Removed: Bear Tech
Updated: Trinkets, Dreamwalk in bear tech
Updated: M+ section
Added: Bear Tech
Updated: Opener revamp
Added: 4pc+pulsar TLDR
Updated: Theotar Soulbind
Updated: first sigil in ven+trinkets, news
Updated: Soulbind links
Updated: News -remove PTR wording
Updated: rotation prios, trinkets
Updated: CS Ratio
Updated: Legendaries, Covenants, Venthyr section
Removed: Dom Sockets, a lot of 9.1.5 stuff, M+ dom sockets, M+ old affix
Updated: Conduits, Talents, Covenants
Removed: M+ Pre Key ramp
Updated: PTR Changes with KA nerf
Added: Deep Allegiance
Updated: Stellar Inspiration, Precise Alignment, Umbral Inspiration
Updated: Kyrian cleanup
Added: Tier set opener, Kyrian KA build, KA spreadsheet
Updated: Conduit section (SI,PA), Legendary stats+slots, hyperlinks for legendaries
9.2 is here and brings some additions to every spec. Everyone is getting their covenant legendary equipable for free, which means all covenant abilities are enhanced baseline. It is to note that this does not mean more choices since you can still only choose one legendary freely.
On top of this tier sets return, ours being the following:
Entering Lunar Eclipse creates a Fury of Elune at 20% effectiveness that follows your current target for 8 sec.
Notes: This gives 40 AP. If multiple Celestial Pillars proc in short sequence (Lunar Eclipse>Inc>Pulsar proc), multiple Pillars will spawn and do their damage at the same time, but the duration of the AP generating buff will be extended (in this case to a total of 24sec). The self casted FoE is independent and does not affect this.
While inside any Eclipse, the costs of Starsurge and Starfall are reduced by 15%.
Notes: This stacks multiplicatively with Timeworn Dreambinder and does not reduce progress per Astral Power spend for Primordial Arcanic Pulsar (still gives 30AsP and 50AsP respectively towards Pulsar).
Starsurge gets its cost reduced to 25,5 and Starfall gets its cost reduced to 42,5. The costs don’t get rounded which may lead to situations where you think you have enough AsP but you are missing 0,5 AsP to actually cast this.
Example: If you currently have 70AP and you cast a Starsurge your remaining AP will be 44,5, but the game will show 44. If you were to cast another Starsurge your AP would be set to 19.
DPS gains from Tier Set:
|Build||1 Legendary||2 Legendaries|
We have also received class changes:
Sinful Hysteria : Now extends Ravenous Frenzy by 0.1s per cast down from 0.2s and lingers 3s down from 5s. Notes: This is roughly a 10% total dps nerf to Venthyr in most situations, higher in burst.
Kindred Affinity : Now 6%/12% self (from 8%/16% self) and 3%/6% partner (from 8%/16% partner) for NF, NL and VE bonds. Kyrian bond is now 210/420 self (from 150/300 self) and 105/210 partner (from 150/300 partner). Notes: Kyrian got nerfed and is a bit weaker than Venthyr in raid dps in an optimal scenario. In a progress scenario you will most likely not touch it because of how the bond is extremely annoying to use and you lose the mobility of Venthyr/NF.
With how our set works, it will heavily favour
Primordial Arcanic Pulsar, since both set bonuses heavily synergize with it.
The 2-Set Celestial Pillar procs its Fury of Elune every time Pulsar is procced which in turn resets your Eclipse and allows for even more Lunar Eclipses.
The 4-Set Umbral Infusion may reduce the Astral Power you have to spend on Starsurge and Starfall but Pulsar still gets the original cost. A 25,5 cost Starsurge, for example, would still progress your Pulsar buff by 30.
Looking at covenants, assuming 2 Legendaries and 4 Tier Piece, Venthyr, Night Fae and Kyrian are all very close to each other. Since Venthyr and Night Fae both have superior signature abilities (Door of Shadows and Soulshape) and generally better soulbinds, you will be switching between them depending on the encounter. Kyrian can still be played without losing much damage but is not recommended. Some preliminary information about what covenant to pick for specific bosses are in the raid guide.
