Shifting Perspectives: The balance druid AoE rotation

Have I mentioned how much I actually do love balance druids as of late? I mean, sure, we may not have amazing off-healing capabilities, and there's the factor that we are a rather weak PvP spec, but we are absolutely dominant in the PvE scene. Single-target, maybe a bit washy, sure, but AoE? We are kings; more than kings, we are become death.
The only thing that stands between you and total AoE domination are those pesky shadow priests who try and steal away our rightful Dark Intent. Seriously, they should just give up at this point; balance druids are simply better recipients for the buff, and shadow priests need to play the second fiddle like the good little things they are. It's nothing against shadow priests personally; balance druids just happen to be better. Superiority should come with its due rewards, that's all.
The death of the storm
Hurricane was once the master of our AoE abilities, and it has seen so many changes throughout history. At one time, it was a talent and was centered around the caster; it also had a 1-minute cooldown. From there, it was actually made halfway viable, with increased damage, talent support, a removed cooldown, and even a short period when it provided infinite mana to spam. Yes, Hurricane has had many glory days; however, those days are long since past us.
Simply put, Hurricane is now a spell that has been left in the dust. There are a few very specific situations in which Hurricane can be gamed to be useful, but it is not a system that will last, nor does it give the spell any true meaning. Blizzard went more than slightly overboard in many things when it attempted to rebalance the AoE capabilities of the classes, and Hurricane is one of the losses that has suffered.
Hurricane is no longer a staple portion of our AoE rotation. As mentioned, there are a few highly specific cases where it can be of limited use, but in most situations, there is absolutely nothing to gain from using it. Predominantly, one of the harsher penalties of the spell is the ridiculous mana cost that it carries. Out of all of the AoE spells out there, Hurricane is the most expensive, and you will certainly notice that fact every time you use it.
The burning moon
Instead of favoring the traditional AoE method that we had once grown to love -- or hate -- balance druids take a more untraditional approach. It isn't a shock to know that Moonfire and Insect Swarm have both seen a large benefit from the changes that Cataclysm brought. The overall strength of our DoTs has virtually doubled in this expansion, and it's an ... adjustment that is all the more evident with the Eclipse system. While under Eclipse, our DoTs are some of the most powerful in the game, a fact we are all too happy to abuse.
Of the two, Moonfire is easily the strongest (or Sunfire, should you be in Solar). Again, it's not all too surprising; Insect Swarm has always struggled in the damage department, and the one brief time it shined saw it brought down quickly. For this reason, getting Moonfire on your targets should be a high priority. During any AoE situation, you want to remain mobile to stack Lunar Shower and roll Moonfire on every target that you can.
Having enemy health bars up really helps in this, and there are several mods out there that will track Moonfire on each of these targets via an icon on their bar as well. The latter isn't required, but it is certainly of use. High Moonfire uptime is essential to our AoE DPS.
After you have Moonfire rolling on every target, then you can worry about rolling Insect Swarm as well. Generally, you only want to do this if you know that the target is going to last for at least half the duration of the spell. If all of the AoE targets are at low health, then ignore Insect Swarm and continue to cast Moonfire.
Of warlocks and Dark Intent
It may seem like arrogance to claim balance druids to be the single best Dark Intent target for warlocks, but I honestly am not lying. The most recent simming puts balance druids about fourth on the list for those that gain the most benefit from Dark Intent, but the data used is actually quite incorrect and is for single-target damage. Not to get too involved into the math-y details, but this was simmed having balance druids at 25% DoT contribution, when the actual figures are closer to 32-35%.
That's all single-target, though. In AoE situations, we're AoE powerhouses. Not even the often-lauded shadow priests match our DoT damage contribution in AoE encounters. There's just no denying it -- balance sees a tremendous benefit from having Dark Intent during AoE encounters.
Another thing of note is that balance druids offer the warlock the best return from their buck. That's right, balance druids: Shadow priests can be all giddy with their three DoTs and Mind Flay proccing DI as well, but they still fall short in comparison to balance druids when it comes to keeping the buff up and running. Now, a significant portion of this is due to our T11, but that is neither here nor there.
