Shifting Perspectives: How to make the switch to balance

It's another glorious patch week. Patch 4.1 had a few major balancing changes, but a majority of them were to address specs that were a little low or weak in certain areas. Balance druids, although taking a hit, didn't have too much going on for them this time around. Rather understandable -- we're in a good place damage-wise, and this patch was more a focus on new content and features anyway.
Instead of spending gross amounts of time rattling on about such small things, I thought this would be a good time to address a question that I get asked pretty frequently. Cataclysm brought about a lot of changes, both to healing and DPS. Each player reacted differently to the new design, and there are many restoration druids out there who find they just aren't quite happy with the way things are for them any more. And I mean, who could blame them? They have to be trees -- who wants to be a tree? Trees are boring. The natural thing to do is to flow into balance; the gear is kind-of-sort-of the same, anyway.
So how is it done? Well, I guess that's what I'm here for.
Patch 4.1 changes
I didn't want to spend a lot of time talking about the patch changes, but I suppose that they are worth mentioning for those who might be curious. In terms of damage, there were only two changes in the patch that matter to us in any way, one of which isn't even a druid change.
- Starsurge's damage has been reduced by 20%.
- The DoT-increasing proc from Dark Intent has been reduced from 9% to 3% for non-warlocks.
The Dark Intent change, however, hurts a lot more. Truth be told, it is difficult to say that this is a nerf for anyone. While balance druids were one of the priority targets for Dark Intent, not every balance druid got it, and even those who did often were already sharing with shadow priests, fire mages, and feral druids anyway. When you consider that this nerf impacts all of the beneficial specs in the same way, it's hard to actually call it a nerf. Not that it doesn't reduce player's damage -- it clearly does -- but it reduces everyone is pretty much the same way, so it balances out in the end.
I'm actually glad for this change. Balance druids weren't all that reliant on Dark Intent on single-target encounters, so despite the protests from shadow priests, we actually took the largest hit from this change (along with, arguably, fire mages). Dark Intent was strongest for balance druids during AoE situations, where we started multi-DoTting everything.
Despite how much players dislike this change, it is better for game balance. If DoT-based specs end up too weak with this change, then they can be adjusted more accurately without the development team having to worry about those with Dark Intent becoming too powerful. In terms of balance druids, while it is primarily an AoE nerf, we are feeling it less now than before due to the previous Wild Mushroom changes.
Given that Wild Mushroom is now a much stronger AoE ability (and in fact is now our strongest AoE spell), we don't suffer from this change as much as we would have previously. In a lot of AoE cases, you won't always be able to even cycle both DoTs on targets. Between using Wild Mushroom on cooldown and prioritizing Sunfire over Insect Swarm, the time constraints for getting both DoTs rolling on all targets is difficult to meet. You only have 6 seconds between each Detonation in order to apply DoTs, and each DoT lasts around 18 seconds depending on haste. Most people will probably have a GCD around 1.3 or 1.2 seconds on their DoTs, which means you can get at most 13-14 DoTs cycling -- or basically, you can only maintain both DoTs on seven targets.
You won't even begin to get Insect Swarm on targets until after the second Detonation. There aren't many cases when AoE adds are going to even last beyond three or four explosions, so your DoTs wouldn't have had much time to tick anyway.
Basically, the change sucks for balance AoE, but more of our damage has already been shifted to Wild Mushroom anyway, so it isn't as crippling as it would have been. Balance is still the strongest AoE spec in them game, so people can just keep QQing about us.
Making the Switch: Gear
The first thing that restoration druids are going to have to look at once they switch over to balance is their gear. Balance and restoration share a lot of the same gear in many slots simply because there aren't really any items that are designed specifically for balance druids -- any leather item is actually designed to be shared with both of them. Due to this, any leather item that you are already wearing is pretty much exactly what a balance druid would be wearing; the only obvious exception would be restoration tier gear compared to balance tier gear. Even then, restoration tier is actually pretty good for balance druids too; in fact, the restoration tier helm is a perfect off-piece for a balance druid.
The only items that restoration druids will probably have to look into changing immediately would be their non-armor specific item: rings, cloaks, necklaces, and trinkets. These slots can go either way for balance druids, depending on their needs. While most healers always prioritize spirit into these items, balance is more flexible. They can use spirit items here if they need the hit, or they can use "pure" DPS items. Whether or not you need to change out these items all depends on your hit levels, which I'll mention in a moment.
