Shifting Perspectives: Building a better AOE balance druid rotation

Last week, we talked about the fine art of gaming Eclipse, annoying as it might be. To play a balance druid is an excessively fun experience; to try and deal chart topping damage as one is going to leave you pulling out your hair. Although the so-called "skill cap" for balance is prohibitively high, never let it discourage you from actually playing the spec.
Getting getting to the high damage part of the spec takes some work, but after time it becomes second nature; tweaking Eclipse to work for you just becomes a habit that you do without thinking. That aside, this week we'll be getting into what's honestly the best part of playing as balance.
AOE takes just as much work as balance, but it's a fun type of work and comes with a really sweet pay off. Balance has some of the strongest sustained AOE in the game; now you can enjoy it too.
The first golden rule
First and foremost, you absolutely must have the gaming part of Eclipse down. It's the terrible part of playing balance where it really feels as though the class is working against you, but in this case you really cannot avoid it. The reason that this is paramount to AOE success is because you have to be in a Solar Eclipse for AOE. Period. No Exception.
Not being in a Solar Eclipse any time that you try and tackle multiple mobs is going to result in significantly less DPS. How significant? In the ballpark of 10,000 DPS, and that's only if you happen to be in a Lunar Eclipse. It gets worse if you aren't in any Eclipse at all. Whatever you do, make sure that you are in a Solar Eclipse for AOE.
Seriously, do whatever it takes. Right now, balance is in an alright place for this because running around and spamming Sunfire, even on a single target, doesn't yield horrible DPS. In fact, it's rather good DPS. This will slightly change in the upcoming patch, but more on that will come later.
Either way, it doesn't matter. There's virtually nothing that you can do where not holding onto Eclipse wouldn't be higher DPS. You can pretty much sit there and dance for 10 seconds and you'd still be better off than if you can continued on with your rotation and lost that Eclipse. It really is that important to be in Solar.
A wild mushroom appears!
Wild Mushroom has been a controversial spell of sorts. When it was released back in beta, all of us scoffed at it to the point that the entire purpose of the spell ended up being a question back at last year's BlizzCon. Blizzard's answer at the time -- that it held a great tool for feral druid tanks to get initial AOE threat -- was mocked by the community, and for good reason. Turns out, Blizzard wasn't too happy with that answer either and since then it's been turned into a power house of an AOE spell.
Wild Mushroom is our mainstay AOE ability now, no question about it. Forget Hurricane, forget Sunfire and Insect Swarm, it's all about mushrooms now. There's still quite a bit of resentment within the populace about mushrooms though. To that end, I can only say one thing that's probably offensive and slightly unprofessional.
Get over it.
We have Wild Mushroom now, it's our spell, it's our AOE, and it's entirely workable. Using the targeting reticule system can seem clunky at first, and everyone will do anything in their power to try and avoid it, but it honestly is not nearly as bad as players make it out to be.
If you use a gaming mouse, I highly suggest that you bind planting mushrooms to one of your easy to reach mouse keys. This will make dropping mushrooms a snap. Even without one -- I personally don't use one -- a standard keybind is all that you need. Nothing fancy, honest, mine's just bound to 6. Spend just five minutes worth of practice plopping them down and you'll never think twice about it again.
Know how to grow a forest
Using Wild Mushroom on cooldown, every cooldown is the goal to strive for. You don't want to wait for Detonate to be available again to start dropping mushrooms, they need to already be down. Ideally, you want to drop them right after your last explosion so you have less to worry about in terms of tracking, realistically this isn't going to happen.
AOE targets in this tier move, and they move frequently. Adds are almost never going to be clumped together all nice and neat to where they aren't going to move. This makes planning for Wild Mushroom a little bit difficult because you can't know where the adds are going to end up next.
The best that you can do is to have something -- such as Power Auras -- that will put a large tracking timer for Detonate on display for you. Once you see that the spell is about to be up, then start dropping mushrooms and explode them as soon as you can.
If timers aren't your thing, there is another way: counting. There's a 10-second cooldown on Detonate, so after six or seven Sunfire casts, you know that you need to start dropping mushrooms. Normally I'm not a fan of mental tracking, but this one is actually pretty easy to do and it can save screen space for crowded UIs. It's also a great alternative for those that don't, or can't, run lots of of add-ons.
Moar DOTs!
While Wild Mushroom is now our strongest AOE ability that we have, Sunfire and Insect Swarm are still an extremely important part of it as well. You want your DOTs rolling on as many targets as possible. In many cases, this is far easier said than done.
Using the basic UI, multi-DOTing is probably the hardest thing that you are ever going to do. In fact, there is no real way to be spectacular at it using the default UI. Anyone that can make it work is either a god-like prodigy that doesn't need to read this -- or any guide -- or is beyond lucky. There just isn't a solid way of tracking which targets currently have DOTs on them without actually selecting them, and by then you've already wasted too much time.
