Shifting Perspectives: The new face of balance druid PVP
Every week, WoW Insider brings you Shifting Perspectives for cat , bear , restoration and balance druids. Balance news comes at you every Friday -- learn how to master the forces of nature, and know what it means to be a giant laser turkey! Send questions, comments, or something you'd like to see to tyler@wowinsider.com.
It is fairly common knowledge that I am not an avid PVPer. It isn't so much that the balance spec is weak in PVP (even if it is); nor is it a matter that I find the system frustrating. It more has to deal with my having to be exceptional at what I do, or I won't do at all. Sure, I may not be an instant superstar at everything, but normally I feel I can learn, improve. The PVP learning curve is steep, further complicated by playing a very difficult spec in that environment -- so for me, I avoid it.
That being said, I do throughly enjoy watching PVP, theorizing on the balance of PVP, and keeping up with the scene in general. This week, I want to bring my newest PVP observations to you in hopes that I can help those out there who want to give balance PVP the shot it deserves. We aren't as terrible as people would lead you to think!
The PVP style of choice
The original WoW PVP was fairly directionless, eventually moving on to Battlegrounds, which provided one of the harshest grinds that this game has ever seen. The Burning Crusade brought about a drastic change to the PVP landscape with the introduction of Arena gameplay, and since then, Arena play has been one of the central focuses. Blizzard soon learned that this rather left BGs in the dust; sure, they were fun and people played them from time to time, but they didn't much have a point beyond honor farming. With Cataclysm, Blizzard sought to correct that with the introduction of RBGs.
It has taken some time for the community to catch up with this duality, the existence of both Arenas and RBGs as a PVP progression path, but we are finally reaching that point. Serious PVP isn't restricted exclusively to Arena gameplay any more, which is fantastic news for balance druids everywhere. Arenas just haven't been our cup of tea since S2 brought about harsh druid/rogue nerfs, but one place we have always done rather well is in Battlegrounds.
True to that mark, balance druids have actually become rather desirable for RBG play. While arguments can be made over which classes or specs are better to take along, there is no denying that balance does hold a viable place in this environment. If you're looking for balance PVP, I wouldn't focus too much on Arenas. They can work for you, but RBGs are easily our stronger suit. It's a harder order to fill, but it holds many rewards. Certainly, RBGs are less frustrating for balance than Arenas. Give them a shot, you may find yourself surprised.
Destroying teams in CP
The absolute strongest ability that balance druids bring to the table is their massive AOE damage. It's an odd concept, because PVP has never really ever held any true AOE concepts to it, but the design of many RBGs has created a new niche that we can take advantage of.
One classic rule of any control-based game where players need to hold onto various nodes is to always fight on the node. Not doing so can easily leave it open to capture without you having a means of interrupting them. Further, this style of play also supports players grouping together, which offers up easy marks for us.
Our primary AOE abilities are Sunfire, Insect Swarm, and Wild Mushroom, all of which are powerful in their own right. The standard multi-DOTing method of AOE holds many advantages despite out inherent weakness to dispels. Even though our DOTs can easily be stripped away, doing so takes up precious healer time. Mana, despite Blizzard's best efforts, just doesn't become an issue, yet what healers do with their time does. Forcing healers to constantly dispel their DOTs off various targets leaves those players vulnerable to raw damage attacks from other players.
On the same token, ignoring those DOTs is just as dangerous. We can deal a wicked amount of damage to multiple targets if our DOTs are allowed to tick out, which makes ignoring them a non-option. Games are always won by one thing: controlling healers. Stuns and interrupts are one method of healer control; forcing the use of certain abilities is another.
Wild Mushroom also holds its own niche. WM's damage is simply absurd at this point; in fact, balance druids have the highest sustained AOE damage purely because of this ability -- not to mention, it can burst for substantial amounts of damage if all three hit you. What this creates is an offensively defensive ability. Players want to focus a single target, yet having a group of melee all on one target opens them all up to eating some nasty WM damage. Thus, WM creates a form of deterrent. Melee are actually wary of stacking on a single target if it means they leave themselves open to a huge burst hit followed by a quick target swap and their eventual death.
Balance has ridiculous AOE damage at this point, and node-based PVP sets us up to fully abuse that strength. Players are forced to cluster in specific locations where we can be free to run around, spreading instant-cast DOTs, and cripple an entire team.
