by blacksmithing
Life-Bound Boots Boots crafted by leatherworking

Tier Set

2PC: 2% DPS ST, 2.5% AoE
4PC: 12% DPS ST, 12.5% AoE
2+4PC: 14% DPS ST, 15% AoE
TLDR: Loot or bench

How to use the 4PC procs can be found in the Rotation section. ( Starsurge ST, Starfall AoE)

Obviously, just like before please use the Top Gear or Droptimizer options in Raidbots in order to decide what trinkets to farm/use, but the following list should give you a good idea of some of the trinkets you will want to look out for.

On Single Target you will want to use Furious Ragefeather and one of the following trinkets:

Whispering Incarnate Icon - The Primal Council (Raid)
Spiteful Storm - Raszageth (Raid)
Desperate Invoker’s Codex - Raszageth (Raid), Inflicts a great amount of damage to yourself and should not be considered in a progression environment.
Conjured Chillglobe - The Primal COuncil (Raid)
Eye of Skovald - Halls of Valor
Darkmoon Deck: Inferno - Inscription / AH
Windscar Whetstone - Court of Stars, good on-use ST trinket, mind that the damage it does is shared amongst enemies hit.

On AoE you will want to use Whispering Incarnate Icon and one of the following trinkets:

Alacritous Alchemist Stone - Alchemy / AH
Infernal Writ - Court of Stars
Furious Ragefeather - Nokund Offensive
Idol of the Earth Warder - Jewelcrafting / AH !! This trinket is only good if you have a lot of sockets in your gear !!
Darkmoon Deck: Inferno - Inscription / AH
Voidmender’s Shadowgem - Shadowmoon Burial Grounds
Ruby Whelp Shell - Ruby Life Pools, can be used if no other good alternative, you would want to train the haste proc.
Emerald Coach’s Whistle - Algethar Academy, mastery buff that procs both for you and the person you link with, likely the best dps increase for your group since both players benefit from the buff(requires resto lootspec to drop, procs from all of our spells).
Iceblood Deathsnare Sennarth(Raid), good on sustained AoE

In general try to hit ilvl > mastery gear. If it has mastery it is most likely good, it does NOT need haste or anything else. For stuff that does not have mastery just sim in between dungeons.

Dungeons to Spam:

Nokhud Offensive - In general insane loot, really good trinket, a lot of mastery gear. If you are pugging keys and are able to target try to run this dungeon.
Halls of Valor - This dungeon is really heavy on mastery gear and the trinkets are also pretty good. Do not reroll this dungeon.
Algeth’Ar Academy - Good for weapon hunting, it has a low drop pool so you can get it relatively fast.
Court of Stars - Although the loot pool is diluted, Signet of Melandrus is around 400 agility for Feral if you will at all play that. Infernal Writ is also a really solid trinket.
Temple of the Jade Serpent - Although the loot pool is diluted, there are some decent pieces and a really good main hand. Do not go out of your way to spam this, but do not reroll this either.

Dungeons to Reroll:

Shadowmoon Burial Grounds - Unless the loot table gets purged a lot on live try to reroll this dungeon as you can not target most of the loot and mainstat jewelry is worse than normal ones.
Ruby Life Pools - Good for weapon if you do not have one yet, otherwise skip unless someone in your group needs this or you need score.
Azure Vault - Mostly garbage loot, skip unless someone in your group needs this or you need score.

No, all of our periodic damage (like Moonfire, Sunfire, Stellar Flare ) does NOT snapshot, everything is dynamic. That 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.

When Lunar Eclipse is active use Owlkin Frenzy procs as soon as possible. When ONLY Solar Eclipse(should currently never be the case) is active, use it when fighting 3+ targets or when you need to move. Otherwise let it expire.

Astral damage is Arcane and Nature damage at the same time meaning that these spells benefit from effects that buff either spell school and get increased by both type of boosts multiplicatively. 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 classes.

Orbital Strike macro:

/cast [@cursor] Celestial Alignment

Balance Druid Utility:

Innervate - The targeted healer has no mana costs for 10sec - use on yulon monk > disc > everything else (also works with Resto Aff HotW)

Barkskin - 20% DR on 60sec CD (reduced by Symbol of Hope), usable while stunned, frozen, incapacitated, feared or asleep. Also prevents your casts from being pushed back.

