Shadowlands: Balance Druid

08 Feb
Shadowlands: Balance Druid

The Shadowlands version of the Balance Druid is both very fun and incredibly powerful. As more people are giving the spec a try, many have asked questions about how to play one. In this guide, I’ll give an overview of how the class is played, what tools they have at their disposal, and teach you how to make your laser-chicken go BOOM!

This is not really a return to me actually blogging about WoW, but since I’ve been asked to write guides on how to play this spec in particular, I decided I might as well put it on the blog instead of just writing it up in Discord. 

Side Note: I threw this together in a few hours, because a couple of guildies had asked about it. I haven’t bothered proof-reading it, and I didn’t do much in the way of research to make sure I had all of my numbers right, so there may be a few minor mistakes of that variety floating around. 

Playing a Balance Druid

Before we get into the details of the abilities, we need to talk about what a Balance Druid is, and what makes them unique. Balance Druids are a ranged DPS class, that naturally blends single-target and AoE spells together in the closest thing that current expansions have to an actual spell rotation.

Astral Power
Balance Druids have an additional resource bar called Astral Power, which ranges from 0 to 100. Most of your damaging spells generate Astral Power, and two of your spells spend this Astral Power. We’ll get into the specifics of those spells in the next section, but here is a short description of them:

Astral Power Generators

  • Wrath: Generates 6 Astral Power
  • Starfire: Generates 8 Astral Power
  • Moonfire: Generates 2 Astral Power
  • Sunfire: Generates 2 Astral Power
  • Shooting Stars (Passive): Generates 3 Astral Power, per proc

Astral Power Spenders

  • Starsurge: a single-target spell that deals Astral damage and empowers your active Eclispes
  • Starfall: an AoE spell centered on your character that deals Astral damage all enemies within 45 yards who are in combat

Talents can also impact Astral Power gain. Nature’s Balance (level 15) generates 1 Astral Power every 2 seconds. Stellar Flare (level 45) generates 8 Astral Power when cast. Fury of Elune (level 50) generates 40 Astral Power over 8 seconds, on a 1 minute cooldown.

The Eclipse mechanic is the signature of the Balance spec, and has been for quite some time. It has worked in several different ways over the years, and every time they change it there are people who love it and others who hate it.

When you enter an Eclipse, you empower certain spells based on which type of Eclipse was triggered (Lunar or Solar). In its current form, you trigger an Eclipse state by casting one of your two primary spells (Wrath and Starfire) twice. Casting Wrath will trigger a Lunar Eclipse, while casting Starfire will trigger a Solar Eclipse. These Eclipses are self buffs that will appear automatically when you trigger them, and there is a visual that happens near your character when it happens as well.

Each version of Eclipse lasts for 15 seconds, and triggering one will prevent the triggering spell from activating the other while Eclipse is active. You also cannot trigger the same Eclipse back-to-back, which means you’ll swap back and forth between spamming your Nature damage spells during Solar Eclipse and then your Arcane damage spells during Lunar Eclipse, back to Nature spells for Solar Eclipse, and so on.

You can ignore an Eclipse cycle if you really want to, or if there are mechanics in the fight that prevent you from utilizing the Eclipse (boss goes inactive for RP, long stuns, transitions where you have no targets, and so on). If you have lots of targets to cleave (5+), you may choose ignore a Solar Eclipse by continuing to cast Starfire. There is an internal cooldown on entering an Eclipse during combat, which is roughly 25 seconds from the time it was first activated. So if you use Lunar Eclipse, and want to ignore your Solar Eclipse, you can’t enter Lunar Eclipse again until 25 seconds after you started the first Lunar Eclipse (which is 10 seconds after it has run out).

Now that you know how it works, lets talk about what it actually does. Solar Eclipse reduces the cast time of Wrath by 15% and increases its damage by 20%. Lunar Eclipse reduces the cast time of Starfire by 15% and increases its critical strike chance by 20%. So you’ll activate Eclipse to make its related spells more powerful until they activate the other Eclipse, making its related spells more powerful, and continue that cycle throughout the fight.

Balance Druid master is called Mastery: Total Eclipse which increases your Nature damage during Solar Eclipse, and your Arcane damage during Lunar Eclipse. Your Astral spells also benefit from these damage bonuses. If you have your Celestial Alignment (DPS cooldown) active, you activate both Eclipses at the same time, which allows your Astral spells to benefit from both damage increases at the same time. The Astral damage spells you have access to are Starfall, Starsurge, Stellar Flare (level 45 talent), Fury of Elune (level 50 talent), and New Moon (level 50 talent).

