Wrath Beta patch notes: Balance Druids

Balance tree
If you were to invest three points into your Brambles tier three talent, you will not only have the current 75% boost to damage caused by Thorns and Entangling Roots, but your Treants will have their damage boosted by 15%.
In addition, all damage caused by Treants, and any attacks done to you while Barkskin is active, have a 15% chance of dazing the target for three seconds. Actually, Force of Nature, which summons your Treants, is having its cooldown reduced from three minutes to two.
This will be a nifty talent for Moonkin in battlegrounds and arena, although it won't be enough to convert all of those Restoration druids to the ways of the Giant Chicken.
AoE
Balance is also getting a boost to their AoE abilities, with three (two new) options.
Currently, Hurricane is the only AoE spell for druids, and when used with Barkskin, this channeled spell won't be interrupted. Also, the damage reduction works nicely with Hurricane's effect on attack speed (25% penalty).
According to the Beta notes, Hurricane will not only lose its one minute cooldown, but when Gale Winds is talented, its damage will be boosted by 25/50%.
Typhoon, a new tier nine spell that lets you instantly summon a Typhoon that does 400 nature damage when it comes into contact with enemies (presumably, your Typhoon wanders), and knocks them back five yards.
This should be valuable in PvP, especially in crowded situations, or even arena should you enter your Moonkin in battle. It would also be a good incidental spell interrupt, and another opportunity for you to shift forms and run. It even sports a meager 20 second cooldown. Typhoon, because of its wandering nature, will likely not see much use in dungeons.
It will also be buffed if you talent Gale Winds, increasing the damage done by 25/50%.
The new top tier talent, Starfall, is a new AoE that resembles a paladin's Consecration. It allows you to summon a rain of stars from the sky that will deal 111-129 arcane damage to all targets within 30 yards. In addition, Any targets within melee range (5 yards) will take an additional 20 arcane damage. The effect lasts ten seconds, and is an instant cast with a three minute cooldown.
The one catch is that you may only summon twenty stars, and word on the Beta forums is that its effectiveness is inversely proportional to the number of monsters. In this way, with its current damage output (nerfed from the Alpha), it may be more supplemental than a stand-alone strong AoE attack.
Talented, this ability stands to see quite a bit of improvement. Celestial Focus would give this AoE attack a 5/10/15% chance to stun the target(s?) for three seconds. Focused Starlight, a tier two talent, will increase its critical strike chance by 2/4%.
If you talent Vengeance, the critical strike damage bonus will jump up 20/40/60/80/100% of the 50% untalented critical strike damage bonus. In effect, this means that your critical strikes actually double the base damage, rather than increasing it 1.5 times.
Finally, should you talent Moonglow, you can reduce the 655 mana cost by 3/6/9%.
Because Hurricane will lack a cooldown, and Typhoon's is a mere 20 seconds, you should be able to start up a nice rotation of the three, should the situation (and your mana pool) warrant.
Moonkin form and mana regeneration
The mechanics of Moonkin Form are also being altered. Currently, a Moonkin can start bonking its target in order to regenerate mana equal to 30% of your attack power, which is boosted slightly by Moonkin form as well.
In Wrath, this AP boost is being dropped, and you will no longer be bonking things over the head with a feral weapon in order to regenerate some mana. Instead, your regeneration will be passive, and determined by your critical strike chance. When you crit, you have a chance to gain 2% of your total mana. Because Moonkin already stack some spell crit, this will be a nice bonus effect. Plus, you won't have to change your playstyle to make use of it.
Actually, you should theoretically regen more mana this way than with the current system, considering that most druids have a healthy mana pool. Of course, it will also depend on how high your critical strike rating is, and how often the effect procs.
Threat reduction
Currently, Boomkin generate quite a bit of threat, with their aura, high damage output and large crits. In order to reduce their threat, you need to invest 15 points into the Restoration talent tree in order to get Subtlety, 4/8/12/16/20% reduction to threat generated by all types of spells, although with the expansion this will only affect Restoration spells.
The patch notes indicate that Nature's Reach will, in addition to what it does now, reduce threat generated by Balance spells by 15/30%. Considering this is a 10% boost, is located on tier three, consumes only two talent points, and helps you to reach further into your main tree, this is definitely a pretty useful buff for PvE.