First and foremost, trinkets are usually going to be your downfall. Most trinkets are designed to work either exclusively with healing or damaging spells; there aren't too many that can go either way. Always doublecheck your trinkets to make sure that their secondary effect works with damaging spells or isn't a spirit proc that doesn't help balance at all. These will be your priority to change. I can't really tell you what to change them to; there's a wide selection out there, depending on your progression. Basically, look at the other casters in your guild; the trinkets they are using should be the ones that you aim to use as well.
Adjust for spirit
Restoration druids are very spirit-heavy, which isn't a problem for switching over to balance at all. Balance druids use spirit for their hit, so it all works out in the end. However, most restoration druids will have spirit on every single item, while balance doesn't need quite that much. As a balance druid, you only need to have 1,742 spirit in order to reach the hit cap of 17%. In full restoration gear, you will probably be well over this limit.
To start out, switch to any non-spirit items that you have. Although ilevel is a major concern here, it can be okay to switch from a higher-level item to a lower-level item in order to drop spirit, but only in certain circumstances. Only switch out a higher-ilevel spirit item for a lower-ilevel spirit item if you will gain at least twice as much haste/crit/mastery as you lose in intellect. Technically, you can get away with a bit less than double for haste, and you probably need close to triple if you would gain crit, but the double rule is a good one to follow in general.
After you have done that, it's time to hit the reforger -- but before rushing off to tweak out your gear, make sure to read the next section on gemming first! First, any item that has spirit on it but not haste should be reforged to have haste. Period. Every item that you own should have haste on it in one way or another, be it naturally or through reforging. No exceptions. If you are still too high on spirit after doing this, go back through and adjust any item that doesn't have mastery on it to have mastery. If you still have too much spirit even after all that -- and it's possible, but unlikely -- then change spirit out for crit.
You may have to favor crit over mastery in some situations; it all depends on what you need to do in order to get as close to the hit cap as possible. That is fine. Do not, however, under any circumstances not reforge an item to not have haste. Haste is worth just as much as spirit.
Gearing: Gems and enchants
The glorious thing about Cataclysm is that nothing at all has changed in the gemming and enchanting department for DPS. DPS have always had it easy when it comes to these things, and this expansion is no different at all.
For gems, follow your color slots in pretty much the same way that you would for any restoration spec. Red slots are for intellect, blue slots are for intellect/spirit, yellow slots are for intellect/haste gems. Simple, clean, effective.
There is a little bit of a tweak here, however. There is a small little hiccup in gemming that usually isn't any issue for balance druids in balance gear, but it can come up if you are wearing a lot of restoration gear. Blue sockets are usually filled with intellect/spirit gems to give minor amounts of hit; however, you'll likely be looking to drop hit. Further, it's common for items with blue sockets to also have spirit bonuses for using the proper gem color. If you are over the hit cap and need to drop spirit, then you should replace all gems in blue sockets with red gems.
Only do this, however, if the socket bonus is also spirit. If the socket bonus is intellect, then leave everything how it is. For haste/mastery/crit bonuses, it's a little bit more tricky. To keep it simple, I would say to leave them as is. If you want to be more hardcore about it all, then you can change out the gems for any crit bonus as well. For haste and mastery, only swap them out if doing so would put you closer to where you need to be for the hit cap.
Enchanting is actually easier -- you just follow the same pattern as you do for gearing. Can you enchant for intellect/spellpower? Then do it. Can you enchant for haste? Then do it. Mastery? There's your third priority. Honestly, going for intellect/haste enchants on everything should cover all of your bases. The only oddity is boots. For lower levels, you should use the run speed/stamina enchant. Once you get really good raiding gear, switch to the grossly expensive run speed/mastery enchant.
Speccing for success
Your spec is determined by your gearing level and the content that you are doing. Balance druids are a little bit odd in their mana regeneration, so how much you need to have all depends on how good your gear is and the type of stuff that you'll be doing.
