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Balance Druid GuideFollow

#1 Aug 24 2007 at 3:48 PM Rating: Decent
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I am in the process making a Balance Druid guide. I pretty much have the PvP and Arena sections completed. However I need help with the raiding part. I havent played in almost 2 months so I'm probally kicked from my raiding guild as thats one of the rules. Anyways if you want to lend a helping hand please send me a PM.
#2 Aug 25 2007 at 10:00 AM Rating: Good
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my only advice for balance druids in arena is to spam starfire. no joke. if/when they interrupt starfire, you can still cyclone and wrath, which is more than enough. if they dont interrupt you....well, they get a blast of high-damage moon-juice to the face.
#3 Aug 25 2007 at 3:37 PM Rating: Good
Cyclone often. Root often. Be prepared to run away if they start focus firing you, or shift into Bear Form to throw a Bash. And yes, Starfire is your bread and butter. It hits _hard_, and if locked out you're still able to toss out your big support spells (Root/Cyclone/Heal).
#4 Aug 25 2007 at 6:02 PM Rating: Decent
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814 posts
Thanks I got the Arena section on lock. Still haven't written it yet but I know what to say. Its the raiding section where I need help

I kinda want a couple of other Moonkins to share some of their raiding experience and whats works for them. Its hard to explain what and when to do something in PvP, but its even harder to explain how to raid. As a matter of fact their isnt a sure way to raid. So if I can get a couple of opinions the readers can try out multiple options and see what works for them.
#5 Aug 26 2007 at 1:00 AM Rating: Excellent
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downrank nukes. especially starfire. 1-3 ranks down, depending on personal preference (when i have done balance, which is rarely, i would have three different ranks of starfire, max, -1, and -2). this will do two things:

1. ensure a lower possibility of burst aggro, and slower aggro gain in general, addressing a key balance spec weakness.
2. ensure longevity via mana conservation. three ranks down isnt enough to really kill the +dmg coefficient in relation to mana cost, so you can use that as your "ultra low aggro and efficient" nuke. depending on the demands of the fight, you can then push your dmg and aggro higher as needed (such as during phase 2 prince) by using higher ranks. in a sense, using lower ranked spells becomes like "white dpsing", allowing the tank to get a good lead while also still contributing but not pushing the threshold.
#6 Aug 26 2007 at 6:24 AM Rating: Decent
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814 posts
Thanks Quor that is exactly what I need.





Edited, Aug 26th 2007 10:25:14am by Setai
#7 Aug 26 2007 at 6:33 AM Rating: Good
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196 posts
I've found I have a lot of success NOT downranking my nukes at all. When my threat begins to approach that of the tank, I just hold off for a few seconds, which serves not only to allow him to get a lead on me, but to also allow the 5 second rule to kick in, and regen some mana. Sometimes I'll switch targets and help the off-tank out. Or, even better, I'll run up behind the target (of course, only when it's acceptable to do so) and do a little white damage and regen some more mana that way (and my white damage is pathetic; I could be at 108% of the tank's threat and not pull aggro on white damage). If it's gonna be a long fight, it's even a good time to throw out Insect Swarm or drop my trees(I don't use Moonfire because if it crits... PAIN) and pop a Major Dreamless Sleep Potion. 12 seconds of me not DPS'ing means I can go balls-out when I wake up.

Edited, Aug 26th 2007 10:34:30am by Borkin
#8 Aug 26 2007 at 4:34 PM Rating: Excellent
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generally you dont want to be ahead of the tank on threat. abilities, such as princes enfeeble, dont target the person with the highest threat, meaning if youre higher than the tank, you wipe.

also, pots are good and all, but i prefer to build my strategies around not using consumables of any kind. just personal preference really. but if it works for you, it works for you, and having multiple views in a guide cant hurt.
#9 Aug 26 2007 at 4:44 PM Rating: Decent
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814 posts
Quote:
but if it works for you, it works for you, and having multiple views in a guide cant hurt.


Exactly what I'm talking about.

Thanks to you also, Borkin. Keep em coming guys. I would like at least 3 others to put their opinions in.
#10 Aug 27 2007 at 9:16 AM Rating: Excellent
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3,771 posts
It's a pretty straightforward role.

Keep Moonfire and debuffs going at all times. Don't get out of the habit of watching health bars, you can still heal. Work out when to use Innervate and Rebirth with your raid leadership and make sure you are coordinated with the other Druids in your group.

Get the mod Omen (better version of KTM) and blast as much as you can without taking aggro. If you do take aggro, run towards the tank.

Experiment with downranking and whether to use Starfire or Wrath to find the best use of your mana for each battle.

Handling mana conservation is something you just have to get a feel for.
#11 Aug 27 2007 at 9:38 AM Rating: Good
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196 posts
Yeah, Omen blows KTM out of the water. It's freakin' awesome.

Combat rez and Innervate are the major reasons you'll probably be asked on a raid as a Balance Druid, in terms of flat-out utility. Now, this may not be some people's style, but when to make use of your consumables is also pretty good information. Personally, I rather enjoy popping one of my many Fel Blossoms if I ever pull aggro, or chugging a Destruction Potion on top of my trinkets, when the tank calls for full-on DPS on a certain target. A Moonkin has the ability to use potions and bandages unlike Ferals, so you have that extra element of sneaky-bastardness that you can lean on.
#12 Aug 27 2007 at 12:34 PM Rating: Excellent
Moonfire? Really?

We bring a Moonkin Druid and he does extremely well, although he is a bit of a mana hog (Shadow Priest to the rescue!) even without using Moonfire.

Moonfire is extremely mana-inefficient and costly as all hell for what it is, and even with Imp. Moonfire gets an very small bonus from +DMG. Starfire hits for ~580 + 132% of +DMG, for 370 mana (before reduction talents). Moonfire hits for ~1100 + ~90% of +DMG for a whopping 490 mana (again, before reducion talents), of which only ~330 and + ~18% of +DMG can crit. Even with a moderate amount of +DMG and Crit, Starfire should easily pull ahead in mana efficiency. Moonfire is handy for when you're burning down low-HP targets, but... *shrug* Especially when mana is already something of a limiting factor, adding in an additional high-mana, low-efficiency spell seems kind of foolish.

If you want a high-efficiency DoT, Insect Swarm costs 175 mana, does ~800 damage plus 80% of +DMG, and will increase your tank's survivability.

His boss-damage routine is pretty much Insect Swarm, Starfire until it drops, reapply Insect Swarm, Starfire until it drops, repeat. Wrath is handy for trash but not really useful on bosses, and Moonfire is... not really used much.
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