Typhoon - AoE Knockback on 30s CD, can be used for purely displacing, interrupting or in tandem with Ursol’s Vortex (read below). Keep in mind that knockbacks also have DR.

Cyclone - Stasis/Banish on enemy for 6sec, 25y. Can be used if an add needs to not die (bolstering)

Soothe - Enrage dispell on an enemy, 10s CD (CD incurs even if nothing is dispelled)

Remove Corruption - Curse and Poison dispell on a friendly Target, 8s CD (CD does not incur if nothing is dispelled)

Entangling Roots - 30sec root, 40y range - can affect only one target (independent of mass entanglement)

Hibernate - 40sec Sleep/Incapacitate on enemy Beasts and Dragonkins, 35y (can also be used to interrupt casts)

Stampeding Roar - Raid wide movement speed increase (60%) for 8 sec. Force shifts into Bear form if not in either Bear Form or Cat Form. Has an unhasted 1.5s gcd due to not being forgotten to be put on a certain whitelist by Blizzard.

Dash - Self 60% movement speed increase while in Cat Form 10s duration. (force shifts into cat form)

Incapacitating Roar - 3 sec AoE Incapacitate, 30s CD - mainly used to interrupt unkickable casts or channels

Ursol's Vortex - AoE 50% Slow + grips mobs inside it if they try to leave (once), 60s CD - mainly used for tank kiting, can be used in tandem with Typhoon to create a budget gorefiend’s grasp

Maim - Stun based on how many CPs you have (1sec per CP) - not used in 99.999% of cases

Mighty Bash - Melee range 4s stun usable in any form, 60s CD

Mass Entanglement - 30s Root that hits everything around your target (you can have both entangling roots and mass entangle at the same time), 30s CD

Heart of the Wild - Grants a specific buff depending on your affinity

  • Guardian - 20% stam, 2 frenzied regens, ironfur stackable - buff only while in bear form (45% stam, 220% armor total + frenzied). Extremely strong defensive cooldown.
  • Restoration - healing increased by 30% mana cost reduction by 50% - can use Innervate on yourself.
  • Feral - never use this

Regrowth - direct heal + hot, castable in Moonkin Form

Rejuvenation - hot (instant) 12s dur, force shifts into Human Form

Wild Growth - Smart heal that hits 5 targets within 30y of your current target (ramps down, ~35k healing per cast), force shifts into Human Form

Swiftmend - Big heal that consumes a HoT and force shifts into Human Form. This means it can only be used on targets that have a Regrowth, Rejuvenation or Wild Growth HoT.

Frenzied Regeneration - 24% max HP heal over time. If you leave Bear form the effect disappears.

Cat Form - Stance, 30% movement speed, going into or out of cat form removes slows and roots.

Travel Form - Stance, 40% movement speed while in combat, 100% movement speed while out of combat, going into or out of travel form removes slows and roots. Keep note which fights/areas you can use this on as it’s a flat better version of Cat Form outside Dash.

Bear Form - Stance, 25% stamina 220% armor, stamina can be used to tank mechanics since you will be losing a smaller % of hp inside it leaving you with higher hp when you go out of it. Going into or out of bear form removes slows and roots.

Flap - Slow fall effect that has to be channeled. Keeps horizontal velocity, costs 1 GCD. Can be used after Wild Charge to extend the jump and travel more distance.

Wild Charge - 15s CD, off GCD

  • Moonkin - Disengage / bound backwards away from your current location - can be extended by jumping before and/or using Flap after it.
  • Human - Fly to an ally’s position - can be used on a separate keybind with a cancelform mouseover wild charge macro.
  • Cat - Leaps behind an enemy target and slows it.
  • Bear - Charges to your target and briefly roots it.
  • Travel - leap forward (longer than moonkin form)

Force of Nature - Taunts everything in a radius near the initial placement of the trees. 60s CD. The trees will start targeting whatever your target was upon placing them.

Solar Beam - ST interrupt on main target with 5s lockout that places an AoE silence ring on the ground that lasts 8s. The silence ring does not work on some mobs but the actual interrupt does, be careful with this.