Controlling players in CTF
Capture the flag-based PVP is an entirely different animal. Players don't cluster quite as much, plus there's the added notion of protecting your flag carrier while similarly destroying theirs. In this way, balance druids continue to shine with some of the best control options available. We bring rather awesome mobility to the table along with some unique, powerful control abilities that can't be matched by any other spec. Once again, it's all about WM, although it has different support this time around.
Fungal Growth has been a very hit-and-miss talent since it was created, mostly focusing on the miss. In Arena play, it just doesn't have the same effect that one might think, nor does it usually offer a great escape method for the druid. This is because Arenas just don't play to the strength of Fungal Growth, yet RBGs do. FG offers a ridiculously short-cooldown slow that can cover the widest area in the game. It's a simple fact: Balance druids can slow more players than anyone else in the game.
This is handy in both protecting your allies and chasing down the enemy. A string of FG pockets can create a massive slow zone that's nearly impossible to avoid in many areas. Not only that, but it's the single most mobile slow in the game, being able to be dropped every 10 seconds. Bonus points are furthered earned in that you can actually have six pockets down at once; FG lasts for 20 seconds, with the WM cooldown being 10.
Through WM, you can keep fleeing or pursuing targets constantly slowed. Further, you can add an extra layer of annoyance with Typhoon. While Typhoon's knockback is nearly as strong as people seem to believe that it is. One highly awesome trick it can do is knock a player just leaving an FG patch right back into it, where the player can then be completely surrounded by new fields. Typhoon also has the classic use of knocking players from ledges, useful in WSG and AB.
Last but certainly not least, Typhoon has always be viable as a weak interrupt in extreme circumstances. Normally, the response to this is that Typhoon has a travel time, making it horribly difficult as a form of interrupt. This is entirely true, yet it doesn't accurately reflect what happens in PVP. Casters have a habit of not running from other casters; after all, they want to kill you, so they're going to attempt to stand and nuke your face the best they can and usually, they won't care if you get right up in their face like a melee. Doing this benefits you in that it virtually removes Typhoon's travel time. Healers also tend to suffer from this effect.
A creative use of solar power
When it was first announced, there was a huge hubbub over Solar Beam. Finally, balance druids get a real interrupt, and it's an AOE one at that! That quickly died due to the fact that it is rather difficult to actually keep players inside of the beam effect once it's planted. The go-to tactic has always been to attempt to root the player inside the field. Fantastic in theory, rather impractical in practice.
Rooting isn't the only method of control, though, and we balance druids tend to forget that. Dropping a field of Fungal Growth around a Solar Beam is vastly going to increase the time that targets have to spend inside the beam. Further, you can then knock them right back into the beam via Typhoon once they finally manage to get themselves free. You might not get the whole duration of the silence, but you will easily lock out players for a significant amount of time.
Solar Beam also has other key uses. Not only can it be used as an interrupt/silence, but it can also be a deterrent. Tossing out a Solar Beam in key chokepoints can make the day pretty bad for players. The intersections of the WSG tunnels? You can effectively turn that junction into a no-casting zone that will allow your players to either move into position or escape. Playing a druid is rarely about using skills in their obvious function; sometimes you have to get creative.
Making mana a thing of the past
The largest concern for the PVP balance druid has always been one of mana. The previous Lunar Shower allowed us to virtually ignore mana while we spammed Sunfire night and day, yet Blizzard was rather quick to put a stop to that. Mana, however, isn't a major issue any more. Nothing has changed for balance druids -- we're still horribly susceptible to running OOM -- but the landscape of PVP has changed.
In Arena play, mana is precious. Once you're out, you're generally out. Getting away form the fray to drink is simply out of the question against most good teams, so you'll end up running on fumes until your eventual defeat. RBGs aren't the same, though. In an RBG, mana isn't as much of a concern. While the same weakness is still there, the penalty for death isn't the same. Make no mistake, you certainly don't want to die in any PVP format, but it isn't game over if you do happen to die. Instead, you get right back into the fray shortly thereafter with a full blue bar.
Not only that, but the battles are more sporadic as opposed to being constant. You might run yourself entirely OOM from defending or capturing a node, but as soon as that fight is over, you gain the opportunity to snag a drink before the next exchange begins. Offensive dispels, the bane of our Innervate, are also far less focused on an RBG. There are a lot more targets around, and players don't have the same tools to watch every single buff on your team. Offensive dispel spamming isn't nearly as prevalent in RBGs as it is in Arenas; there's just so much other stuff to do that there isn't time to constantly be checking that balance druid for Innervate.