Simulationcraft has been updated for the changes and the APL has also received updates. Additionally, our sim site will be kept updated whenever more changes come and can as always be found here: https://balance-simc.github.io/Balance-SimC/. You can run the sims yourself by double-clicking on any combination on that site and pasting the result into an Advanced sim on Raidbots. The most recent version of the APL can be found here: https://github.com/balance-simc/Balance-SimC/blob/master/balance.txt. Feel free to look at the sims and sample sequences and in case anything looks out of line or wrong don’t hesitate to tell us.
Before the pull with set
- Start casting at max range ~2 sec before the pull timer
- Wrath (boss is pulled during the cast, and your eclipse counter will reset so you have 1 count at the end of this cast)
Before the pull without set
- Start casting at max range ~3.5-4 sec before the pull timer
- Wrath (you will enter lunar eclipse)
- Starfire (boss is pulled during the cast)
After the boss is pulled
- New Moon (if talented)
- With set ONLY: Wrath (you will enter lunar eclipse and proc Celestial Pillar)
- Venthyr with NO Bloodlust ONLY: Starfire until 90+ AsP
After Incarnation for Venthyr
- Ravenous Frenzy
- Wrath until max AsP if not there already
After Incarnation for Night Fae
- Starsurge x2
- Starsurge until you have no more AsP
- Half Moon
- Full Moon
After Incarnation for Kyrian
- Empower Bond
- Starsurge x2
- Half Moon
- Full Moon
In raid with Nature's Balance any Astral Power above 50 will be reset to 50 when raid combat starts.
Venthyr specific notes will be marked with (V) at the start of a point and Night Fae specific ones will be marked with (NF)
AoE starting at 2 targets:
Keep up Sunfire as long as your targets will live for another ~10 seconds (the amount of time is reduced per target hit).
Outside any Eclipse:
Refresh Moonfire outside of Eclipse if and only if ALL of the following are true:
Enter the next Eclipse if no Eclipse is active, preferring Lunar Eclipse.
Lunar Eclipse and both Eclipses (CA/Inc):
Use Starsurge to stop yourself from overcapping AsP. Without Pulsar you should overcap when Starfire will hit 6 or more targets. With Pulsar you should only overcap when Starfire will hit 6 or more targets and CA/Inc will last throughout the rest of the fight or big pull.
Cast Wrath during CA/Inc if you are not using Soul of the Forest, Starfire will only hit 2 targets and the fight will last at least ~60s longer.
Use Starsurge to stop yourself from overcapping AsP.
Starfire when 5 targets can be hit by it, increased by 1 target for every 20% mastery you have.
- If the pack will last more than 35s put Moonfire on up to 8 targets (16 with Twin Moons). This happens very rarely but is a gain in case it happens.
- (V) Refresh Sunfire so you only have to refresh it once during Cooldowns.
(V) DURING Ravenous Frenzy:
- Refresh Sunfire during pandemic (30% of base duration).
- Keep Starfall up at all times or on cooldown with Stellar Drift. Try to time the last Starfall with Drift so that it will be up during the last 8s of your cooldowns. Do not lose more than 1-2s of Starfall uptime to achieve this.
- Refresh Moonfire on up to 6 (12 with Twin Moons) targets when they will live for another ~20 seconds.
- https://wago.io/mYVIsyQN8 for filler. The recommendation this WeakAura gives is not correct when your targets will die before Ravenous Frenzy ends or the targets are spread.
- If the filler is Wrath, you are using Pulsar or up to 5 targets use Starsurge to prevent overcapping.
- This should be used as a priority, going from top to bottom.
Venthyr specific notes will be marked with (V) at the start of a point and Night Fae specific ones will be marked with (NF)
Single target priority list OUTSIDE cooldowns:
- Keep up Moonfire, Sunfire and Stellar Flare and refresh within pandemic (30% of base duration).
- Enter Solar Eclipse when either not using Primordial Arcanic Pulsar and Celestial Pillar (T28 2pc) or you have less than 210 stacks in your Pulsar buff and Convoke will not come off cooldown in the next 15s. Enter Lunar Eclipse otherwise.
- Cast Fury of Elune if it will be up again during your next usage in CA/Inc and Pulsar has less than 240 stacks.
- Cast Moons in any Eclipse if you would overcap charges. Save any other Moons for CA/Inc and when using Pulsar don’t use charges when above 210 Pulsar stacks.
- Cast Starsurge when you would overcap Astral Power before entering the next Eclipse. Your general goal is to start each new Eclipse with 90+ Astral Power but whenever there is movement coming up, you should prefer pooling Astral Power based on that. Starsurge empowerments only add a miniscule amount of damage.