No solid way of tracking, that is, without Tidy Plates, an essential addon when it comes to playing a balance druid. It's a clean, smooth addition to the basic UI that makes enemy health bars much prettier and informative. Further, the Threat Plates extension to Tidy Plates offers two valuable tools. The first is obvious to the name: Each enemy name plate will be color coded for threat using a basic green, yellow, red set up that should be second nature to anyone over the age of 16. (Although, in this case, yellow doesn't mean speed up in hopes that you can catch the light before it hits red.) The second, more important option is that it adds a neat little debuff tracker on top of each plate. This makes it super easy to know in a split second which mob you need to DOT next. Does it have a cute little Sunfire icon on the plate? No? Sunfire it!
Not all DOTs are created equal
Sadly, we live in a pretty unfair world. Azeroth isn't really big on the whole equality thing and this tends to leave a few spells by the wayside. In this case, that happens to be Insect Swarm. Our pesky little buggers are a great spell, but they simply don't have the same punch that Sunfire has.
It is very common to see players put both of their DOTs on a single target, then move on to the next one. Sadly, this is not really the way to go. It works, and if that's what you want to do, then by all means keep doing it. There's just two issues with it.
First, and again, Sunfire deals quite a bit more damage than insect Swarm does. This means that it's more important to have Sunfire rolling on every target as soon as possible as opposed to having both DOTS rolling on every target. Ideally, you do want both DOTs on every target, but sadly it probably won't work out that way due to also needing to use Wild Mushroom. Prioritize Sunfire first, then go back and Insect Swarm.
Second is a bit more of a selfish reason, but not entirely, I swear! Given that we are relying on DOTs for our damage, we want to get the most amount of ticks out of every cast that we do. Two DOTs on a single target is going to kill that target faster than two DOTs on two different targets would. It's a silly little thing that doesn't make much of a difference, yet it all adds up in the end.
By spreading DOTs around in this way, each individual target takes longer to die, but the damage is spread more equally across all of the targets. This allows you to get the most use of out each DOT that you cast and lessen the time you have where you've killed the entire pack save the one or two left over mob.
The coming Lunar Shower change
I know what some people are thinking, "But Murmurs! With the change to Lunar Shower in 4.2, we won't be able to spam Sunfire any more. Your AOE rotation is dead!" No Silly Billy, that's not true at all.
You can still spam Sunfire all you want and not lose a Solar Eclipse, you just can't benefit from Lunar Shower at the same time. Given that there's such a huge DPS difference between being in a Solar Eclipse and not being in one, guess which of the two doesn't make the cut. If you guessed Asher Roth, you're right ... if this was America's Got Talent. For balance druids, it's Lunar Shower.
Come 4.2, you've got two options; either take Lunar Shower but avoid stacking it during AOE encounters, or just don't take Lunar Shower. Honestly, you aren't missing out of much of anything by going with the latter option. Should you choose to try and game LS though, you've got a few ways to do it.
As of right now, you can still use a macro to simply get rid of the Lunar Shower buff whenever you don't want it. Merely use the following macro to rid yourself of the vile evil that is seeping into our talents:
Totally simple, right? The other alternative, should Blizzard ever break that one, isn't quite as user friendly. The new Lunar Shower doesn't stack based on movement, but instead each time you cast Sunfire. Lunar Shower also only lasts for a measly three seconds. See where this is going?/cancelaura Lunar Shower
/cast Sunfire
That's right! You can have the joy of doing silly, asinine things in order to avoid stacking Lunar Shower when you don't want to. After each Sunfire, you can cast some Insect Swarms, plant some mushrooms, use Shooting Stars procs, pretty much anything you want other than cast Sunfire again. Once the buff drops, you're free to cast another Sunfire ... and then wait for the buff to drop again.
Honestly, just skip the talent.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
bmost1022 Jun 17th 2011 5:31PM
Although this wont matter next tier, its probably worth mentioning that the t11 4set will apply the crit chance to all of the damage wild mushrooms does, so if you can set it off with 3 stacks of the 4set up you will get 100% crit on all of the mushroom damage. This is important on a fight like maloriak, where you need to sit at one cast away from solar eclipse right before the green phase with your mushrooms ready so that you can cast either a starsurge/starfire and then set your mushrooms off for insane burst.
zerg Jun 17th 2011 5:46PM
if only i knew how to play a boomkin /cry i would love to play a boomchicken :)
Jorn86 Jun 17th 2011 5:50PM
Why do you want to use a /cancelaura macro? Wouldn't it be easier to simply drop the talent?
