Shifting Perspectives: Balance druids in patch 4.0.1

So, it is all finally coming to a close, it seems. The patch that will start the Cataclysm expansion process has hit the PTR, and all players are finally able to test some of the content that the WoW community has been abuzz about for months now. For some classes and specs, this is a day of revelry and excitement as they test their newfound glory, talents, abilities and resources. For balance druids, some are finding themselves more than a little disappointed over the changes that have been made thus far. They're a tricky thing, new expansions -- new abilities and talents, along with completely rebalancing damage potential across a wide array of concepts. Luckily, we are not also undergoing a major shift in DPS philosophy this time. This may seem like all bad news, but there is a load of good to go along with it.
Before I begin a discussion about the available changes, I first want to encourage everyone to download the PTR and test everything that you possibly can for yourself. While there will certainly be many players talking about the changes on the forums and their personal blogs, it is always better to get a first-hand knowledge and see the concepts for yourself; your own experiences are always a far better judge than anything that anyone writes. Remember to try and focus on those things that you love the most; while raiding content may be difficult to try, PvP content, solo content and dungeon content are also on the PTR. Trying specific content will better allow you to judge specific issues that you may personally find within that content. The tools that are useful in each situation vary significantly.
To start with, here are a few general points on the major changes:
- Balance druid PvP is in a much better state now than it ever has been. There is a glyph for instant Entangling Roots that comes without any real drawbacks; we finally have a silence/interrupt ability that's only on a moderate cooldown; and we've been given several new tools to deal with melee, including a spammable AoE snare and a knockdown effect on a short cooldown.
- Eclipse is everything that I have been talking about these past few months, be that good or bad in your opinion. Although I have my views on the matter, as does the rest of the balance community, you should judge the mechanic for yourself. To clarify, Eclipse is now our mastery bonus instead of a talent. It is no longer based around a proc chance but is rather a bar that represents the sun and the moon. Each proc effect, not only Wrath and Starfire, now boosts arcane and nature damage.
- Moonkin Form is no longer the primary source of our mana regeneration. Instead, all players have moderate amounts of innate mana regeneration in combat, and our primary source of mana is from the Euphoria talent, which refunds mana on Eclipse procs.
What's bad
Let's just get all of the bad stuff out of the way at once. Starting with Eclipse is probably the most sound plan of attack, but I really do not know what else there is to say on the matter. There are plenty of things wrong with the way that Eclipse exists now, and there's been quite a lot of talk all over the internet about these flaws. One of the most prominent concerns is that Eclipse is essentially useless in nearly every situation except boss encounters. During solo play such as leveling or farming, there simply isn't enough time in which to proc Eclipse; the rate of decay once out of combat on Eclipse is particularly harsh.
There is simply no doubt in anyone's mind at this point that Eclipse, as it currently stands, isn't working out. The system is exceptionally well balanced for boss encounters of all varieties -- moving or stationary, it doesn't matter -- but it fails in every other aspect of the game. This needs to be addressed, and there are mountains of suggestions as to how floating around.
Another major concern players are noticing is that mana is a huge issue for balance druids. In Wrath, it was DPS that had a major shift in design philosophy; this time around, it has been the healers, with a particular focus on mana regeneration. Unfortunately, balance druids have taken a few sideswipes as a part of this rebalancing effort. Mana might be better on the PTR -- I have heard reports that it is shaky, but my focus has been on beta, so I haven't gotten much PTR testing in myself -- but it is certainly terrible once you get above level 80.
Particularly during leveling and PvP, mana issues are especially bad. This is due to the fact that our main mana source is Euphoria, which is dependent upon Eclipse, which we cannot proc frequently in either setting. There is a reason that our innate mana regeneration is rather poor, and that is because we are now balanced around needing to use Innervate on ourselves at every cooldown.
The fear seems to be that if balance druids aren't forced into using Innervate on themselves, then raids will stack balance druids in order to circumvent mana issues for healers by having the druids feed Innervates to the healers. How much truth there to that concern, I cannot really say. The practical side of me wants to protest that it's a situation that would never happen; the utility and damage potential downside of such a move would never pay off in the long run, and fights just aren't created in a method which strains healers to such a capacity to the point that it would be considered viable. That aside, higher-end raiding guilds have been known to do stranger things in the past, and we certainly don't know enough about the Cataclysm raiding scene to predict how healer mana is going to actually pan out -- but is the threat that balance druids would suddenly be taking up five raid slots if they could pump Innervates into healers real? Who can say?