- Cast Wrath in Solar Eclipse.
- Cast Starfire in Lunar Eclipse.
- Cast dots if you have nothing to cast while you are moving.
Single target priority list BEFORE cooldowns:
- Make sure to have 90+ Astral Power before using cooldowns. The only exception is when Bloodlust would run out before Inc expires, at which point you Inc+Frenzy sooner. This happens with Bloodlust on pull.
- Make sure all relevant Cooldowns will be ready when you need them during CDs. This includes Fury of Elune, Moons, Berserking, Trinkets etc.
- With T28 2pc enter Lunar Eclipse before using CDs so that you gain the extra Astral Power during CDs.
- Refresh your dots when they have less than ~10s remaining.
(Non-V) Single target priority list INSIDE cooldowns:
- Use all trinkets, pots and Berserking with your CD cast.
- Cast Starsurge whenever you aren’t saving it for movement.
- (NF) Cast Convoke once you hit 40 Astral Power or less. 30 when you don’t have Celestial Spirits yet.
- Cast Fury of Elune and Moons as soon as you can without overcapping.
- Refresh all dots within pandemic unless this would stop you from spending all Astral Power before CDs end.
- Cast Wrath when you have less than 110% haste.
- Cast Starfire when you have more than 110% haste.
(V) Single target priority list INSIDE cooldowns: Before the 3s extension buff:
- Use Berserking at the start of Frenzy without Bloodlust or at 9s of the initial buff remaining with Bloodlust.
- Use your trinket so that it will be for the rest of your cooldowns. Never ever use off gcd items/spells between casts, always use them during a gcd. Use the Venthyr timings to see the exact timings.
- Use pot at 19s Ravenous Frenzy remaining.
- Cast Fury of Elune if the initial Ravenous Frenzy has 5s remaining.
- Cast Starsurge to prevent capping Astral Power or when you wouldn’t be able to dump all Astral Power before the entire Ravenous Frenzy ends.
- Keep up Moonfire, Sunfire and Stellar Flare.
- Cast Wrath to fill until 150% haste at which point you should fill with Starfire.
(V) During the 3s Sinful Hysteria window:
(NF)Convoke the Spirits and Pulsar usage:
- Always cast Convoke inside CA / INC. Delay or proc Pulsar sooner depending on when Convoke is coming up. This does not mean you should overcap Astral Power.
- If possible try lining up a pooled up Pulsar with INC. It is important to note that if you are already in Inc, proccing pulsar will extend the duration of Inc, but using Inc inside a pulsar window will not extend it. This is only relevant when the fight allows you to freely choose further Inc timings.
While using Primordial Arcanic Pulsar make sure to activate the proc by using a Starfall and not a Starsurge, as the Starfall will use the Incarnation bonus damage and the Starsurge will not. This is the case even without Stellar Drift when using the T28 4pc.
(V) With Stellar Drift AND Soul of the Forest it is only a 1% dps loss to use Starfall on CD including during Frenzy so if there is any movement at all use Starfall when you happen to be attacking a single target with it talented. With Incarnation talented you should avoid using Starfalls during Frenzy as it is a much bigger loss but with Stellar Drift Starfall should still be used to avoid downtime.
- Starfire if at or above 110% haste for Night Fae and 150% for Venthyr (These values can be reached during Bloodlust and any other big haste buff. A WeakAura tracking your current haste value might come in handy.)
- Wrath if below 110% haste for Night Fae and 150% for Venthyr
2 Targets and above:
When Lunar Eclipse is active use Owlkin Frenzy procs as soon as possible. When ONLY Solar Eclipse is active, use it when fighting 3+ targets or when you need to move. Otherwise let it expire.
No, all of our periodic damage (like Moonfire, Sunfire, Stellar Flare ) does NOT snapshot, everything is dynamic. That means any dots gain/lose the mastery bonus upon entering/leaving the Eclipse that buffs them and whenever any other stat/damage increases are applied/expire.
Sim yourself using Raidbots Top Gear. Do not follow any stat priorities.
DISCLAIMER: All of the trinkets in the following are examples. Your personal best trinkets depend on more factors such as ilvl meaning the best option is always to sim using either Top Gear, Droptimizer or Gear Compare.