Important Spells & Abilities

  • Wrath: single-target spell that deals Nature damage. Generates 6 Astral Power.
  • Starfire: single-target spell that deals Arcane damage to the target, and splash damage to all enemies within 8 yards of your target. Generates 8 Astral Power.
  • Moonfire: single-target damage-over-time (DoT) spell, lasts 22 seconds. Generates 2 Astral Power.
  • Sunfire: single-target DoT spell, automatically applies itself to all enemies within 8 yards of the target, lasts 18 seconds. Generates 2 Astral Power.
  • Starsurge: single-target spell that deals Astral damage, and empowers your active Eclipse buffs. Costs 30 Astral Power.
  • Starfall: AoE spell centered on the caster, lasts 8 seconds, deals Astral damage to all enemies engaged in combat, and extends the duration of Moonfire/Sunfire on all targets by 4 seconds. Costs 50 Astral Power

Wrath is the spell you’re going to spam during Solar Eclipse, and it’s the spell you use to trigger your Lunar Eclipse. Starfire is the spell you’re going to spam during Lunar Eclipse, and it’s the spell you use to trigger Solar Eclipse. These are your two primary filler spells, which generate the majority of your Astral Power.

Sunfire and Moonfire are your DoTs, which you will want to keep up on basically any target that will survive long enough for their damage to matter. Sunfire does 200% more damage than Wrath does, and Moonfire deals 200% more damage than Starfire does, but it takes 18 and 22 seconds respectively for them to deal that damage. These DoTs also trigger your passive ability, Shooting Stars, which deal damage to an enemy and also grants 3 Astral Power. This means that the more DoTs you have, the more Astral Power you stand to gain.

Starsurge and Starfall are how you spend your Astral Power, and they will contribute more to your DPS than any other spells. Starsurge “empowers” your active Eclipse buffs by an additional 6% each time you cast it. This empowerment applies to the bonus 20% damage of Wrath and 20% crit chance of Starfire, so the first cast increases those to 26%, the second 32%, and so on. The sooner you can pour Astral Power into a new Eclipse buff, the more benefit you will get from it over its duration, since that empowerment stays in effect until the Eclipse(s) wears off. For this same reason, you should always try to avoid casting Starsurge at the end of an Eclipse, and never outside of an Eclipse, unless the target would potentially die from Starsurge’s damage alone. In addition, the damage bonus from your Mastery only applies during an Eclipse, so not only are you missing empowerments if you cast Starsurge outside of an Eclipse, you’re also causing it to deal less damage.

Starfall is an AoE spell, but you may want to use it on single target encounters as well. If the fight requires a lot of movement, Starfall effectively acts like a DoT, dealing damage while you’re otherwise unable to stand and cast your two primary spells. If you take the Steller Drift talent at level 45, you can cast spells while moving so long as Starfall is active, making it a critical part of even your single target rotation if the fight requires a lot of movement. If little or no movement is required, then Starfall is a waste on single target.

In a typical boss encounter, your spells ranked from most damage to least will typically be: Starsurge > (Starfall) > Starfire > Wrath > Sunfire >= Moonfire

If there are multiple targets in those encounters, you will of course see an increase in damage from your AoE/cleave spells: Starfall, Starfire, Sunfire, and your passive ability Shooting Stars.

  • Soothe: dispels any Enrage effects on the target.
  • Cyclone: makes the enemy target invulnerable and unable to take actions, lasts for 6 seconds.
  • Entangling Roots: roots an enemy target in place for 30 seconds. Damaging the target may cancel the effect.
  • Typhoon: a frontal cone knockback for 20 yards, dazes enemies hit for 6 seconds.
  • Hibernate: puts an enemy Beast or Dragonkin to sleep for 40 seconds.
  • Solar Beam: interrupts and silences the target and all enemies within the beam, lasts 8 seconds.

Above are your crowd control spells and your interrupt. Solar Beam has a 1 minute cooldown, which really sucks, but it is an AoE silence. The area that it effects is centered on the location of your target when the spell is cast, and it does not move. If you really need to shut down a caster, cast Entangling Roots first to lock them in place, then follow it up with Solar Beam to keep them stuck in the silenced effect for as long as possible.