To put it simply, warlocks should love balance druids, and balance druids should love warlocks. While we're all loving each other, might as well give the gift of awesome that is Dark Intent.
Growing a forest
Wild Mushroom took a lot of flak when it was first released, and for rather good reason. In PvP, the cast time, despite being short, was an obvious flaw, but the PvE drawbacks were more tied to a buggy Lunar Shower than the actual cast time itself. Either way, both have been fixed; further, Wild Mushroom's damage has been substantially increased. While it was always a good theoretical AoE option before, it's simply stellar now.
Case in point: grow some shrooms and watch them explode in glorious retribution every chance you get.
Along with the increased damage, WM was also given a much larger range -- double the previous range, in fact. It may seem like a huge boost, but it's still only 6 yards; that isn't much shorter than the range of most traditional AoE.
Many people may still think that the use of Wild Mushroom is a bit clunky, but with practice, you do get the hang of it. Harder than planting them perhaps is using Detonate correctly. Few people seem to remember that Detonate is not on the GCD, so you can use it and another spell at the same time, which in this situation should be Moonfire. The easiest solution to this is to macro Detonate into Moonfire. You can either do this with your "standard" Moonfire button or in an entirely new one; both actually work for just about all purposes.
Gaming the system
While our DoTs are strong, it is Eclipse that makes them really shine, especially Solar. With this in mind, one of the most important parts of the balance druid AoE rotation is knowing how to properly game your Eclipse bar to ensure that you are prepared to blast critters away when the time comes. Depending on the encounter in question, there are multiple ways of doing this.
First, I would highly suggest an addon of any form that gives a numerical display of the Eclipse bar. The standard bar just doesn't show enough information, and it can be difficult to time if a cast is going to push you out of Eclipse or not using it. Nearly all standard UI mods offer this, but there are some out there specifically designed for it as well.
If you are at the point that another cast will break Eclipse, you have a few options to choose from. From there, you can start spamming Starfire instead of Wrath or Starsurge in order to keep up single-target damage without moving the Eclipse bar. This usually isn't the best method to choose, but you can if the situation calls for it -- for example, you are trying to limit movement and stay clumped with the group for Magmaw adds.
Ideally, you want to start spamming Moonfire instead, building up Lunar Shower. You can do this on the boss if that is your only option and your DPS shouldn't suffer too much from it. Alternatively, if you know where the adds are going to spawn or be pulled to, then you can proactively drop Wild Mushroom to get ready for them. Finally, you can pre-DoT the adds if that is an option, such as on Maloriak.
The key point here is to never lose Eclipse. While going through your AoE rotation, you will likely get a large number of Shooting Stars procs. You can use these, as it's a great way to increase your DPS, but only if you won't lose Eclipse by doing so. This is another reason why seeing a number for your Eclipse meter is highly important.
Gaming the T11 bonus
There is another effect that balance druids can use to their advantage: the tier 11 four-piece bonus. DoT ticks do not consume the charges from this effect, but they do still benefit from it; further, all DoTs automatically scale with crit, so you don't have to recast them to benefit from the effect.
In order to abuse this method, you need to stop short of a single cast from getting Eclipse, at which point you again use the methods listed above. Here, though, it should be noted that casting Wrath/Starfire in order to prevent Eclipse gains is better than spamming Moonfire, so if you have no other choice, do that instead.
Once you are ready to enter AoE mode, cast the spell you need in order to proc Eclipse and then go to town. (Well, not literally.) Although DoT ticks won't consume the charges from your bonus, the initial damage from Moonfire will; this is the only time that you want to prioritize Insect Swarm over Moonfire, as it won't cause for your buff to expire early. Ideally, you want to have Moonfire rolling on several mobs before entering Eclipse, but don't waste too much time spreading it around before pushing into Eclipse.
