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Balance Druid: Reworked Dragonflight Talent Tree Reviewed - Big Improvement, Not Perfect
Dragonflight
Geposted
19.10.2022 um 05:00
von
tettles
With the
design phase over and the tuning phase underway for Dragonflight Talent Trees
, our Balance Druid writer Tettles critically reviews the current state of the Balance Talent Tree as we near Pre-Patch. Join us as we discuss all the Talent changes for Balance in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Balance, Feral, Guardian, and Restoration Druid class guides:
Balance Druid Talent BuildsFeral Druid Talent BuildsGuardian Druid Talent BuildsRestoration Druid Talent Builds
Balance Druid Talent Revamp
Over the past few weeks Balance Druid has received a large amount of changes. From a massive overhaul to the spec tree, increase in cost of
Sternensog
, to the stackable version of
Sternenregen
that everybody was requesting for ages. These changes have been met with largely positive feedback. A lot of the baggage that was present in Shadowlands and Battle for Azeroth has largely been removed.
The spec tree is not perfect, and it still is likely to see a decent amount of tuning. With this being the case, some stuff absolutely can change in the weeks and days following this as more information is learned, tuning occurs, and bugs are fixed. Sims are still very early in development and things can, and probably will, change drastically from week to week up until expansion launch.
There has been a decent amount of Raid Testing and M+ testing over the past few weeks, and I would highly encourage those who have access to the beta to go test out Balance for themselves. It is a fun spec and I am excited to play it in Dragonflight!
Tier Set
Druidenklassenset, Gleichgewicht, 2 Teile
-
Sternensog
and
Sternenregen
increase the damage of your next
Zorn
or
Sternenfeuer
by 20%, stacking up to 3 times.
Druidenklassenset, Gleichgewicht, 4 Teile
- When you enter
Finsternis
, your next
Sternensog
or
Sternenregen
costs no Astral Power and deals 35% increased damage.
The tier bonus implementation for the spec does not dramatically alter the playstyle of the spec, and it requires almost no intentional talent pathing to gain access to the tier set. It does add 2 procs that you need to manage that adds an extra level of management that moonkin has not seen in a while.The 2-set synergizes with nodes that are early on in the tree. The 2 nodes that the 2 set synergizes most with are
Umbralumarmung
and
Umbralintensität
. The 4 set synergizes quite well with
Urzeitlicher Arkanpulsar
,
Sternweber
, and
Sterne ins Wanken bringen
. Even with the synergies it seems at the current time that the tier set itself will likely not impact your talent choices in any major capacity.
The 2-set at times can be kind of difficult to play around, particularly in AOE situations. Outside of the times it is a bit difficult, I rarely notice the 2-set in any capacity. The 4-set, however, is very enjoyable in my experience playing around it. Getting effectively a free
Sternenregen
that does big damage every time you enter Eclipse is a nice proc to manage.
Sample Raid Tree
There are a few ways that our Class Tree can go. A lot of individual defensive power is baked into
Dickes Fell
and
Geschärfte Instinkte
as some of the premiere individual defensive nodes. If you need less group utility or feel like you can skimp out in a few areas, then taking these nodes and going up the left side is really powerful. Generally,
Anstachelndes Gebrüll
,
Wache der Natur
,
Anregen
, and being on the right side makes a lot more sense with some of the stuff that you are able to obtain. Ultimately it will come down to encounter dependencies as to what option you select between right and left, but both are fairly strong.
As for the spec tree in raid, per usual, is very subject to tuning of individual nodes. A lot of the selections here came down to individual power. The big points are
Konvokation der Geister
,
Sterne ins Wanken bringen
, and
Urzeitlicher Arkanpulsar
as the primary 3 nodes that you play around in raid, and they are unsurprisingly the backbone of moonkin on Pure ST.
There are a lot of procs and buffs that playing around as a Balance Druid is very important to be successful in raid style encounters. First and foremost is
Sterne ins Wanken bringen
. Rattle has somewhere around an 80% uptime in logs on Single Target encounters. This means that to make sure you are realizing the full potential you need to really manage high amounts of uptime with this talent. The
Druidenklassenset, Gleichgewicht, 2 Teile
and
Druidenklassenset, Gleichgewicht, 4 Teile
are both buffs as well that you need to focus on utilizing as they appear.
Sterneneruption
is back on the menu as well as a DOT effect that you need to make sure you are juggling in addition to your
Mondfeuer
and
Sonnenfeuer
.
This sample talent tree has a large amount of long term sustained Single Target damage. In addition to good single target damage, if there is a secondary target that is up for a decent length of time then Moonkin will be fairly potent as well. Additional targets that die pretty quick you are sad to see though as you would like a large amount of ramp time to apply dots and pump a lot of
Sternenregen
s.
Sample M+ Tree
The class tree for M+ is a bit more restrictive than the class tree for raid. With nodes such as
Ursols Vortex
,
Verbessertes Sonnenfeuer
, and
Taifun
being seen as near mandatory in almost every M+ dungeon, it is highly likely that you stick to a more right side focused class tree build.
Schädelstoß
is not really much of an option to take out of the class tree as you have to pay a LOT of points in order to be able to obtain it. It would be nice to have, but the combination of it being two globals, hard to path to, and how much you give up to take it basically makes it out of the question for Balance.