Balance isn't the strongest PVP spec in the game, but we've certainly built up a spot for ourselves in RBGs. I'd say give them a try.
Every week, Shifting Perspectives: Balance brings you druidic truth, beauty and insight ... from a moonkin's perspective. We'll help you level your brand new balance druid, tweak your UI and your endgame gear, analyze balance racials and abilities, and even walk you through PVP as a balance druid.
It is fairly common knowledge that I am not an avid PVPer. It isn't so much that the balance spec is weak in PVP (even if it is); nor is it a matter that I find the system frustrating. It more has to deal with my having to be exceptional at what I do, or I won't do at all. Sure, I may not be an instant superstar at everything, but normally I feel I can learn, improve. The PVP learning curve is steep, further complicated by playing a very difficult spec in that environment -- so for me, I avoid it.
That being said, I do throughly enjoy watching PVP, theorizing on the balance of PVP, and keeping up with the scene in general. This week, I want to bring my newest PVP observations to you in hopes that I can help those out there who want to give balance PVP the shot it deserves. We aren't as terrible as people would lead you to think!
The PVP style of choice
The original WoW PVP was fairly directionless, eventually moving on to Battlegrounds, which provided one of the harshest grinds that this game has ever seen. The Burning Crusade brought about a drastic change to the PVP landscape with the introduction of Arena gameplay, and since then, Arena play has been one of the central focuses. Blizzard soon learned that this rather left BGs in the dust; sure, they were fun and people played them from time to time, but they didn't much have a point beyond honor farming. With Cataclysm, Blizzard sought to correct that with the introduction of RBGs.
It has taken some time for the community to catch up with this duality, the existence of both Arenas and RBGs as a PVP progression path, but we are finally reaching that point. Serious PVP isn't restricted exclusively to Arena gameplay any more, which is fantastic news for balance druids everywhere. Arenas just haven't been our cup of tea since S2 brought about harsh druid/rogue nerfs, but one place we have always done rather well is in Battlegrounds.
True to that mark, balance druids have actually become rather desirable for RBG play. While arguments can be made over which classes or specs are better to take along, there is no denying that balance does hold a viable place in this environment. If you're looking for balance PVP, I wouldn't focus too much on Arenas. They can work for you, but RBGs are easily our stronger suit. It's a harder order to fill, but it holds many rewards. Certainly, RBGs are less frustrating for balance than Arenas. Give them a shot, you may find yourself surprised.
Destroying teams in CP
The absolute strongest ability that balance druids bring to the table is their massive AOE damage. It's an odd concept, because PVP has never really ever held any true AOE concepts to it, but the design of many RBGs has created a new niche that we can take advantage of.
One classic rule of any control-based game where players need to hold onto various nodes is to always fight on the node. Not doing so can easily leave it open to capture without you having a means of interrupting them. Further, this style of play also supports players grouping together, which offers up easy marks for us.
Our primary AOE abilities are Sunfire, Insect Swarm, and Wild Mushroom, all of which are powerful in their own right. The standard multi-DOTing method of AOE holds many advantages despite out inherent weakness to dispels. Even though our DOTs can easily be stripped away, doing so takes up precious healer time. Mana, despite Blizzard's best efforts, just doesn't become an issue, yet what healers do with their time does. Forcing healers to constantly dispel their DOTs off various targets leaves those players vulnerable to raw damage attacks from other players.
On the same token, ignoring those DOTs is just as dangerous. We can deal a wicked amount of damage to multiple targets if our DOTs are allowed to tick out, which makes ignoring them a non-option. Games are always won by one thing: controlling healers. Stuns and interrupts are one method of healer control; forcing the use of certain abilities is another.
Wild Mushroom also holds its own niche. WM's damage is simply absurd at this point; in fact, balance druids have the highest sustained AOE damage purely because of this ability -- not to mention, it can burst for substantial amounts of damage if all three hit you. What this creates is an offensively defensive ability. Players want to focus a single target, yet having a group of melee all on one target opens them all up to eating some nasty WM damage. Thus, WM creates a form of deterrent. Melee are actually wary of stacking on a single target if it means they leave themselves open to a huge burst hit followed by a quick target swap and their eventual death.
Balance has ridiculous AOE damage at this point, and node-based PVP sets us up to fully abuse that strength. Players are forced to cluster in specific locations where we can be free to run around, spreading instant-cast DOTs, and cripple an entire team.