  • Remove Corruption: removes all Curses and Poisons from a friendly target.
  • Rebirth: is a resurrection spell that you can cast while in combat, 10 minute cooldown
  • Regrowth: healing spell that also applies a heal-over-time (HoT) to the target
  • Barkskin: reduces damage you take by 20% and preventing spell pushback for 12 seconds, 1 minute cooldown.

Above are your utility, healing, and defensive spells.

Regrowth is the only healing spell you can cast while in Moonkin form, even if you take the Restoration Affinity talent that grants access to three more healing spells. Barkskin might be nothing to write back home to mom about, but it’s useful and it’s on a short cooldown, so use it any time you’re taking a fair amount of damage. You can also cast it while you’re stunned, and it does not trigger the global cooldown, so you can cast it at the same time as another spell (such as the Renewal talented spell).

Rebirth is your combat rez, which does nothing for you if you’re solo, but it used to be the envy of all non-Druid healers before Blizzard decided to start sharing the love. It’s an excellent tool for group play, and one you certainly want to be familiar with casting if you want to play well with others.

  • Celestial Alignment: Triggers both Eclipse states and grants 10% Haste for 20 seconds. 3 Minute cooldown.

This is your only DPS cooldown (without talents), but it’s a really good one. This triggers both Lunar and Solar Eclipse to be active at the same time. It really shines when you have a fight that’s strictly single-target or strictly multi-target for long stretches of time. Something else that it does, without explicitly saying it, is it resets the timers associated with your Eclipses. So if you just finished a Solar Eclipse you can cast Celestial Alignment to turn on both Eclipse buffs, keep on doing your single-target rotation, and after the double Eclipse you can cast double-Starfire to go right back into another Solar Eclipse, giving you 50 total seconds of Solar Eclipse goodness before you ever have your first Lunar Eclipse. It works exactly the same way for Lunar Eclipse, of course.

Stat Priority
Stat priority is pretty simple, but slightly different based on your Covenant choice.

  • Night Fae: Intellect > Mastery > Versatility > Haste > Crit
  • Kyrian: Intellect > Mastery > Haste >= Versatility > Crit
  • Venthyr: reroll Night Fae
  • Necrolord: reroll Night Fae

Joking aside (I’m not joking), Venthyr and Necrolord priority is the same as Kyrian. Night Fae value Haste less mostly because Convoke the Spirits does not utilize Haste at all, and Convoke is a major contributor to their DPS, so they benefit more from Versatility buffing those 16 random spells.

Playing a Balance Druid
Balance Druids only have one effect that procs something new, and that one effect does not have any impact on your rotation. The effect is part of the Moonkin Form ability, and the proc is called Owlkin Frenzy. This ability can proc any time you are hit with a single-target attack, with a 15% chance, and the effect is that it makes your next Starfire an instant-cast. When it procs, you’ll have an image kind of like a shooting star pop up over your head. For the most part, just ignore this. Use it if you need to move, or to pull more mobs into an AoE farm, but don’t bother trying to use it outside of a Lunar Eclipse.

As a Balance Druid, you build Astral Power with your main filler spells, then you spend the Astral Power on your heavy hitters. To some extent, this makes Balance very easy to play when compared to other classes/specs. As long as you have a basic understanding of the Eclipse mechanic and how to use Astral Power, you are well on your way to being a Boomchicken.

Pull “Rotation“:

  • Pull with Starfire
  • Apply DoTs: Moonfire then Sunfire (single target), Sunfire then Moonfire* (multi-target)
  • Enter Eclipse by casting: Starfire (single target), or Wrath x2 (multi-target)

If a fight where you are going to want to cleave with Lunar Eclipse, you can pull with Wrath instead of Starfire, if you feel like entering Eclipse sooner is a higher priority. The timing of Bloodlust/Heroism can play a role in how quickly you enter Eclipse as well, since you want to get as many casts of your spells during Eclipse as possible. If you lust on the pull, enter Eclipse asap. If you lust after a few seconds into the pull, start with the spell for the opposite Eclipse so that you delay entering your Eclipse without missing damage. Just try not to accidentally proc the wrong eclipse by casting the spell twice.

*See the “AoE Combat” section a bit further down, for details on how and when you should bother using Moonfire in a multi-target pull.

