Balance Druid DPS Rotation, Cooldowns, and Abilities (Legion 7.3.2)
Table of Contents
General Information
On this page, we list your Balance Druid core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.3.2. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Balance Druid.
The other pages of our Balance Druid guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Slippykins, long-time Balance Druid theorycrafter and moderator at MMO-Champion and the Druid discord. You can catch him in his theorycrafting thread, or on Discord.
1. Single Target Rotation
The Balance Druid rotation is based on the following priority list.
- Apply and maintain
Moonfire,
Sunfire on the target. - Cast
Starsurge to consume Astral Power.- Keep in mind that using Starsurge grants you a charge of
Lunar Empowerment and
Solar Empowerment, which cap at 3 and
are consumed by using
Lunar Strike and
Solar Wrath,
respectively. Avoid generating Empowerment charges when you are at
maximum capacity.
- Keep in mind that using Starsurge grants you a charge of
- Cast
New Moon (and its other versions) to generate Astral Power.
Make sure its charges are always rolling. - Use
Solar Wrath while you have
Solar Empowerment
up. - Cast
Lunar Strike while you have
Lunar Empowerment up. - Cast
Solar Wrath without an empowerment, to generate
Astral Power.
At all times, you should avoid generating Astral Power when you are at maximum capacity.
1.1. Opening Rotation
The ideal opening rotation at the start of the fight is as follows:
- Shortly before the pull, use your potion and pre-cast
Solar Wrath. - Cast
New Moon. - Apply
Moonfire,
Sunfire to the target. - Cast
Celestial Alignment (or
Incarnation: Chosen of Elune, if you have taken this talent). - Cast
Half Moon and
Full Moon. - Continue your normal rotation.
2. Multiple Target Rotation
The multiple target rotation is very similar to the single target rotation, with a few differences.
You should keep
Moonfire and
Sunfire up on any targets
that will live longer than 6 seconds. Also use
New Moon
(and its other versions) as you would against a single target.
You should still use
Solar Wrath to generate Astral Power, as
a rule. Against 3+ targets, a Lunar Strike that benefits from
Lunar Empowerment is preferable to a Solar Wrath that is empowered,
while against 4+ targets, even unempowered Lunar Strikes are better
than empowered Solar Wrath.
To consume Astral Power, use
Starfall if you are fighting 2 or
more enemies, and
Starsurge otherwise.
Note that you can stack
Starfall, but you can only have one
Stellar Empowerment debuff up at a time, so some of the damage from the
extra Starfalls is wasted. This is still best to do when you are AoEing.
3. Cooldown Usage
As a Balance Druid, you only have one DPS cooldown, by default:
Celestial Alignment. You should use this during periods of increased
damage to the boss. In any case, it should be used as many times as possible
during the encounter.
4. Optional Read: Mastering Your Balance Druid
While the rotations we gave in the previous sections will yield very good results, there are a few subtleties that you should understand in order to truly excel at your role.
4.1. Mastery: Starlight
Your
Mastery: Starlight increases the damage of your
Starfall and
Starsurge, and also increases the effects of
your Empowerments (Lunar, Solar, and Stellar).
4.2. Artifact Ability
Your Artifact weapon grants you the
New Moon ability. This ability
has 3 charges and a 15-second recharge time. It is peculiar in that when you
cast New Moon, the ability (in your spellbook) changes to
Half Moon,
and casting
Half Moon turns the ability into
Full Moon. Cast
Full Moon turns it back into New Moon, and the cycle repeats this way.
All 3 versions of the ability share the same number of charges and
recharge time. However, they differ in other aspects.
New Moon deals
damage to a single target and generates 10 Astral Power.
Half Moon
deals more damage to the target and generates 20 Astral Power.
Full Moon deals even higher damage to the main target, as well as
reduced damage to all enemies in a radius around the target, and generates 40 Astral
Power.
Throughout the guide, we refer to the ability simply as
New Moon, but this signifies whichever version of the ability is
currently active.
4.3. Lunar, Solar, and Stellar Empowerments
Each time you use
Starsurge, you gain 1 stack of both Lunar and
Solar Empowerment. These buffs increase the damage of your next
Lunar Strike (
Lunar Empowerment buff) and
Solar Wrath (
Solar Empowerment buff). The exact amount
depends on your Mastery. You can accumulate up to 3 stacks of each buff, but
each Lunar Strike or Solar Wrath cast only consumes one stack.
Moreover, using
Starfall debuffs each affected target with
Stellar Empowerment, which causes them to take increased damage from your
Moonfire and
Sunfire (the exact increase, again, depends on
the amount of Mastery you have).
With regards to Stellar Empowerment, this will simply offer you a periodic damage increase when multi-DoTting targets.
4.4. Mitigating Movement DPS
Maintaining your DPS on the move is one of the harder parts to playing
Balance. The important thing to note for movement is that you can still cast
your instant cast spells, like
Moonfire,
Sunfire,
Starsurge, and
Starfall. Therefore, whenever you anticipate
movement you want to be able to use these spells.
For single target, you should practice what is called "Astral Power pooling"
or "Astral Power floating". This is where you purposefully do not use
Starsurge until you have a large amount of Astral Power saved up
(about 80 normally, or 110 with the 2-piece Tier 20 Set Bonus). This way, when
you need to move, you have enough Astral Power to cast at least two Starsurges,
giving you about 2 seconds of movement without any penalty to your DPS.
For multiple targets, Astral Power pooling is still important, but not as
much. In this scenario, you can take advantage of
Stellar Drift's
casting while on-the-move. This is extremely important if you want to maintain
your AoE DPS while dodging mechanics, and you can safely generate enough Astral
Power to always have a
Starfall up.
5. ChangeLog
+ show all entries - show only 10 entries- 28 Aug. 2017: No changes needed for Patch 7.3.
- 11 Jul. 2017: Made various small tweaks to the single and multiple target rotations, and added a section on dealing DPS while moving.
- 12 Jun. 2017: Removed Emerald Dreamcatcher playstyle since it is no longer relevant.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 09 Jan. 2017: Checked and confirmed for Patch 7.1.5.
- 27 Nov. 2016: Further detailed the Lunar Strike versus Solar Wrath usage in multiple target situations, and slightly updated the opening rotation.
- 31 Oct. 2016: Removed the Mastery snapshotting section since it is no longer relevant.
- 25 Oct. 2016: Updated the Full Moon description to account for Patch 7.1 changes.
- 02 Oct. 2016: Made various improvements to the existing rotations, added a section about Mastery snapshotting, and also added a section about how The Emerald Dreamcatcher affects the playstyle.
- 08 Sep. 2016: Updated the recommendations on when to use Lunar Strike.
- 29 Aug. 2016: Updated for Legion's launch.
- 20 Jul. 2016: Fixed a small issue that recommended not to cap Empowerments, when in fact it should have said that you should not generate more Empowerments when you are capped.
- 19 Jul. 2016: Added Stellar Flare to the rotations, and added a mention about using Blessing of the Ancients as your tier 6 talent.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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