The leveling spec If you are starting out from level 80 and seeking to work your way up from there, then your spec should start out looking rather close to the link. You can take out the points in Moonglow to favor Owlkin Frenzy if you like, but that's just a personal preference. OF isn't a bad leveling talent, but it isn't spectacular either, so it all depends. As you level up, your points should then be spent into Master Shapeshifter and Furor.
While leveling, you'll probably want to claw your eyes out, sadly. You can take the "interesting" option and just follow the standard rotation: DoTs, then cast whatever Eclipse tells you to cast. If you want to push as quickly as you can through leveling content -- well, then, you get to experience the joys of running around spamming Sunfire on everything. Yay, fun!
Oh, and keep in mind that zoning into dungeons will always reset your Eclipse meter to 0. If you had an Eclipse buff up, then it will still be active, but you'll always lose your position on the bar. There are some other instanced quests that will also do this, so just be mindful any time you are about to be zoned into something. I don't think standard teleports do it (such as zoning into Deepholm), but it's honestly been so long since I've done it that I can't really be sure.
The entry-level spec Once you reach 85, this will be your basic go-to spec. It does emphasis mana regeneration, but if you are going to be doing the dungeon crawl, then you will be thankful for that. In a dungeon, you can't always be sure that you'll have Replenishment and a Blessing of Might-type buff, and balance druids rely on these a lot. When you have both of those, you'll probably be swimming in more mana than you need, but without them, you'll find yourself drinking rather frequently at lower gear levels.
That's why it's always best to spec with the assumption that you won't have them in the beginning. Once you get some gear, it isn't as required, since Euphoria can handle more and more of your needs (but you'll have to reach over 100,000 mana for that).
The raiding gear spec After getting into full raiding gear, you won't really need as much mana regeneration. From there, you can start dropping out points in Moonglow and Furor in order to pick up the really minor DPS talents. What talents you get is actually rather malleable. If you need Fungal Growth, you can easily get that, and Perseverance is always a great choice as well.
I've currently been running without any points in Dreamstate, Moonglow, or Furor, and I have no mana issues at all for any raiding encounter. The downside is that you absolutely cannot die should you choose this spec, which I learned the hard way on certain hard-mode attempts. Dreamstate is perhaps our most useless mana regeneration talent, yet the most essential. During a normal encounter, you will never, ever need to Innervate yourself, and you will probably be asked to use it on a healer anyway. Should you die and be brought back, however, you have no choice but to Innervate yourself. Without Dreamstate, you'll still run OOM in around a minute even after Innervating yourself.
It's an odd crutch, but for any balance druid working on hard-mode content or just progression content in general, I'd highly suggest keeping Dreamstate as a just-in-case. It's rather pointless to bring you back into a fight if you can't DPS, and you certainly can't do that without mana.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 1)
Corath Apr 29th 2011 7:08PM
I did a switch to Boomkin a couple months ago, and have really been enjoying it. I was a feral DPS for a very long time and really had fun with it, but our guild was lacking in ranged DPS and hadn't had a boomkin in years.
I do miss being a kitty, but I'm enjoying the boomkin-ing. It's just weird actually being OVER the hit cap for once, and trying to play with the gems and reforging to make it work.
Revynn Apr 29th 2011 7:24PM
- "As a balance druid, you only need to have 1,742 spirit in order to reach the hit cap of 17%."
Something I've been wondering about recently, doesn't Spirit scale with BoKings/MotW? So wouldn't you need less than that from gear? I suppose it doesn't matter much to druids since you'll -always- have either Kings or Mark, but I'm also leveling an SPriest and I wasn't sure if they had to worry about that.
Gennifurfur Apr 29th 2011 7:36PM
Mark of the Wild does not buff spirit.
Necromann Apr 29th 2011 8:09PM
Actually, they removed that in 4.0.
Eirik Apr 29th 2011 7:28PM
> I guess that's what I'm hear for.
*shudder* *split* Rawr! I am Eirik's inner spelling demon, and I thank you for freeing me. You baited the trap with a homophone, but I devour your words and soon, the world!
*slap* Sorry about that. He gets ... excitable, sometimes.
And in response to the quote, Tyler... No, that's what we hear you for. You, it's what you are *here* for.
*Rawr* *stuff in sack* Sorry. "what we listen to you for". But that's funny at all, is it?