One thing you do want to take care of before entering into Eclipse is planting Wild Mushroom. You want to get all of them down before you start gaming Eclipse should you have to, but if you cannot drop them at that point, then do it before pushing. Once the buff has ticked down to the last second, use Detonate. As with everything else, Wild Mushroom benefits from the bonus; however, it does consume charges on hit. If done properly, you'll have several seconds of rolling Insect Swarms with 100% crit chance followed by a triple mushroom explosion that also has a 100% crit chance. It's a very tasty combination.
Once that is done, just go back into the standard priority. Plant new mushrooms if you will need them again, start rolling Moonfire on everything, and Detonate on cooldown.
Gaming Hurricane
As I mentioned earlier, Hurricane doesn't really have much of a place; this is because it has absurdly low damage in comparison to our other abilities. Moonfire, Insect Swarm, and Wild Mushroom all deal more damage than Hurricane. The only time that Hurricane even results in higher DPS than any of those is if both DoTs are rolling on all targets and Detonate is on cooldown, which happens very infrequently in traditional AoE situations.
As with everything else, there is a minor caveat. Hurricane functions just as Insect Swarm, and Moonfire ticks do in respects to the T11 bonus; it benefits from it, but does not consume it. For this reason, Hurricane can result in higher overall DPS to use if you will gain the benefit of the bonus. Realistically, this is only applicable for a single encounter: Maloriak. Even with the 100% chance on it, rolling DoTs is very close in terms of damage to Hurricane and far less mana-intensive; it's for this reason that Maloriak offers the best AoE choice for Hurricane. Here is the breakdown.
First, get within one spellcast of a Solar Eclipse. At this point, you need to plant mushrooms, then start rolling all DoTs that you can onto the adds. Ideally, you want to start this roughly 15 seconds before the green phase begins in order to have enough time to get all of your DoTs rolling onto the targets. As Maloriak tosses in the vial to begin the phase, cast Starfire to enter Eclipse, wait a split second to gain the buff, then begin to channel Hurricane. Just before your T11 buff expires, interrupt Hurricane by using Detonate and Sunfire. If you really want to push the limit, you can also run Glyph of Typhoon for this encounter and cast it at the exact same time as Detonate, and both spells will get the benefit. During this period, you'll have 100% crit DoTs rolling on several targets, Hurricane will have 100% crit, and Wild Mushroom will have 100% crit. Now ... laugh and rejoice at all the lower DPSers you just crushed beneath your heel.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
Matrillik Mar 25th 2011 4:16PM
Pretty sure spriests receive a larger dps increase themselves and provide the warlock with a larger dps increase as well. Plus we just do more damage. Haven't you seen that Fox Van Allen article about how spriests theoretically dominate everything?
gruunor Mar 25th 2011 4:25PM
Yes thanks for details. It makes me take your comments so seriously.
Xaklo Mar 25th 2011 4:35PM
I see the twitter jabs at each other are now spilling over and manifesting in Wowinsider articles as well. We could have a rivalry on the scale of the Mages vs Locks level of epicosity on our hands.
Solanstus Mar 25th 2011 5:10PM
No no no...mages is not versus warlocks. It is mages absolutely crushing every emo lock in sight with epic Pyroblast! action...no...just like our towering fat chicken bears beat the shadowy Dispersed cigarette smoke excuses for warlock sidekicks...aaand wait for it to get black...
Xaklo Mar 25th 2011 5:50PM
@Matrillik I think what he meant by DI being better suited to Boomkins (for aoe/multi-target purposes at least) is that they give better up-time on the procs. Read the section titled "Gaming the T11 bonus" once more and you will find that boomkins indeed (tragic, as it is, for us priests) are better at proccing the secondary funtion of DI with their 100% chance on crits.
Twill Mar 25th 2011 6:44PM
This brings me to two points.
1) A Moonkin -Shadow Priest rivalry similar to Mage v. Warlock would be fun.
2) I GUARENTEE 100% uptime of 3 stacks on my warlock buddies as a Moonkin.
Why even consider giving Dark Intent to Shadow Priests when I can give you PERFECT uptime? :D
(Note: The 100% uptime is when we are doing the AoE and 2+ targets exist. Aka, Halfus, Omnomnom, Nef, Valiona & Theralion, Ascendant Council, Cho'gall(slightly a stretch) etc.)