Rodalpho Jun 17th 2011 6:08PM
If you drop the talent entirely, you entirely lose the ability to deliver significant damage on the move.
With the inability to use sunfire all the way across the eclipse bar, moonkin may indeed end up dropping it altogether and putting the points into dreamstate, depending on how T12 works out. It's still up in the air, really.
Brett Porter Jun 18th 2011 8:54AM
About a paragraph below the macro he writes:
"Honestly, just skip the talent."
Rodalpho Jun 17th 2011 5:53PM
You can't use shooting stars procs, as that moves the eclipse meter also.
Unfortunately there's nowhere better to put the lunar shower points, so I expect most moonkin will indeed be using a /cancelaura macro for AE.
Tyler Caraway Jun 18th 2011 6:27AM
If you start with a full Solar Eclipse, you can use six Shooting Stars procs without losing Eclipse.
Considering that Starsurge has a higher DPCT than Wrath, using those procs is actually a really good idea. Bonus points if you can use a target focus macro to seemlessly cast Starsurge at the boss and then retarget back into AoE.
durandal Jun 17th 2011 6:23PM
Good read, thanks a lot. Now I'm curious: Is mastery anyhow affected by keeping, dropping or circumventing the Lunar Shower talent in 4.2? It's already one of the boomkin's least favourite stats, so does it get even worse when I pick up Lunar Shower and speed up the transitions?
Tyler Caraway Jun 18th 2011 6:28AM
It would not have any effect on Mastery, no.
thebitterfig Jun 17th 2011 6:45PM
I know bliz wanted AoE to be a more thoughtful and sparingly used thing in Cataclysm than in Wrath, but Balance Druid AoE is just bullcrap. Only working in one Eclipse state, requiring a fair deal of multi-dotting, playing tricks with various talents like Lunar Shower.
They need to just nerf the crap out of the absurd mana cost of Hurricane, add "Moonstorm" (arcane-damage Hurricane under Lunar Eclipse) to Sunfire or a major glyph, and be done with it. Tune the damage output of a Mushroom/Hurricane rotation to be 80% of what a proper Solar Eclipse Shroom/Sunfire/IS perfect rotation would be.
adam Jun 17th 2011 7:06PM
Channeling hurricane is no fun thoughtless play IMO
thebitterfig Jun 17th 2011 8:18PM
As I see it, it's a problem that Hurricane isn't simply a bad option, it's not an option at all. That just reeks of bad design. Should it be a sub-par option? Of course, but the best model to copy would be the Shadow Priest model, rather than Frost Mage. Put dots up as much as possible (sometimes just VT, sometimes VT and SW:P), keep Replenishment rolling with Mind Blast, and use Mind Sear as filler. The mana cost on Hurricane is soooo punishing that using it as filler between dotting isn't an option, and Moonfire *ahem* Sunfire Spam is superior filler. Sunfire Spam, imho, is as anti-fun as repeated channeling. Combine with the vast comparative inadequacy of of AoE in Lunar Eclipse (non-eclipse should be worse, clearly, but either ought to be semi-viable...), it's just an overly wrought AoE system which needs streamlining.
Anteia Jun 18th 2011 5:59AM
Agreed. Honestly, I HATE the freaking dot dance we have to do right now. I've always kept dots up, even back when people used to tell me I was stupid to use IS, I chose to anyway. It was a running joke in my raid of "And yes, Mydruid'sname, you can use starfall now." (back when it could aggro an entire room if you weren't careful). because for some inexplicable reason I love starfall. And I love my treants. And anytime I'm allowed to use them I do. I'm not claiming either make genius DPS or anything, I'm just saying I love them. And I used to love roots when it was a long lasting buff. It was my good luck buff. The whole raid got it even those who REALLY shouldn't be being hit. Because, 75% of the time when I bothered to buff the whole raid with thorns, we'd down the boss and the tanks would keep aggro and none of the DPS would get hit. It was like some psychological mind game. It also got to the point in my raid where I'd be A) Ordered to yell at the boss to die before we engaged them, and B) Buff thorns on everybody. They were the good luck charms of our raid. The change to thorns was one of those irrationally sad moments for me. I couldn't deny they were stronger, but damn, I miss the weaker, longer lasting ones that you could talent higher and also talent your treants. It was never the best raid talent but it was the one my raid leader couldn't get me to drop. I'd find ways to up my DPS and still keep that talent and they'd mutter and leave me be. ;)
I only raided Karazhan in BC and all through Wrath. So I can't say I'm the most experienced raider on the block by ANY means. I'm in a small guild, we couldn't get enough to form raids, and people aren't as willing to pug in raiders anymore. So I don't get to, and yes, that makes me sad because I honestly had fun doing the most I could for my pug raid that stuck together from the first week of Wrath's release (We were the only 80s around and did Nax for the hell of it after Wintergrasp one day, and realized bosses were actually dying, and that's how it all started). But I've never been so....-stressed- to play a boomkin before. Stressed out from a hard encounter, sure. Stressed because my DPS wasn't high enough and frustrated with myself, yes. But stressed out from my own classes mechanics? I just wasn't. I knew Boomkins had pitfalls. But I loved being one too much to EVER go feral or tree or not play my druid and bring something else instead. But now all this talk of 'gaming' eclipse and AOE requiring you to be Solar...while some may and do find this sort of mini-game fun, it's just not to me. I didn't mind being alert (back when innervates were always called for from the balance druid, and you were expected to drop your battle rez at a minute's notice without any other class having one, and if you were decent, you'd throw a few small heals and at least a MOTW on the person you just rezzed) and this was on top of trying to stay decent on DPS and pay attention to the strategy of the fight...usually after spending a frustrating amount of time moving around the room to even get in range of the person you were just ordered to rezz on vent... and that was fun to me.