Casting time
Nature's Grace is a talent that activates upon a critical strike, and currently wipes 0.5 seconds off of the cast time of the druid's next spell. Wrath, which has a 1.5 second casting time, cannot take advantage of this because it is limited by the global cooldown of 1.5 seconds, which slows crit chaining.
According to the patch notes, this talent will soon reduce the global cooldown of your Wrath spell by 50% when activated, allowing you to cast the spell 33% quicker after a critical hit. Because it is such a quick spell, this will be useful for PvP and PvE.
Nerfs
The only current nerf to the Balance tree seems to be a reduction in the efficacy of Lunar Guidance. Instead of buffing your healing and spell damage by 25% of your total intellect when fully talented, you will receive a maximum of 12% instead.
Entangling Roots and Improved Faerie Fire
As promised, Entangling Roots will be usable indoors, which will mean that usage will no longer be limited to the handful of outdoor dungeons, and can be used in the flag room in Warsong Gulch. Accordingly, Nature's Grasp and Improved Nature's Grasp, which buff roots, will now also activate when indoors.
Talenting Improved Faerie Fire currently increases the chances that the target will be hit by melee and ranged attacks, which is great for raiding. Come the expansion, this will also work for spells.
Filed under: Night Elves, Wrath of the Lich King, Talents, Classes, Features, Expansions, PvP, Patches, Druid, Tauren, Arena, Analysis / Opinion






Reader Comments (Page 1 of 2)
tehvoid Jul 19th 2008 9:10AM
Damn! That pic made me think for a moment that it was an arachnid giant mount ^^
Kyle Jul 19th 2008 9:32AM
I thought the same thing.
Mykil Jul 19th 2008 9:25AM
I think you missed that Omen of Clarity is now passive and procs from spells. Clearcasting is a staple of arcane mages and now Druids will have a chance at it as well. Has a 6% proc rate with a 10 second internal cooldown.
Reash Jul 30th 2008 3:51AM
Yer thats cos omen of clarity is in the resto tree
Benjamin Hanne Jul 19th 2008 10:22AM
Don't forget the haste buff that other group members get when they get a spell crit while under the effects of the improved Boomkin aura.
Shionia Jul 19th 2008 11:28AM
"Talenting Improved Faerie Fire currently increases the chances that the target will be hit by melee and ranged attacks, which is great for raiding. Come the expansion, this will also work for spells."
Hm, though this seems useful for lower level instances/raids, as most higher-level raiders are hit-capped.
Faar Jul 19th 2008 11:54AM
Serious raiding guilds will now be able to rework their equipment for casters, reducing the need for +hit on their own gear with a moonkin in the raid.
Zevan Jul 19th 2008 12:36PM
No, because high level end game casters are automatically hitcapped from gear without gemming for it that is best in slot regardless of the hit rating on it. So as far as raiding goes it's still only really useful for tanks for extra threat gen and dual wielding players.
s256 Jul 19th 2008 4:13PM
We don't know what end-game Wrath gear looks like yet.
It's possible that with the talented self-affecting spell hit normalization across all casters, we'll see more utilization of talents that increase the target's chance to be hit, such as this Imp Faerie Fire and the new Frost talent for mages.
Armath Jul 19th 2008 11:51AM
It looks like Subtlety will no longer be needed by Moonkin, since it only reduces threat on healing, and Nature's Reach reduces threat for Balance which makes it even more essential.
Unfortunately, most of the tier 2 resto talents aren't that interesting, but are required to get to the tier 3 resto stuff like Intensity (10/20/30% mana regen while casting) and especially Master Shapeshifter (2/4% spell damage increase in Moonkin form), as well as Omen of Clarity.
Looking over the upper parts of the Balance tree, it also seems that Moonkins are finally getting some tanking love. Between Hurricane, Typhoon, and Starfall, we'll be able to generate some nice AoE threat to keep mobs on our back and off of the DPS and healers, as well as roots to catch runners. Panzerkin FTW!
Zevan Jul 19th 2008 12:18PM
You forgot to mention balance druids will still want to spec into resto for master shapshifter offering a 2/4% increase in spell damage.
You also forgot to mention owlkin frenzy a huge buff against melee for pvp, by it decreasing casting time and making us immune to pushback.