Finally, we come to the talent tree itself. Many people (myself included) have contended that the balance tree is exceptionally flat. This is a notion that beta players have been stating for a long time now; unfortunately, it continues to get worse with each new pass, most recently with the change to Nature's Grace that made it a flat 3 percent haste.
The real issue with our talents isn't so much that a vast majority of them are nothing more than simple flat percentage buffs, but rather that our core rotational mechanic is our mastery, which isn't true for any other spec. Most specs have talents that influence their rotation or change it in some way; balance druids, instead, have Eclipse to do that. Given this, very few of our talents end up having any real impact on our rotation; instead, the impact comes solely from our passive mastery effect. How boring the balance talents might seem is more an issue of how our core rotation concept derives from our mastery instead of our talents -- opposite from the mechanics of most other specs.

Everything isn't all doom and gloom, I swear! Despite what problems that balance druids may have, there is just as much good with the balance spec that is often overlooked, probably because it is much easier to point out flaws than it is to discuss the finer points. First and foremost, balance druids have gotten a lot of very useful PvP tools to work with. As I mentioned earlier, we now have Solar Beam, which is a prolonged AoE silence effect that is far more awesome than words. Starsurge, which does pretty high amounts of damage in its own right, also has a knockdown effect that's useful for creating a small gap with melee or even interrupting a spellcast, if timed perfectly. The recently released glyphs also held a great surprise, offering up a way of getting instant-cast Entangling Roots. Plus there is Wild Mushroom, which won't come until level 85, coupled with the Fungal Growth talent, for a spammable AoE snare. All in all, our PvP tools have shaped up rather nicely on the PTR.
Lunar Shower is much more useful now than it ever has been, and through it, Moonfire is actually a rather powerful movement tool. With the most recent buff to Lunar Shower's damage boost, Moonfire is particularly powerful once you get a three-stack, which is helpful in a large variety of situations. More key than the damage is the mana reduction; with mana being such a major factor for us, it does matter to have a very low-cost, spammable ability to use while on the move. I will caution that Blizzard hasn't done a damage-balancing pass yet, so any of this is subject to change at any time.
The Thorns change is also a significant improvement. Although the spell is excessively expensive at the moment -- nearly prohibitively so -- the damage that it can put out against a target is fairly destructive, particularly against fast-hitting ones. Thorns is not just a PvP tool at this point, though; it also has some fairly clear PvE uses on tanks. While Thorns may or may not find its way into our standard rotation -- how that will work out at this point is debatable -- it certainly offers higher damage than Moonfire while on the move, so there is at least going to be that option. Another idea would be to use Thorns on, say, an add tank to help quickly take down an AoE pack. Thorns' finally becoming a valid ability is a major plus, considering it's spent the entire game as nothing more than a filler buff.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny, from a look at the disappearance of the bear tank to thoughts on why you should be playing the class (or why not).Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
MikeLive Sep 17th 2010 4:14PM
I've been meaning to try Balance on the PTR, one of my to-level-in-Cataclysm classes. You get Eclipse at level 10, right?
Sandslice Sep 17th 2010 4:36PM
Yes, you get eclipse at level 10, along with starsurge.
Urthona Sep 17th 2010 4:23PM
Ok maybe I'm slow, but I'm having a hard time understanding the correct application or circumstances for Lunar Shower. In the PTR, procs that favor certain spells now cause those spells to flash like a gameshow. Once in a while, Moonfire and Solar beam will light up and the Lunar Shower icon is on my buff bar. I'm absolutely confused why Solar Beam would light up; and should I move when Lunar Shower procs?
NekoDaimyo Sep 17th 2010 5:13PM
The idea with Lunar Shower is that you spam moonfire while moving, which keeps the buff going once it's up, and can't really stand still long enough to cast anything else. Why Solar Beam lights up at the same time, I have no idae.
Drez Sep 17th 2010 4:44PM
I have to agree with your summary, Tyler. If we were to go live with the current Balance tree and mechanics, I will be sorely disappointed. The tree is flat, our rotation is fairly mechanical, and our mastery is flawed.