Fine. You priests can have DI during Atramedes and Chimareon. I wants it every other time.)
Xaklo Mar 25th 2011 7:38PM
@Twill
Now I might be reading this wrong, but I don't think the 4-piece bonus means an actual 100% UPTIME on on DI for the warlock, at least not for much more than it's initial 3x proc duration. Taken directly from the T11 tooltip:
"(4) Set: Whenever Eclipse triggers, your critical strike chance with spells is increased by 99% for 8 sec. Each critical strike you achieve reduces that bonus by 33%."
What I read from there is that you can cast dots (or have dots already rolling before going into eclipse since they scale with crit and don't need to be refreshed) under the effect of 100% crit chance ensuring the 3x proc fo DI. But then you would only be benifiting from the buff for a maximum of 8 seconds, or more likely, the 2-3 seconds before 3 of your dots consume the effect. Your crit would then go back to normal and your dots would return to your normal crit chance (whatever that may be) since they'd scale back down. Hardly "Guaranteed 100%" uptime.
http://www.wowhead.com/item=60285
Poltergeist Mar 26th 2011 12:29AM
Take the skill and gear of your raid players into account as well. If the shadow priest in your raid is doing 80% of the damage the oomkin is doing, you'll be doing your raid the greatest favor by giving it to him.
In fact, Dark Intent should be going to most skilled, dot-utilizing class in raid. The theorycraft all assumes equal parts skill and gear. For most raids, that simply isn't the reality.
Poltergeist Mar 26th 2011 12:35AM
My above comment was typed in haste and not as clear as I wanted it to be.
Take the skill and gear of your raid players into account as well. If the shadow priest in your raid is doing 80% of the damage the oomkin is doing, you'll be doing your raid the greatest favor by giving it to the oomkin.
In fact, Dark Intent should be going to most skilled, dot-utilizing player in raid. The theorycraft all assumes equal parts skill and gear. For most raids, that simply isn't the reality.
Fizzyl Mar 25th 2011 4:18PM
There is a single lonely sad sack of an owlbear on our 25 man raid team, and every night he plaintively hoots for a taste of Dark Intent.
And every night, the cabal of shadow priests denies him, and we cackle shadowy cackles with our fel-touched brethren.
Dark calls to dark, fluffy little bird man, and oomkin tears are as sweet and bubbly as sparkling wine.
Vlad Mar 25th 2011 5:12PM
Since i have SP Dot envy my DI now goes to the oomkins.
SP's are now just after my guild page, and before the Boss we are fighting.
Tyler Caraway Mar 25th 2011 10:20PM
You see, I have an unfair advantage in the fight between shadow and balance over whom should get DI -- I also control the warlocks.
We shall see what your little cadre can do soon enough!
Eregos ftw! Mar 25th 2011 4:38PM
I don't think think that balance druids will get the most benifit. Kitty druids DoT's do a ton of our damage (30-50% depending on uptime of the dots). Simming DI on mew nets me a 2k dps increase.
Twill Mar 25th 2011 7:08PM
Yea but how much damage the DoTs actually do doesn't matter for Dark Intent.
(Its how often they crit) x( how often the tick) x (How many there are).
Tyler Caraway Mar 25th 2011 10:35PM
Dark Intent is far more about the Haste than it is about the %damage increase on DoTs. Only affliction can promise to have remotely any sort of uptime on the buff, and even they don't pan out that great. The funniest, and saddest, point on Dark Intent is that warlocks are some of the worst choices for actually stacking the buff.
No joke, an assassination rogue will almost give you as much uptime as a destruction warlock.
Feral does sim rather well as targets for DI, out of all the melee they are the highest, and actually beat out Fire if I do recall. The only problem is, this relies on a large number of variables from the melee's perspective. Shadow and balance both edge out over fire and feral in terms of "real life" benefits simply due to A) they get more from the raw haste and B) there's nothing that is going to interrupt their DoTs (bad RNG for fire, forced out of melee for feral, target switching, ect.)