You also forgot to mention Earth and Moon and Eclipse, the former being a weaker version of curse of elements that gives you a 100% chance on spell hit of increasing nature and arcane damage taken by the target by 2% stacking 3 times and the latter being an attempt to get balance druids to use more then an MF,SF rotation. Eclipse would be alright for PvP but still rather pointless in PvE as wrath spam would still not scale as well as starfire even with the 10% increased damage for 30 seconds after a 60% chance to proc on starfire crit.
Finally you forgot the 3 point Imp Moonkin aura, which allows all casters in the party to increase their spell haste by 20% for 8 seconds every time they crit though the effect has a 30 second cooldown. Therefore during a 5 minute fight it should work out to be around 5.34% haste.
All in all it looks like blizzard wants balance druids to focus more on crit and damage like an elemental shammy then the current hit->dmg/haste(at 1394 spell damge)->crit gearing that you currently find. What with eclipse triggering off crit, imp moonkin form triggering off crit and our clearcasting ability on crit.
Also while 2 key issues with balance was addressed there is still the issue of a spell interrupt and the fact that balance druids are still undesirable when compared with elemental shamans. Especially now with flametongue totem being an increase in I think 73 spell damage and wrath of air becomming a 10% spell haste totem. So combine that with Totem of wrath and you have elemental shamans offering: 73 spell damage, 10% spell haste and 3% spell crit and 3% spell hit RAID WIDE.
Let's compare this to the balance druid:
Balance druids get 3% hit to all types now raid wide, 5% spell crit, approximately 5.34% spell haste assuming the ability is immediately procced every time the cooldown is off though this depends more on the individual party member as to its effectiveness and we now also offer 6% increased Nature and Arcane Damage.
So to summarise balance druids:
Raid wide 6% Arc and Nature Dmg buff(Like a lesser CoE) RAID WIDE
Zevan Jul 19th 2008 12:28PM
Dmg/Haste(after 1394 dmg)->Crit/Haste(largely depends on the gear)
The most interesting change for balance druids in WotLK is the PvP side of things, It seems like balance druids have been designed with tanking melee specifically in mind. Roots and NG and Owlkin frenzy are all really nice melee centric buffs for PvP.
Zevan Jul 19th 2008 12:36PM
I love how my posts keep getting stuffed up when I try to post something
Jack Jul 19th 2008 1:24PM
What annoys me about these talents as they are is that Balance druids still have to go into resto to get essential talents (Intensity, Omen of Clarity, possibly Master Shapeshifter). This would be more acceptable if there were any talents in the first two tiers that benefited balance, but there isn't. And on top of that, one would have to sacrifice really fun-looking talents in Balance to get them, such as Owlkin Frenzy. It would be nice to be able to PvP and PvE with the same spec, but with these talents that's not really possible.
Mister K Jul 19th 2008 3:42PM
They are supposed to be making it easier to have two specs available to you so hopefully the switch from pve to pvp will be mostly harmless, or so we can hope
Asgaroth Jul 26th 2008 5:33PM
Then spec into Owlkin Frenzy. Why limit yourself to "essential talents" Whatever, play how you want, not what someone else prescribe.
Khass Jul 19th 2008 4:34PM
Oh maaaan, I'm SO eager for WotLK so I can level up to 80 and pewpew. Being resto is fun and all, very viable in arenas, but just *think* of the possibilities with a boomkin/fire mage/ele shaman in 3s or boomkin/frost mage in 2s.
*GLEE*
ILikePvPbuthatePvPers Jul 19th 2008 7:09PM
As a Balance Druid, I approve this message!
dAnixx Jul 20th 2008 5:29AM
Am I the only feral druid respeccing DOOMKIN ?
Drad Jul 22nd 2008 5:39PM
I've looked at the shammy talents and abilities, along with balance druid talents and abilities, and with the new flametongue totem, bloodlust/heroism, improved moonkin form we'd get a good 60% increase in spell haste. If we also had ontop of that had starfire eclipse, our starefires would almost crit and be atleast 1.2 cast(without NG, 0.7 cast with it) and not to mention that everyone else in our group would be doing the same.
A.K.A. MASSIVE DMG QUICKLY!, though we would go OOM in an instant