- Slot 1 (Equip): Unbound Changeling, Elegy of the Eternals, So'leah's Secret Technique and others.
- Slot 2 (On-use): Inscrutable Quantum Device, Empyreal Ordnance and others.
Unbound Changeling: This trinket gains most of its value from the fact that it is convertible into a stat proc of your choice by eating the corresponding food. Sim what stat is best for you but it will almost always be mastery. Once a day it has a chance to proc 3 secondary stats which further increases its value. Mastery proc can be used a default but sim to find which secondary it should proc.
Elegy of the Eternals: This trinket gains increased value the more members of your covenant you have in your party. Will usually sim lower than Changeling but can become better if looted at higher ilvl and simming close enough.
So'leah's Secret Technique: The third best equip trinket if you include the stats gained by the partner. Only becomes better than Elegy if there is no one of the same covenant in your party.
Inscrutable Quantum Device: This trinket has the potential to be the best on-use trinket by a large margin if the conditions found in #11 are met. These ultimately mean that the trinket is extremely good in M+ and whenever you can guarantee that later trinket usages are either in Bloodlust or when healers still have enough mana. You can adjust the value in sims using the IQD Stat Proc Chance option which will set the chance the trinket gives stats outside Bloodlust.
The First Sigil: Together with IQD and only with Sinful Hysteria equipped, this becomes your best trinket. It is important to note that Antumbra slightly lowers this trinket’s value so make sure to always sim it.
Default single target setup (pure single target raid bosses):
Default AoE setup (M+ and heavy AoE bosses):
Mixed target count or mostly spread AoE (Council type bosses or bosses with add waves):
The currently most viable playstyles are:
- Venthyr Hysteria (+Pulsar)
- NF Pulsar
- Kyrian Kindred Affinity (+Pulsar)
Solstice is playable in spread aoe but requires 3+ targets of permanent uptime which can be very very hard to find.
FoE is incredibly strong and beats out the other talents in 99% of the situations on both ST and stacked AoE. You will want to use FoE whenever you have 5 sec left on Ravenous Frenzy inside Incarnation, and on CD inside any eclipse whenever outside of it.
Moons should never get picked with this build as they are inferior to FoE in every scenario.
Night Fae Pulsar + Kyrian KA:
Solstice is a better choice for this build when compared to Venthyr because of the fact that FoE is not as strong, meaning that you will have more opportunities to pick this talent depending on the raid fight. Currently there is no situation where it is better but it can still be picked without a major loss.
FoE is again very strong for any encounters where you can benefit from the cleave and should be the default pick for such situations.
Moons should be picked over FoE whenever single target is more important. Save moons for CA/Inc without overcapping and if not inside CA/Inc use them as to not overcap on charges.
- Endless Thrist: 100% of the time this should be your first go to potency slot as Venthyr.
- Conflux of the Elements: 100% of the time this should be your first go to potency slot as Night Fae.
- Deep Allegiance: 90% of the time this should be your first go to potency slot as Kyrian as it enables 45sec bond.
- Fury of the Skies: Default go to as a secondary slot.
- Precise Alignment: In general this is the 3rd strongest conduit that can sometimes be replaced if more concentrated burst is important.
- Umbral Intensity: Situational usage for higher burst AoE.
- Stellar Inspiration: Situational usage for sustained AoE.
- This should be used as a priority list, going from top to bottom.
- Well-Honed Instincts: A must have. One of the most overtuned endurance conduits in the game, defensive-wise.
- Ursine Vigor: Really good if you will ever go into bear form to soak an ability. Especially good on progression and if you will ever press Heart of the Wild while being talented into Guardian Affinity.
- Tough as Bark: Good if you press Barkskin a lot or the fight timers allow a shorter Barkskin to line up better with certain abilities. Should only be used if you know you can get value from the lower CD.
- Condensed Anima Sphere: Minor passive healing that can be useful on rot damage fights. Don’t use it for any fights where you usually die to burst damage.
- Innate Resolve: Mediocre value since it will only have value when Well-Honed Instincts procs or you are already actively healing yourself. In both cases you are very likely already safe.
- Layered Mane: Unlike Well-Honed Instincs this is a Guardian conduit that actually only Guardian wants.
Notes: Default Instincts and fill in the rest as needed.
- Front of the Pack: The best default pick as roar is very useful in many raid encounters and to get around dungeons quicker.