Fortunately, it is highly unlikely that what is on the PTR will go live with no changes. I am holding out hope that the purported 81+ mana issues are just a numbers problem that will be solved when they do some more tuning to numbers. However, I'll also admit that I'm beginning to worry... The silence surrounding eclipse concerns from blue posters has been deafening, and the issues are obvious to a casual observer. With 4.0.1 on the PTR, many people have assumed that the current mechanics are essentially in a final state, and that is extremely worrisome.
Powatodapeople Sep 18th 2010 9:37AM
the silence has been deafening? is it opposite day
Drez Sep 18th 2010 9:51AM
It's a figure of speech. ;)
Fortunately, the latest beta build addresses a LOT of these concerns! I'm psyched for them! Tyler, please write more columns so they can become instantly stale with changes that directly address your worries!
V3rr1n Sep 17th 2010 4:50PM
In summary, no matter the spec....
Us druid
get screw-ed.
(And yes, that was my QQ rallying cry.)
I have faith that Blizzard will fix it tho...
Pyromelter Sep 17th 2010 6:04PM
Feral seems to be fine. I don't think balance is "screwed" but you can tell there is a lot of people unhappy.
Resto seems like just a sea of qq at the moment, so you may have a point there.
Zaros Sep 17th 2010 7:32PM
They just need to decrease the eclipse decay. Removing it would probably be a bad idea but they should give us 20 seconds after leaving combat (maybe that number is a bit high) before the decay starts.
With the new eclipse I was hoping for one rotation-changing proc and another pass on the eclipse bar system before the expansion goes out.
robitrock Sep 18th 2010 4:15AM
I actually like resto Druids on the ptr, you have to learn what to cast for that moment there's no more spamfests.
If you spam stuff your gonna run out of mana, I like it it's more engaging.
What I was doing is dropping regrowth on the tank wait for a party member to take damage drop WG and a rejuv (which both crit now btw) on that person if someone else took damage drop another rejuv instead of just spamming on the whole party, I was useing HT for spike heals but nourish might be better when glyphed (lower mana per cast) ptr has a profession bug atm hard to get glyphs.
I agree they need a bit of work but it's in a pretty good spot imho.
V3rr1n Sep 17th 2010 4:51PM
So to recap.
Us druid
Get screw-ed
Aaron Sep 17th 2010 4:55PM
This makes me scared to level up as balance. If you are taking mobs 1-2 at a time, how many can you get through before you have to drink? Should I grab some feral gear and do that instead?
Tyler Caraway Sep 17th 2010 5:30PM
For whatever flak I may take for it -- absolutely yes!
Unless Blizzard makes some changes to Eclipse and our mana regeneration to make it far more friendly towards leveling, then feral is better by miles.
Neodarkmatter Sep 17th 2010 6:34PM
Leveling Balance I always had mana issues. It continued all the way to 80 in WotLK and was still a problem until I was in T7. I can't see you having too many issues leveling Moonkin but always have water on you so you can mana up. Unfortunately I cannot say if the issue with Eclipse against mobs will be a problem leveling but we didn't have eclipse before so is it really needed now?
Hih Sep 17th 2010 5:02PM
Is Insect Swarm not trainable on the PTR for you guys too? Makes it hard to test a rotation without part of the rotation.
Sandslice Sep 17th 2010 6:00PM
I trained insect swarm just fine, and it's actually (currently) hitting harder than live even though I have only 70% of my normal SP. (I'm using the premade Horde druid.)
Robitrock Sep 18th 2010 4:26AM
Yeah it's bugged for non premades, says go train it in your spellbook but the trainer doesn't have it.
bmost1022 Sep 17th 2010 5:07PM
Is anyone else extremely concerned about mana regen? If we are balanced around using innervate on ourselves than we will constantly be oom because we will never be allowed to use innervate on ourselves... Just think about it, if healer mana is always going to be an issue as we've been told, then why would a raid leader ever let us innervate ourselves? Is there ever going to be a point where our DPS is more important than heals? The simple fact is that Blizzard should either change innervate or make us not balanced around the current implementation, because there is no chance that we will ever be able to use it on ourselves.
Boobah Sep 17th 2010 5:31PM
Yeah, it looks kind of like Innervate may as well go back to a resto talent. It's largely useless for feral, and if it's causing regen balance issues for moonkin... well, we're no longer in a world where the only real reason to let the druid tag along is to innervate the classes that can actually do something useful with that mana.