Here is the core of your rotation/priority list:

  • Enter your desired Eclipse – for single target cast Starfire x2, for multi-target cleave cast Wrath x2
  • Refresh Moonfire and Sunfire if they will expire in the next 6 seconds (and target will live long enough to matter)
  • Use Cooldowns as desired (Celestial Alignment/Incarnation, trinkets, etc)
  • Spend your Astral Power on Starsurge/Starfall
  • Spam your Eclipse-related filler – Wrath (Solar) or Starfire (Lunar)

Optimizing your spells is where things can get more tricky. A lot of that is not something I can really teach you how to do, I can only teach you the things to watch for. For example, you don’t want to refresh your DoTs if the targets would die before their damage can be dealt. In some cases, you do want to use Sunfire, but you wouldn’t bother with Moonfire. Learning the timing is something you have to do on your own, since that will vary from one group to another, gear levels, group compositions, the content itself, and so on.

Here are some things to keep in mind for each spell, to know whether or not you should cast it. This is getting into the tall grasses, so if you’re new to the spec this is where things may start to feel overwhelming. It sounds worse than it is, and you’ll get a feel for all of this on your own, with time. If you’re new or prone to feeling overwhelmed, just skim this section for now and use the addon that I recommend at the end of this post to manage some of this stuff for you.

Starsurge: You should cast Starsurge as early in the Eclipse as possible, so that you can maximize the empowerment effect that it provides to your Wrath/Starfire. That empowerment only lasts for the current Eclipse, though, so avoid casting it at the end of an Eclipse, and always avoid casting it when you do not have either Eclipse active. Having enough AP to cast Starsurge requires 4-5 Wraths, 3-4 Starfires, or about 2 of each (talents and RNG depending). Use that to help you decide whether you should hold onto your current AP pool for your upcoming Eclipse, or if you should dump some of it now because you’ll make up for it by the time you reach the next Eclipse. You don’t want to waste AP if you can avoid it, but you also don’t want to waste Starsurge casts if there is no Eclipse to take advantage of it. If you have enough time between right now and the next Eclipse to earn back the AP you would spend, then cast Starsurge/Starfall.

Starfall: If you have taken either of the talents that buff Starfall (Soul of the Forest or Stellar Drift), then use Starfall anytime you have at least two targets. With the Stellar Drift talent, you also want to cast it any time you would need to cast spells while on the move. Starfall does not have a cap on how many targets it can deal damage to, so the more targets you have the higher priority Starfall is to keep going. You can refresh Starfall when there are up to 3 seconds left on its current duration. It will not stack the damage it deals, but it will extend the duration.

AoE Combat: When you have a lot of targets, you actually get more damage done if you ignore the usual Solar Eclipse, and focus on cleaving with Starfire. Your first priority in AoE combat is to make sure you always have Starfall active. If there are 5+ targets, and they have enough health to survive for the next 20 seconds or so, use your Solar Eclipse as an opportunity to cast Moonfire on as many targets as possible, not casting Wrath at all, then go back to Starfire spam until you can enter a new Lunar Eclipse with a couple of Wrath casts. If the mobs will not survive long enough for you to enter another Lunar Eclipse, then forget Moonfire, just keep spamming Starfire even during Solar Eclipse. Spend your extra Astral Power on Starsurge when you have the AP to do so, as long as you have enough to keep Starfall up at all times.

Covenants and Conduits
When it comes to choosing a Covenant, your options are Night Fae, Night Fae, Night Fae, or in certain situations…Kyrian. If your primary focus in WoW is arena PvP, you can go ahead and take Kyrian. If it’s not, just trust me on this and pick Night Fae.

The Night Fae class ability, Convoke the Spirits, is a 4-second channeled ability that casts 16 random druid spells throughout the channel. It’s the epitome of RNG, and it is fantastic. It shines best in single target, then clustered multi-target cleave. In multi-target situations where all of the mobs are spread out, it’s not that great, so just make sure you’re near the biggest clump of them that you can reach when you cast it. You can move while channeling Convoke, and you can cast it in all of your druid forms. The RNG does tend to favor spells related to your current form, so it will most often cast DPS spells while in Moonkin form, but it will also throw some HoTs on your party. If you are close to the mobs, it will throw some Rake and Thrash casts in there as well. This gives you some control over what kind of spells it will cast, so if your party needs healing you can break form and have a higher chance of spreading HoTs. If you need to emergency off-tank some adds, swap to bear form before you cast Convoke. If you ever use Convoke while in Cat Form, as a Boomkin…I’ll reach through the internet and punch you.

Soulbind options are Niya for Night Fae, and Pelagos if you opted for Kyran. Both grant you additional Mastery, which is your top secondary stat. Niya’s is more useful, but they’re both good.