- Born Anew: Useful pick to get someone up again without them losing as much damage from the lost food buff. Can no longer be used before a pull as the food buff will reset to 20 main stat on raid combat start. At least one druid should have this during progression fights.
- Born of the Wilds: Good if you have to offheal a lot through Heart of the Wild and the CD reduction would allow better usage.
- Tireless Pursuit: Can be very strong if you often find yourself using Cat Form/Travel Form to dodge mechanics/get around.
- Nearly all situations: Niya
- For sustained AoE when you can stand in the small Blossom field: Dreamweaver
- Always use Theotar. You can choose between Token of Appreciation (with Precise Alignment, Fury of the Skies is played by default as 2nd potency slot) and Wasteland Propriety. Wasteland Propriety is on average 350dps from the allies that recieve your 3% versatility buff. Sim both of them and decide for yourself. On average Token of Appreciation gives you around 350hps for your allies. If you only want to think about dps, Wasteland Propriety will be better in most casses for raid dps and Token will be better for personal dps (obviously this depends heavily on your character’s gear so sim yourself).
- By default Mikanikos.
Potion of Spectral Intellect for all situations.
Pulsar with Mastery + Haste
Kindred Affinity with Mastery + Haste
Craft this legendary on Ring to not use up a Tier slot.
There are three options when it comes to crafting this legendary. Those being budget, endgame and progression.
- Budget: Free Waist from Campaign
With the budget version you can technically only get the free version from week 5 of the campaign, although this is much weaker when you can instead craft a max ilvl version on a slot of your choice.
- Endgame: Legs Haste + Mastery
This is the conservative option and what will ultimately be the “BiS” option at the very end of the tier if you are mythic raiding and have all the mythic raid pieces available to you. This is because Legs and Head are not available at higher ilvl and the raid legs have bad stats on them. In some cases this can change if you get good legs from your vault.
- Progression: Top Gear Haste + Mastery
During progression it will be optimal to have the legendary in a slot that gains you the most dps with your current gear and any gear you are very likely to get soon. If Gold is no problem it is likely you will have to craft multiple Unity legendaries. There are some things to keep in mind though: Having Mastery+Haste Missives on it is a given as you will be able to flex your other gear pieces more depending on what you get dropped. Your other gear in general has a big influence on what slot you want to craft it on. Week 5 (when Unity unlocks) you will have some slots on low ilvl, which you will most likely want to replace. A good rule of thumb is to get as much int as possible (ilvl) while trying to replace the bad stats. TL;DR: Use Top Gear on Raidbots.
In 9.2 Venthyr will still be the best covenant if the NF utility or damage profile is not needed. It is worth noting that the difference between NF and Venthyr is now much closer due to the Hysteria nerf and the new tier set.
With the new tier set, Night Fae will be much closer to Venthyr ST dps wise and should be picked depending on encounter.
With the nerf to the Kyrian legendary, this covenant is now on par with venthyr on raid dps. Because of how clunky the actual bond is and how fast you can lose value on it you should always try to use the other two viable covenants.
Still not competitive, might be viable in 10.0.
Should I delay Convoke for it to line up with Inc/CA?
Before having the Unity legendary: With Pulsar you should use Convoke on cooldown with a Pulsar proc UNLESS you can delay a Convoke without losing a Convoke cast. This will for example happen in 3:30 minute fights where you would cast Convoke+CA on pull and then CA+Convoke at 3 minutes. The same goes for Inc/CA where you would only delay it if you wouldn’t lose a cast. In a similar example on a 5 minute fight you would CA+Convoke on pull, Convoke with the first Pulsar proc after 2 minutes and CA+Convoke whenever Convoke is ready again. On a 7 minute fight you would CA+Convoke on pull, Convoke with the first Pulsar proc after 2 minutes, CA at 3 minutes, Convoke with the first Pulsar proc after 4 minutes and then CA+Convoke whenever the 4th Convoke becomes ready.
For M+ the same logic applies although the exact timings can vary more since not every pack lasts long enough for a CA.
With the Unity legendary: Always use Convoke inside CA/Inc and try to slightly delay/push forward your Pulsar windows to line up with Convoke.
What is the chance of getting Full Moon during Convoke?