But I don't boomkin so I can stay only on one side of a stupid meter and screw around to get back to that side, and position mushrooms to drop during a fight after we were told how mobile we'd be. And yes, some people may find the dropping of the mushrooms to be really easy and why the heck can't we all be so amazing as to be able to drop them in a split second... but it STILL is clumsy to me. Do I do it? As much as I can. I DO see how strong they are and acknowledge they need to be used. Do I think they're stupid? Not all together. They're kinda a cute idea and they clearly work. Do I hate that they're so mandatory and our single easy AOE spell costs an insane amount of mana? Yes. Yes I do hate that. Hurricane should never be a "Oh, just hurricane 'em" spell like it was. But there was some sort of awesome power that was felt with the druid summoning forth a hurricane. Now it's like we are just in bad moods and we have personal rain clouds and we dumped water on the enemy in terms of damage... and the bad mood is because that dumping water just killed our mana.
Anteia Jun 18th 2011 6:04AM
*mutters* I so wish we could edit. Clearly, when I said roots in terms of a buff, I meant thorns. Not roots. Because those were never a buff cast on other players... Ignoring NG that we could choose to activate on ourselves to root something that hit us.
sporkwind Jun 20th 2011 1:47PM
@Anteia
You win. You've pretty much summarized how I feel about boomkining.
The class's mechanics actually stress me out.
DROP SHROOMS, BOOM, DOT, TAB TAR, DOT, TAB TAR, DOT, DROP SHROOMS, BOOM, DOT DOT DOT DOT DOT, MOVE MOVE MOVE MOVE, SHROOMS SHROOMS SHROOMS
...and now back to single target and my DPS is back down in the crapper.
Seriously, I'm spazzing out firing off all these instant shots. Cast time allows you to think somewhat, but this whole thing of every GCD FIRE FIRE FIRE FIRE FIRE GO GO GO GO GO rotation just stresses me out and is not fun.
I've recently been alting around on a pally and warlock, I dunno if it's just me but the mechanics just seem so much tighter. But my boomchicken is my first character and I'd love to keep him that way...just stressing me out.
Raposa Jun 17th 2011 7:24PM
hey, where's blood pact?
Steffan Jun 17th 2011 8:38PM
Perhaps this is an annoying question to some (lrn2read patchnotes etc.), but why is the Lunar Shower change bad?
Xtal Jun 17th 2011 8:52PM
Pretty much because you dont want your moonfire/sunfire take you out of eclipse.
Tyler Caraway Jun 18th 2011 6:40AM
There are several reasons:
1) There's no way to go from a Solar Eclipse to a Lunar Eclipse using nothing but Moonfire. You will lose a Solar Eclipse via SnF spam, but afterwards be stack because SnF will revert back to MF and not move the Eclipse bar.
2) Eclipse is actually more powerful than the damage increase from Lunar Shower. Lunar Shower makes your initial hit of MF deal more damage, but it doesn't increase the damage of the DoT ticks. The DoT ticks are far more valuable. Also, remaining in Solar to have Eclipsed Insect Swarm and Wild Mushroom -- which is better single target damage than SnF spam -- is more valuable than the damage increase you get on MF.
3) Cycling through Eclipse at 8 Energy per cast takes forever. You'll cast MF 25 times to go from one end to another, and half of those won't be Eclipsed. Plus, 8 is a very wonky number in relation to the energy gains of our other spells, so there are cut offs where the energy gain doesn't actually reduce the number of casts needed to reach the next Eclipse.
Twill Jun 18th 2011 8:23PM
What spec would you use?
http://ptr.wowhead.com/talent#0IfMdRhRkRzZrcd
I was thinking of this