Conduits are whatever level of craziness you actually want to take them to. You can choose single-target focus, multi-target focus, or you can do a bit of a hybrid that just works well in all situations without being optimal for any of them. If you’re one of the wakadoos who choose Kyrian, don’t use your Kyrian conduit since it will actually cause you to lose DPS by forcing your abilities to fall out of sync.

Night Fae: If you want to focus on single-target, then you should always take the path on the left. This will give you one Potency, one Finesse, and two Endurance conduits. If you want to optimize multi-target conduits, then choose the left path twice, then the middle path at the bottom. This option will net you two Potency, and one each of Finesse and Endurance conduits.

Kyrian: You only have one real path for optimization: left, left, right. This option will net you two Potency, and one each of Finesse and Endurance conduits.

Potency for Single Target: Conflux of Elements (Night Fae only), Fury of the Skies, Umbral Intensity
Potency for Multi Target: Umbral Intensity, Stellar Inspiration
Potency for General Use: Conflux of Elements (Night Fae only), Umbral Intensity, Fury of the Skies

Finesse and Endurance conduit choices are mostly up to you. Think about the content that you like to do and whether or not the options in those paths fit those situations. I’ll give you my general rankings of them in the overall sense, but it’s really mostly up to your preferences:

Endurance: Well-Honed Instincts >= Tough as Bark > Ursine Vigor >>> Innate Resolve
Finesse: (Born Anew) >= Front of the Pack > Tireless Pursuit >> Born of the Wilds

One note about Born Anew. If you don’t need the extra movement stuff, Born Anew is a great conduit. However, if you only really play solo, or if you are never the person called on to do a combat rez, then it’s completely wasted. I personally choose Front of the Pack for mine, because I use Stampeding Roar all the time, in all content, and my raid leader never calls on me to do the battle rez, so I don’t generally have a use for it. As I’m starting to spend more time in Mythic+, I may end up swapping to this one before too long. Innate Resolve really sucks, don’t use that thing no matter what content you’re doing.

Talent Points
The nature of the modern talent tree, and the fact that you can change your talents basically any time you want to, means that giving a set talent tree is pointless. I’ll go ahead and talk about them all, but the only setup I’m going to show you is the one that I use as my default, which is this:

  • Nature’s Balance: Generates 1 Astral Power every 2 seconds while in combat. Out of combat, Astral Power rebalances to 50.
  • Renewal: Instant 30% self-heal on a 1.5 minute cooldown.
  • Restoration Affinity: Heals you for 3% of your health every 5 seconds, hits a raid/party member if your HP is full. Gives you access to 3 more healing spells, and Ursol’s Vortex.
  • Mass Entanglement: Roots your target and all enemies within 15 yards of them.
  • Soul of the Forest: Wrath generates 50% more Astral Power during Solar Eclipse, and Starfire’s damage is increased by 150%.
  • Stellar Drift: Increases Starfall’s duration by 2 seconds, and allows you to cast while moving when Starfall is active.
  • Solstice: During the first 6 seconds of each Eclipse, Shooting Stars fall 300% more often.

The other level 15 talents have their place. Warrior of Elune can be taken for fights that need short window burst, or that have a lot of movement. Force of Nature is decent for solo play, leveling, AoE farming, Mythic+, and for Torghast. For raiding and solo world content, I don’t think either of these compete with Nature’s Balance. Having your Astral Power settle in at 50 while you’re out of combat seems like it’s not a big deal, but it actually helps a ton for reducing your ramp up time at the start of a fight, and you have the option of opening with Starfall to cast while moving into position (if you take Stellar Drift) if you have fights that require such.

You can use any of the level 25 talents. I prefer Renewal for basically all content since I find the movement abilities to be rather unnecessary. We have a lot of movement abilities already, making these a bit redundant. If you’re good at the different uses of Wild Charge, it’s technically a better ability, I just find Renewal to be more useful and useful in more situations/content. Take whatever you want here. If you want the movement, I would say Wild Charge trumps Tiger Dash in nearly every situation.

Level 30 lets you pick one of the other specs to have an affinity for. In my opinion, Feral Affinity is garbage for a Balance druid. It’s more movement, which is helpful and technically lets you do more damage by getting to a place you can cast sooner, but if you’re that tight on DPS needs then you’ve probably got other problems that this talent is not going to solve. Guardian and Restoration affinities are both good. If you do more solo content, then I suggest Guardian, while for more group content I suggest Restoration. Either of those two is good, though. I find far more opportunities to off-heal effectively as a Boomkin than I do to off-tank.