The chance to get a Full Moon during Convoke the Spirits is based on a “Stacked Deck” system with a deck of 5 cards. What this means every time we enter a new combat we get a deck of 5 cards and one of them is Full Moon. Every time we use Convoke, one card is drawn so the first cast always has a 20% chance of casting Full Moon. If the first cast didn’t proc a Full Moon, the second cast will have a 1/4=25% chance to proc one and so on. After the whole deck has been drawn or you leave combat, a new deck of 5 cards is created. In a normal raid encounter this mechanic means that you will never get more than 1 Full Moon unless you died as you’d have to cast 6 Convokes to even have a chance to get another Full Moon.
How does the covenant legendary affect Convoke?
Currently it reduces the spells cast by 1/4 and casts 3.3 Wraths, 2.8 Starsurges, 1 Starfall and 0.5 Full Moons on average when every target has Moonfire and Starfall is not up. This is about half the Wrath and Starsurge casts than without the legendary. Additionally the legendary reduces the amount of cards in the deck for Full Moon from 5 to 2.
The following are super minor things you can do to gain a small amount of extra damage once you are comfortable with the rotation:
- Dotting outside Eclipse without losing dot uptime on single target is a ~0.4% gain when not using Solstice.
- At 150%+ haste using Starfire is minorly better than Wrath on single target. This will only happen with Power Infusion or very high base haste.
- When Ravenous Frenzy has less than your current fillers cast time left you should already start dumping Astral Power to get another 1-2 stacks. This is about a 0.6% gain.
- With Stellar Drift it is only a very minor loss (1-2%) to Starfall during Ravenous Frenzy as long as you enter Sinful Hysteria with 90+ AsP.
- Without Incarnation and a low enough Precise Alignment it is a minor gain to use Ravenous Frenzy before Celestial Alignment so that CA will be up throughout Frenzy+Hysteria. The exact timing depends on your Precise Alignment rank but it should be no more than 2 globals after the Frenzy cast.
- If the fight time allows it wait for Euphoria/Fatal Flaw(Nadija Soulbinds) before using cooldowns. This is relevant for 5-6 min kill times.
- If the fight allows it, wait for pot to be up again. This is relevant for 6min fights.
Once everything is on live you will be able to sim as normal and that will, as always, give you the best results. It is to note that for Venthyr sims adjusting the fight duration can have a relevant impact on how strong some items may be so it can be beneficial to adjust the sim duration to fight the fight you are simming for. Keep in mind that there will be a 20% fight length variance in sims meaning that a 5min sim is actually a 4-6min sim.
Generally you will want an on-use trinket and the strongest passive trinket you can find. The strongest on-use trinket is Inscrutable Quantum Device. If you have Sinful Hysteria equipped, Inscrutable Quantum Device and The First Sigil are also a good option. If playing with this combination of trinkets use IQD together with Inc and RF, then use Sigil as soon as it is available.
Ideal stats are something that are not realistic to achieve and should thus not be a goal of any kind, this section is purely for interest. Independent of that with Venthyr Balance Druid mastery and haste are far, far more valuable than crit and vers as your sims will show. In fact when you could choose any kind of stats you wouldn’t want any crit or vers but again this is not realistic.
- How does Kindred Spirits (Kyrian covenant ability) work?
When you use Kindred Spirits both people get an empty pool that lasts 20 seconds and 15% of your damage, healing and damage taken empties the pool to increase/absorb each. Each person also gets a buff that lasts 10 seconds and during that time 20% of your damage fills up the pool of the other person.
- Who do I bond Kindred Spirits with and when do I use it?
With Kindred Affinity you prefer to bond with a Night Fae because of the haste buff being multiplicative unlike the other buffs. A sheet for Kindred Affinity with tier sets and 2 legendaries and more information can be found here.
#showtooltip /stopmacro [noform:4] /cast Celestial Alignment /cleartarget /use 13 /targetlasttarget /use Potion of Spectral Intellect
- “#showtooltip” makes the tooltip of CA (or Inc) show upon hovering over the macro.
- “/stopmacro [noform:4]” prevents the macro from being casted if you are NOT in Moonkin Form.
- “/cast Celestial Alignment” casts CA.
- “/cleartarget” clears your current target. This is useful whenever using the “Inscrutable Quantum Device” trinket and makes it so that the trinket does not use its execute part. Do not use this with a targeted trinket.
- “/use 13” uses the trinket in the 13/upper slot. You can use 14 if your on-use trinket is in the bottom slot.