Controlling players in CTF
Capture the flag-based PVP is an entirely different animal. Players don't cluster quite as much, plus there's the added notion of protecting your flag carrier while similarly destroying theirs. In this way, balance druids continue to shine with some of the best control options available. We bring rather awesome mobility to the table along with some unique, powerful control abilities that can't be matched by any other spec. Once again, it's all about WM, although it has different support this time around.
Fungal Growth has been a very hit-and-miss talent since it was created, mostly focusing on the miss. In Arena play, it just doesn't have the same effect that one might think, nor does it usually offer a great escape method for the druid. This is because Arenas just don't play to the strength of Fungal Growth, yet RBGs do. FG offers a ridiculously short-cooldown slow that can cover the widest area in the game. It's a simple fact: Balance druids can slow more players than anyone else in the game.

Through WM, you can keep fleeing or pursuing targets constantly slowed. Further, you can add an extra layer of annoyance with Typhoon. While Typhoon's knockback is nearly as strong as people seem to believe that it is. One highly awesome trick it can do is knock a player just leaving an FG patch right back into it, where the player can then be completely surrounded by new fields. Typhoon also has the classic use of knocking players from ledges, useful in WSG and AB.
Last but certainly not least, Typhoon has always be viable as a weak interrupt in extreme circumstances. Normally, the response to this is that Typhoon has a travel time, making it horribly difficult as a form of interrupt. This is entirely true, yet it doesn't accurately reflect what happens in PVP. Casters have a habit of not running from other casters; after all, they want to kill you, so they're going to attempt to stand and nuke your face the best they can and usually, they won't care if you get right up in their face like a melee. Doing this benefits you in that it virtually removes Typhoon's travel time. Healers also tend to suffer from this effect.
A creative use of solar power
When it was first announced, there was a huge hubbub over Solar Beam. Finally, balance druids get a real interrupt, and it's an AOE one at that! That quickly died due to the fact that it is rather difficult to actually keep players inside of the beam effect once it's planted. The go-to tactic has always been to attempt to root the player inside the field. Fantastic in theory, rather impractical in practice.
Rooting isn't the only method of control, though, and we balance druids tend to forget that. Dropping a field of Fungal Growth around a Solar Beam is vastly going to increase the time that targets have to spend inside the beam. Further, you can then knock them right back into the beam via Typhoon once they finally manage to get themselves free. You might not get the whole duration of the silence, but you will easily lock out players for a significant amount of time.
Solar Beam also has other key uses. Not only can it be used as an interrupt/silence, but it can also be a deterrent. Tossing out a Solar Beam in key chokepoints can make the day pretty bad for players. The intersections of the WSG tunnels? You can effectively turn that junction into a no-casting zone that will allow your players to either move into position or escape. Playing a druid is rarely about using skills in their obvious function; sometimes you have to get creative.
Making mana a thing of the past
The largest concern for the PVP balance druid has always been one of mana. The previous Lunar Shower allowed us to virtually ignore mana while we spammed Sunfire night and day, yet Blizzard was rather quick to put a stop to that. Mana, however, isn't a major issue any more. Nothing has changed for balance druids -- we're still horribly susceptible to running OOM -- but the landscape of PVP has changed.
In Arena play, mana is precious. Once you're out, you're generally out. Getting away form the fray to drink is simply out of the question against most good teams, so you'll end up running on fumes until your eventual defeat. RBGs aren't the same, though. In an RBG, mana isn't as much of a concern. While the same weakness is still there, the penalty for death isn't the same. Make no mistake, you certainly don't want to die in any PVP format, but it isn't game over if you do happen to die. Instead, you get right back into the fray shortly thereafter with a full blue bar.
Not only that, but the battles are more sporadic as opposed to being constant. You might run yourself entirely OOM from defending or capturing a node, but as soon as that fight is over, you gain the opportunity to snag a drink before the next exchange begins. Offensive dispels, the bane of our Innervate, are also far less focused on an RBG. There are a lot more targets around, and players don't have the same tools to watch every single buff on your team. Offensive dispel spamming isn't nearly as prevalent in RBGs as it is in Arenas; there's just so much other stuff to do that there isn't time to constantly be checking that balance druid for Innervate.
Balance isn't the strongest PVP spec in the game, but we've certainly built up a spot for ourselves in RBGs. I'd say give them a try.
Filed under: Druid, (Druid) Shifting Perspectives







Reader Comments (Page 1 of 1)
Sharalack Sep 2nd 2011 5:22PM
You make alot of good points here.
My friend was complaining a lot about balance pvp so I decided to dust off my old druid to give it a go for a challenge, as I play some of the stronger specs in pvp, (Resto Shaman etc).