I mean, I'd still prefer to have DI go to a feral druid than a shadow priest; because, let's face it, the priest should be Disc anyway, but neither are better choices than balance.
Telwar Mar 25th 2011 5:16PM
So, let me make sure I understand this:
The best means of aoe for boomkins is moon/sunfire spamming, instead of the sad and pathetic hurricane.
At that point, Dark Intent is especially helpful.
Then, on one encounter that you outgear, you can, by switching from your proper target to the adds, then generate ridiculous dps on the adds.
I still don't see why Dark Intent would be best used on boomkins, with two dots, instead of on shadow priests with their three dots + channel. *Maybe* on Maloriak, on the green phase, but then you're wasting the lock's cooldowns.
Twill Mar 25th 2011 6:54PM
Because our DoTs tick faster, for one.
Because our DoTs crit more as well (Teir Bonus is huge crit buff).
And its 2x amount of targets. That means Ascendant Council Fight (for example) = 4 DoTs.
In large AoE situations, we can end up having 18 DoTs up at once. That is more than S, Priests can, as out DoTs are instant cast and Devouring Plague can only be on one target.
Xaklo Mar 25th 2011 8:06PM
@Twill
Your dots tick faster cause you only have 2 of them.
Boomkin: 2 dots ticking once every 2 sec (before haste) = 1 tick per sec.
SP: 3 dots ticking once every 3 sec (before haste) = 1 tick per sec. *Plus* 1channeled that counts as a dot ticking once every sec.
Lined up over the course of 6 seconds: Boomkins get 6 dot ticks. Priests get 12!!
This makes your average dot rate (on one target) half the speed of a Shadow priest's.
Your 1 tick/sec vs our 2 ticks/sec.
Now DvP is only applicable on one target at a time, and you do get an insane buff from T11, I'll grant you that, but it's only for a maximum of 8 seconds. This puts you far ahead of Spriests in multi-target damage, but not in single target boss fights.
Tyler Caraway Mar 26th 2011 2:03AM
@Xaklo
While that would be true in a theoretical situations where a shadow priest does nothing but use Mind Flay; their rotation unfortunately isn't that simple. Not that shadow is difficult, mind. Still, they do use SW:D and Mind Blast on cooldown, so that's a cast every 6 seconds and every 10 that doesn't have a chance of proccing DI. There's also movement to take into consideration which lowers time spent utilizing Mind Flay.
Balance druids have the highest DI uptime for a warlock in all situations. End. This isn't purely simmed numbers, but it also translates into the real world because there's less "skill" involved on the druid's end. They only need to have both their DoTs rolling, shadow has to make use of Mind Flay in order to parse equal to a balance druid, which simply isn't possible in multiple encounters.
Further, any time there is more than one target active at once, the balance druid skyrockets ahead of the shadow priest in terms of keeping DI active.
Balance's position as the best personal gain for the warlock isn't exclusively due to our 2 second base DoT ticks, although that's a significant portion of it, it also has to do with the factor that our chance to crit is far higher than a shadow priests. Tier 11 has more than the 4-piece bonus, while that's a factor in our uptime, it's really the two-piece bonus that seals the deal. The two-piece bonus gives Moonfire and Insect Swarm an additional 5% crit chance, balance also has the Nature's Majesty talent for an additional 4% crit chance that shadow lacks a mirror for. This gives our DoTs a 9% crit chance advantage over shadow. The shadow priest 2-piece only benefits Mind Flay, not their DoTs.
Gearing further favors balance over shadow. More balance gear has crit on it than shadow gear does. Although we favor mastery over crit, crit is unavoidable on many of our BiS pieces. Generally speaking, a balance druid will usually have a 2 - 3% crit chance advantage over a shadow priest through gearing provided they are of equal gear.
Nocxy Mar 25th 2011 4:45PM
As far as I recall the reason why shadow tends to be favored for DI is because the raid overall gains more dps and healing (via VE - the more damage their dots do the more their group is passively healed). Yes, a Boomkin will increase the individual dps by about 8 more points but.. sacrificing like 2k extra raid dps for a personal 8 dps or so seems a bit silly no matter how you slice it =/.