- “/targetlasttarget retargets your last target after being cleared by the “cleartarget”.
- “/use Potion of Spectral Intellect” uses your potion. If your potion is not assigned to any specific point you can put it here.
You can and should remove/add other commands to this macro depending on situation. For example the potion line, or the “stopmacro [noform:4]” line.
- Always proc Pulsar with Starfall if you are not in Incarnation already and have Stellar Drift talented or 4 Set active.
- Always try to get the Celestial Pillar effect before proccing Pulsar. This means that you should if possible go into Lunar Eclipse before a Pulsar window.
- Have as much AsP as possible before going into a Pulsar window without overcapping.
- If you have below 210 AsP transition into a Solar Eclipse.
- Dump all AsP inside Incarnation windows.
When this trinket is used, it triggers the effect with the first condition that applies from the following list:
Remove CC from self: Always triggers if you are under a hard CC mechanic, does not trigger if the CC mechanic does not prevent the player from acting (e.g., it won’t trigger while rooted).
Heal spell: Triggers on self or a nearby target with less than 30% health remaining.
Execute damage: Deals damage to the target if it is an enemy with less than 20% health remaining. (You can prevent this by untargetting the mob via a macro, see #19.)
Secondary stat buff with Bloodlust: If a Bloodlust buff is up, the stat buff will last 25s instead of the default 20s, always be your highest rating and have higher prio than giving mana.
Mana: Gives mana to a healer with less than 30% mana.
Secondary stat buff: Grants a 20s secondary stat buff randomly selected from the player’s two highest secondary stats in terms of rating.
If you have a dead tank in your group the IQD will force proc an npc that is supposed to taunt the boss. (does not do anything in practice)
If your healers are below 30% mana, you can outrange them (40y range) and force it not to proc.
Astral damage is Arcane and Nature damage at the same time meaning that these spells benefit from effects that buff either spell school and double dip whenever effects that buff both are active. 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.
This is obviously a very hard question to answer correctly without a LOT of context, but nonetheless it is probably one of the most asked questions. Some conditionals for doing high damage as a balance druids are:
The higher the key level the more you will be able to apply your dots and ramp your damage.
Your group composition and how to approach playing around it
A good example for this would be you doing a weekly +15 key with your venthyr moonkin friend. In a scenario like this you would want to desync your cooldowns. Most of the time, especially as a venthyr druid in lower to medium keys, you want your cooldowns to be uncontested by other people in your group, meaning that you are the only person that is using cooldowns on a pack.
Obviously, like anything else in WoW, your gear will matter no matter what. The better the gear, the more damage you will do. That being said a big trap would be chasing gear over improving personal play. You can get away with using topgear and Droptimiser until you reach the very high echelons of raiding or M+.
Route and Pulls
Especially as a Venthyr, it is imperative that your tank pulls around your cooldowns, as most of your damage comes from those windows. If you have to use your cooldowns on a 3 mob pack that lasts 15 seconds you will want to Hearthstone right out of the key.
Your own skill
Above all else, pressing your buttons correctly will net you the most damage. Refer to the AoE priority for more information.
If you want to push to the next level you can improve a lot by recording your gameplay. Afterwards, review the recordings while looking out for either small micro errors in your gameplay like optimization on dotting, Starfall uptime, Eclipse cycling and AsP pooling. Be on the lookout for improvements on what trash packs to pull and how they are controlled. Some macro tips to look out for may include but are not limited to:
- Off-healing when necessary in order to save or stabilize a pull.
- Setting up future packs if a double pull is incoming or you are trying to skip a pack. This can be done by locking a whole pack in place by rooting/hibernating the “leader” of the pack. Most patrol packs are following one certain mob in that pack, usually the biggest mob or the one in the front. (Ether Divers in SoA)
- Utilizing Innervate preemptively in order for your group to be able to chain more packs and not have to wait for mana.
- Pooling AsP as a pack is dying in order to be above 50AsP before the next group of mobs to be able to maintain Starfall from the start.
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)
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 snare, 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 (range and duration increased with conduit). 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 - force shifts into bear form, 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.
3. Flexible Setups
What is Balance Druids stat priority?
What Trinkets should I use?
What Talents should I run?
T50 row choices and playstyle (9.1)
What Conduits should I pick?
What Soulbinds should I pick?
What potions should I use?