And I have to agree with you about the control, wild mushrooms are just fantastic when used creatively. As well as that, a root and solar beam combo, when combined with quick timing of skull bash, chain cyclone and typhoon for interrupting, has to be the longest I've ever been able to take a healer out of a fight. Something around a good 15-20 seconds.
However I would say that balance is more of a support role in normal battlegrounds. I haven't had the pleasure of RBGs but have played normal BGs and also arena. There's something instictual about attacking the moonkin, and I got trained a lot. When I fought people 1v1, it always felt like a losing battle. However when I was in the background, unmolested, I was pulling all the strings. I felt it wasn't a trade off that was worth it however.
Sorry for the essay :-)
Doomhoof Sep 2nd 2011 5:36PM
Great article! Any recommended specs you can post?
Bellajtok Sep 2nd 2011 6:14PM
Make sure you get Owlkin Frenzy. Other than that, just follow the usual rules of PvP builds- look for burst damage/healing and damage mitigation.
Bellajtok Sep 2nd 2011 5:45PM
And don't forget cat form, or the fact that your WMs become invisible rather quickly. A balance Druid can invisibly guard a node as well as any rogue. Better, perhaps, because being caught off-guard by our abilities is something few players can defend against. Rooted priest in a solar beam? Yes, please.
Artificial Sep 2nd 2011 7:41PM
Glyph of Solar Beam can be helpful here for keeping people silenced longer, rather than being able to cast a moment later by just stepping out of the beam.
Luke Sep 3rd 2011 1:23AM
I've never felt that Balance was weak in PvP. It just takes more patience and learned skill. Where as say a hunter can just jump into a fray and be more than adequate keyboard turning and click casting we have to truly master the art of PvP and our class. It's a lot like Protection Warriors, if you know what you're doing you can be nearly unstoppable.
I'm glad you touched on the issue of using our various forms to benefit. This is the one skill that takes an average druid player to the next level. Knowing when and for what reasons we should ever shift into cat/bear/travel is one of those keys to victory.
I'm still a little butt hurt that they nerfed instant roots, but we shall survive, so long as we know how to utilize the amazing tool set we've been given I know we'll stay alive...
Bomchet Sep 3rd 2011 9:42AM
Tyler,
Thanks for chatting about pvp -- I know you don't do it much, but balance druids are one of the last classes that are stupid easy to kill b/c of our lack of mitigation.
I run a Rated BG team and I don't even have the fungal growth talents -- I can't disagree more about it's utility. The pure amount of time it would take to set down 6 as you suggest is possible is crazy -- the fight will have moved on and we'll have missed our opportunity to contribute cyclones (to peel) and dps to kill opponents.
All of that is neither here nor there, (altho I HATE targeting reticles with a PASSION), balance issues in pvp -- arena or BGs are all about how fast we die. I disagree that we're as good as rogues to protect a node unless there's a cliff around. Even then, we die too fast. Let me say that again.
WE DIE TOO FAST.
We've got barkskin, which is lousy and short. We have no stuns so we can pop into caster form and get a rejuve, 3 lifeblooms and a regrowth off -- b/c our heals are so weak, that's what we need to do. And yes, pls -- we need moonkin form to come off the GCD so we can avoid wasting a GCD to get back into form for our damage reduction and haste bonuses.
Please don't tell me to pop bear -- it's a last resort and without a healer, even with frenzied regen, enrage and survivial instincts macro'd (yes, yes, I do have em), we _still_ die too fast. Leave a node with a sole moonkin in charge, and you're going to lose that node in Rated BGs.
My poor healers just see me as a huge mana sink, and what with priests mana burn and dispels, moonkin are worthless in arena, I'm really sad to say. We have no cooldowns that are under our control - either defensive or offensive to speak of. Go to arenajunkies and you know what their advice is for moonkin in arena? It's not do it. Period.
My suggestions on fixes:
-- Make insta-roots with a cooldown only available to moonkins, melee eat our lunch. Plus, solar beam becomes more effective. Even talented, it's tough to use.
-- Make thorns stun for a set amount of time.
-- Make a talent so moonkin form becomes a cooldown -- one that can be triggered for DEFENSE or OFFENSE. We are defined by _balance_ so we should be able to pick. Get focused, choose defensive moonkin form. Need burst? Choose offensive moonkin form.
-- Take moonkin form off the GCD if it doesn't become a cooldown.
