Ula'tek Mythic: Balance Druid Guide
Written by: Chickenxd
Intro
Hello, this is a quick and "informal" guide to Mythic Ula'tek. It should teach you prep specific to Balance Druid and your role in the fight, as it is pretty unique compared to every other class on this fight.
This is NOT a beginner guide by any means, please refer to another guide before reading this if you are new to the spec.
This guide should NOT be taken as hard assignments, if your Raid Leader tells you to do something different, do it. These are more suggestions and a journal of what me and bicotti did on prog. If you want to look over logs for other specifics, our kill log is here.
This guide does NOT explain egg movement if you have one. That is by far the most important part of the fight if you are starting progress. Killing eggs and doing the movement properly is by far the most important part of early progression, so look for some vods regarding that. (Video guide for egg movement maybe in the future but not promises.)
Talents
- Quick important note regarding class talents, Tiger Dash and Wild Charge are both playable. Start of progression I would recommend Tiger Dash as a default if you are holding an egg, as your pickup as a group will be way messier and you can get out of some very sticky situations with the waves.
- You are able to Travel Form Wild Charge over the waves, but the timing is very tight and is not recommended especially if you are holding an egg.
- You can opt for Ursine Vigor instead of Fluid Form or Lycara's Inspiration as a safety net for 3:35 / 7:00 (see defensives section below)
There is a very clear distinction between these talent builds that you can make, and it all depends on what your raid needs. EC will bring more stacked AoE and boss damage, KotG will bring more spread AoE.
If you look at RWF or early kills, everyone is playing 2 Balance Druids with KotG. This was before the nerfs, where eggs got reduced from 12 to 8. Nowadays with 8 eggs and the fact that you have more % damage from the raid buff, you can get away with playing 1 Balance Druid. This means that if you are going into the boss with 2, it is probably wise that one of you specs EC, and the other KotG. The later you go into the season, the more likely it is that the correct play would be 2 EC.
Offensive CDS
Incarnation
KotG default CDs:
| # | Timing |
|---|---|
| 1 | 0:10 |
| 2 | 1:20 |
| 3 | 3:07 |
| 4 | 5:25* |
| 5 | 7:28-7:35 |
| 6 | 8:35 |
| 7 | 9:55 |
*Here you can change the 5:25 one to 5:00. (explanation above)
EC Heart CDs:
| # | Option 1 | |
|---|---|---|
| 1 | 0:10 | |
| 2 | 1:20 | |
| 3 | 3:07 | |
| 4 | 5:00 | |
| 5 | 8:35* | |
| 6 | 9:45 |
*Here you can change the 8:35 one to 7:35. (explanation below)
There are two main distinctions you can make here: whether you need damage on the intermission eggs or not. If you have 2 Balance Druids, only one Incarnation should be pressed here, if even. On your first pull here, you should probably have both pressed, as it is very unlikely that you will manage to one-shot P3.
If it is prog and you only care about killing the boss, you should assume that your heart will live the full 20 seconds.
- If you are EC: only use 2 P3 CDs and place them at either 7:30 OR 8:40, and 9:44. In my opinion the more valuable Incarnation: Chosen of Elune on prog would be the 8:40 one on the double Shrieker spawn, as you might need some damage on them. Here you can also decide to either Starfall the Shriekers to have a safe last platform, or Starsurge the boss for more boss damage if you are behind on boss damage.
- If you are KotG: use 3 P3 CDs as shown above. Here you are running the risk of not using your 3rd Incarnation: Chosen of Elune, but if the boss dies before you use it, why would you care.
Trinkets
1x Equip + Hexlord or Vial
- If you are playing Hexlord, macro it to Incarnation: Chosen of Elune.
- If you are playing Vial + EC, the 7:35 CD is better than 8:35.
Hexlord here is very good and better than Vial in most cases, especially if you are close to P3. If you are starting prog, using Vial is better, as it helps you clear out the eggs early in progression. Best case scenario, you are using Vial until you finish P2 once, then you swap to Hexlord.
Defensives
Barkskin
| Timing | Mechanic | Notes |
|---|---|---|
| 0:35 | Spectral Coil | |
| 2:10 | Spectral Coil | |
| 3:35 | Breaks | Here make sure to not use Barkskin too early, use it after the first tether got broken, but before the first tick of it |
| 5:40 | Spectral Coil | Make sure to not use it too early, preferably use it in between hits 2 and 3 |
| 7:00 | Serpent's Bite | Your defensives here are for the waves that come after the soaking. Use Healthstone while soaking preferably, as you will have 3 dot stacks after the waves for a long time |
| 8:10 | Platform Break | Not too relevant, just press on cd. If you have bad healing assignments the next break is more important. |
| 9:10 | Platform Break | Make sure to stand in AMZ/Darkness |
Bear HotW
The most important one is making sure you live the Serpent's Bite overlap in P3 (7:00), the rest are free for all mostly whenever you get hit by a wave.
Another good Heart of the Wild would be before the breaks on 3:35, as it also lasts for the egg pickup + delivery around 3:50, which is also pretty dangerous, especially early in progression.
Stampeding Roar
Here in general roars are not too mandatory and you can't solo them, so you need to split movement CDs with your guild.
Some good spots to use Stampeding Roar are:
| Timing | Use |
|---|---|
| 1:00 | Egg movement |
| 1:48 | Egg pickups after Wretch bubble |
| 2:00 | Egg movement |
| 3:40 | Egg pickup + movement (mandatory for both sides) |
| 5:30-5:50 | Spectral Coil movement |
| 7:00 | Platform Break |
| 8:00 | Platform Break |
| 9:00 | Platform Break |
| 9:40 | Wave spread, Serpent's Bite, before Heart |
Thanks for reading, if you have any questions or spot any typos dm @Chickenxd on discord.