Tyler Caraway Apr 30th 2011 12:07PM
NOOoooooo! Nooooo! I know I didn't do that, I know it. >.
Matthew Apr 29th 2011 7:39PM
Hey Tyler!
Are those chocolate-chip-cookie things i sometimes see in BG's the result of Fungal Spores? My boomkin is hibernating until they fix eclipse (!!!) so I don't have that 85 point talent yet.
Tyler Caraway Apr 30th 2011 12:09PM
Yes!
Fungal Spores looks like really, really awkward "something" on the ground. Technically, if you get close, it's a bunch of mushrooms, but...it looks nothing like it.
zweitblom Apr 29th 2011 9:04PM
So, uhm... Glyphs?
wowstonedrider Apr 30th 2011 7:42AM
Insect Swarm
Moonfire
Wrath
--
Starfall
Innervate
Rebirth
Tyler Caraway Apr 30th 2011 12:11PM
Yeah....
Glyphs is an entirely different 2,000 word topic itself. wowstonedrider has it right, though you may switch Wrath for Starsurge depending on the encounter. And you can swap Focus for Innervate depending on the encounter. Or even Thorns for Innervate.
Shiftofshape Apr 30th 2011 7:40AM
I don't agree with using Dreamstate in the Raider talent. I use Furor instead of Dreamstate because I always use my innervate on healers. I regularly die, and still have no mana issues after getting ressed. Just get to an eclipse without using dots first time, then return to the normal rotation. (Getting fully rebuffed after a ress helps aswell ofcourse)
Tyler Caraway Apr 30th 2011 12:21PM
The only heroic that I've ied and been brought back on recently has been V&T, so rolling DoTs on two targets may have caused additional mana issues -- and I was running Starsurge over Wrath -- but I'm not really sure it would make much of a difference.
It all depends on gear, though, and by next raiding tier I doubt it'll be as much of an issue as it is now. That being said, it isn't feasible that you would have 0 mana issues until you reach a point where Eclipse refunds more mana than it costs to reach.
Last time I double checked, an average balance druid will lose approximately 5% of their mana every Eclipse switch -- without BoM, it'd probably be closer to 7%. Rebirth brings you back with 20% mana. This means that you will run out of mana within the 3rd Eclipse swap.
Euphoria does not gain mana. At this point, it is always a matter of how much mana do you lose per Eclipse switch.
aramis Apr 30th 2011 8:48AM
I think what helps me for those instances where I die during a fight while on Boomer duty is being an alchemist with the trinket. The mana gained from dreamstate can easily be accounted for by using a mana pot with the Alchemist trinket bonus. And this is the only time I use a manapot...when I die and am rezzed.
Tyler Caraway Apr 30th 2011 12:11PM
As an enchanter/scribe. I cannot do such a thing.
Lyacanthrope May 1st 2011 10:18AM
Int/hit gem? This always gets me when a hybrid makes this easy mistake. Hybrids get hit from spirit as you already stated.... So why wouldnt I go int/spr and get the free mana regen??? If im having ice cream im sure as hell getting all the free toppings i can get. Just saying.
Wolfie May 7th 2011 7:47PM
Int/spirit would be fine, but technically hit is slightly better than spirit for boomkin as it increases the hit chance of our treants, which spirit does not. Also, boomkin get no in-combat regen from spirit
Tyler Caraway May 7th 2011 9:33PM
If you never switch specs, there's no difference in which you use. Some people may find that Int/Hit gems are cheaper on their server and want to use those. Nothing on me.
@Wolfie This used to be true, however it shouldn't be anymore. Spirit should now be giving hit to Force of Nature as intended.
leeplok May 22nd 2011 4:36AM
I bookmarked this post hoping it would be useful for me as I was
thinking about switching to balance from feral, unfortunately though
it's basically just a basic gearing guide. I was hoping it would be a
complete guide to switching to balance for people who do not know very
much about the spec and are interested in learning how to play as
balance, for example dps rotations etc.
As someone who is looking to "make the switch to balance" I don't
really think learning about patch 4.1 changes is going to help me out
very much when I do not know much about moonkins or how they dps
currently.
Sorry if I'm coming off ungrateful at all, I just think the post title
is rather mis-leading, and does not help me very much as someone who
is looking to "make the switch to balance".