-- Make a hardcast starsurge stun (like it was on the ptr before Cata dropped) but increase it's cooldown.
Thanks for listening, sorry for the diatribe. I want to be more useful to my team -- I just need some tools here!
Luke Sep 3rd 2011 8:33PM
Hey Bomchet
I like your suggestions for a few of the fixes but over all I can't say I agree with you. I've never had a survivability problem. Is it possible you're just not wearing enough Resilience gear? I don't know, but the thing with druid survivability is it's not passive like a Paladin you have to know how to time your actions, silences, roots, heals and offensive abilities which just takes time and practice.
As for setting up WM, this is something you do in preparation and less on the fly, but it's still super fast and easy if you just keybind it.
ethansanderson Sep 3rd 2011 10:28AM
Just to be clear, I know starsurge would have such a long cooldown to offset that knockdown capability. I'm not looking for moonkins to become OP, just have some tools that compensate for things we don't have today. As an aside, that long cooldown would be perfect -- raiding moonkins wouldn't touch that talent ever, which would be perfect.
ethansanderson Sep 4th 2011 9:29AM
Luke,
Happy to talk about this, but man, tough to know where to start. I'm over 4k resil and know my druid inside and out. I use cat and bear a ton and they are clunky and don't fit.
I do have WM on a keybind, but again, it's the reticle targeting that's a huge issue in pvp.
I'm really not sure how much you pvp -- moonkins are KNOWN to have a huge defensive issue. It's been in the forums for forever. Your response doesn't even address any of my comments. Many better posts than mine have listed toons abilities vs the lack of the moonkin ones on the forums. We have so few control tools it's crazy.
Most responses focus on how people feel about it -- not the facts themselves. Ie, they think giving more tools to us would just make every toon feel the same. I've never really thought that line of reasoning stood up -- these folks say this as they play their other toons WITH these tools.
What's our AOE stun or control mechanism? Address our huge damage increase when we attempt our weak off-heals? Please talk to some of the needs of moonkin instead of just asssuming I lacked resil and/or didn't know the class... We need constructive suggestions more than anything else.
Heck, I think my suggestions are rather basic -- some on the forums have been incredibly creative without just carbon copying other tools that other classes have.
Luke Sep 5th 2011 6:50AM
@ ethan / bomchet
Hey there sir, I'm sorry if I offended you. I'm not trying to imply you're dumb or bad, I just don't know how long you've been playing the class, so when I responded I didn't really have a point of reference other than the comment you left and that just addresses the idea that Balance druids have a real survivability issue.
Addressing that, I would say that out cry on the forums isn't always a good indication of truth. I'm not really sure what your points are regarding Balance survivability because you make suggestions without really addressing problems specifically.
I agree that our casting form needs to be off of the GCD but that's not a HUGE issue and i'm not sure how I feel about the idea of making two forms, this would cause issues for PVE that the developers are more likely to avoid. As for melee solar beam it also silences many of their nasty abilities, and nature's grasp gives you a chance to put distance between you and the attacker.
As for the reticule targeting, well I don't know how you play but when I pvp I'm constantly changing between mouse moving and keyboard moving (read not keyboard turning...). I'm just used to it, many people aren't, so for me when I need to target with a reticule while moving I'm strafing. Now I'm probably more used to this because I play a frost Mage as well but that's just speculation.
Now as Tyler even said in the article, "Playing a druid is rarely about using skills in their obvious function; sometimes you have to get creative," and I restate this here to make a point. I'm not implying you're a bad player at all, or that you don't understand your class, but maybe you're just not thinking outside of the box? Have you tried changing up your talent choices?
It may just be that Balance PvP isn't your strongest suit. For example I'm a bitchin' Disc priest, and lethal with the shadow but I just don't enjoy Holy and have never gotten the hang of it. Similarly I'm bad ass at feral DPS but I just can not wrap my head around druid restoration healing. I'm competent enough to heal 5 mans but put my druid in a raid and you better hope I'm on DPS not heals.
As far as addressing the issue of Balance in the Arena environment, it's been well known for a long time that every season favors certain combinations of classes and specializations. There are a few staples that rarely change, but for the most part you can't really view a specific class through the lens of arena. And I think that's a specific point that is missing from this article, however Tyler does, in this article discuss the matter that Balance may not be ideal for an arena environment but it is totally viable in a battle ground and I agree with him on this.
ethansanderson Sep 4th 2011 9:31AM
Just one more and I'll let it go -- tell me how Solar Beam helps us again melee or hunters?