The sample M+ tree is playing under the assumptions that
Naturgewalt
and
Sonnenstrahl
are talents that you are going to want to select. These talents can be costly (particularly Solar Beam) in regards to per-point damage loss, but ultimately are very helpful in M+ scenarios.
First, yes
Sterneneruption
is likely a thing in M+ as of right now. The amount of damage it does, particularly on single target, coupled with the synergies from
Sternschnuppen
+
Orbitbrecher
make it very strong. It likely will not come down to a question of "Should I talent Stellar Flare or not," but the question will rather be "When do I press Stellar Flare?" Right now it is very difficult to play with Flare on AOE, and I have found it quite annoying to get the hang of. It is something that comes with time and mob knowledge as to what targets to put it on in which situations. Generally you're looking for the mobs to live longer than 12s duration but the pull also needs to exceed ~30 seconds for it to be worth pressing. The priorities on Dotting, getting into eclipse, putting starfalls out, dropping mushrooms, and applying Stellar Flare is one that is not super clear at this time for M+.
Inkarnation: Erwählter der Elune
,
Elunes Führung
, and
Sterne ins Wanken bringen
are an interesting trio of nodes that you play in M+. They are all strong on both Single Target and AOE. The cost reduction, particularly when pressing
Sternenregen
is so nice and it allows for a lot of starfalls to be spammed for big damage.
Wildpilz
in its current state does a large portion of your damage on AOE while generating massive amounts of Astral Power. This is one of my favorite buttons to press and the quick burst of 20 AP is never something to scoff at.
Bewohner des Traums
when paired with
Freund der Fae
is one of the better 2 node combos you can also get in M+. The fae guardians have something like an 80% uptime providing you 6% bonus damage over that duration. I'll never complain about seeing the fae guardians flying around with me for some extra RP points.
The Problems and Feedback
After covering some of the positives from the sample talent builds for both Raid and M+ lets talk about some of the problems that currently face the tree, and give a little feedback on some of the stuff that should be addressed.
Solar Beam
Sonnenstrahl
in its current placement is VERY difficult to take, and many people state it is the worst part of our kit right now. As it stands, it is locked behind 2-point nodes in
Umbralumarmung
and
Umbralintensität
. Whenever we talk about Solar Beam it is regularly discussed as a "3-point tax" as you are forced to path through one of two nodes that you seriously do not want to take. While this could be addressed in tuning, by buffing both of them almost mandatory status, it is just an issue of where Solar Beam is placed. The obvious solution is to just make Solar Beam baseline. There is just a fundamental issue when 36 of your 38 nodes are damage and you are being effectively forced to forego pretty large damage gains in order to take an interrupt.
Meanwhile we cannot reasonably take
Schädelstoß
as being forced to use 2 GCDs and give up 5 points in the class tree is also a decision that cannot reasonably happen. As it currently stands players are hoping that a healer with a kick is meta so that you can potentially omit the requirement to play a kick in M+.
Stellar Flare in Dungeons
One of the changes to the Balance Druid talent tree a few weeks back added a lot more interconnectivity in the tree. This is ultimately a very positive change, and one of the things accompanying it was the separation of
Zwillingsmonde
and
Sterneneruption
. As it currently stands Stellar Flare is tuned to a point to be taken in every situation in every form of content. It is not particularly a playstyle much of the community is fond of and likens it to "Affliction Druid."
I will say that it is not a playstyle that I prefer in M+ specifically, the decision making behind dotting with flare while having to maintain 3 DOTs on 4+ targets at times is cumbersome. When you have so many cool buttons to press on AOE such as
Sternenregen
,
Wildpilz
, or
Zorn der Elune
feeling religated to juggling 3 DOTs on AOE is something better left for council style fights and single target bosses in raid. The issue is fundamentally that you get GCD locked so heavily at the start of pulls on AOE as is that needing to also hard cast flare on 4-20 mobs becomes incredibly overhwelming. You have to juggle: Applying Moonfire and Sunfire, Going into Eclipse, Using 4-set procs, Dropping Starfalls, Using Fury of Elune, Using Wild Mushrooms, AND THEN you Stellar Flare mobs. At that point you also have to Starfire to consume your 2-set as well and it just becomes an overwhelming mess a bit.
I have no clue how to fix the situation because a lot of it is that there are not many talents better than Flare, especially on AOE. Additionally Stellar Flare synergizes with
Sternschnuppen
and
Orbitbrecher
which on Single Target feels great, but whenever you begin to feel forced to Stellar Flare on up to 20 targets if the duration permits you're running into issues.
Bugs
There have been a LOT of bug fixes over the past couple weeks with the spec. As we are getting closer and closer to release these bugs are still pretty worrisome. Members of the Dreamgrove have compiled
this
bug document that has most of the bugs currently affecting moonkin listed. 17 of our spells are still bugged in some capacity and if this could get fixed before pre-patch / launch that would be spectacular.
Conclusion
As I said in the beginning, I really have been enjoying the changes presented to moonkin. There was a lot of baggage from Shadowlands and BFA that has been removed, and I think the spec is in a much more fun direction. There are still some things that I hope get addressed before launch, and if that stuff gets changed the spec will be in a spectacular place.
Interested in playing Balance Druid now? Check our out live guide for this spec!
Balance Druid Guide
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