Level 35 is much the same. Mighty Bash and Mass Entangle are both crowd control abilities that are useful for different things. Heart of the Wild makes your level 30 talent choice stronger for 45 seconds. For Feral it gives 30% bonus damage to cat attacks and they grant extra combo points. For Guardian it gives 20% bonus Stamina, Ironfur can stack, and Frenzied Regen gets two charges instead of one. And for Resto you get 30% bonus healing and a 50% reduction to mana costs for your healing spells. I’ve had Torghast runs where Bash saved my run. I’ve done AoE farming where Entangle let me pull and kill a stupid amount of mobs with ease. Heart of the Wild will let you be a fairly decent off-healer if you took Resto Affinity, but I can only guess at how effective you could be at emergency off-tanking with Guardian Affinity.

Level 40 has some good choices. Soul of the Forest is your best bet for multi-target damage while Starlord is your choice for single-target. Both are really good, and helpful in both situations, they just happen to shine in one or the other. Incarnation is a good ability, but it mimics the effect of a spell you already have and makes it a bit better with a crit buff and extends the duration by 10 seconds. I don’t like chosing Incarnation for normal play, but I’m happy to pick it up in Torghast for some chunky Eclipse/Convoke burst shenanigans.

For Level 45, I think Stellar Drift outshines both of the other options. Stellar Flare is alright for a lot of single target encounters, but I don’t like the feel of playing with it as it pushes you further toward DoTs and I don’t think it’s needed at all. Stellar Drift increasing the duration of Starfall, especially after Soul of the Forest in the previous tier increases its damage, is already great on its own. The fact that it also lets you cast on the move while Starfall is active is incredible in all types of content. You can save up your Astral Power to plan for that movement, and while other classes have abilities that let them do that too, we can have 100% uptime on it if necessary. Twin Moons is garbage, don’t take that crap.

I think at level 50 the clear winner is Solstice. However, Fury of Elune can be really useful as well. New Moon may have been the business back in Legion, but not so much anymore. The only time I use New Moon is when Convoke uses it on my behalf. Fury of Elune gives a lot of Astral Power, and its damage is really good too. With Solstice you’re going to have more Astra Power flowing at a consistent basis, and it’s good for both single target and multi-target situations. Fury of Elune is good, but it’s good for 8 seconds, once per minute. I only ever use Solstice, the others just don’t compare for me.

Macros and Addons

If you are new to Balance, then the addon that I will recommend to you is Hekili. This is a rotation addon, that basically tells you which spells to cast next. I know, some people are going to hate it, but others are going to love it. While you’re still getting a feel for when to build your Astral Power and when to spend it, this is going to be a huge help to you. When things get crazy and you have to stop your rotation to move or rez, or whatever else, sometimes you’ll forget where you were in your Eclipses. Were you in Solar or Lunar? Or were you in between? Had you just started an Eclipse, or were you just ending one? This will help you with that (to some extent) just be looking at which spells it’s telling you to cast. If all you see is Starfire queued up, then you know you’re in Lunar Eclipse, for example. It will also help you with refreshing your DoTs, not forgetting to use your cooldowns, and so forth.

Other addons that I would recommend really depend on how you play the game and what areas you would personally need help with. WeakAuras can help you with all of the same things that Hekili does, for example, and far more. As I’ve gotten more involved with raiding in Shadowlands, I’m starting to lean more toward adding more WeakAuras to my toolkit to centralize more of the things that I need to keep an eye on.

I don’t think anything the Balance Druid does really requires macros. I mean, I have a ton that I use regardless, but you don’t need any of them to perform well. You can make mouseover macros to make your healing, cleansing, and de-enraging abilities easier to use. You can use @cursor/@player macros to make placing things like your Force of Nature easier. I’m happy to help with macros if there’s something you need.

In case you’re new to Druid all together, I’ll go ahead and put this macro here, which is a one-button shapeshifting macro that also includes a mount, so that you can change into the appropriate form for the situation. I’ve used it for years, and made adjustments as necessary for changes that they implemented along the way. You could probably clean it up even more by combining the various triggers for Travel Form, but it works perfectly fine as-is, so I’ll leave it like this.

/cast [outdoors,nocombat] sky golem
/cast [swimming] Travel Form
/cast [indoors] Cat Form
/cast [flyable] Travel Form
/cast Travel Form

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